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	<id>https://erindal.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Miyokari</id>
	<title>Erindal Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php/Special:Contributions/Miyokari"/>
	<updated>2026-09-18T07:26:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Army_of_Dulavein.png&amp;diff=703</id>
		<title>File:Army of Dulavein.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Army_of_Dulavein.png&amp;diff=703"/>
		<updated>2026-09-18T01:23:44Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: Miyokari uploaded a new version of File:Army of Dulavein.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=702</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=702"/>
		<updated>2026-09-18T01:22:41Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainPage styles}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ERINDAL WIKI MAIN PAGE - MediaWiki-safe markup --&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;[[File:Erindal Wiki Social.jpg|600px|link=]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Hero_optimized.jpg|alt=An illustrated landscape of Erindal|link=|1600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-shade&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-kicker&amp;quot;&amp;gt;Welcome to&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-title&amp;quot;&amp;gt;Erindal Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-gold-rule&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A reference wiki for the nations, peoples, history,&amp;lt;br&amp;gt;religion, magic, places and characters&amp;lt;br&amp;gt;of the world of Erindal.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-left&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;ew-heading-mark&amp;quot;&amp;gt;✥&amp;lt;/span&amp;gt; World Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Erindal is divided among continents, islands and many independent states. Eryndor lies in the west, while Thragmorn lies in the east. Both continents, along with the islands surrounding them, are home to their own nations, peoples and political powers. Governments, religions, economies, technology and attitudes toward magic differ considerably between them. Borders and relationships have changed through war, trade, migration, conquest and diplomacy, while much of Erindal&#039;s older history remains incomplete or disputed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[World Map|View World Map →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-map-image&amp;quot;&amp;gt;[[File:Erindal World Map.png|alt=World map of Erindal|link=World Map|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-categories-panel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Browse by Category&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-category-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♜&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Nations and Realms|Nations &amp;amp; Realms]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Nations and Realms|pages}} {{PLURAL:{{PAGESINCATEGORY:Nations and Realms|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♣&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Ancestries and Cultures|Ancestries &amp;amp; Cultures]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Ancestries and Cultures|pages}} {{PLURAL:{{PAGESINCATEGORY:Ancestries and Cultures|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♟&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Characters|Characters]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Characters|pages}} {{PLURAL:{{PAGESINCATEGORY:Characters|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⬟&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Organizations|Organizations]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Organizations|pages}} {{PLURAL:{{PAGESINCATEGORY:Organizations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon ew-gold&amp;quot;&amp;gt;☀&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Religion and Deities|Religion &amp;amp; Deities]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Religion and Deities|pages}} {{PLURAL:{{PAGESINCATEGORY:Religion and Deities|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;▰&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Magic and Cosmology|Magic &amp;amp; Cosmology]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Magic and Cosmology|pages}} {{PLURAL:{{PAGESINCATEGORY:Magic and Cosmology|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;●&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Locations|Locations]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Locations|pages}} {{PLURAL:{{PAGESINCATEGORY:Locations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⌛&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:History and Timeline|History &amp;amp; Timeline]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:History and Timeline|pages}} {{PLURAL:{{PAGESINCATEGORY:History and Timeline|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;✣&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Family Lines|Family Lines]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Family Lines|pages}} {{PLURAL:{{PAGESINCATEGORY:Family Lines|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-strip&amp;quot;&amp;gt;[[File:Erindal_Mock_Strip.png|alt=Panoramic landscape of Erindal|link=|900px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-featured&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;★&amp;lt;/span&amp;gt; Featured Article&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-feature-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Kurn_Daruhm.png|alt=Kurn Daruhm, the dwarven empire|link=Kurn Daruhm|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kurn Daruhm]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Kurn Daruhm is a dwarven empire ruled from Mal Darum. Forge and Hearth dwarves form most of its population, while mining, smithing, agriculture and clockwork engineering support much of its economy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Kurn Daruhm|Read more →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-recent&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;◴&amp;lt;/span&amp;gt; Recent Changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;ew-recent-list&amp;quot; class=&amp;quot;ew-recent-list&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-recent-loading&amp;quot;&amp;gt;Loading recent changes…&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Special:RecentChanges|View all recent changes →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-important&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;▣&amp;lt;/span&amp;gt; Important Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-important-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Conclave]]&amp;lt;small&amp;gt;A secretive group of powerful individuals whose actions influence events across Erindal.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Order of the Holy Flame]]&amp;lt;small&amp;gt;A religious and martial order devoted to Aelithia and Galenar.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Dominion]]&amp;lt;small&amp;gt;A theocratic power devoted to Solanar and the Pacts of Equilibrium.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Holy Kingdom of Alyren Shaeras|Alyren Shaeras]]&amp;lt;small&amp;gt;An elven kingdom whose politics are shaped by the Crown and its Great Houses.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Kurn Daruhm]]&amp;lt;small&amp;gt;A dwarven empire built around its holds, provinces, industry and old institutions.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=701</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=701"/>
		<updated>2026-09-18T01:19:54Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainPage styles}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ERINDAL WIKI MAIN PAGE - MediaWiki-safe markup --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Dedicated PageImages/OpenGraph image; intentionally hidden from the visual layout. --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;[[File:Erindal Wiki Social.jpg|600px|link=]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Hero_optimized.jpg|alt=An illustrated landscape of Erindal|link=|1600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-shade&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-kicker&amp;quot;&amp;gt;Welcome to&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-title&amp;quot;&amp;gt;Erindal Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-gold-rule&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A reference wiki for the nations, peoples, history,&amp;lt;br&amp;gt;religion, magic, places and characters&amp;lt;br&amp;gt;of the world of Erindal.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-left&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;ew-heading-mark&amp;quot;&amp;gt;✥&amp;lt;/span&amp;gt; World Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Erindal is divided among continents, islands and many independent states. Eryndor lies in the west, while other continents and regions are home to their own nations, peoples and political powers. Governments, religions, economies, technology and attitudes toward magic differ considerably between them. Borders and relationships have changed through war, trade, migration, conquest and diplomacy, while much of Erindal&#039;s older history remains incomplete or disputed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[World Map|View World Map →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-map-image&amp;quot;&amp;gt;[[File:Erindal World Map.png|alt=World map of Erindal|link=World Map|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-categories-panel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Browse by Category&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-category-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♜&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Nations and Realms|Nations &amp;amp; Realms]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Nations and Realms|pages}} {{PLURAL:{{PAGESINCATEGORY:Nations and Realms|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♣&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Ancestries and Cultures|Ancestries &amp;amp; Cultures]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Ancestries and Cultures|pages}} {{PLURAL:{{PAGESINCATEGORY:Ancestries and Cultures|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♟&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Characters|Characters]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Characters|pages}} {{PLURAL:{{PAGESINCATEGORY:Characters|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⬟&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Organizations|Organizations]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Organizations|pages}} {{PLURAL:{{PAGESINCATEGORY:Organizations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon ew-gold&amp;quot;&amp;gt;☀&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Religion and Deities|Religion &amp;amp; Deities]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Religion and Deities|pages}} {{PLURAL:{{PAGESINCATEGORY:Religion and Deities|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;▰&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Magic and Cosmology|Magic &amp;amp; Cosmology]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Magic and Cosmology|pages}} {{PLURAL:{{PAGESINCATEGORY:Magic and Cosmology|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;●&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Locations|Locations]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Locations|pages}} {{PLURAL:{{PAGESINCATEGORY:Locations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⌛&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:History and Timeline|History &amp;amp; Timeline]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:History and Timeline|pages}} {{PLURAL:{{PAGESINCATEGORY:History and Timeline|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;✣&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Family Lines|Family Lines]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Family Lines|pages}} {{PLURAL:{{PAGESINCATEGORY:Family Lines|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-strip&amp;quot;&amp;gt;[[File:Erindal_Mock_Strip.png|alt=Panoramic landscape of Erindal|link=|900px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-featured&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;★&amp;lt;/span&amp;gt; Featured Article&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-feature-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Kurn_Daruhm.png|alt=Kurn Daruhm, the dwarven empire|link=Kurn Daruhm|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kurn Daruhm]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Kurn Daruhm is a dwarven empire ruled from Mal Darum. Forge and Hearth dwarves form most of its population, while mining, smithing, agriculture and clockwork engineering support much of its economy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Kurn Daruhm|Read more →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-recent&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;◴&amp;lt;/span&amp;gt; Recent Changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;ew-recent-list&amp;quot; class=&amp;quot;ew-recent-list&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-recent-loading&amp;quot;&amp;gt;Loading recent changes…&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Special:RecentChanges|View all recent changes →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-important&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;▣&amp;lt;/span&amp;gt; Important Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-important-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Conclave]]&amp;lt;small&amp;gt;A secretive group of powerful individuals whose actions influence events across Erindal.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Order of the Holy Flame]]&amp;lt;small&amp;gt;A religious and martial order devoted to Aelithia and Galenar.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Dominion]]&amp;lt;small&amp;gt;A theocratic power devoted to Solanar and the Pacts of Equilibrium.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Holy Kingdom of Alyren Shaeras|Alyren Shaeras]]&amp;lt;small&amp;gt;An elven kingdom whose politics are shaped by the Crown and its Great Houses.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Kurn Daruhm]]&amp;lt;small&amp;gt;A dwarven empire built around its holds, provinces, industry and old institutions.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=700</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=700"/>
		<updated>2026-09-18T01:15:32Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainPage styles}}&lt;br /&gt;
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__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ERINDAL WIKI MAIN PAGE - MediaWiki-safe markup --&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;[[File:Erindal Wiki Social.jpg|600px|link=]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Hero_optimized.jpg|alt=An illustrated landscape of Erindal|link=|1600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-shade&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;ew-hero-kicker&amp;quot;&amp;gt;Welcome to&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-title&amp;quot;&amp;gt;Erindal Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;A reference wiki for the nations, peoples, history,&amp;lt;br&amp;gt;religion, magic, places and characters&amp;lt;br&amp;gt;of the world of Erindal.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;ew-home-grid&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;ew-panel ew-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;ew-heading-mark&amp;quot;&amp;gt;✥&amp;lt;/span&amp;gt; World Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Erindal is divided among continents, islands and many independent states. Eryndor lies in the west, while other continents and regions are home to their own nations, peoples and political powers. Governments, religions, economies, technology and attitudes toward magic differ considerably between them. Borders and relationships have changed through war, trade, migration, conquest and diplomacy, while much of Erindal&#039;s older history remains incomplete or disputed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-map-image&amp;quot;&amp;gt;[[File:Erindal World Map.png|alt=World map of Erindal|link=World Map|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-categories-panel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Browse by Category&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-category-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♜&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Nations and Realms|Nations &amp;amp; Realms]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Nations and Realms|pages}} {{PLURAL:{{PAGESINCATEGORY:Nations and Realms|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♣&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Ancestries and Cultures|Ancestries &amp;amp; Cultures]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Ancestries and Cultures|pages}} {{PLURAL:{{PAGESINCATEGORY:Ancestries and Cultures|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♟&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Characters|Characters]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Characters|pages}} {{PLURAL:{{PAGESINCATEGORY:Characters|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⬟&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Organizations|Organizations]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Organizations|pages}} {{PLURAL:{{PAGESINCATEGORY:Organizations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon ew-gold&amp;quot;&amp;gt;☀&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Religion and Deities|Religion &amp;amp; Deities]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Religion and Deities|pages}} {{PLURAL:{{PAGESINCATEGORY:Religion and Deities|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;▰&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Magic and Cosmology|Magic &amp;amp; Cosmology]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Magic and Cosmology|pages}} {{PLURAL:{{PAGESINCATEGORY:Magic and Cosmology|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;●&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Locations|Locations]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Locations|pages}} {{PLURAL:{{PAGESINCATEGORY:Locations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⌛&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:History and Timeline|History &amp;amp; Timeline]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:History and Timeline|pages}} {{PLURAL:{{PAGESINCATEGORY:History and Timeline|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;✣&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Family Lines|Family Lines]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Family Lines|pages}} {{PLURAL:{{PAGESINCATEGORY:Family Lines|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-strip&amp;quot;&amp;gt;[[File:Erindal_Mock_Strip.png|alt=Panoramic landscape of Erindal|link=|900px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-featured&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;★&amp;lt;/span&amp;gt; Featured Article&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-feature-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Kurn_Daruhm.png|alt=Kurn Daruhm, the dwarven empire|link=Kurn Daruhm|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kurn Daruhm]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Kurn Daruhm is a dwarven empire ruled from Mal Darum. Forge and Hearth dwarves form most of its population, while mining, smithing, agriculture and clockwork engineering support much of its economy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Kurn Daruhm|Read more →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-recent&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;◴&amp;lt;/span&amp;gt; Recent Changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;ew-recent-list&amp;quot; class=&amp;quot;ew-recent-list&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-recent-loading&amp;quot;&amp;gt;Loading recent changes…&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Special:RecentChanges|View all recent changes →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-important&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;▣&amp;lt;/span&amp;gt; Important Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-important-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Conclave]]&amp;lt;small&amp;gt;A secretive group of powerful individuals whose actions influence events across Erindal.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Order of the Holy Flame]]&amp;lt;small&amp;gt;A religious and martial order devoted to Aelithia and Galenar.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Dominion]]&amp;lt;small&amp;gt;A theocratic power devoted to Solanar and the Pacts of Equilibrium.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Holy Kingdom of Alyren Shaeras|Alyren Shaeras]]&amp;lt;small&amp;gt;An elven kingdom whose politics are shaped by the Crown and its Great Houses.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Kurn Daruhm]]&amp;lt;small&amp;gt;A dwarven empire built around its holds, provinces, industry and old institutions.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Odran_Maret.png&amp;diff=699</id>
		<title>File:Odran Maret.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Odran_Maret.png&amp;diff=699"/>
		<updated>2026-09-18T01:10:07Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Mehira_de_Varenne.png&amp;diff=698</id>
		<title>File:Mehira de Varenne.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Mehira_de_Varenne.png&amp;diff=698"/>
		<updated>2026-09-18T01:09:53Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Lucienne_Lacroix.png&amp;diff=697</id>
		<title>File:Lucienne Lacroix.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Lucienne_Lacroix.png&amp;diff=697"/>
		<updated>2026-09-18T01:09:45Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Life_in_Dulavein.png&amp;diff=696</id>
		<title>File:Life in Dulavein.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Life_in_Dulavein.png&amp;diff=696"/>
		<updated>2026-09-18T01:09:33Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Dulavein_hero.png&amp;diff=695</id>
		<title>File:Dulavein hero.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Dulavein_hero.png&amp;diff=695"/>
		<updated>2026-09-18T01:07:57Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Dulavein_emblem.png&amp;diff=694</id>
		<title>File:Dulavein emblem.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Dulavein_emblem.png&amp;diff=694"/>
		<updated>2026-09-18T01:07:48Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Diterich_der_Fletzlingen.png&amp;diff=693</id>
		<title>File:Diterich der Fletzlingen.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Diterich_der_Fletzlingen.png&amp;diff=693"/>
		<updated>2026-09-18T01:07:35Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Cathedral_of_St._Elowen.png&amp;diff=692</id>
		<title>File:Cathedral of St. Elowen.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Cathedral_of_St._Elowen.png&amp;diff=692"/>
		<updated>2026-09-18T01:07:27Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Army_of_Dulavein.png&amp;diff=691</id>
		<title>File:Army of Dulavein.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Army_of_Dulavein.png&amp;diff=691"/>
		<updated>2026-09-18T01:06:46Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=690</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=690"/>
		<updated>2026-09-18T01:04:39Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainPage styles}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ERINDAL WIKI MAIN PAGE - MediaWiki-safe markup --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;[[File:Erindal Wiki Social.jpg|600px|link=]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Hero_optimized.jpg|alt=An illustrated landscape of Erindal|link=|1600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-shade&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-kicker&amp;quot;&amp;gt;Welcome to&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-title&amp;quot;&amp;gt;Erindal Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-gold-rule&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A comprehensive repository of knowledge about the world,&amp;lt;br&amp;gt;its peoples, histories, magic, and the countless tales&amp;lt;br&amp;gt;that shape our legacy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- LEFT COLUMN --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-left&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;ew-heading-mark&amp;quot;&amp;gt;✥&amp;lt;/span&amp;gt; World Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A vast and ever-evolving world shaped by ancient powers, mortal ambitions, and forgotten truths. From the dwarven holds of Kurn Daruhm to the elven realms of Alyren Shaeras, from the ambitions of empires to forgotten ruins and old powers, Erindal is a world where history is rarely as settled as it first appears.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[World Map|View World Map →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-map-image&amp;quot;&amp;gt;[[File:Erindal World Map.png|alt=World map of Erindal|link=World Map|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-categories-panel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Browse by Category&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-category-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Nations and Realms&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♜&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Nations &amp;amp; Realms&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Nations and Realms|pages}} {{PLURAL:{{PAGESINCATEGORY:Nations and Realms|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Ancestries and Cultures&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♣&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Ancestries &amp;amp; Cultures&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Ancestries and Cultures|pages}} {{PLURAL:{{PAGESINCATEGORY:Ancestries and Cultures|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Characters&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♟&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Characters&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Characters|pages}} {{PLURAL:{{PAGESINCATEGORY:Characters|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Organizations&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⬟&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Organizations&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Organizations|pages}} {{PLURAL:{{PAGESINCATEGORY:Organizations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Religion and Deities&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon ew-gold&amp;quot;&amp;gt;☀&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Religion &amp;amp; Deities&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Religion and Deities|pages}} {{PLURAL:{{PAGESINCATEGORY:Religion and Deities|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Magic and Cosmology&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;▰&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Magic &amp;amp; Cosmology&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Magic and Cosmology|pages}} {{PLURAL:{{PAGESINCATEGORY:Magic and Cosmology|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Locations&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;●&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Locations&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Locations|pages}} {{PLURAL:{{PAGESINCATEGORY:Locations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:History and Timeline&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⌛&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;History &amp;amp; Timeline&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:History and Timeline|pages}} {{PLURAL:{{PAGESINCATEGORY:History and Timeline|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Family Lines&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;✣&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Family Lines&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Family Lines|pages}} {{PLURAL:{{PAGESINCATEGORY:Family Lines|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-strip&amp;quot;&amp;gt;[[File:Erindal_Mock_Strip.png|alt=Panoramic landscape of Erindal|link=|900px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END LEFT COLUMN --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- RIGHT COLUMN --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-featured&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;★&amp;lt;/span&amp;gt; Featured Article&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-feature-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Kurn_Daruhm.png|alt=Kurn Daruhm, the dwarven empire|link=Kurn Daruhm|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kurn Daruhm]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The mighty dwarven empire of stone and steel. Home to the Forge and Hearth dwarves, bound by tradition, industry, and an unyielding pride.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Kurn Daruhm|Read more →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-recent&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;◴&amp;lt;/span&amp;gt; Recent Changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;ew-recent-list&amp;quot; class=&amp;quot;ew-recent-list&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;ew-recent-loading&amp;quot;&amp;gt;Loading recent changes…&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Special:RecentChanges|View all recent changes →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END RIGHT COLUMN --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END ew-home-grid --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-important&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;▣&amp;lt;/span&amp;gt; Important Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-important-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Conclave]]&amp;lt;small&amp;gt;Secretive rulers and agents working behind the affairs of nations.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Order of the Holy Flame]]&amp;lt;small&amp;gt;An order devoted to Aelithia and Galenar.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Dominion]]&amp;lt;small&amp;gt;Followers of Solanar and the doctrine of equal trade.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Holy Kingdom of Alyren Shaeras|Alyren Shaeras]]&amp;lt;small&amp;gt;The elven realm shaped by ancient houses and old rivalries.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[Kurn Daruhm]]&amp;lt;small&amp;gt;The dwarven empire of holds, industry, warfare and tradition.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END ew-home --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=689</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=689"/>
		<updated>2026-09-18T01:01:49Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainPage styles}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ERINDAL WIKI MAIN PAGE - MediaWiki-safe markup --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Dedicated PageImages/OpenGraph image; intentionally hidden from the visual layout. --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;[[File:Erindal Wiki Social.jpg|600px|link=]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Hero_optimized.jpg|alt=An illustrated landscape of Erindal|link=|1600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-shade&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-kicker&amp;quot;&amp;gt;Welcome to&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero-title&amp;quot;&amp;gt;Erindal Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-gold-rule&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A comprehensive repository of knowledge about the world,&amp;lt;br&amp;gt;its peoples, histories, magic, and the countless tales&amp;lt;br&amp;gt;that shape our legacy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-left&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel-copy&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;ew-heading-mark&amp;quot;&amp;gt;✥&amp;lt;/span&amp;gt; World Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A vast and ever-evolving world shaped by ancient powers, mortal ambitions, and forgotten truths. From the dwarven holds of Kurn Daruhm to the elven realms of Alyren Shaeras, from the ambitions of empires to forgotten ruins and old powers, Erindal is a world where history is rarely as settled as it first appears.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[World Map|View World Map →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-map-image&amp;quot;&amp;gt;[[File:Erindal World Map.png|alt=World map of Erindal|link=World Map|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-categories-panel&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Browse by Category&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-category-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Nations and Realms&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♜&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Nations &amp;amp; Realms&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Nations and Realms|pages}} {{PLURAL:{{PAGESINCATEGORY:Nations and Realms|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Ancestries and Cultures&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♣&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Ancestries &amp;amp; Cultures&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Ancestries and Cultures|pages}} {{PLURAL:{{PAGESINCATEGORY:Ancestries and Cultures|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Characters&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♟&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Characters&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Characters|pages}} {{PLURAL:{{PAGESINCATEGORY:Characters|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Organizations&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⬟&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Organizations&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Organizations|pages}} {{PLURAL:{{PAGESINCATEGORY:Organizations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Religion and Deities&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon ew-gold&amp;quot;&amp;gt;☀&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Religion &amp;amp; Deities&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Religion and Deities|pages}} {{PLURAL:{{PAGESINCATEGORY:Religion and Deities|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Magic and Cosmology&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;▰&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Magic &amp;amp; Cosmology&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Magic and Cosmology|pages}} {{PLURAL:{{PAGESINCATEGORY:Magic and Cosmology|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Locations&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;●&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Locations&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Locations|pages}} {{PLURAL:{{PAGESINCATEGORY:Locations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:History and Timeline&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⌛&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;History &amp;amp; Timeline&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:History and Timeline|pages}} {{PLURAL:{{PAGESINCATEGORY:History and Timeline|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot; data-ew-page=&amp;quot;Category:Family Lines&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;✣&amp;lt;/span&amp;gt;&amp;lt;div&amp;gt;&amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;Family Lines&amp;lt;/span&amp;gt;&amp;lt;small&amp;gt;{{PAGESINCATEGORY:Family Lines|pages}} {{PLURAL:{{PAGESINCATEGORY:Family Lines|pages}}|article|articles}}&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-strip&amp;quot;&amp;gt;[[File:Erindal_Mock_Strip.png|alt=Panoramic landscape of Erindal|link=|900px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-featured&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;★&amp;lt;/span&amp;gt; Featured Article&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-feature-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Kurn_Daruhm.png|alt=Kurn Daruhm, the dwarven empire|link=Kurn Daruhm|700px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kurn Daruhm]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The mighty dwarven empire of stone and steel. Home to the Forge and Hearth dwarves, bound by tradition, industry, and an unyielding pride.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Kurn Daruhm|Read more →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-recent&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;◴&amp;lt;/span&amp;gt; Recent Changes&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ew-recent-list&amp;quot; class=&amp;quot;ew-recent-list&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;ew-recent-loading&amp;quot;&amp;gt;Loading recent changes…&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[Special:RecentChanges|View all recent changes →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-important&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span&amp;gt;▣&amp;lt;/span&amp;gt; Important Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-important-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Conclave]]&amp;lt;small&amp;gt;Secretive rulers and agents working behind the affairs of nations.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[Order of the Holy Flame]]&amp;lt;small&amp;gt;An order devoted to Aelithia and Galenar.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[The Dominion]]&amp;lt;small&amp;gt;Followers of Solanar and the doctrine of equal trade.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[Holy Kingdom of Alyren Shaeras|Alyren Shaeras]]&amp;lt;small&amp;gt;The elven realm shaped by ancient houses and old rivalries.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[Kurn Daruhm]]&amp;lt;small&amp;gt;The dwarven empire of holds, industry, warfare and tradition.&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=World_Map&amp;diff=688</id>
		<title>World Map</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=World_Map&amp;diff=688"/>
		<updated>2026-09-18T01:00:48Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: Created page with &amp;quot;__NOTOC__ __NOEDITSECTION__  &amp;lt;div style=&amp;quot;max-width:1800px; margin:0 auto;&amp;quot;&amp;gt;  &amp;lt;div style=&amp;quot;text-align:center; margin-bottom:1.5rem;&amp;quot;&amp;gt; &amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt; The map below is the main geographic reference for Erindal. It shows the known nations, political borders and major regions currently represented on the world map. &amp;lt;/span&amp;gt; &amp;lt;/div&amp;gt;  &amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; alt=World map of Erindal &amp;lt;/div&amp;gt;  &amp;lt;div style...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1800px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin-bottom:1.5rem;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
The map below is the main geographic reference for Erindal.&lt;br /&gt;
It shows the known nations, political borders and major regions currently represented on the world map.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Erindal World Map.png|center|frameless|1600px|alt=World map of Erindal]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin-top:0.75rem; margin-bottom:2rem;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[:File:Erindal World Map.png|View full-resolution map]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Nations and Realms|Nations &amp;amp; Realms]]&lt;br /&gt;
* [[:Category:Locations|Locations]]&lt;br /&gt;
* [[Chronology of Erindal|Timeline]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=MediaWiki:Sidebar&amp;diff=687</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=MediaWiki:Sidebar&amp;diff=687"/>
		<updated>2026-09-18T01:00:12Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** Main Page|Main Page&lt;br /&gt;
** Special:RecentChanges|Recent Changes&lt;br /&gt;
** Special:Random|Random Page&lt;br /&gt;
** Special:AllPages|All Pages&lt;br /&gt;
** Special:Categories|Categories&lt;br /&gt;
** Chronology of Erindal|Timeline&lt;br /&gt;
&lt;br /&gt;
* World Sections&lt;br /&gt;
** Category:Nations and Realms|Nations &amp;amp; Realms&lt;br /&gt;
** Category:Ancestries and Cultures|Ancestries &amp;amp; Cultures&lt;br /&gt;
** Category:Characters|Characters&lt;br /&gt;
** Category:Organizations|Organizations&lt;br /&gt;
** Category:Religion and Deities|Religion &amp;amp; Deities&lt;br /&gt;
** Category:Magic and Cosmology|Magic &amp;amp; Cosmology&lt;br /&gt;
** Category:Locations|Locations&lt;br /&gt;
** World Map|World Map&lt;br /&gt;
** Category:History and Timeline|History &amp;amp; Timeline&lt;br /&gt;
** Category:Family Lines|Family Lines&lt;br /&gt;
&lt;br /&gt;
* Quick Links&lt;br /&gt;
** The Conclave|The Conclave&lt;br /&gt;
** Order of the Holy Flame|Order of the Holy Flame&lt;br /&gt;
** The Dominion|The Dominion&lt;br /&gt;
** Empire of Kurn Daruhm|Kurn Daruhm&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Template:Country/styles.css&amp;diff=686</id>
		<title>Template:Country/styles.css</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Template:Country/styles.css&amp;diff=686"/>
		<updated>2026-09-18T00:58:57Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* =========================================================&lt;br /&gt;
   ERINDAL COUNTRY PAGES&lt;br /&gt;
   TemplateStyles stylesheet for country-specific components.&lt;br /&gt;
   Shared Erindal article geometry remains in MediaWiki:Common.css.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-page {&lt;br /&gt;
  color: var(--country-ink, var(--ew-ink));&lt;br /&gt;
  color: var(--ew-component-text, var(--country-ink));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero {&lt;br /&gt;
  background: var(--country-deep, var(--ew-dark-2));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Do not show the blue missing-file link before hero art is uploaded. */&lt;br /&gt;
.country-hero__overlay {&lt;br /&gt;
  color: #fffaf2;&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      180deg,&lt;br /&gt;
      rgba(20, 12, 9, 0.06) 18%,&lt;br /&gt;
      rgba(20, 12, 9, 0.88) 100%&lt;br /&gt;
    ),&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      90deg,&lt;br /&gt;
      rgba(20, 12, 9, 0.52),&lt;br /&gt;
      transparent 64%&lt;br /&gt;
    );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__eyebrow {&lt;br /&gt;
  color: #efb879;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__subtitle {&lt;br /&gt;
  color: #eadcc9;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-overview {&lt;br /&gt;
  grid-template-columns: minmax(0, 1fr) minmax(280px, 340px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-overview__lead &amp;gt; p:first-child::first-letter {&lt;br /&gt;
  color: var(--country-accent, var(--ew-gold));&lt;br /&gt;
  font-size: 3.7em;&lt;br /&gt;
  line-height: 0.78;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-quickfacts {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
  gap: 0.75rem;&lt;br /&gt;
  margin-top: 1.4rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-quickfact {&lt;br /&gt;
  min-height: 74px;&lt;br /&gt;
  padding: 0.8rem 0.95rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--country-ink, var(--ew-ink));&lt;br /&gt;
  color: var(--ew-component-text, var(--country-ink));&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  border: 1px solid var(--ew-component-border, var(--country-line));&lt;br /&gt;
&lt;br /&gt;
  border-left: 4px solid var(--country-accent, var(--ew-gold));&lt;br /&gt;
  border-radius: 8px;&lt;br /&gt;
&lt;br /&gt;
  background-color: var(--country-paper, var(--ew-paper-light));&lt;br /&gt;
  background-color: var(--ew-component-surface, var(--country-paper));&lt;br /&gt;
&lt;br /&gt;
  background-image:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      135deg,&lt;br /&gt;
      var(--ew-component-sheen, rgba(255, 255, 255, 0.22)),&lt;br /&gt;
      rgba(112, 82, 61, 0.06)&lt;br /&gt;
    );&lt;br /&gt;
&lt;br /&gt;
  box-shadow:&lt;br /&gt;
    0 4px 12px&lt;br /&gt;
    var(--ew-component-shadow, rgba(63, 43, 31, 0.07));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-quickfact span {&lt;br /&gt;
  display: block;&lt;br /&gt;
  margin-bottom: 0.2rem;&lt;br /&gt;
  color: var(--ew-component-muted, var(--country-muted, #6f665d));&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 0.78rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  letter-spacing: 0.08em;&lt;br /&gt;
  text-transform: uppercase;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record {&lt;br /&gt;
  color: var(--country-ink, var(--ew-ink));&lt;br /&gt;
  color: var(--ew-component-text, var(--country-ink));&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  border: 1px solid var(--ew-component-border, var(--country-line));&lt;br /&gt;
&lt;br /&gt;
  background: var(--country-paper, var(--ew-paper-light));&lt;br /&gt;
  background: var(--ew-component-surface, var(--country-paper));&lt;br /&gt;
&lt;br /&gt;
  box-shadow:&lt;br /&gt;
    0 10px 22px&lt;br /&gt;
    var(--ew-component-shadow, rgba(55, 37, 27, 0.13));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__heading {&lt;br /&gt;
  color: #fff7ec;&lt;br /&gt;
  background-color: var(--country-deep, var(--ew-dark-2));&lt;br /&gt;
  background-image:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      135deg,&lt;br /&gt;
      rgba(255, 255, 255, 0.04),&lt;br /&gt;
      rgba(74, 43, 32, 0.42)&lt;br /&gt;
    );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__emblem,&lt;br /&gt;
.country-record__map {&lt;br /&gt;
  padding: 1rem;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__emblem img,&lt;br /&gt;
.country-record__map img {&lt;br /&gt;
  max-width: 100%;&lt;br /&gt;
  height: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__row {&lt;br /&gt;
  grid-template-columns: minmax(100px, 0.9fr) minmax(0, 1.3fr);&lt;br /&gt;
&lt;br /&gt;
  border-top: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  border-top: 1px solid var(--ew-component-border, var(--country-line));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__row span {&lt;br /&gt;
  color: var(--ew-component-muted, var(--country-muted, #6f665d));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page h2 {&lt;br /&gt;
  display: flex;&lt;br /&gt;
  gap: 0.75rem;&lt;br /&gt;
  align-items: center;&lt;br /&gt;
&lt;br /&gt;
  margin-top: 2.35rem;&lt;br /&gt;
  border-bottom: 0;&lt;br /&gt;
&lt;br /&gt;
  color: var(--country-deep, var(--ew-dark-2));&lt;br /&gt;
  color: var(--ew-component-heading, var(--country-deep));&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 1.75rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page h2::after {&lt;br /&gt;
  content: &amp;quot;&amp;quot;;&lt;br /&gt;
  flex: 1;&lt;br /&gt;
  height: 1px;&lt;br /&gt;
  background: var(--country-accent, var(--ew-gold));&lt;br /&gt;
  opacity: 0.55;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page h3 {&lt;br /&gt;
  color: var(--country-accent, var(--ew-gold));&lt;br /&gt;
  color: var(--ew-component-accent, var(--country-accent));&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page a,&lt;br /&gt;
.country-record a {&lt;br /&gt;
  color: var(--country-accent, var(--ew-link));&lt;br /&gt;
  color: var(--ew-component-link, var(--country-accent));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   FEATURE SECTIONS&lt;br /&gt;
   Text and images start from the same vertical position.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-feature {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns:&lt;br /&gt;
    minmax(0, 1.25fr)&lt;br /&gt;
    minmax(240px, 0.75fr);&lt;br /&gt;
&lt;br /&gt;
  gap: 1.5rem;&lt;br /&gt;
&lt;br /&gt;
  /* Previously center. This caused short text blocks to sit&lt;br /&gt;
     halfway down beside taller images. */&lt;br /&gt;
  align-items: start;&lt;br /&gt;
&lt;br /&gt;
  margin: 1rem 0 1.75rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature--image-left {&lt;br /&gt;
  grid-template-columns:&lt;br /&gt;
    minmax(240px, 0.75fr)&lt;br /&gt;
    minmax(0, 1.25fr);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__text,&lt;br /&gt;
.country-feature__media {&lt;br /&gt;
  align-self: start;&lt;br /&gt;
  min-width: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__text &amp;gt; p:first-child {&lt;br /&gt;
  margin-top: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__text &amp;gt; p:last-child {&lt;br /&gt;
  margin-bottom: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__media {&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
&lt;br /&gt;
  box-shadow:&lt;br /&gt;
    0 8px 20px&lt;br /&gt;
    var(--ew-component-shadow, rgba(50, 33, 24, 0.16));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__media img {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  min-height: 230px;&lt;br /&gt;
  object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   COUNTRY CARDS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-card-grid--four {&lt;br /&gt;
  grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-mini-card,&lt;br /&gt;
.country-place-card,&lt;br /&gt;
.country-person-card {&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
&lt;br /&gt;
  color: var(--country-ink, var(--ew-ink));&lt;br /&gt;
  color: var(--ew-component-text, var(--country-ink));&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  border: 1px solid var(--ew-component-border, var(--country-line));&lt;br /&gt;
&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
&lt;br /&gt;
  background: var(--country-paper, var(--ew-paper-light));&lt;br /&gt;
  background: var(--ew-component-surface, var(--country-paper));&lt;br /&gt;
&lt;br /&gt;
  box-shadow:&lt;br /&gt;
    0 5px 14px&lt;br /&gt;
    var(--ew-component-shadow, rgba(62, 42, 31, 0.08));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-mini-card,&lt;br /&gt;
.country-person-card {&lt;br /&gt;
  padding: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-mini-card h3,&lt;br /&gt;
.country-place-card h3,&lt;br /&gt;
.country-person-card h3 {&lt;br /&gt;
  margin: 0 0 0.35rem;&lt;br /&gt;
  font-size: 1.15rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-mini-card p,&lt;br /&gt;
.country-place-card p,&lt;br /&gt;
.country-person-card p {&lt;br /&gt;
  margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-place-card__body {&lt;br /&gt;
  padding: 0.85rem 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-place-card .mw-file-description,&lt;br /&gt;
.country-place-card__image,&lt;br /&gt;
.country-place-card__image img {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 135px;&lt;br /&gt;
  object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Missing territory/city art should not leave a large empty image panel. */&lt;br /&gt;
.country-place-card a.new.country-place-card__image {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-person-card {&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-person-card__portrait {&lt;br /&gt;
  margin: -1rem -1rem 0.85rem;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-person-card__portrait img {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 230px;&lt;br /&gt;
  object-fit: cover;&lt;br /&gt;
  object-position: center 20%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   RELATIONS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-relations {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  gap: 0.7rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-relations &amp;gt; div {&lt;br /&gt;
  position: relative;&lt;br /&gt;
&lt;br /&gt;
  padding: 0.85rem 1rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--country-ink, var(--ew-ink));&lt;br /&gt;
  color: var(--ew-component-text, var(--country-ink));&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  border: 1px solid var(--ew-component-border, var(--country-line));&lt;br /&gt;
&lt;br /&gt;
  border-left: 4px solid var(--country-accent, var(--ew-gold));&lt;br /&gt;
  border-radius: 8px;&lt;br /&gt;
&lt;br /&gt;
  background:&lt;br /&gt;
    var(&lt;br /&gt;
      --ew-component-surface-alt,&lt;br /&gt;
      rgba(245, 240, 230, 0.68)&lt;br /&gt;
    );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-relations p {&lt;br /&gt;
  margin: 0.3rem 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
&lt;br /&gt;
  margin-left: 0.65rem;&lt;br /&gt;
  padding: 0.1rem 0.5rem;&lt;br /&gt;
&lt;br /&gt;
  border-radius: 999px;&lt;br /&gt;
&lt;br /&gt;
  color: #fff;&lt;br /&gt;
&lt;br /&gt;
  font-size: 0.76rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  vertical-align: 0.08em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--allied {&lt;br /&gt;
  background: #2f604c;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--friendly {&lt;br /&gt;
  background: #39715a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--neutral {&lt;br /&gt;
  background: #5f6f7a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--guarded {&lt;br /&gt;
  background: #6f6678;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--uneasy {&lt;br /&gt;
  background: #a06b2f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--tense {&lt;br /&gt;
  background: #9a4f37;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--hostile {&lt;br /&gt;
  background: #7f3030;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   MAIN / RELATED ARTICLE LINKS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-mainlink,&lt;br /&gt;
.country-related {&lt;br /&gt;
  margin: 0.8rem 0 1.2rem;&lt;br /&gt;
  padding: 0.75rem 1rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--country-ink, var(--ew-ink));&lt;br /&gt;
  color: var(--ew-component-text, var(--country-ink));&lt;br /&gt;
&lt;br /&gt;
  border-left: 4px solid var(--country-accent, var(--ew-gold));&lt;br /&gt;
&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      90deg,&lt;br /&gt;
      var(&lt;br /&gt;
        --ew-component-surface-alt,&lt;br /&gt;
        rgba(152, 77, 46, 0.11)&lt;br /&gt;
      ),&lt;br /&gt;
      transparent&lt;br /&gt;
    );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   HOUSE / CLAN BANNERS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-page .country-house-banner {&lt;br /&gt;
  display: flex;&lt;br /&gt;
  flex-direction: column;&lt;br /&gt;
  align-items: center;&lt;br /&gt;
&lt;br /&gt;
  width: 100%;&lt;br /&gt;
&lt;br /&gt;
  margin: 0.55rem auto 1.2rem;&lt;br /&gt;
&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page .country-house-banner .mw-file-description,&lt;br /&gt;
.country-page .country-house-banner__image {&lt;br /&gt;
  display: block;&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page .country-house-banner img {&lt;br /&gt;
  display: block;&lt;br /&gt;
&lt;br /&gt;
  width: auto;&lt;br /&gt;
  max-width: min(180px, 100%);&lt;br /&gt;
  height: auto;&lt;br /&gt;
&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page .country-house-banner__caption {&lt;br /&gt;
  margin-top: 0.35rem;&lt;br /&gt;
&lt;br /&gt;
  color:&lt;br /&gt;
    var(&lt;br /&gt;
      --ew-component-muted,&lt;br /&gt;
      var(--country-muted, #6f665d)&lt;br /&gt;
    );&lt;br /&gt;
&lt;br /&gt;
  font-size: 0.9rem;&lt;br /&gt;
  font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   RESPONSIVE&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 760px) {&lt;br /&gt;
  .country-record {&lt;br /&gt;
    order: -1;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 720px) {&lt;br /&gt;
  .country-page .country-house-banner img {&lt;br /&gt;
    max-width: min(150px, 100%);&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=685</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Main_Page&amp;diff=685"/>
		<updated>2026-09-18T00:58:08Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainPage styles}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ERINDAL WIKI MAIN PAGE - MediaWiki-safe markup --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Dedicated PageImages/OpenGraph image; intentionally hidden from the visual layout. --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none&amp;quot;&amp;gt;[[File:Erindal Wiki Social.jpg|600px|link=]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-hero&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ew-hero-image&amp;quot;&amp;gt;[[File:Erindal_Mock_Hero_optimized.jpg|alt=An illustrated landscape of Erindal|link=|1600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ew-hero-shade&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ew-hero-copy&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;ew-hero-kicker&amp;quot;&amp;gt;Welcome to&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;ew-hero-title&amp;quot;&amp;gt;Erindal Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;ew-gold-rule&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;p&amp;gt;&lt;br /&gt;
        A comprehensive repository of knowledge about the world,&amp;lt;br&amp;gt;&lt;br /&gt;
        its peoples, histories, magic, and the countless tales&amp;lt;br&amp;gt;&lt;br /&gt;
        that shape our legacy.&lt;br /&gt;
        &amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-left&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-overview&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ew-panel-copy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;h2&amp;gt;&lt;br /&gt;
            &amp;lt;span class=&amp;quot;ew-heading-mark&amp;quot;&amp;gt;✥&amp;lt;/span&amp;gt;&lt;br /&gt;
            World Overview&lt;br /&gt;
        &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;p&amp;gt;&lt;br /&gt;
        A vast and ever-evolving world shaped by ancient powers, mortal ambitions, and forgotten truths.&lt;br /&gt;
        From the dwarven holds of Kurn Daruhm to the elven realms of Alyren Shaeras,&lt;br /&gt;
        from the ambitions of empires to forgotten ruins and old powers,&lt;br /&gt;
        Erindal is a world where history is rarely as settled as it first appears.&lt;br /&gt;
        &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;[[World Map|View World Map →]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ew-map-image&amp;quot;&amp;gt;&lt;br /&gt;
        [[File:Erindal World Map.png|alt=World map of Erindal|link=World Map|700px]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-categories-panel&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Browse by Category&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-category-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♜&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Nations and Realms|Nations &amp;amp; Realms]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:Nations and Realms|pages}} {{PLURAL:{{PAGESINCATEGORY:Nations and Realms|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♣&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Ancestries and Cultures|Ancestries &amp;amp; Cultures]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:Ancestries and Cultures|pages}} {{PLURAL:{{PAGESINCATEGORY:Ancestries and Cultures|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;♟&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Characters|Characters]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:Characters|pages}} {{PLURAL:{{PAGESINCATEGORY:Characters|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⬟&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Organizations|Organizations]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:Organizations|pages}} {{PLURAL:{{PAGESINCATEGORY:Organizations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon ew-gold&amp;quot;&amp;gt;☀&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Religion and Deities|Religion &amp;amp; Deities]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:Religion and Deities|pages}} {{PLURAL:{{PAGESINCATEGORY:Religion and Deities|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;▰&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Magic and Cosmology|Magic &amp;amp; Cosmology]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:Magic and Cosmology|pages}} {{PLURAL:{{PAGESINCATEGORY:Magic and Cosmology|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;●&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Locations|Locations]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:Locations|pages}} {{PLURAL:{{PAGESINCATEGORY:Locations|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;⌛&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:History and Timeline|History &amp;amp; Timeline]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:History and Timeline|pages}} {{PLURAL:{{PAGESINCATEGORY:History and Timeline|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-card&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;span class=&amp;quot;ew-card-icon&amp;quot;&amp;gt;✣&amp;lt;/span&amp;gt;&lt;br /&gt;
    &amp;lt;div&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;ew-card-label&amp;quot;&amp;gt;[[:Category:Family Lines|Family Lines]]&amp;lt;/span&amp;gt;&lt;br /&gt;
        &amp;lt;small&amp;gt;{{PAGESINCATEGORY:Family Lines|pages}} {{PLURAL:{{PAGESINCATEGORY:Family Lines|pages}}|article|articles}}&amp;lt;/small&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-strip&amp;quot;&amp;gt;&lt;br /&gt;
    [[File:Erindal_Mock_Strip.png|alt=Panoramic landscape of Erindal|link=|900px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-home-right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-featured&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h2&amp;gt;&lt;br /&gt;
        &amp;lt;span&amp;gt;★&amp;lt;/span&amp;gt;&lt;br /&gt;
        Featured Article&lt;br /&gt;
    &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ew-feature-image&amp;quot;&amp;gt;&lt;br /&gt;
        [[File:Erindal_Mock_Kurn_Daruhm.png|alt=Kurn Daruhm, the dwarven empire|link=Kurn Daruhm|700px]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h3&amp;gt;[[Kurn Daruhm]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;p&amp;gt;&lt;br /&gt;
    The mighty dwarven empire of stone and steel.&lt;br /&gt;
    Home to the Forge and Hearth dwarves, bound by tradition, industry, and an unyielding pride.&lt;br /&gt;
    &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;&lt;br /&gt;
        [[Kurn Daruhm|Read more →]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-recent&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;h2&amp;gt;&lt;br /&gt;
        &amp;lt;span&amp;gt;◴&amp;lt;/span&amp;gt;&lt;br /&gt;
        Recent Changes&lt;br /&gt;
    &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div id=&amp;quot;ew-recent-list&amp;quot; class=&amp;quot;ew-recent-list&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;ew-recent-loading&amp;quot;&amp;gt;Loading recent changes…&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;ew-readmore&amp;quot;&amp;gt;&lt;br /&gt;
        [[Special:RecentChanges|View all recent changes →]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-panel ew-important&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&lt;br /&gt;
    &amp;lt;span&amp;gt;▣&amp;lt;/span&amp;gt;&lt;br /&gt;
    Important Pages&lt;br /&gt;
&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ew-important-grid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    [[The Conclave]]&lt;br /&gt;
    &amp;lt;small&amp;gt;Secretive rulers and agents working behind the affairs of nations.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    [[Order of the Holy Flame]]&lt;br /&gt;
    &amp;lt;small&amp;gt;An order devoted to Aelithia and Galenar.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    [[The Dominion]]&lt;br /&gt;
    &amp;lt;small&amp;gt;Followers of Solanar and the doctrine of equal trade.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    [[Holy Kingdom of Alyren Shaeras|Alyren Shaeras]]&lt;br /&gt;
    &amp;lt;small&amp;gt;The elven realm shaped by ancient houses and old rivalries.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
    [[Kurn Daruhm]]&lt;br /&gt;
    &amp;lt;small&amp;gt;The dwarven empire of holds, industry, warfare and tradition.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=World_map&amp;diff=684</id>
		<title>World map</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=World_map&amp;diff=684"/>
		<updated>2026-09-18T00:57:05Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: Created page with &amp;quot;__NOTOC__ __NOEDITSECTION__  &amp;lt;div style=&amp;quot;max-width:1800px; margin:0 auto;&amp;quot;&amp;gt;  &amp;lt;div style=&amp;quot;text-align:center; margin-bottom:1.5rem;&amp;quot;&amp;gt; &amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt; The map below is the main geographic reference for Erindal. It shows the known nations, political borders and major regions currently represented on the world map. &amp;lt;/span&amp;gt; &amp;lt;/div&amp;gt;  &amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; alt=World map of Erindal &amp;lt;/div&amp;gt;  &amp;lt;div style...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1800px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin-bottom:1.5rem;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;&lt;br /&gt;
The map below is the main geographic reference for Erindal.&lt;br /&gt;
It shows the known nations, political borders and major regions currently represented on the world map.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Erindal World Map.png|center|frameless|1600px|alt=World map of Erindal]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; margin-top:0.75rem; margin-bottom:2rem;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[:File:Erindal World Map.png|View full-resolution map]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Nations and Realms|Nations &amp;amp; Realms]]&lt;br /&gt;
* [[:Category:Locations|Locations]]&lt;br /&gt;
* [[Chronology of Erindal|Timeline]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Seraphine_Caldran.png&amp;diff=683</id>
		<title>File:Seraphine Caldran.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Seraphine_Caldran.png&amp;diff=683"/>
		<updated>2026-09-18T00:56:03Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Vacant_Throne_of_the_Archon.png&amp;diff=682</id>
		<title>File:Vacant Throne of the Archon.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Vacant_Throne_of_the_Archon.png&amp;diff=682"/>
		<updated>2026-09-18T00:55:47Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Solanar%27s_Hourglass.png&amp;diff=681</id>
		<title>File:Solanar&#039;s Hourglass.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Solanar%27s_Hourglass.png&amp;diff=681"/>
		<updated>2026-09-18T00:55:38Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Solanar_emblem.png&amp;diff=680</id>
		<title>File:Solanar emblem.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Solanar_emblem.png&amp;diff=680"/>
		<updated>2026-09-18T00:55:29Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Eryndor_Sadirn.png&amp;diff=679</id>
		<title>File:Eryndor Sadirn.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Eryndor_Sadirn.png&amp;diff=679"/>
		<updated>2026-09-18T00:55:13Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Dominion_hero.png&amp;diff=678</id>
		<title>File:Dominion hero.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Dominion_hero.png&amp;diff=678"/>
		<updated>2026-09-18T00:55:02Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Template:Country/styles.css&amp;diff=677</id>
		<title>Template:Country/styles.css</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Template:Country/styles.css&amp;diff=677"/>
		<updated>2026-09-18T00:53:14Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* =========================================================&lt;br /&gt;
   ERINDAL COUNTRY PAGES&lt;br /&gt;
   TemplateStyles stylesheet for country-specific components.&lt;br /&gt;
   Shared Erindal article geometry remains in MediaWiki:Common.css.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-page {&lt;br /&gt;
  color: var(--country-ink, var(--ew-ink));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   HERO&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-hero {&lt;br /&gt;
  background: var(--country-deep, var(--ew-dark-2));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Do not show the blue missing-file link before the hero artwork is uploaded. */&lt;br /&gt;
&lt;br /&gt;
.country-hero__overlay {&lt;br /&gt;
  color: #fffaf2;&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      180deg,&lt;br /&gt;
      rgba(20, 12, 9, 0.06) 18%,&lt;br /&gt;
      rgba(20, 12, 9, 0.88) 100%&lt;br /&gt;
    ),&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      90deg,&lt;br /&gt;
      rgba(20, 12, 9, 0.52),&lt;br /&gt;
      transparent 64%&lt;br /&gt;
    );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__eyebrow {&lt;br /&gt;
  color: #efb879;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__subtitle {&lt;br /&gt;
  color: #eadcc9;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   OVERVIEW&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-overview {&lt;br /&gt;
  grid-template-columns: minmax(0, 1fr) minmax(280px, 340px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-overview__lead &amp;gt; p:first-child::first-letter {&lt;br /&gt;
  color: var(--country-accent, var(--ew-gold));&lt;br /&gt;
  font-size: 3.7em;&lt;br /&gt;
  line-height: 0.78;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   QUICK FACTS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-quickfacts {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
  gap: 0.75rem;&lt;br /&gt;
  margin-top: 1.4rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-quickfact {&lt;br /&gt;
  min-height: 74px;&lt;br /&gt;
  padding: 0.8rem 0.95rem;&lt;br /&gt;
  border: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  border-left: 4px solid var(--country-accent, var(--ew-gold));&lt;br /&gt;
  border-radius: 8px;&lt;br /&gt;
  background-color: var(--country-paper, var(--ew-paper-light));&lt;br /&gt;
  background-image:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      135deg,&lt;br /&gt;
      rgba(255, 255, 255, 0.22),&lt;br /&gt;
      rgba(112, 82, 61, 0.06)&lt;br /&gt;
    );&lt;br /&gt;
  box-shadow: 0 4px 12px rgba(63, 43, 31, 0.07);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-quickfact span {&lt;br /&gt;
  display: block;&lt;br /&gt;
  margin-bottom: 0.2rem;&lt;br /&gt;
  color: var(--country-muted, #6f665d);&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 0.78rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  letter-spacing: 0.08em;&lt;br /&gt;
  text-transform: uppercase;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   COUNTRY RECORD&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-record {&lt;br /&gt;
  border: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  background: var(--country-paper, var(--ew-paper-light));&lt;br /&gt;
  box-shadow: 0 10px 22px rgba(55, 37, 27, 0.13);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__heading {&lt;br /&gt;
  color: #fff7ec;&lt;br /&gt;
  background-color: var(--country-deep, var(--ew-dark-2));&lt;br /&gt;
  background-image:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      135deg,&lt;br /&gt;
      rgba(255, 255, 255, 0.04),&lt;br /&gt;
      rgba(74, 43, 32, 0.42)&lt;br /&gt;
    );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__emblem,&lt;br /&gt;
.country-record__map {&lt;br /&gt;
  padding: 1rem;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__emblem img,&lt;br /&gt;
.country-record__map img {&lt;br /&gt;
  max-width: 100%;&lt;br /&gt;
  height: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__row {&lt;br /&gt;
  grid-template-columns: minmax(100px, 0.9fr) minmax(0, 1.3fr);&lt;br /&gt;
  border-top: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-record__row span {&lt;br /&gt;
  color: var(--country-muted, #6f665d);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   HEADINGS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-page h2 {&lt;br /&gt;
  display: flex;&lt;br /&gt;
  gap: 0.75rem;&lt;br /&gt;
  align-items: center;&lt;br /&gt;
  margin-top: 2.35rem;&lt;br /&gt;
  border-bottom: 0;&lt;br /&gt;
  color: var(--country-deep, var(--ew-dark-2));&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 1.75rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page h2::after {&lt;br /&gt;
  content: &amp;quot;&amp;quot;;&lt;br /&gt;
  flex: 1;&lt;br /&gt;
  height: 1px;&lt;br /&gt;
  background: var(--country-accent, var(--ew-gold));&lt;br /&gt;
  opacity: 0.55;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page h3 {&lt;br /&gt;
  color: var(--country-accent, var(--ew-gold));&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   TEXT + IMAGE FEATURES&lt;br /&gt;
&lt;br /&gt;
   Images and text begin at the same vertical position.&lt;br /&gt;
   Previously align-items:center vertically centred shorter&lt;br /&gt;
   text beside tall images, causing the Faith/Military issue.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-feature {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: minmax(0, 1.25fr) minmax(240px, 0.75fr);&lt;br /&gt;
  gap: 1.5rem;&lt;br /&gt;
  align-items: start;&lt;br /&gt;
  margin: 1rem 0 1.75rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature--image-left {&lt;br /&gt;
  grid-template-columns: minmax(240px, 0.75fr) minmax(0, 1.25fr);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__text,&lt;br /&gt;
.country-feature__media {&lt;br /&gt;
  align-self: start;&lt;br /&gt;
  min-width: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__text &amp;gt; p:first-child {&lt;br /&gt;
  margin-top: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__text &amp;gt; p:last-child {&lt;br /&gt;
  margin-bottom: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__media {&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
  box-shadow: 0 8px 20px rgba(50, 33, 24, 0.16);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-feature__media img {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  min-height: 230px;&lt;br /&gt;
  object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   CARD GRIDS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-card-grid--four {&lt;br /&gt;
  grid-template-columns: repeat(4, minmax(0, 1fr));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-mini-card,&lt;br /&gt;
.country-place-card,&lt;br /&gt;
.country-person-card {&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  border: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
  background: var(--country-paper, var(--ew-paper-light));&lt;br /&gt;
  box-shadow: 0 5px 14px rgba(62, 42, 31, 0.08);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-mini-card,&lt;br /&gt;
.country-person-card {&lt;br /&gt;
  padding: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-mini-card h3,&lt;br /&gt;
.country-place-card h3,&lt;br /&gt;
.country-person-card h3 {&lt;br /&gt;
  margin: 0 0 0.35rem;&lt;br /&gt;
  font-size: 1.15rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-mini-card p,&lt;br /&gt;
.country-place-card p,&lt;br /&gt;
.country-person-card p {&lt;br /&gt;
  margin: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   PLACE CARDS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-place-card__body {&lt;br /&gt;
  padding: 0.85rem 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-place-card .mw-file-description,&lt;br /&gt;
.country-place-card__image,&lt;br /&gt;
.country-place-card__image img {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 135px;&lt;br /&gt;
  object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Missing territory/city art should not leave a large empty image panel. */&lt;br /&gt;
.country-place-card a.new.country-place-card__image {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   PERSON CARDS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-person-card {&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-person-card__portrait {&lt;br /&gt;
  margin: -1rem -1rem 0.85rem;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-person-card__portrait img {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 230px;&lt;br /&gt;
  object-fit: cover;&lt;br /&gt;
  object-position: center 20%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   FOREIGN RELATIONS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-relations {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  gap: 0.7rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-relations &amp;gt; div {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 0.85rem 1rem;&lt;br /&gt;
  border: 1px solid var(--country-line, var(--ew-border));&lt;br /&gt;
  border-left: 4px solid var(--country-accent, var(--ew-gold));&lt;br /&gt;
  border-radius: 8px;&lt;br /&gt;
  background: rgba(245, 240, 230, 0.68);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-relations p {&lt;br /&gt;
  margin: 0.3rem 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  margin-left: 0.65rem;&lt;br /&gt;
  padding: 0.1rem 0.5rem;&lt;br /&gt;
  border-radius: 999px;&lt;br /&gt;
  color: #fff;&lt;br /&gt;
  font-size: 0.76rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  vertical-align: 0.08em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--friendly {&lt;br /&gt;
  background: #39715a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--guarded {&lt;br /&gt;
  background: #6f6678;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--uneasy {&lt;br /&gt;
  background: #a06b2f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--tense {&lt;br /&gt;
  background: #9a4f37;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.relation--hostile {&lt;br /&gt;
  background: #7f3030;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   MAIN ARTICLE / RELATED ARTICLE LINKS&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-mainlink,&lt;br /&gt;
.country-related {&lt;br /&gt;
  margin: 0.8rem 0 1.2rem;&lt;br /&gt;
  padding: 0.75rem 1rem;&lt;br /&gt;
  border-left: 4px solid var(--country-accent, var(--ew-gold));&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      90deg,&lt;br /&gt;
      rgba(152, 77, 46, 0.11),&lt;br /&gt;
      transparent&lt;br /&gt;
    );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   BASE MOBILE RECORD BEHAVIOUR&lt;br /&gt;
&lt;br /&gt;
   The shared responsive country grids remain in Common.css.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 760px) {&lt;br /&gt;
  .country-record {&lt;br /&gt;
    order: -1;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   DESKTOP COUNTRY OVERVIEW&lt;br /&gt;
&lt;br /&gt;
   The Country Record floats to the right and the contents box&lt;br /&gt;
   uses the left side while article text flows between them.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
@media (min-width: 951px) {&lt;br /&gt;
  .country-page .country-overview {&lt;br /&gt;
    display: block !important;&lt;br /&gt;
    margin-bottom: 1.5rem !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .country-page .country-overview &amp;gt; .country-record {&lt;br /&gt;
    float: right !important;&lt;br /&gt;
    box-sizing: border-box !important;&lt;br /&gt;
    width: 340px !important;&lt;br /&gt;
    max-width: 34% !important;&lt;br /&gt;
    margin: 0 0 1.5rem 2rem !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .country-page .country-overview__lead {&lt;br /&gt;
    display: block !important;&lt;br /&gt;
    min-width: 0 !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .country-page .toc,&lt;br /&gt;
  .country-page #toc {&lt;br /&gt;
    float: left !important;&lt;br /&gt;
    clear: none !important;&lt;br /&gt;
    box-sizing: border-box !important;&lt;br /&gt;
    width: min(300px, 27%) !important;&lt;br /&gt;
    max-width: 300px !important;&lt;br /&gt;
    margin: 0 1.5rem 1.5rem 0 !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .country-page h2 {&lt;br /&gt;
    clear: none !important;&lt;br /&gt;
    min-width: 0 !important;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .country-page::after {&lt;br /&gt;
    display: block;&lt;br /&gt;
    clear: both;&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   HOUSE / CLAN HERALDRY&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-page .country-house-banner {&lt;br /&gt;
  float: none !important;&lt;br /&gt;
  display: flex;&lt;br /&gt;
  flex-direction: column;&lt;br /&gt;
  align-items: center;&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  max-width: none;&lt;br /&gt;
  margin: 0.55rem auto 1.2rem;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  border: 0;&lt;br /&gt;
  background: none;&lt;br /&gt;
  box-shadow: none;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page .country-house-banner .mw-file-description,&lt;br /&gt;
.country-page .country-house-banner__image {&lt;br /&gt;
  display: block;&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page .country-house-banner img {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  max-width: min(180px, 100%);&lt;br /&gt;
  height: auto;&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-page .country-house-banner__caption {&lt;br /&gt;
  margin-top: 0.35rem;&lt;br /&gt;
  color: var(--country-muted, #6f665d);&lt;br /&gt;
  font-size: 0.9rem;&lt;br /&gt;
  font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   TABLET / MOBILE OVERVIEW&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 950px) {&lt;br /&gt;
  .country-page .country-overview {&lt;br /&gt;
    display: block !important;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Day_of_Scales.png&amp;diff=676</id>
		<title>File:Day of Scales.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Day_of_Scales.png&amp;diff=676"/>
		<updated>2026-09-18T00:52:20Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
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		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Cassian_Merovar.png&amp;diff=675</id>
		<title>File:Cassian Merovar.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Cassian_Merovar.png&amp;diff=675"/>
		<updated>2026-09-18T00:52:10Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Athedor,_Market_of_Scales.png&amp;diff=674</id>
		<title>File:Athedor, Market of Scales.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Athedor,_Market_of_Scales.png&amp;diff=674"/>
		<updated>2026-09-18T00:51:57Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Army_of_the_Dominion.png&amp;diff=673</id>
		<title>File:Army of the Dominion.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Army_of_the_Dominion.png&amp;diff=673"/>
		<updated>2026-09-18T00:51:48Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Alaric_Vaelstrom.png&amp;diff=672</id>
		<title>File:Alaric Vaelstrom.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Alaric_Vaelstrom.png&amp;diff=672"/>
		<updated>2026-09-18T00:51:35Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Erindal_World_Map.png&amp;diff=671</id>
		<title>File:Erindal World Map.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Erindal_World_Map.png&amp;diff=671"/>
		<updated>2026-09-18T00:48:41Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=670</id>
		<title>Amatsukini</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=670"/>
		<updated>2026-09-18T00:40:04Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country styles}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-page country-page--amatsukini&amp;quot; style=&amp;quot;--country-accent:#244f87; --country-accent-soft:#b89643; --country-deep:#172131; --country-paper:#f4efe5; --country-paper-alt:#e7e5df; --country-ink:#2b2927; --country-muted:#706b65; --country-line:rgba(42,66,97,0.24);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Amatsukini hero.png|1600px|class=country-hero__image|alt=Terraced fields, coastal settlements, mountains and the sea of Amatsukini]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__eyebrow&amp;quot;&amp;gt;NATION OF ERINDAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__title&amp;quot;&amp;gt;Amatsukini&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__subtitle&amp;quot;&amp;gt;Isle of the Star Council&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__heading&amp;quot;&amp;gt;Island Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__emblem&amp;quot;&amp;gt;[[File:Amatsukini emblem.png|220px|alt=National emblem of Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Amatsukini&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Known as&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Isle of the Star Council&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Matriarchal clan oligarchy&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Governing council&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Star Council]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Council seat&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Natsukage]] ([[Hoshinowa]])&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Presiding officer&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Keeper of the Star [[Ayame Kisaragi]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Main port&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Aelashiro]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Major peoples&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Kitsune; elves&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Languages&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Hanari]]; [[Ylvaari&#039;il]] (Amatsukini dialect)&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Reihara]] (Way of Spirits)&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Formation&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;c. 437 BHF&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- Location map intentionally deferred. See map_pending/README in the package. --&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amatsukini&#039;&#039;&#039; is an old kitsune island realm governed through the [[Star Council]]. The council grew from meetings between clans which needed common rules for trade, shrines, roads and disputes without giving up control of their own lands. That balance still defines the country. The council controls matters which affect the island as a whole, while clans, settlements and shrine authorities keep considerable control over local life.&lt;br /&gt;
&lt;br /&gt;
Six High Clans hold permanent seats on the Star Council. Four are Great Clans and two are Sacred Clans. They are the most influential families on the island, but the many minor clans are not their subjects. A minor clan can hold land, maintain retainers, keep its own traditions and build considerable wealth without answering directly to one of the six.&lt;br /&gt;
&lt;br /&gt;
Amatsukini is strongly matriarchal. Clan descent usually follows the mother, hereditary offices normally pass through women and the highest recognised religious authority belongs to shrine maidens. Men can own property, serve as soldiers, scholars, merchants and officials, but inheritance and political expectations fall on them differently. The system gives women more formal authority while also placing heavier obligations on daughters expected to continue a family line.&lt;br /&gt;
&lt;br /&gt;
The island also contains a long-established elven population, concentrated mainly around the northeastern coast, Aelashiro and [[Elaerith]]. Elves have lived in Amatsukini for roughly fifteen centuries and are accepted as part of the country, although they have never held political power equal to the six High Clans. Their seat on the Star Council is formally open to recognised elven houses, but every known holder has belonged to the Amatsukini branch of House Bladesong.&lt;br /&gt;
&lt;br /&gt;
Amatsukini is becoming more assertive abroad in the present age. Trade has grown, the national fleet is stronger and the council has more reliable systems for mobilisation than it did in earlier centuries. This has produced an argument over whether the island should remain mainly defensive or begin taking control of nearby islands and strategic sea routes. [[Nobara Takamori]] is one of the strongest supporters of the latter position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Council seat&amp;lt;/span&amp;gt;[[Natsukage]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Main port&amp;lt;/span&amp;gt;[[Aelashiro]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Keeper&amp;lt;/span&amp;gt;[[Ayame Kisaragi]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;[[Reihara]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and People ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Amatsukini is centred on a large main island surrounded by smaller islands and coastal waters. The northeast contains the busiest harbours and the greatest concentration of foreign trade. The central lands are milder and contain the old neutral territory of Hoshinowa, while much of the west and southwest consists of farmland, woodland and smaller clan holdings.&lt;br /&gt;
&lt;br /&gt;
The south rises into colder highlands and mountain country. Snow can remain for long periods at higher elevations, and the highest peaks can stay white well beyond the winter season. Mountain roads and passes are important to local government and military planning. Communities in these districts keep larger winter stores and pay close attention to the rites associated with [[Fuyukane]].&lt;br /&gt;
&lt;br /&gt;
The island is not divided into six clean provinces. Great and Sacred Clan influence developed over centuries and overlaps with minor clans, shrine lands, towns and independent communities. A traveller can leave land strongly associated with one High Clan, cross a minor clan holding and enter another clan&#039;s sphere without passing a formal national border.&lt;br /&gt;
&lt;br /&gt;
=== Population and Language ===&lt;br /&gt;
Kitsune form the large majority of the population. Clan membership, family reputation and local ties matter strongly in ordinary social life, but not every kitsune belongs to a powerful family. Hoshinowa in particular contains many people who are clanless, distant from their old families or simply more comfortable outside the usual clan structure.&lt;br /&gt;
&lt;br /&gt;
Amatsukini has a long-established elven population concentrated mainly in the northeast, especially around Aelashiro and Elaerith. Smaller elven families live elsewhere, but they become less common farther into the western and southern interior. Other peoples are most often encountered in Aelashiro, where foreign merchants, sailors and residents are part of normal port life.&lt;br /&gt;
&lt;br /&gt;
[[Hanari]] is the main kitsune language. The elven population speaks a local dialect of [[Ylvaari&#039;il]] which developed after many generations of separation from the Holy Kingdom. Trade languages are also heard in Aelashiro, but they have not replaced either local tongue.&lt;br /&gt;
&lt;br /&gt;
=== Regional Life ===&lt;br /&gt;
The northeast is the part of Amatsukini most accustomed to outsiders. Aelashiro receives foreign ships, merchants and diplomats, while nearby Elaerith contains the strongest concentration of distinctly elven life on the island. Imported fabrics, foreign food and elven or foreign customs are therefore more visible here than they are in many inland settlements.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa has a different kind of diversity. Its population includes councillors, petitioners, independent tutors, workers, innkeepers and kitsune who chose to live outside strong clan structures. People from every major region pass through Natsukage, which makes the neutral territory more accustomed to political and social differences even though it is not a commercial port like Aelashiro.&lt;br /&gt;
&lt;br /&gt;
The western and southwestern lowlands are more heavily shaped by agriculture, forestry and long local relationships. Clan reputation and repeated dealings between neighbouring families matter strongly there, particularly around land, water, roads and local markets.&lt;br /&gt;
&lt;br /&gt;
The southern highlands are shaped by distance, snow and difficult roads. Winter stores, road conditions and the closing of mountain passes affect ordinary life much more directly than they do in the lowlands. Takamori influence is strongest here, but local settlements and minor clans still manage much of their own daily affairs.&lt;br /&gt;
&lt;br /&gt;
=== Elven Communities and Bladesinging ===&lt;br /&gt;
Elves have lived in Amatsukini for roughly fifteen centuries. They are accepted citizens and are part of ordinary trade, military service, scholarship and settlement life, but their national political position remains narrower than that of the six High Clans. The Elven Seat gives them a permanent voice on the Star Council, but only one seat.&lt;br /&gt;
&lt;br /&gt;
Aelashiro and Elaerith show two different parts of elven life in Amatsukini. Aelashiro is mixed and cosmopolitan, with kitsune and elven customs visible alongside foreign influences brought through the port. Elaerith is more distinctly elven and serves as the traditional seat of House Bladesong. Elven worship, clothing, food and architecture are more visible there than in Aelashiro.&lt;br /&gt;
&lt;br /&gt;
Intermarriage exists, but it does not remove older social expectations. Conservative kitsune families often expect children of an important marriage to follow the mother&#039;s kitsune clan line. Elven houses can be equally protective of their own lineages and traditions. Elves are accepted citizens, but lineage prejudice and unequal social standing have not disappeared on either side.&lt;br /&gt;
&lt;br /&gt;
The Bladesongs of Amatsukini established &#039;&#039;&#039;Bladesinging&#039;&#039;&#039;, a martial discipline which combines spellcasting with close weapon work. Bladesingers often use light, precise weapons such as rapiers, treating magic and swordplay as parts of the same fighting style. House Bladesong remains the family most closely associated with the discipline.&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Clan identity affects far more than politics. It can shape employment, marriage, credit, introductions, travel and the people expected to support someone during a dispute. A formal introduction commonly gives both name and clan. High Clan membership brings prestige, but it does not guarantee wealth. Poor branches and ordinary labourers exist inside old families, while some minor clans and independent merchants are extremely wealthy.&lt;br /&gt;
&lt;br /&gt;
Amatsukini values reciprocity strongly. A useful gift, introduction, marriage arrangement or professional favour creates an expectation that the relationship will be answered later. The value of a gift matters less than whether it suits the relationship. A specialist from a minor clan can gain considerable prestige by teaching or advising a High Clan household, while gifts exchanged around such relationships reinforce the obligations between the families.&lt;br /&gt;
&lt;br /&gt;
Hospitality is important once it has been offered, but private space is taken seriously. Entering a home without permission can be treated as a serious threat, especially in conservative or isolated communities. Amatsukini also has a strong tradition of jokes and harmless pranks. A prank which embarrasses somebody briefly may be considered funny. Injury, destruction of property or deliberate cruelty is simply bad behaviour and is not excused as a prank.&lt;br /&gt;
&lt;br /&gt;
Food varies by region. Fish and other seafood are common along the coast, but they are not treated as a universal kitsune preference. Inland households eat meat, grains, vegetables, fruit, mushrooms and whatever local farms or hunters can supply. Southern highland communities rely more heavily on preserved food during winter. Aelashiro has the widest access to imported food and foreign cooking.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Daily life in Amatsukini.png|700px|alt=Kitsune residents trading and talking in a small coastal market in Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Family, Marriage and Inheritance ===&lt;br /&gt;
Descent normally follows the mother. Children usually belong to their mother&#039;s clan. Husbands often join the wife&#039;s household or settle near her maternal relatives, but they keep their own clan name and identity. High and minor clan heads are traditionally women, while clan land, hereditary offices and ancestral property usually pass through the female line. Personal property can be owned and inherited by men as well.&lt;br /&gt;
&lt;br /&gt;
Succession does not always go to the eldest daughter. A clan may choose a younger daughter or another woman in the maternal line if she is considered better suited to lead. Adoption is fully legitimate and is often preferred when no suitable woman remains in the immediate line. Formal clan adoption can include adults, and an adopted daughter can inherit on the same basis as one born into the family.&lt;br /&gt;
&lt;br /&gt;
Marriage does not transfer leadership by itself. The spouse of a clan head cannot simply inherit the clan after her death. This prevents an outside family from taking control of a clan only by marrying into it. Two clan heads can marry without merging their offices, although such marriages are rare and receive considerable political attention.&lt;br /&gt;
&lt;br /&gt;
Same-sex marriage is ordinary. A marriage between two women can carry considerable political weight because both families may be dealing with active maternal lines and future succession. Male couples are accepted as well, although conservative clans often attach less political importance to such a match because neither spouse is expected to carry the clan line in the same way. Direct successors can choose their own spouses, but powerful families may place heavy pressure on that choice because of the effect on alliances and future children.&lt;br /&gt;
&lt;br /&gt;
Divorce is accepted. In a household built around the wife&#039;s maternal line, the woman and children normally remain with that household while the husband leaves. This can be practical for inheritance, but it can also leave men who spent years contributing to a household with little claim over clan property after the marriage ends.&lt;br /&gt;
&lt;br /&gt;
The matriarchal system is not equally comfortable for everyone. Important daughters may face heavy family pressure over their choice of spouse because marriage affects succession and alliances. Men can be passed over for offices which a sister is expected to inherit, and widowers may find that the house or land they helped maintain still belongs to their late wife&#039;s clan. In conservative families, men can also be discussed bluntly as marriage prospects, with elders judging appearance, health, lineage and the likelihood of children. Men who resent this are not always taken seriously.&lt;br /&gt;
&lt;br /&gt;
A small number of minor clans use less traditional inheritance. Some allow leadership to pass through either sex or recognise both parental lines more equally. These clans are few, are not organised into a wider movement and are generally regarded as unusual by more traditional families.&lt;br /&gt;
&lt;br /&gt;
=== Clothing and Regional Customs ===&lt;br /&gt;
Clothing is layered and practical, but materials and weight change by region. The lowlands allow lighter clothing for much of the year, while the southern highlands require thicker and often fur-lined layers. Aelashiro has the greatest access to imported fabrics and foreign fashions, including visible elven influence in some wealthier households.&lt;br /&gt;
&lt;br /&gt;
Clans have their own colours, emblems and preferred ways of wearing formal clothing. These differences are usually subtle in daily life and much more obvious during ceremonies, council gatherings and festivals. Kitsune clothing is made with tails in mind rather than forcing them under ordinary garments. Tail ribbons, rings and charms are common during festivals or formal occasions, but they are not worn by everyone every day.&lt;br /&gt;
&lt;br /&gt;
=== Entertainment and Conduct ===&lt;br /&gt;
Storytelling, music, dance, poetry, board and strategy games, martial competitions, archery and theatre are all common forms of entertainment. Shinzu has a particular reputation for writers, storytellers and people who can become embarrassingly serious about a board game.&lt;br /&gt;
&lt;br /&gt;
Public self-control is valued during important business. Open affection, laughter and teasing are normal in private or informal settings, but a councillor, merchant or clan representative who loses control during negotiations can damage more than their own reputation. This does not make Amatsukini society uniformly quiet. Arguments can be direct, and some families are much louder than others.&lt;br /&gt;
&lt;br /&gt;
Respect is tied to position, age and competence rather than age alone. Elders are listened to, but an older person who repeatedly proves incompetent will not be treated as wise simply because of years. The same attitude helps explain why Hoshinowa&#039;s elders can choose a relatively young representative if they believe that person is the best choice.&lt;br /&gt;
&lt;br /&gt;
=== Education and Expertise ===&lt;br /&gt;
Amatsukini has no central public school system. Education is arranged by families, clans, shrines and individual teachers. Wealthy households can maintain permanent tutors and private libraries. Poorer families teach children themselves, rely on apprenticeships or hire a teacher only when they can afford it.&lt;br /&gt;
&lt;br /&gt;
A clan&#039;s reputation for a particular skill gives its members influence beyond formal politics. Mizuhara navigators, Takamori officers, Kisaragi administrators and Shinzu scholars can all be hired by people outside their own clan. A High Clan may employ an expert from a small minor clan if that person is especially capable, and the appointment can become a source of prestige for the smaller family.&lt;br /&gt;
&lt;br /&gt;
High Clan heirs receive more formal instruction than most children. They are expected to learn genealogy, law, estate management, diplomacy and the history of old agreements. Shinzu education places greater emphasis on history, religion, writing, calendars and old records. Hayate religious training is more practical and usually takes place through apprenticeship at a shrine.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa has fewer clan institutions than the rest of the island. Education there relies more heavily on community tutors, independent experts and apprenticeships, particularly among clanless families and people who left their old clan connections behind.&lt;br /&gt;
&lt;br /&gt;
== Government and Administration ==&lt;br /&gt;
&lt;br /&gt;
Amatsukini is governed nationally by the [[Star Council]]. Its authority is strongest in foreign relations, national defence, island-wide law, major trade policy and disputes which affect several clans or regions. Most local administration remains outside direct council control.&lt;br /&gt;
&lt;br /&gt;
The council has nine seats. Six belong permanently to the High Clans: Mizuhara, Kisaragi, Soramine, Takamori, Hayate and Shinzu. Each of those seats is held personally by the current head of the clan. When leadership of a High Clan changes, its council seat passes with the office. The heads of the six High Clans, and therefore these six council seats, are held by women. The other three seats are the Maritime Seat, the Elven Seat and the Hoshinowa Seat.&lt;br /&gt;
&lt;br /&gt;
The Star is an old kitsune political symbol rather than the emblem of a particular god or clan. It represents matters which stand above one household or region: agreements which bind several clans, common defence and decisions made in the name of Amatsukini as a whole. This is why the national council, its Keeper and the Call of the Star all use the same symbol.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Maritime Seat&#039;&#039;&#039; represents captains, navigators, merchants and other maritime interests. Mizuhara is influential at sea, but it does not control the seat. The current holder, [[Renji Sazanami]], is an independent navigator rather than a High Clan noble.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Elven Seat&#039;&#039;&#039; represents the established elven population. It is formally open to recognised elven houses and communities, but every known holder has belonged to the Amatsukini branch of House Bladesong. The seat has a normal vote but cannot hold the office of Keeper of the Star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hoshinowa Seat&#039;&#039;&#039; is chosen by the elders of Hoshinowa. The representative must be a permanent resident of the neutral territory and cannot already hold another council seat. The elders may choose a candidate of any age or gender if they believe that person is capable. There is no fixed election cycle or term attached to the seat.&lt;br /&gt;
&lt;br /&gt;
=== Keeper of the Star ===&lt;br /&gt;
The [[Keeper of the Star]] chairs the council. The Keeper receives foreign envoys in the council&#039;s name, manages procedure and formally announces decisions, but still has only one vote. The office cannot independently make law, declare war or sign treaties.&lt;br /&gt;
&lt;br /&gt;
The office normally passes to the longest-serving eligible councillor. Seniority is based on continuous service on the council, not age. There is no fixed term. A Keeper remains in office until death, resignation, loss of their council seat or a successful formal challenge.&lt;br /&gt;
&lt;br /&gt;
An eligible councillor can challenge the Keeper before the full council. The challenger may call for a &#039;&#039;&#039;Trial of Words&#039;&#039;&#039;, which is a formal debate over leadership and duty, or a &#039;&#039;&#039;Trial of Arms&#039;&#039;&#039;, a controlled martial contest. A successful challenger becomes the new Keeper but still holds only the ordinary one vote on the council. The Trial of Arms is not meant to be lethal. Deliberately killing an opponent is treated as a serious crime rather than victory.&lt;br /&gt;
&lt;br /&gt;
The office is legally open to either sex. In practice, most Keepers have been women because the six High Clan seats are held by women and those seats provide many of the council&#039;s longest-serving members.&lt;br /&gt;
&lt;br /&gt;
=== Hoshinowa and Natsukage ===&lt;br /&gt;
[[Hoshinowa]] is a small neutral territory in the centre of the island. It does not belong to any clan and is protected by the Star Council. The territory contains farmland, inns, small settlements, councillor residences and a noticeable population of clanless or independent kitsune.&lt;br /&gt;
&lt;br /&gt;
The council meets in [[Natsukage]], an old settlement which grew around the original neutral meeting ground. No High Clan is allowed to dominate it with a permanent private garrison. Councillors may bring limited guards, while security inside the settlement is handled by forces responsible to the council.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa attracts people who do not fit comfortably into clan society. Some left after family disputes, some reject clan obligations and some simply built a life there because their work brought them to Natsukage. The territory is also less rigidly matriarchal than most clan lands, and its community elders can be either women or men.&lt;br /&gt;
&lt;br /&gt;
This freedom has a cost. Clan networks provide employment, credit, marriage contacts and support during disputes, so a person who leaves them can gain independence while losing protection.&lt;br /&gt;
&lt;br /&gt;
=== Banner Accords ===&lt;br /&gt;
Some disputes can be settled through a &#039;&#039;&#039;Banner Accord&#039;&#039;&#039;. Both sides must agree to the contest and the Star Council must recognise its terms beforehand. The agreement states who will fight, which weapons are permitted, the boundaries of the contest, the conditions for victory and the exact issue being decided.&lt;br /&gt;
&lt;br /&gt;
A Banner Accord may involve two champions, small groups of retainers or, very rarely, larger limited forces. Death is possible in serious contests, but killing after surrender or continuing the fight after the agreed result is treated as unlawful violence.&lt;br /&gt;
&lt;br /&gt;
Winning gives only what was agreed before the contest. A clan which wins a dispute over a road or piece of woodland cannot use that victory as an excuse to march into the loser&#039;s settlements. The custom is old and survives because it gives the council a way to contain disputes which might otherwise become private wars.&lt;br /&gt;
&lt;br /&gt;
== Minor Clans ==&lt;br /&gt;
&lt;br /&gt;
Clans outside the six High Clans are generally described as &#039;&#039;&#039;minor clans&#039;&#039;&#039;. The term describes political standing more than wealth, age or personal importance. A minor clan does not possess one of the six permanent clan seats on the Star Council, but it can still hold land, maintain retainers, keep its own traditions, become known for a specialised trade or build considerable influence inside its own region.&lt;br /&gt;
&lt;br /&gt;
Minor clans are not automatically subordinate to a Great or Sacred Clan. Their relationships with the High Clans vary, but minor status by itself does not place a family under the authority of one of the six.&lt;br /&gt;
&lt;br /&gt;
Their size and wealth also vary. A clan can remain politically minor while still becoming wealthy, locally influential or known for specialists whose services are sought by the High Clans.&lt;br /&gt;
&lt;br /&gt;
The current set of High Clans developed gradually. Older councils contained different powerful families, and other religious clans once held roles similar to those now associated with Hayate and Shinzu. Some declined, merged or disappeared. The system of powerful council clans is ancient, but the modern six developed gradually.&lt;br /&gt;
&lt;br /&gt;
== The Six High Clans ==&lt;br /&gt;
&lt;br /&gt;
The Six High Clans hold the six permanent clan seats on the Star Council and are the most influential clans in Amatsukini. Their status developed for different reasons over centuries rather than through one common path: Mizuhara and Soramine are older secular powers, Kisaragi rose with the growth of administration, Takamori through military organisation and defence, while Hayate and Shinzu remain the two Sacred Clans.&lt;br /&gt;
&lt;br /&gt;
=== Clan Mizuhara ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Mizuhara emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Mizuhara]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Mizuhara&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Mizuhara&#039;&#039;&#039; is strongest along the northeastern and eastern coast. Its traditional seat is [[Aelashiro]], the principal port of Amatsukini. Shipping, fishing, navigation, shipbuilding, coastal defence and foreign trade provide much of the clan&#039;s wealth. Its members are more accustomed to foreigners than most inland clans because foreign captains, merchants and sailors are part of ordinary life in Aelashiro.&lt;br /&gt;
&lt;br /&gt;
Mizuhara does not own every ship or port. Independent merchants, smaller ports and minor coastal clans remain important, and the separate Maritime Seat is not controlled by Mizuhara. The clan is therefore influential at sea without possessing a legal monopoly over maritime life.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Sayo Mizuhara&#039;&#039;&#039;. She is sociable, commercially minded and comfortable dealing with foreigners, although this does not make her automatically friendly to them. She supports expansion when it protects shipping or creates useful ports, but usually prefers a profitable agreement to a war which damages trade.&lt;br /&gt;
&lt;br /&gt;
=== Clan Kisaragi ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Kisaragi emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Kisaragi]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Kisaragi&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Kisaragi&#039;&#039;&#039; built its influence through administration rather than military strength. Its members have a long reputation as judges, record keepers, mediators, accountants, surveyors and advisers. The clan preserves many secular records of the Star Council, including older laws, territorial agreements and decisions made in disputes between clans.&lt;br /&gt;
&lt;br /&gt;
Kisaragi became more important as the Star Council itself became more formal. A government which expected clans to honour mobilisation quotas, treaties and written decisions needed people able to preserve those obligations across generations. The clan&#039;s traditional seat, [[Kaishiro]], sits on important routes between the northeastern coast and central Amatsukini and is an important administrative centre.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Ayame Kisaragi&#039;&#039;&#039;, who also serves as Keeper of the Star. She inherited the Kisaragi seat relatively young and is now the longest-serving eligible councillor. She is experienced with procedure and precedent and has little patience for councillors who want to ignore an inconvenient rule. During war, Kisaragi is especially important for mobilisation records, supply obligations, contracts and the administration needed to keep a national force functioning.&lt;br /&gt;
&lt;br /&gt;
=== Clan Soramine ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Soramine emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Soramine]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Soramine&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Soramine&#039;&#039;&#039; is strongest across the western and southwestern lowlands. Farming, forestry, water management and rural roads matter more to the clan than maritime trade. The region where Soramine influence is strongest contains many villages and independent minor-clan holdings, giving the clan strong influence over rural affairs outside the major cities.&lt;br /&gt;
&lt;br /&gt;
The clan is domestic in outlook without being isolationist. Foreign policy matters to Soramine when it affects food prices, labour, timber, road maintenance or the ability of rural markets to function. During war, Soramine becomes especially important because armies require grain, animals, carts, timber and workers to keep supply routes functioning.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Rin Soramine&#039;&#039;&#039;. She tends to judge council policy by whether it will actually work outside Natsukage and Aelashiro. During arguments over war she is usually one of the first people asking who will feed the army, repair the roads and replace the labour taken away from farms.&lt;br /&gt;
&lt;br /&gt;
=== Clan Takamori ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Takamori emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Takamori]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Takamori&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Takamori&#039;&#039;&#039; has the strongest secular military tradition among the Great Clans. Its traditional seat is [[Yukimatsu]] in the southern highlands, where the clan maintains fortifications, weapon stores, training grounds and experienced retainers. Takamori officers are common in the national forces, but the clan does not own the army and has no automatic right to national command.&lt;br /&gt;
&lt;br /&gt;
The clan&#039;s rise is closely connected to the foreign invasion which forced the Star Council to take national defence more seriously. Takamori gained prestige through military organisation and the defence of the island during that period, and this helped it rise into the ranks of the Great Clans.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Nobara Takamori&#039;&#039;&#039;. She enjoys battle, respects people who can prove themselves as fighters and is much more willing than most councillors to accept bloodshed as a solution to a political problem. She is also one of the strongest supporters of overseas expansion.&lt;br /&gt;
&lt;br /&gt;
Nobara does understand that an uncontrolled clan war would threaten Amatsukini. Her preference is for force with clear limits, clear objectives and a result others are expected to respect. This makes her an enthusiastic supporter of Banner Accords, often in situations where the rest of the council would rather continue negotiating.&lt;br /&gt;
&lt;br /&gt;
=== Clan Hayate ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Hayate emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Hayate]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Hayate&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Hayate&#039;&#039;&#039; is one of the two Sacred Clans. It is responsible for much of the practical organisation of [[Reihara]], including the formal recognition of shrine maidens, maintenance of major shrines, funerary rites, remembrance ceremonies and the protection of sacred places.&lt;br /&gt;
&lt;br /&gt;
Its traditional seat is [[Kagurano]], a religious settlement built around several important shrines. Hayate also maintains a strong warrior tradition among shrine guards, escorts and those expected to deal with dangerous spirits or protect pilgrimage routes. In war its members are valued for healing, divine support and spirit-warding as well as conventional defence.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Kaede Hayate&#039;&#039;&#039;, who is herself an important shrine maiden and is married to a woman. Hayate authority does not mean that every member of the clan is clergy, nor does it give the clan ownership of every local shrine. Its strongest role concerns recognised shrine maidens and the institutions which connect local worship to island-wide religious practice.&lt;br /&gt;
&lt;br /&gt;
Hayate and Shinzu sometimes disagree over religious interpretation. Hayate places more weight on maintaining shrines, performing rites and dealing with spirits in practice, while Shinzu places more weight on what older texts and records say a rite is meant to do. Neither clan is subordinate to the other.&lt;br /&gt;
&lt;br /&gt;
=== Clan Shinzu ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Shinzu emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Shinzu]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Shinzu&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Shinzu&#039;&#039;&#039; is the second Sacred Clan. Where Hayate is strongest in active shrine life, Shinzu is strongest in preservation and interpretation. Its archives contain ritual texts, calendars, genealogies, records of religious change and accounts of older ceremonies.&lt;br /&gt;
&lt;br /&gt;
The traditional seat is [[Fumihara]], which contains important archives, libraries, tutors, copyists and writers. Shinzu is also known for histories, collected folktales, plays and fiction. The clan&#039;s influence therefore extends beyond religion; families which need a genealogy checked, an old ritual text interpreted or a difficult historical question answered often end up dealing with Shinzu scholars.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Yurina Shinzu&#039;&#039;&#039;. She is an active reader and writer and publishes fiction under a poorly hidden pen name. Shinzu is not a war clan, but it maintains enough guards and retainers to defend its estates and archives. During national war its greater value comes from maps, military history, old roads, records of fortifications, secure communication, divination and planning.&lt;br /&gt;
&lt;br /&gt;
Shinzu can train and recommend future shrine maidens, but final formal recognition belongs to Hayate. That division causes arguments without making either clan subordinate to the other. An unprovoked attack on Shinzu would also be politically costly because the clan&#039;s archives, teachers and religious records are useful to families across the island.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot; style=&amp;quot;max-width:500px;justify-self:start;&amp;quot;&amp;gt;[[File:Reihara in Amatsukini.png|500px|alt=Kaede Hayate performs a shrine rite in Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
The traditional kitsune faith is known as &#039;&#039;&#039;[[Reihara]]&#039;&#039;&#039;, the &#039;&#039;&#039;Way of Spirits&#039;&#039;&#039;. It is polytheistic and animistic. Amatsukini recognises major gods worshipped across the island, but local shrines may also honour a river, mountain, forest, village protector or powerful spirit known almost nowhere else.&lt;br /&gt;
&lt;br /&gt;
The difference between a lesser god and a powerful spirit is not always clear. A village may call its protector a god while a Shinzu scholar records the same being as a local spirit. Reihara does not require every community to use the same classification.&lt;br /&gt;
&lt;br /&gt;
Ancestors are remembered and honoured but are not automatically gods. Exceptional ancestors can become local protective spirits, although this is uncommon. Ordinary households often keep a small sacred shelf or shrine space for offerings, remembrance and household rites.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shrine Practice ===&lt;br /&gt;
Shrine maidens hold the highest recognised ritual authority. Candidates can come from many families rather than only Clan Hayate. There is no central seminary. Training normally takes place through apprenticeship at a shrine, where a candidate learns purification, offerings, funerary rites, blessings, how to deal with local spirits and the customs of that particular shrine. Hayate gives the final formal recognition which allows a shrine maiden to serve with island-wide legitimacy.&lt;br /&gt;
&lt;br /&gt;
Men can hold respected religious roles as shrine keepers, diviners, spirit wardens, funerary attendants, musicians, scholars and guards. These offices can carry real influence, but the highest ritual authority remains female.&lt;br /&gt;
&lt;br /&gt;
Shrines range from major complexes to local, wayside and household shrines. Offerings depend on the deity, spirit and community, but food, drink, flowers, crafted objects, coins and local goods are all used. Spirits are not assumed to be friendly or hostile. A shrine maiden may appease, persuade, bind or drive one away depending on what it is doing and whether it can be reasoned with.&lt;br /&gt;
&lt;br /&gt;
Purification is common before important sacred spaces and after contact with things considered spiritually dangerous or disruptive. It concerns spiritual condition, broken boundaries and proper ritual preparation rather than a universal idea of sin. Contact with a corpse, a corrupted place or a dangerous spirit may therefore require purification even when nobody has done anything morally wrong.&lt;br /&gt;
&lt;br /&gt;
=== Gods and Observances ===&lt;br /&gt;
[[Amayori]], the Sun Goddess, is the foremost deity of the native pantheon and is associated with daylight, prosperity, protection of Amatsukini and rightful public authority. The Star used by the council is an older political symbol rather than her personal emblem. Other widely recognised gods include [[Suzuhana]] of wind, freedom and change; [[Shionagi]] of the sea and sailors; [[Fuyukane]] of winter and mountains; [[Minoriha]] of harvest and fertile land; [[Hinoka]] of hearth and family; and [[Taketsura]] of war and defence.&lt;br /&gt;
&lt;br /&gt;
[[Nayori]] is a rejected ascended goddess associated with undeath, forbidden magic, envy, betrayal and the attempt to escape death by stealing life from others. Hayate does not recognise public shrines to her, and she has no accepted festival.&lt;br /&gt;
&lt;br /&gt;
The island-wide calendar includes First Dawn, the Bell Blossom Festival, the Blessing of the Tides, Minoriha&#039;s Harvest, the Banners of Taketsura, the Closing of the Passes, Hearth Night and the Night of Names. Local spirit festivals are even more numerous and are not standardised simply because another district follows a different practice.&lt;br /&gt;
&lt;br /&gt;
Reihara does not require kitsune to deny the reality of foreign gods. A foreign deity can be recognised as real without automatically being adopted into the native pantheon. This is one reason foreign worship can exist openly while outside priesthoods are still resisted when they attempt to exercise authority over local religious practice.&lt;br /&gt;
&lt;br /&gt;
Elven communities keep their own religious traditions as well. [[Aelithia]] remains especially important among descendants of the Bladesong military tradition. [[Halynae]] and [[Caléthra]] have gained some kitsune worship over time, while Suzuhana represents the opposite exchange because kitsune knew her before elven worshippers came to call her [[Aerwynne]]. High Clan representatives sometimes attend elven religious celebrations as a public sign of respect without doing so as worshippers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main article: [[History of Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formation of the Star Council ===&lt;br /&gt;
Amatsukini has no single founder. The island was already divided between kitsune clans, shrine communities and settlements before any permanent national government existed. Clans and shrine communities met on neutral ground when disputes over land, shrines and routes, or shared threats, became too dangerous to handle separately.&lt;br /&gt;
&lt;br /&gt;
Over time, the meetings became an expected part of relations between the clans, and the neutral ground developed into the territory now called [[Hoshinowa]]. [[Natsukage]] grew around the meeting place and gradually became the permanent seat of the council.&lt;br /&gt;
&lt;br /&gt;
The earliest council did not contain the same High Clans as the modern one. Some old families disappeared, split apart or declined into minor clans. Other religious families once held roles similar to Hayate and Shinzu. The modern distinction between four Great Clans and two Sacred Clans developed later.&lt;br /&gt;
&lt;br /&gt;
The early council was respected, but its authority was limited and private wars between clans still occurred. It could mediate disputes and create common agreements, but it did not yet possess the military authority later associated with the national government.&lt;br /&gt;
&lt;br /&gt;
=== The Foreign Invasion ===&lt;br /&gt;
The greatest change came during a major foreign invasion. The first defence was badly coordinated. Clans fought separately, withdrew to protect their own lands and struggled to share messages or supplies.&lt;br /&gt;
&lt;br /&gt;
An emergency council at Natsukage forced a different arrangement. The clans temporarily surrendered part of their military independence, common commanders were appointed and the council assigned supplies, reinforcements and routes of defence. The invasion was eventually defeated.&lt;br /&gt;
&lt;br /&gt;
The emergency measures did not disappear afterward. Over the following generations the council gained permanent authority over foreign war and peace, national mobilisation, military command, treaties and intervention in major private clan conflicts.&lt;br /&gt;
&lt;br /&gt;
Takamori gained considerable prestige from its organisation during the invasion and later rose into the ranks of the Great Clans. Kisaragi became more important as the stronger council required records, tax obligations, supply accounts, treaties and written decisions which could be enforced long after the emergency had ended.&lt;br /&gt;
&lt;br /&gt;
=== Elven Settlement ===&lt;br /&gt;
Around fifteen centuries ago, an elven expedition associated with House Bladesong reached Amatsukini and established itself in the northeast. Amatsukini was already an old state by that time. The newcomers did not create the Star Council or the clan system.&lt;br /&gt;
&lt;br /&gt;
Their descendants gradually became part of island life while preserving their own language, houses and religion. The Elven Seat was added to the council later. House Bladesong has held it throughout known records, although the law does not reserve the seat exclusively to that family.&lt;br /&gt;
&lt;br /&gt;
The Bladesongs of Amatsukini also established their own martial tradition, Bladesinging. The discipline combines spellcasting with close weapon work and became one of the family&#039;s defining practices on the island.&lt;br /&gt;
&lt;br /&gt;
=== The Modern Age ===&lt;br /&gt;
Aelashiro grew into the island&#039;s principal port as overseas trade increased. Foreign coin, books, tools, luxury goods and other imports entered through the city, while Amatsukini exported ships, skilled maritime labour, written works and crafted goods.&lt;br /&gt;
&lt;br /&gt;
The same growth strengthened the national fleet and gave the Star Council more reliable control over mobilisation. This has created a new political question. Amatsukini spent much of its history preventing private wars and defending its own island. Some modern councillors now argue that the same military system should be used to secure nearby islands, trade routes and forward bases.&lt;br /&gt;
&lt;br /&gt;
The expansionist position is still contested. Supporters argue that control of nearby islands would make Amatsukini safer and give it better access to trade and resources. Opponents question the cost of garrisons, supply routes and governing populations which may not want kitsune rule.&lt;br /&gt;
&lt;br /&gt;
== Economy and Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Regional Economy ===&lt;br /&gt;
Amatsukini can support its basic population in normal years, but it is not economically self-sufficient. Foreign trade matters to shipbuilding, military production, luxury consumption and many specialised crafts.&lt;br /&gt;
&lt;br /&gt;
Clan influence follows old areas of expertise without becoming a legal monopoly. Mizuhara is strongest in shipping, navigation, fishing and shipbuilding. Soramine is closely connected to farming, forestry and rural transport. Takamori is associated with metalworking, weapons and fortification work in the southern highlands. Kisaragi provides administrators, judges, accountants, surveyors and contract specialists. Hayate&#039;s shrines support pilgrimage and the settlements around major sacred sites, while Shinzu earns influence through teaching, copying, archives, writing and the production of books.&lt;br /&gt;
&lt;br /&gt;
Minor clans can be economically important without being politically powerful. A small family may become known for a particular craft, service or specialised skill. High Clans regularly hire skilled people outside their own family when they need expertise they do not possess.&lt;br /&gt;
&lt;br /&gt;
Ordinary markets operate throughout the island. Commerce is not entirely controlled by clans, although clan connections make it easier to obtain credit, storage, introductions and transport. Smaller ports handle coastal traffic and local trade even though Aelashiro dominates long-distance commerce.&lt;br /&gt;
&lt;br /&gt;
=== Overseas Trade ===&lt;br /&gt;
Amatsukini exports ships and maritime services, worked wood, furniture, bows, ship parts, metal tools, weapons, fine fabrics, bells, jewellery, ceremonial goods and written works. Shinzu authors, copyists and scholars are especially important to the trade in histories, stories, plays and fiction.&lt;br /&gt;
&lt;br /&gt;
Imports include bulk metals and specialised ores, foreign fabrics and dyes, books, maps, spices, alcohol, grain, fruit, meat, livestock and specialised magical or manufactured goods. Some imports are luxuries, while others are useful because foreign trade can provide varieties or quantities which are difficult to obtain locally.&lt;br /&gt;
&lt;br /&gt;
Aelashiro is the main point of entry for long-distance trade, while road markets and coastal shipping move imported goods farther inland. Foreign goods are easiest to obtain in the main port and generally become less common or more expensive farther from the principal trade routes.&lt;br /&gt;
&lt;br /&gt;
Trade disruption would not immediately starve the island, but metal would become more expensive, shipyards and smiths would begin rationing supplies, imported luxuries would disappear and military replacement costs would rise quickly.&lt;br /&gt;
&lt;br /&gt;
=== Markets, Credit and Taxation ===&lt;br /&gt;
[[Trade Republic of Lugeorti|Lugeorti]] currency is widely accepted in major markets, especially in Aelashiro. Lugeorti banking is useful to merchants involved in long-distance trade. Clan networks provide another layer of credit, storage, introductions and trust between trading partners.&lt;br /&gt;
&lt;br /&gt;
Because many Hoshinowa residents do not belong to strong clan networks, they can have less access to the family-backed credit, introductions and support available elsewhere.&lt;br /&gt;
&lt;br /&gt;
Most taxes are collected regionally by clans or local authorities. Part of that revenue supports shared roads, national defence, Hoshinowa, the Star Council and the fleet. The council can impose wider island levies during war or disaster.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Amatsukini uses a mixed military system. The Star Council maintains a small permanent national force and a professional fleet, while the clans keep household guards, retainers and local defensive troops of their own. In a major war these separate resources are brought together under national authority.&lt;br /&gt;
&lt;br /&gt;
The council appoints a &#039;&#039;&#039;Marshal&#039;&#039;&#039; for land forces and an &#039;&#039;&#039;Admiral&#039;&#039;&#039; for the fleet. Neither office is hereditary and neither belongs automatically to Takamori or Mizuhara. The appointments remain under the authority of the Star Council.&lt;br /&gt;
&lt;br /&gt;
The fleet is more professional than most land forces because ships require trained crews throughout the year. Permanent troops guard important roads, passes, coastal stations and Hoshinowa, while most larger field armies exist only after mobilisation. Military service is open to both women and men, and national law does not recognise a separate hereditary warrior caste.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot; style=&amp;quot;max-width:500px;justify-self:end;&amp;quot;&amp;gt;[[File:Army of Amatsukini.png|500px|alt=Nobara Takamori directs preparations at a fortified southern military post]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Call of the Star ===&lt;br /&gt;
A national mobilisation begins with the &#039;&#039;&#039;Call of the Star&#039;&#039;&#039;. Every recognised clan owes support according to population, wealth, resources and realistic capacity. The obligation is not limited to infantry. A clan may owe ships, healers, engineers, food, pack animals, transport workers, scouts or other specialists.&lt;br /&gt;
&lt;br /&gt;
Kisaragi maintains many of the records used to calculate these obligations. Soramine becomes especially important for food, timber, animals and transport. Mizuhara supplies ships and maritime personnel. Hayate contributes shrine defenders, healers and divine support. Shinzu provides maps, military history, old route records, communications and planning. Takamori contributes a large share of trained officers and conventional soldiers.&lt;br /&gt;
&lt;br /&gt;
Once mobilised, clan forces come under national command. A clan cannot legally withdraw its troops simply because fighting has moved away from its own territory.&lt;br /&gt;
&lt;br /&gt;
Elven soldiers serve under the same national system. House Bladesong is especially associated with Bladesingers, who combine spellcasting with precise close weapon work and can serve alongside other Amatsukini forces when the island is mobilised.&lt;br /&gt;
&lt;br /&gt;
=== Private Forces ===&lt;br /&gt;
Clans may maintain household guards, retainers and local defensive troops at their own expense. These forces protect clan leaders, estates, shrines, settlements and property. Their existence is normal and is not automatically treated as a threat to the council.&lt;br /&gt;
&lt;br /&gt;
There are limits. A clan cannot legally march a large force into another clan&#039;s territory without permission, mass troops around Hoshinowa, construct obvious offensive border fortifications, attack another clan or refuse national command after mobilisation. Small escorts and ordinary household guards are permitted.&lt;br /&gt;
&lt;br /&gt;
The rules are sometimes tested. A clan accused of aggression may claim that it was acting defensively, which can turn a local clash into a council dispute over who actually started it. Private wars therefore still occur on rare occasions, but they are politically dangerous once the Star Council decides to intervene.&lt;br /&gt;
&lt;br /&gt;
=== Expansionist Politics ===&lt;br /&gt;
Modern military debate is increasingly concerned with what happens beyond the main island. [[Nobara Takamori]] argues that Amatsukini has spent too long using its strength only for defence. Supporters of this position point to nearby islands, sea routes, resources, useful ports and possible forward bases.&lt;br /&gt;
&lt;br /&gt;
Other councillors approach the question differently. Sayo Mizuhara may support action which secures a useful port or protects trade, but prefers agreements when they can achieve the same result. Rin Soramine focuses on food, labour and the cost of supplying distant garrisons. Ayame Kisaragi asks who would govern newly controlled territory and which laws would apply. Kaede Hayate can raise religious or moral objections, while Yurina Shinzu brings historical, logistical and strategic records into the discussion. Renji Sazanami is concerned with whether the fleet can actually keep a distant position supplied.&lt;br /&gt;
&lt;br /&gt;
No large overseas empire yet exists. The argument is about whether Amatsukini is beginning to move in that direction. Any territory taken through a council-approved campaign would be held in the name of Amatsukini rather than becoming private Takamori land.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
Amatsukini prefers foreign contact which leaves its internal law, shrines and clan system alone. Merchants and diplomats are common in Aelashiro, but foreign institutions receive much less freedom when they attempt to exercise authority over Amatsukini citizens.&lt;br /&gt;
&lt;br /&gt;
Foreign envoys normally arrive through Aelashiro before travelling inland when business requires the Star Council. Major treaties must be approved by the council and may therefore require negotiations in Natsukage rather than being settled at the port. Individual clans can make commercial arrangements with foreign partners, but they cannot make national treaties in Amatsukini&#039;s name. Diplomatic gifts remain an important part of formal relations, especially when meeting councillors or clan heads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-relations&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Trade Republic of Lugeorti|Lugeorti]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Regular commercial relations&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Lugeorti banking, coin and trade networks are useful to Amatsukini merchants. The relationship is primarily commercial rather than military.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Veogon]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Cordial maritime contact&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The two states benefit from secure sea routes while competing in shipping, shipbuilding and wider maritime influence.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Kurn Daruhm]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Good distant trade&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Kurn Daruhm supplies metals, tools and manufactured goods. Political involvement remains limited by distance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Dominion of Ordanis|Ordanis]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--guarded&amp;quot;&amp;gt;Religious friction&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Trade and diplomacy continue, but Amatsukini resists Ordanian attempts to extend foreign religious institutions into local law or shrine authority.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Holy Kingdom of Alyren Shaeras]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--neutral&amp;quot;&amp;gt;Limited cultural contact&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The island&#039;s elven population preserves related language and religious traditions, but regular political contact between the two realms remains limited.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Settlements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Aelashiro]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The principal port of Amatsukini and traditional seat of Clan Mizuhara. Shipyards, foreign merchants, warehouses and the largest concentration of outside influence are found here. The Mizuhara estate overlooks the harbour rather than sitting directly among the docks, and the city is the place where kitsune, elves and foreign visitors mix most regularly.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kaishiro]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Kisaragi and an important point on the roads connecting the northeast with central Amatsukini. Record keepers, judges, contract specialists, surveyors and travellers give the settlement much of its political importance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Harunobe]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Soramine and a large western market settlement. Fields, woodland, storage yards and rural trade surround it, with food, timber, livestock and other goods moving through the town.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Yukimatsu]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Takamori in the southern highlands. Fortifications, training grounds, mountain roads and winter storehouses shape much of the settlement, while local buildings are adapted to heavy snow and severe winters.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kagurano]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Hayate and one of the main religious settlements of Amatsukini. Important shrines, shrine-maiden training, pilgrimage and the administration of recognised shrine practice dominate local life.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Fumihara]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Shinzu. Its archives, libraries, tutors, copyists, writers and storytellers make it one of the island&#039;s main centres of scholarship and literature. Families from outside Shinzu also travel there when they need old genealogies or religious records checked.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Natsukage]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The settlement where the Star Council meets, inside neutral Hoshinowa. It contains council buildings, inns, residences for councillors, neutral guards, ordinary residents and the services needed by petitioners and visitors. Councillors may keep limited personal guards, but permanent High Clan troops are not stationed there.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Elaerith]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The principal elven settlement of Amatsukini, southwest of Aelashiro. Its Bladesong castle developed from the fortifications of the original expedition, while elven architecture, religion, food and clothing remain more visible here than in Aelashiro. Elaerith is also closely associated with the Bladesinging tradition established by the local Bladesong line.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Figures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Ayame Kisaragi.png|400px|alt=Ayame Kisaragi, Keeper of the Star]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Ayame Kisaragi]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Head of Clan Kisaragi and current Keeper of the Star. She is an experienced procedural leader who relies heavily on precedent, written agreements and the limits placed on council authority.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Kaede Hayate.png|400px|alt=Kaede Hayate, head of Clan Hayate]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kaede Hayate]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Head of Clan Hayate and an important shrine maiden. She represents one of the island&#039;s two Sacred Clans and holds considerable influence over recognised shrine practice.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Renji Sazanami.png|400px|alt=Renji Sazanami, holder of the Maritime Seat]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Renji Sazanami]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;An independent navigator and shipmaster who currently holds the Maritime Seat. His authority comes from decades of maritime experience rather than High Clan birth or wealth alone.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Bladesong Representative PLACEHOLDER.png|400px|alt=Placeholder for the current Bladesong representative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Bladesong Representative&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Current holder of the Elven Seat. Full details are intentionally left as a placeholder until the Amatsukini Bladesong material is finalised.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-related&amp;quot;&amp;gt;&lt;br /&gt;
[[Star Council]] · [[Reihara]] · [[Hoshinowa]] · [[Natsukage]] · [[Aelashiro]] · [[Elaerith]] · [[Clan Mizuhara]] · [[Clan Kisaragi]] · [[Clan Soramine]] · [[Clan Takamori]] · [[Clan Hayate]] · [[Clan Shinzu]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations and Realms|Amatsukini]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=669</id>
		<title>Amatsukini</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=669"/>
		<updated>2026-09-18T00:39:49Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country styles}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-page country-page--amatsukini&amp;quot; style=&amp;quot;--country-accent:#244f87; --country-accent-soft:#b89643; --country-deep:#172131; --country-paper:#f4efe5; --country-paper-alt:#e7e5df; --country-ink:#2b2927; --country-muted:#706b65; --country-line:rgba(42,66,97,0.24);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Amatsukini hero.png|1600px|class=country-hero__image|alt=Terraced fields, coastal settlements, mountains and the sea of Amatsukini]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__eyebrow&amp;quot;&amp;gt;NATION OF ERINDAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__title&amp;quot;&amp;gt;Amatsukini&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__subtitle&amp;quot;&amp;gt;Isle of the Star Council&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__heading&amp;quot;&amp;gt;Island Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__emblem&amp;quot;&amp;gt;[[File:Amatsukini emblem.png|220px|alt=National emblem of Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Amatsukini&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Known as&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Isle of the Star Council&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Matriarchal clan oligarchy&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Governing council&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Star Council]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Council seat&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Natsukage]] ([[Hoshinowa]])&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Presiding officer&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Keeper of the Star [[Ayame Kisaragi]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Main port&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Aelashiro]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Major peoples&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Kitsune; elves&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Languages&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Hanari]]; [[Ylvaari&#039;il]] (Amatsukini dialect)&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Reihara]] (Way of Spirits)&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Formation&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;c. 700 BHF-300 AHF&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- Location map intentionally deferred. See map_pending/README in the package. --&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amatsukini&#039;&#039;&#039; is an old kitsune island realm governed through the [[Star Council]]. The council grew from meetings between clans which needed common rules for trade, shrines, roads and disputes without giving up control of their own lands. That balance still defines the country. The council controls matters which affect the island as a whole, while clans, settlements and shrine authorities keep considerable control over local life.&lt;br /&gt;
&lt;br /&gt;
Six High Clans hold permanent seats on the Star Council. Four are Great Clans and two are Sacred Clans. They are the most influential families on the island, but the many minor clans are not their subjects. A minor clan can hold land, maintain retainers, keep its own traditions and build considerable wealth without answering directly to one of the six.&lt;br /&gt;
&lt;br /&gt;
Amatsukini is strongly matriarchal. Clan descent usually follows the mother, hereditary offices normally pass through women and the highest recognised religious authority belongs to shrine maidens. Men can own property, serve as soldiers, scholars, merchants and officials, but inheritance and political expectations fall on them differently. The system gives women more formal authority while also placing heavier obligations on daughters expected to continue a family line.&lt;br /&gt;
&lt;br /&gt;
The island also contains a long-established elven population, concentrated mainly around the northeastern coast, Aelashiro and [[Elaerith]]. Elves have lived in Amatsukini for roughly fifteen centuries and are accepted as part of the country, although they have never held political power equal to the six High Clans. Their seat on the Star Council is formally open to recognised elven houses, but every known holder has belonged to the Amatsukini branch of House Bladesong.&lt;br /&gt;
&lt;br /&gt;
Amatsukini is becoming more assertive abroad in the present age. Trade has grown, the national fleet is stronger and the council has more reliable systems for mobilisation than it did in earlier centuries. This has produced an argument over whether the island should remain mainly defensive or begin taking control of nearby islands and strategic sea routes. [[Nobara Takamori]] is one of the strongest supporters of the latter position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Council seat&amp;lt;/span&amp;gt;[[Natsukage]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Main port&amp;lt;/span&amp;gt;[[Aelashiro]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Keeper&amp;lt;/span&amp;gt;[[Ayame Kisaragi]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;[[Reihara]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and People ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Amatsukini is centred on a large main island surrounded by smaller islands and coastal waters. The northeast contains the busiest harbours and the greatest concentration of foreign trade. The central lands are milder and contain the old neutral territory of Hoshinowa, while much of the west and southwest consists of farmland, woodland and smaller clan holdings.&lt;br /&gt;
&lt;br /&gt;
The south rises into colder highlands and mountain country. Snow can remain for long periods at higher elevations, and the highest peaks can stay white well beyond the winter season. Mountain roads and passes are important to local government and military planning. Communities in these districts keep larger winter stores and pay close attention to the rites associated with [[Fuyukane]].&lt;br /&gt;
&lt;br /&gt;
The island is not divided into six clean provinces. Great and Sacred Clan influence developed over centuries and overlaps with minor clans, shrine lands, towns and independent communities. A traveller can leave land strongly associated with one High Clan, cross a minor clan holding and enter another clan&#039;s sphere without passing a formal national border.&lt;br /&gt;
&lt;br /&gt;
=== Population and Language ===&lt;br /&gt;
Kitsune form the large majority of the population. Clan membership, family reputation and local ties matter strongly in ordinary social life, but not every kitsune belongs to a powerful family. Hoshinowa in particular contains many people who are clanless, distant from their old families or simply more comfortable outside the usual clan structure.&lt;br /&gt;
&lt;br /&gt;
Amatsukini has a long-established elven population concentrated mainly in the northeast, especially around Aelashiro and Elaerith. Smaller elven families live elsewhere, but they become less common farther into the western and southern interior. Other peoples are most often encountered in Aelashiro, where foreign merchants, sailors and residents are part of normal port life.&lt;br /&gt;
&lt;br /&gt;
[[Hanari]] is the main kitsune language. The elven population speaks a local dialect of [[Ylvaari&#039;il]] which developed after many generations of separation from the Holy Kingdom. Trade languages are also heard in Aelashiro, but they have not replaced either local tongue.&lt;br /&gt;
&lt;br /&gt;
=== Regional Life ===&lt;br /&gt;
The northeast is the part of Amatsukini most accustomed to outsiders. Aelashiro receives foreign ships, merchants and diplomats, while nearby Elaerith contains the strongest concentration of distinctly elven life on the island. Imported fabrics, foreign food and elven or foreign customs are therefore more visible here than they are in many inland settlements.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa has a different kind of diversity. Its population includes councillors, petitioners, independent tutors, workers, innkeepers and kitsune who chose to live outside strong clan structures. People from every major region pass through Natsukage, which makes the neutral territory more accustomed to political and social differences even though it is not a commercial port like Aelashiro.&lt;br /&gt;
&lt;br /&gt;
The western and southwestern lowlands are more heavily shaped by agriculture, forestry and long local relationships. Clan reputation and repeated dealings between neighbouring families matter strongly there, particularly around land, water, roads and local markets.&lt;br /&gt;
&lt;br /&gt;
The southern highlands are shaped by distance, snow and difficult roads. Winter stores, road conditions and the closing of mountain passes affect ordinary life much more directly than they do in the lowlands. Takamori influence is strongest here, but local settlements and minor clans still manage much of their own daily affairs.&lt;br /&gt;
&lt;br /&gt;
=== Elven Communities and Bladesinging ===&lt;br /&gt;
Elves have lived in Amatsukini for roughly fifteen centuries. They are accepted citizens and are part of ordinary trade, military service, scholarship and settlement life, but their national political position remains narrower than that of the six High Clans. The Elven Seat gives them a permanent voice on the Star Council, but only one seat.&lt;br /&gt;
&lt;br /&gt;
Aelashiro and Elaerith show two different parts of elven life in Amatsukini. Aelashiro is mixed and cosmopolitan, with kitsune and elven customs visible alongside foreign influences brought through the port. Elaerith is more distinctly elven and serves as the traditional seat of House Bladesong. Elven worship, clothing, food and architecture are more visible there than in Aelashiro.&lt;br /&gt;
&lt;br /&gt;
Intermarriage exists, but it does not remove older social expectations. Conservative kitsune families often expect children of an important marriage to follow the mother&#039;s kitsune clan line. Elven houses can be equally protective of their own lineages and traditions. Elves are accepted citizens, but lineage prejudice and unequal social standing have not disappeared on either side.&lt;br /&gt;
&lt;br /&gt;
The Bladesongs of Amatsukini established &#039;&#039;&#039;Bladesinging&#039;&#039;&#039;, a martial discipline which combines spellcasting with close weapon work. Bladesingers often use light, precise weapons such as rapiers, treating magic and swordplay as parts of the same fighting style. House Bladesong remains the family most closely associated with the discipline.&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Clan identity affects far more than politics. It can shape employment, marriage, credit, introductions, travel and the people expected to support someone during a dispute. A formal introduction commonly gives both name and clan. High Clan membership brings prestige, but it does not guarantee wealth. Poor branches and ordinary labourers exist inside old families, while some minor clans and independent merchants are extremely wealthy.&lt;br /&gt;
&lt;br /&gt;
Amatsukini values reciprocity strongly. A useful gift, introduction, marriage arrangement or professional favour creates an expectation that the relationship will be answered later. The value of a gift matters less than whether it suits the relationship. A specialist from a minor clan can gain considerable prestige by teaching or advising a High Clan household, while gifts exchanged around such relationships reinforce the obligations between the families.&lt;br /&gt;
&lt;br /&gt;
Hospitality is important once it has been offered, but private space is taken seriously. Entering a home without permission can be treated as a serious threat, especially in conservative or isolated communities. Amatsukini also has a strong tradition of jokes and harmless pranks. A prank which embarrasses somebody briefly may be considered funny. Injury, destruction of property or deliberate cruelty is simply bad behaviour and is not excused as a prank.&lt;br /&gt;
&lt;br /&gt;
Food varies by region. Fish and other seafood are common along the coast, but they are not treated as a universal kitsune preference. Inland households eat meat, grains, vegetables, fruit, mushrooms and whatever local farms or hunters can supply. Southern highland communities rely more heavily on preserved food during winter. Aelashiro has the widest access to imported food and foreign cooking.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Daily life in Amatsukini.png|700px|alt=Kitsune residents trading and talking in a small coastal market in Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Family, Marriage and Inheritance ===&lt;br /&gt;
Descent normally follows the mother. Children usually belong to their mother&#039;s clan. Husbands often join the wife&#039;s household or settle near her maternal relatives, but they keep their own clan name and identity. High and minor clan heads are traditionally women, while clan land, hereditary offices and ancestral property usually pass through the female line. Personal property can be owned and inherited by men as well.&lt;br /&gt;
&lt;br /&gt;
Succession does not always go to the eldest daughter. A clan may choose a younger daughter or another woman in the maternal line if she is considered better suited to lead. Adoption is fully legitimate and is often preferred when no suitable woman remains in the immediate line. Formal clan adoption can include adults, and an adopted daughter can inherit on the same basis as one born into the family.&lt;br /&gt;
&lt;br /&gt;
Marriage does not transfer leadership by itself. The spouse of a clan head cannot simply inherit the clan after her death. This prevents an outside family from taking control of a clan only by marrying into it. Two clan heads can marry without merging their offices, although such marriages are rare and receive considerable political attention.&lt;br /&gt;
&lt;br /&gt;
Same-sex marriage is ordinary. A marriage between two women can carry considerable political weight because both families may be dealing with active maternal lines and future succession. Male couples are accepted as well, although conservative clans often attach less political importance to such a match because neither spouse is expected to carry the clan line in the same way. Direct successors can choose their own spouses, but powerful families may place heavy pressure on that choice because of the effect on alliances and future children.&lt;br /&gt;
&lt;br /&gt;
Divorce is accepted. In a household built around the wife&#039;s maternal line, the woman and children normally remain with that household while the husband leaves. This can be practical for inheritance, but it can also leave men who spent years contributing to a household with little claim over clan property after the marriage ends.&lt;br /&gt;
&lt;br /&gt;
The matriarchal system is not equally comfortable for everyone. Important daughters may face heavy family pressure over their choice of spouse because marriage affects succession and alliances. Men can be passed over for offices which a sister is expected to inherit, and widowers may find that the house or land they helped maintain still belongs to their late wife&#039;s clan. In conservative families, men can also be discussed bluntly as marriage prospects, with elders judging appearance, health, lineage and the likelihood of children. Men who resent this are not always taken seriously.&lt;br /&gt;
&lt;br /&gt;
A small number of minor clans use less traditional inheritance. Some allow leadership to pass through either sex or recognise both parental lines more equally. These clans are few, are not organised into a wider movement and are generally regarded as unusual by more traditional families.&lt;br /&gt;
&lt;br /&gt;
=== Clothing and Regional Customs ===&lt;br /&gt;
Clothing is layered and practical, but materials and weight change by region. The lowlands allow lighter clothing for much of the year, while the southern highlands require thicker and often fur-lined layers. Aelashiro has the greatest access to imported fabrics and foreign fashions, including visible elven influence in some wealthier households.&lt;br /&gt;
&lt;br /&gt;
Clans have their own colours, emblems and preferred ways of wearing formal clothing. These differences are usually subtle in daily life and much more obvious during ceremonies, council gatherings and festivals. Kitsune clothing is made with tails in mind rather than forcing them under ordinary garments. Tail ribbons, rings and charms are common during festivals or formal occasions, but they are not worn by everyone every day.&lt;br /&gt;
&lt;br /&gt;
=== Entertainment and Conduct ===&lt;br /&gt;
Storytelling, music, dance, poetry, board and strategy games, martial competitions, archery and theatre are all common forms of entertainment. Shinzu has a particular reputation for writers, storytellers and people who can become embarrassingly serious about a board game.&lt;br /&gt;
&lt;br /&gt;
Public self-control is valued during important business. Open affection, laughter and teasing are normal in private or informal settings, but a councillor, merchant or clan representative who loses control during negotiations can damage more than their own reputation. This does not make Amatsukini society uniformly quiet. Arguments can be direct, and some families are much louder than others.&lt;br /&gt;
&lt;br /&gt;
Respect is tied to position, age and competence rather than age alone. Elders are listened to, but an older person who repeatedly proves incompetent will not be treated as wise simply because of years. The same attitude helps explain why Hoshinowa&#039;s elders can choose a relatively young representative if they believe that person is the best choice.&lt;br /&gt;
&lt;br /&gt;
=== Education and Expertise ===&lt;br /&gt;
Amatsukini has no central public school system. Education is arranged by families, clans, shrines and individual teachers. Wealthy households can maintain permanent tutors and private libraries. Poorer families teach children themselves, rely on apprenticeships or hire a teacher only when they can afford it.&lt;br /&gt;
&lt;br /&gt;
A clan&#039;s reputation for a particular skill gives its members influence beyond formal politics. Mizuhara navigators, Takamori officers, Kisaragi administrators and Shinzu scholars can all be hired by people outside their own clan. A High Clan may employ an expert from a small minor clan if that person is especially capable, and the appointment can become a source of prestige for the smaller family.&lt;br /&gt;
&lt;br /&gt;
High Clan heirs receive more formal instruction than most children. They are expected to learn genealogy, law, estate management, diplomacy and the history of old agreements. Shinzu education places greater emphasis on history, religion, writing, calendars and old records. Hayate religious training is more practical and usually takes place through apprenticeship at a shrine.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa has fewer clan institutions than the rest of the island. Education there relies more heavily on community tutors, independent experts and apprenticeships, particularly among clanless families and people who left their old clan connections behind.&lt;br /&gt;
&lt;br /&gt;
== Government and Administration ==&lt;br /&gt;
&lt;br /&gt;
Amatsukini is governed nationally by the [[Star Council]]. Its authority is strongest in foreign relations, national defence, island-wide law, major trade policy and disputes which affect several clans or regions. Most local administration remains outside direct council control.&lt;br /&gt;
&lt;br /&gt;
The council has nine seats. Six belong permanently to the High Clans: Mizuhara, Kisaragi, Soramine, Takamori, Hayate and Shinzu. Each of those seats is held personally by the current head of the clan. When leadership of a High Clan changes, its council seat passes with the office. The heads of the six High Clans, and therefore these six council seats, are held by women. The other three seats are the Maritime Seat, the Elven Seat and the Hoshinowa Seat.&lt;br /&gt;
&lt;br /&gt;
The Star is an old kitsune political symbol rather than the emblem of a particular god or clan. It represents matters which stand above one household or region: agreements which bind several clans, common defence and decisions made in the name of Amatsukini as a whole. This is why the national council, its Keeper and the Call of the Star all use the same symbol.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Maritime Seat&#039;&#039;&#039; represents captains, navigators, merchants and other maritime interests. Mizuhara is influential at sea, but it does not control the seat. The current holder, [[Renji Sazanami]], is an independent navigator rather than a High Clan noble.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Elven Seat&#039;&#039;&#039; represents the established elven population. It is formally open to recognised elven houses and communities, but every known holder has belonged to the Amatsukini branch of House Bladesong. The seat has a normal vote but cannot hold the office of Keeper of the Star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hoshinowa Seat&#039;&#039;&#039; is chosen by the elders of Hoshinowa. The representative must be a permanent resident of the neutral territory and cannot already hold another council seat. The elders may choose a candidate of any age or gender if they believe that person is capable. There is no fixed election cycle or term attached to the seat.&lt;br /&gt;
&lt;br /&gt;
=== Keeper of the Star ===&lt;br /&gt;
The [[Keeper of the Star]] chairs the council. The Keeper receives foreign envoys in the council&#039;s name, manages procedure and formally announces decisions, but still has only one vote. The office cannot independently make law, declare war or sign treaties.&lt;br /&gt;
&lt;br /&gt;
The office normally passes to the longest-serving eligible councillor. Seniority is based on continuous service on the council, not age. There is no fixed term. A Keeper remains in office until death, resignation, loss of their council seat or a successful formal challenge.&lt;br /&gt;
&lt;br /&gt;
An eligible councillor can challenge the Keeper before the full council. The challenger may call for a &#039;&#039;&#039;Trial of Words&#039;&#039;&#039;, which is a formal debate over leadership and duty, or a &#039;&#039;&#039;Trial of Arms&#039;&#039;&#039;, a controlled martial contest. A successful challenger becomes the new Keeper but still holds only the ordinary one vote on the council. The Trial of Arms is not meant to be lethal. Deliberately killing an opponent is treated as a serious crime rather than victory.&lt;br /&gt;
&lt;br /&gt;
The office is legally open to either sex. In practice, most Keepers have been women because the six High Clan seats are held by women and those seats provide many of the council&#039;s longest-serving members.&lt;br /&gt;
&lt;br /&gt;
=== Hoshinowa and Natsukage ===&lt;br /&gt;
[[Hoshinowa]] is a small neutral territory in the centre of the island. It does not belong to any clan and is protected by the Star Council. The territory contains farmland, inns, small settlements, councillor residences and a noticeable population of clanless or independent kitsune.&lt;br /&gt;
&lt;br /&gt;
The council meets in [[Natsukage]], an old settlement which grew around the original neutral meeting ground. No High Clan is allowed to dominate it with a permanent private garrison. Councillors may bring limited guards, while security inside the settlement is handled by forces responsible to the council.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa attracts people who do not fit comfortably into clan society. Some left after family disputes, some reject clan obligations and some simply built a life there because their work brought them to Natsukage. The territory is also less rigidly matriarchal than most clan lands, and its community elders can be either women or men.&lt;br /&gt;
&lt;br /&gt;
This freedom has a cost. Clan networks provide employment, credit, marriage contacts and support during disputes, so a person who leaves them can gain independence while losing protection.&lt;br /&gt;
&lt;br /&gt;
=== Banner Accords ===&lt;br /&gt;
Some disputes can be settled through a &#039;&#039;&#039;Banner Accord&#039;&#039;&#039;. Both sides must agree to the contest and the Star Council must recognise its terms beforehand. The agreement states who will fight, which weapons are permitted, the boundaries of the contest, the conditions for victory and the exact issue being decided.&lt;br /&gt;
&lt;br /&gt;
A Banner Accord may involve two champions, small groups of retainers or, very rarely, larger limited forces. Death is possible in serious contests, but killing after surrender or continuing the fight after the agreed result is treated as unlawful violence.&lt;br /&gt;
&lt;br /&gt;
Winning gives only what was agreed before the contest. A clan which wins a dispute over a road or piece of woodland cannot use that victory as an excuse to march into the loser&#039;s settlements. The custom is old and survives because it gives the council a way to contain disputes which might otherwise become private wars.&lt;br /&gt;
&lt;br /&gt;
== Minor Clans ==&lt;br /&gt;
&lt;br /&gt;
Clans outside the six High Clans are generally described as &#039;&#039;&#039;minor clans&#039;&#039;&#039;. The term describes political standing more than wealth, age or personal importance. A minor clan does not possess one of the six permanent clan seats on the Star Council, but it can still hold land, maintain retainers, keep its own traditions, become known for a specialised trade or build considerable influence inside its own region.&lt;br /&gt;
&lt;br /&gt;
Minor clans are not automatically subordinate to a Great or Sacred Clan. Their relationships with the High Clans vary, but minor status by itself does not place a family under the authority of one of the six.&lt;br /&gt;
&lt;br /&gt;
Their size and wealth also vary. A clan can remain politically minor while still becoming wealthy, locally influential or known for specialists whose services are sought by the High Clans.&lt;br /&gt;
&lt;br /&gt;
The current set of High Clans developed gradually. Older councils contained different powerful families, and other religious clans once held roles similar to those now associated with Hayate and Shinzu. Some declined, merged or disappeared. The system of powerful council clans is ancient, but the modern six developed gradually.&lt;br /&gt;
&lt;br /&gt;
== The Six High Clans ==&lt;br /&gt;
&lt;br /&gt;
The Six High Clans hold the six permanent clan seats on the Star Council and are the most influential clans in Amatsukini. Their status developed for different reasons over centuries rather than through one common path: Mizuhara and Soramine are older secular powers, Kisaragi rose with the growth of administration, Takamori through military organisation and defence, while Hayate and Shinzu remain the two Sacred Clans.&lt;br /&gt;
&lt;br /&gt;
=== Clan Mizuhara ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Mizuhara emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Mizuhara]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Mizuhara&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Mizuhara&#039;&#039;&#039; is strongest along the northeastern and eastern coast. Its traditional seat is [[Aelashiro]], the principal port of Amatsukini. Shipping, fishing, navigation, shipbuilding, coastal defence and foreign trade provide much of the clan&#039;s wealth. Its members are more accustomed to foreigners than most inland clans because foreign captains, merchants and sailors are part of ordinary life in Aelashiro.&lt;br /&gt;
&lt;br /&gt;
Mizuhara does not own every ship or port. Independent merchants, smaller ports and minor coastal clans remain important, and the separate Maritime Seat is not controlled by Mizuhara. The clan is therefore influential at sea without possessing a legal monopoly over maritime life.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Sayo Mizuhara&#039;&#039;&#039;. She is sociable, commercially minded and comfortable dealing with foreigners, although this does not make her automatically friendly to them. She supports expansion when it protects shipping or creates useful ports, but usually prefers a profitable agreement to a war which damages trade.&lt;br /&gt;
&lt;br /&gt;
=== Clan Kisaragi ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Kisaragi emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Kisaragi]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Kisaragi&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Kisaragi&#039;&#039;&#039; built its influence through administration rather than military strength. Its members have a long reputation as judges, record keepers, mediators, accountants, surveyors and advisers. The clan preserves many secular records of the Star Council, including older laws, territorial agreements and decisions made in disputes between clans.&lt;br /&gt;
&lt;br /&gt;
Kisaragi became more important as the Star Council itself became more formal. A government which expected clans to honour mobilisation quotas, treaties and written decisions needed people able to preserve those obligations across generations. The clan&#039;s traditional seat, [[Kaishiro]], sits on important routes between the northeastern coast and central Amatsukini and is an important administrative centre.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Ayame Kisaragi&#039;&#039;&#039;, who also serves as Keeper of the Star. She inherited the Kisaragi seat relatively young and is now the longest-serving eligible councillor. She is experienced with procedure and precedent and has little patience for councillors who want to ignore an inconvenient rule. During war, Kisaragi is especially important for mobilisation records, supply obligations, contracts and the administration needed to keep a national force functioning.&lt;br /&gt;
&lt;br /&gt;
=== Clan Soramine ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Soramine emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Soramine]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Soramine&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Soramine&#039;&#039;&#039; is strongest across the western and southwestern lowlands. Farming, forestry, water management and rural roads matter more to the clan than maritime trade. The region where Soramine influence is strongest contains many villages and independent minor-clan holdings, giving the clan strong influence over rural affairs outside the major cities.&lt;br /&gt;
&lt;br /&gt;
The clan is domestic in outlook without being isolationist. Foreign policy matters to Soramine when it affects food prices, labour, timber, road maintenance or the ability of rural markets to function. During war, Soramine becomes especially important because armies require grain, animals, carts, timber and workers to keep supply routes functioning.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Rin Soramine&#039;&#039;&#039;. She tends to judge council policy by whether it will actually work outside Natsukage and Aelashiro. During arguments over war she is usually one of the first people asking who will feed the army, repair the roads and replace the labour taken away from farms.&lt;br /&gt;
&lt;br /&gt;
=== Clan Takamori ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Takamori emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Takamori]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Takamori&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Takamori&#039;&#039;&#039; has the strongest secular military tradition among the Great Clans. Its traditional seat is [[Yukimatsu]] in the southern highlands, where the clan maintains fortifications, weapon stores, training grounds and experienced retainers. Takamori officers are common in the national forces, but the clan does not own the army and has no automatic right to national command.&lt;br /&gt;
&lt;br /&gt;
The clan&#039;s rise is closely connected to the foreign invasion which forced the Star Council to take national defence more seriously. Takamori gained prestige through military organisation and the defence of the island during that period, and this helped it rise into the ranks of the Great Clans.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Nobara Takamori&#039;&#039;&#039;. She enjoys battle, respects people who can prove themselves as fighters and is much more willing than most councillors to accept bloodshed as a solution to a political problem. She is also one of the strongest supporters of overseas expansion.&lt;br /&gt;
&lt;br /&gt;
Nobara does understand that an uncontrolled clan war would threaten Amatsukini. Her preference is for force with clear limits, clear objectives and a result others are expected to respect. This makes her an enthusiastic supporter of Banner Accords, often in situations where the rest of the council would rather continue negotiating.&lt;br /&gt;
&lt;br /&gt;
=== Clan Hayate ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Hayate emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Hayate]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Hayate&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Hayate&#039;&#039;&#039; is one of the two Sacred Clans. It is responsible for much of the practical organisation of [[Reihara]], including the formal recognition of shrine maidens, maintenance of major shrines, funerary rites, remembrance ceremonies and the protection of sacred places.&lt;br /&gt;
&lt;br /&gt;
Its traditional seat is [[Kagurano]], a religious settlement built around several important shrines. Hayate also maintains a strong warrior tradition among shrine guards, escorts and those expected to deal with dangerous spirits or protect pilgrimage routes. In war its members are valued for healing, divine support and spirit-warding as well as conventional defence.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Kaede Hayate&#039;&#039;&#039;, who is herself an important shrine maiden and is married to a woman. Hayate authority does not mean that every member of the clan is clergy, nor does it give the clan ownership of every local shrine. Its strongest role concerns recognised shrine maidens and the institutions which connect local worship to island-wide religious practice.&lt;br /&gt;
&lt;br /&gt;
Hayate and Shinzu sometimes disagree over religious interpretation. Hayate places more weight on maintaining shrines, performing rites and dealing with spirits in practice, while Shinzu places more weight on what older texts and records say a rite is meant to do. Neither clan is subordinate to the other.&lt;br /&gt;
&lt;br /&gt;
=== Clan Shinzu ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Shinzu emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Shinzu]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Shinzu&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Shinzu&#039;&#039;&#039; is the second Sacred Clan. Where Hayate is strongest in active shrine life, Shinzu is strongest in preservation and interpretation. Its archives contain ritual texts, calendars, genealogies, records of religious change and accounts of older ceremonies.&lt;br /&gt;
&lt;br /&gt;
The traditional seat is [[Fumihara]], which contains important archives, libraries, tutors, copyists and writers. Shinzu is also known for histories, collected folktales, plays and fiction. The clan&#039;s influence therefore extends beyond religion; families which need a genealogy checked, an old ritual text interpreted or a difficult historical question answered often end up dealing with Shinzu scholars.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Yurina Shinzu&#039;&#039;&#039;. She is an active reader and writer and publishes fiction under a poorly hidden pen name. Shinzu is not a war clan, but it maintains enough guards and retainers to defend its estates and archives. During national war its greater value comes from maps, military history, old roads, records of fortifications, secure communication, divination and planning.&lt;br /&gt;
&lt;br /&gt;
Shinzu can train and recommend future shrine maidens, but final formal recognition belongs to Hayate. That division causes arguments without making either clan subordinate to the other. An unprovoked attack on Shinzu would also be politically costly because the clan&#039;s archives, teachers and religious records are useful to families across the island.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot; style=&amp;quot;max-width:500px;justify-self:start;&amp;quot;&amp;gt;[[File:Reihara in Amatsukini.png|500px|alt=Kaede Hayate performs a shrine rite in Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
The traditional kitsune faith is known as &#039;&#039;&#039;[[Reihara]]&#039;&#039;&#039;, the &#039;&#039;&#039;Way of Spirits&#039;&#039;&#039;. It is polytheistic and animistic. Amatsukini recognises major gods worshipped across the island, but local shrines may also honour a river, mountain, forest, village protector or powerful spirit known almost nowhere else.&lt;br /&gt;
&lt;br /&gt;
The difference between a lesser god and a powerful spirit is not always clear. A village may call its protector a god while a Shinzu scholar records the same being as a local spirit. Reihara does not require every community to use the same classification.&lt;br /&gt;
&lt;br /&gt;
Ancestors are remembered and honoured but are not automatically gods. Exceptional ancestors can become local protective spirits, although this is uncommon. Ordinary households often keep a small sacred shelf or shrine space for offerings, remembrance and household rites.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shrine Practice ===&lt;br /&gt;
Shrine maidens hold the highest recognised ritual authority. Candidates can come from many families rather than only Clan Hayate. There is no central seminary. Training normally takes place through apprenticeship at a shrine, where a candidate learns purification, offerings, funerary rites, blessings, how to deal with local spirits and the customs of that particular shrine. Hayate gives the final formal recognition which allows a shrine maiden to serve with island-wide legitimacy.&lt;br /&gt;
&lt;br /&gt;
Men can hold respected religious roles as shrine keepers, diviners, spirit wardens, funerary attendants, musicians, scholars and guards. These offices can carry real influence, but the highest ritual authority remains female.&lt;br /&gt;
&lt;br /&gt;
Shrines range from major complexes to local, wayside and household shrines. Offerings depend on the deity, spirit and community, but food, drink, flowers, crafted objects, coins and local goods are all used. Spirits are not assumed to be friendly or hostile. A shrine maiden may appease, persuade, bind or drive one away depending on what it is doing and whether it can be reasoned with.&lt;br /&gt;
&lt;br /&gt;
Purification is common before important sacred spaces and after contact with things considered spiritually dangerous or disruptive. It concerns spiritual condition, broken boundaries and proper ritual preparation rather than a universal idea of sin. Contact with a corpse, a corrupted place or a dangerous spirit may therefore require purification even when nobody has done anything morally wrong.&lt;br /&gt;
&lt;br /&gt;
=== Gods and Observances ===&lt;br /&gt;
[[Amayori]], the Sun Goddess, is the foremost deity of the native pantheon and is associated with daylight, prosperity, protection of Amatsukini and rightful public authority. The Star used by the council is an older political symbol rather than her personal emblem. Other widely recognised gods include [[Suzuhana]] of wind, freedom and change; [[Shionagi]] of the sea and sailors; [[Fuyukane]] of winter and mountains; [[Minoriha]] of harvest and fertile land; [[Hinoka]] of hearth and family; and [[Taketsura]] of war and defence.&lt;br /&gt;
&lt;br /&gt;
[[Nayori]] is a rejected ascended goddess associated with undeath, forbidden magic, envy, betrayal and the attempt to escape death by stealing life from others. Hayate does not recognise public shrines to her, and she has no accepted festival.&lt;br /&gt;
&lt;br /&gt;
The island-wide calendar includes First Dawn, the Bell Blossom Festival, the Blessing of the Tides, Minoriha&#039;s Harvest, the Banners of Taketsura, the Closing of the Passes, Hearth Night and the Night of Names. Local spirit festivals are even more numerous and are not standardised simply because another district follows a different practice.&lt;br /&gt;
&lt;br /&gt;
Reihara does not require kitsune to deny the reality of foreign gods. A foreign deity can be recognised as real without automatically being adopted into the native pantheon. This is one reason foreign worship can exist openly while outside priesthoods are still resisted when they attempt to exercise authority over local religious practice.&lt;br /&gt;
&lt;br /&gt;
Elven communities keep their own religious traditions as well. [[Aelithia]] remains especially important among descendants of the Bladesong military tradition. [[Halynae]] and [[Caléthra]] have gained some kitsune worship over time, while Suzuhana represents the opposite exchange because kitsune knew her before elven worshippers came to call her [[Aerwynne]]. High Clan representatives sometimes attend elven religious celebrations as a public sign of respect without doing so as worshippers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main article: [[History of Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formation of the Star Council ===&lt;br /&gt;
Amatsukini has no single founder. The island was already divided between kitsune clans, shrine communities and settlements before any permanent national government existed. Clans and shrine communities met on neutral ground when disputes over land, shrines and routes, or shared threats, became too dangerous to handle separately.&lt;br /&gt;
&lt;br /&gt;
Over time, the meetings became an expected part of relations between the clans, and the neutral ground developed into the territory now called [[Hoshinowa]]. [[Natsukage]] grew around the meeting place and gradually became the permanent seat of the council.&lt;br /&gt;
&lt;br /&gt;
The earliest council did not contain the same High Clans as the modern one. Some old families disappeared, split apart or declined into minor clans. Other religious families once held roles similar to Hayate and Shinzu. The modern distinction between four Great Clans and two Sacred Clans developed later.&lt;br /&gt;
&lt;br /&gt;
The early council was respected, but its authority was limited and private wars between clans still occurred. It could mediate disputes and create common agreements, but it did not yet possess the military authority later associated with the national government.&lt;br /&gt;
&lt;br /&gt;
=== The Foreign Invasion ===&lt;br /&gt;
The greatest change came during a major foreign invasion. The first defence was badly coordinated. Clans fought separately, withdrew to protect their own lands and struggled to share messages or supplies.&lt;br /&gt;
&lt;br /&gt;
An emergency council at Natsukage forced a different arrangement. The clans temporarily surrendered part of their military independence, common commanders were appointed and the council assigned supplies, reinforcements and routes of defence. The invasion was eventually defeated.&lt;br /&gt;
&lt;br /&gt;
The emergency measures did not disappear afterward. Over the following generations the council gained permanent authority over foreign war and peace, national mobilisation, military command, treaties and intervention in major private clan conflicts.&lt;br /&gt;
&lt;br /&gt;
Takamori gained considerable prestige from its organisation during the invasion and later rose into the ranks of the Great Clans. Kisaragi became more important as the stronger council required records, tax obligations, supply accounts, treaties and written decisions which could be enforced long after the emergency had ended.&lt;br /&gt;
&lt;br /&gt;
=== Elven Settlement ===&lt;br /&gt;
Around fifteen centuries ago, an elven expedition associated with House Bladesong reached Amatsukini and established itself in the northeast. Amatsukini was already an old state by that time. The newcomers did not create the Star Council or the clan system.&lt;br /&gt;
&lt;br /&gt;
Their descendants gradually became part of island life while preserving their own language, houses and religion. The Elven Seat was added to the council later. House Bladesong has held it throughout known records, although the law does not reserve the seat exclusively to that family.&lt;br /&gt;
&lt;br /&gt;
The Bladesongs of Amatsukini also established their own martial tradition, Bladesinging. The discipline combines spellcasting with close weapon work and became one of the family&#039;s defining practices on the island.&lt;br /&gt;
&lt;br /&gt;
=== The Modern Age ===&lt;br /&gt;
Aelashiro grew into the island&#039;s principal port as overseas trade increased. Foreign coin, books, tools, luxury goods and other imports entered through the city, while Amatsukini exported ships, skilled maritime labour, written works and crafted goods.&lt;br /&gt;
&lt;br /&gt;
The same growth strengthened the national fleet and gave the Star Council more reliable control over mobilisation. This has created a new political question. Amatsukini spent much of its history preventing private wars and defending its own island. Some modern councillors now argue that the same military system should be used to secure nearby islands, trade routes and forward bases.&lt;br /&gt;
&lt;br /&gt;
The expansionist position is still contested. Supporters argue that control of nearby islands would make Amatsukini safer and give it better access to trade and resources. Opponents question the cost of garrisons, supply routes and governing populations which may not want kitsune rule.&lt;br /&gt;
&lt;br /&gt;
== Economy and Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Regional Economy ===&lt;br /&gt;
Amatsukini can support its basic population in normal years, but it is not economically self-sufficient. Foreign trade matters to shipbuilding, military production, luxury consumption and many specialised crafts.&lt;br /&gt;
&lt;br /&gt;
Clan influence follows old areas of expertise without becoming a legal monopoly. Mizuhara is strongest in shipping, navigation, fishing and shipbuilding. Soramine is closely connected to farming, forestry and rural transport. Takamori is associated with metalworking, weapons and fortification work in the southern highlands. Kisaragi provides administrators, judges, accountants, surveyors and contract specialists. Hayate&#039;s shrines support pilgrimage and the settlements around major sacred sites, while Shinzu earns influence through teaching, copying, archives, writing and the production of books.&lt;br /&gt;
&lt;br /&gt;
Minor clans can be economically important without being politically powerful. A small family may become known for a particular craft, service or specialised skill. High Clans regularly hire skilled people outside their own family when they need expertise they do not possess.&lt;br /&gt;
&lt;br /&gt;
Ordinary markets operate throughout the island. Commerce is not entirely controlled by clans, although clan connections make it easier to obtain credit, storage, introductions and transport. Smaller ports handle coastal traffic and local trade even though Aelashiro dominates long-distance commerce.&lt;br /&gt;
&lt;br /&gt;
=== Overseas Trade ===&lt;br /&gt;
Amatsukini exports ships and maritime services, worked wood, furniture, bows, ship parts, metal tools, weapons, fine fabrics, bells, jewellery, ceremonial goods and written works. Shinzu authors, copyists and scholars are especially important to the trade in histories, stories, plays and fiction.&lt;br /&gt;
&lt;br /&gt;
Imports include bulk metals and specialised ores, foreign fabrics and dyes, books, maps, spices, alcohol, grain, fruit, meat, livestock and specialised magical or manufactured goods. Some imports are luxuries, while others are useful because foreign trade can provide varieties or quantities which are difficult to obtain locally.&lt;br /&gt;
&lt;br /&gt;
Aelashiro is the main point of entry for long-distance trade, while road markets and coastal shipping move imported goods farther inland. Foreign goods are easiest to obtain in the main port and generally become less common or more expensive farther from the principal trade routes.&lt;br /&gt;
&lt;br /&gt;
Trade disruption would not immediately starve the island, but metal would become more expensive, shipyards and smiths would begin rationing supplies, imported luxuries would disappear and military replacement costs would rise quickly.&lt;br /&gt;
&lt;br /&gt;
=== Markets, Credit and Taxation ===&lt;br /&gt;
[[Trade Republic of Lugeorti|Lugeorti]] currency is widely accepted in major markets, especially in Aelashiro. Lugeorti banking is useful to merchants involved in long-distance trade. Clan networks provide another layer of credit, storage, introductions and trust between trading partners.&lt;br /&gt;
&lt;br /&gt;
Because many Hoshinowa residents do not belong to strong clan networks, they can have less access to the family-backed credit, introductions and support available elsewhere.&lt;br /&gt;
&lt;br /&gt;
Most taxes are collected regionally by clans or local authorities. Part of that revenue supports shared roads, national defence, Hoshinowa, the Star Council and the fleet. The council can impose wider island levies during war or disaster.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Amatsukini uses a mixed military system. The Star Council maintains a small permanent national force and a professional fleet, while the clans keep household guards, retainers and local defensive troops of their own. In a major war these separate resources are brought together under national authority.&lt;br /&gt;
&lt;br /&gt;
The council appoints a &#039;&#039;&#039;Marshal&#039;&#039;&#039; for land forces and an &#039;&#039;&#039;Admiral&#039;&#039;&#039; for the fleet. Neither office is hereditary and neither belongs automatically to Takamori or Mizuhara. The appointments remain under the authority of the Star Council.&lt;br /&gt;
&lt;br /&gt;
The fleet is more professional than most land forces because ships require trained crews throughout the year. Permanent troops guard important roads, passes, coastal stations and Hoshinowa, while most larger field armies exist only after mobilisation. Military service is open to both women and men, and national law does not recognise a separate hereditary warrior caste.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot; style=&amp;quot;max-width:500px;justify-self:end;&amp;quot;&amp;gt;[[File:Army of Amatsukini.png|500px|alt=Nobara Takamori directs preparations at a fortified southern military post]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Call of the Star ===&lt;br /&gt;
A national mobilisation begins with the &#039;&#039;&#039;Call of the Star&#039;&#039;&#039;. Every recognised clan owes support according to population, wealth, resources and realistic capacity. The obligation is not limited to infantry. A clan may owe ships, healers, engineers, food, pack animals, transport workers, scouts or other specialists.&lt;br /&gt;
&lt;br /&gt;
Kisaragi maintains many of the records used to calculate these obligations. Soramine becomes especially important for food, timber, animals and transport. Mizuhara supplies ships and maritime personnel. Hayate contributes shrine defenders, healers and divine support. Shinzu provides maps, military history, old route records, communications and planning. Takamori contributes a large share of trained officers and conventional soldiers.&lt;br /&gt;
&lt;br /&gt;
Once mobilised, clan forces come under national command. A clan cannot legally withdraw its troops simply because fighting has moved away from its own territory.&lt;br /&gt;
&lt;br /&gt;
Elven soldiers serve under the same national system. House Bladesong is especially associated with Bladesingers, who combine spellcasting with precise close weapon work and can serve alongside other Amatsukini forces when the island is mobilised.&lt;br /&gt;
&lt;br /&gt;
=== Private Forces ===&lt;br /&gt;
Clans may maintain household guards, retainers and local defensive troops at their own expense. These forces protect clan leaders, estates, shrines, settlements and property. Their existence is normal and is not automatically treated as a threat to the council.&lt;br /&gt;
&lt;br /&gt;
There are limits. A clan cannot legally march a large force into another clan&#039;s territory without permission, mass troops around Hoshinowa, construct obvious offensive border fortifications, attack another clan or refuse national command after mobilisation. Small escorts and ordinary household guards are permitted.&lt;br /&gt;
&lt;br /&gt;
The rules are sometimes tested. A clan accused of aggression may claim that it was acting defensively, which can turn a local clash into a council dispute over who actually started it. Private wars therefore still occur on rare occasions, but they are politically dangerous once the Star Council decides to intervene.&lt;br /&gt;
&lt;br /&gt;
=== Expansionist Politics ===&lt;br /&gt;
Modern military debate is increasingly concerned with what happens beyond the main island. [[Nobara Takamori]] argues that Amatsukini has spent too long using its strength only for defence. Supporters of this position point to nearby islands, sea routes, resources, useful ports and possible forward bases.&lt;br /&gt;
&lt;br /&gt;
Other councillors approach the question differently. Sayo Mizuhara may support action which secures a useful port or protects trade, but prefers agreements when they can achieve the same result. Rin Soramine focuses on food, labour and the cost of supplying distant garrisons. Ayame Kisaragi asks who would govern newly controlled territory and which laws would apply. Kaede Hayate can raise religious or moral objections, while Yurina Shinzu brings historical, logistical and strategic records into the discussion. Renji Sazanami is concerned with whether the fleet can actually keep a distant position supplied.&lt;br /&gt;
&lt;br /&gt;
No large overseas empire yet exists. The argument is about whether Amatsukini is beginning to move in that direction. Any territory taken through a council-approved campaign would be held in the name of Amatsukini rather than becoming private Takamori land.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
Amatsukini prefers foreign contact which leaves its internal law, shrines and clan system alone. Merchants and diplomats are common in Aelashiro, but foreign institutions receive much less freedom when they attempt to exercise authority over Amatsukini citizens.&lt;br /&gt;
&lt;br /&gt;
Foreign envoys normally arrive through Aelashiro before travelling inland when business requires the Star Council. Major treaties must be approved by the council and may therefore require negotiations in Natsukage rather than being settled at the port. Individual clans can make commercial arrangements with foreign partners, but they cannot make national treaties in Amatsukini&#039;s name. Diplomatic gifts remain an important part of formal relations, especially when meeting councillors or clan heads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-relations&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Trade Republic of Lugeorti|Lugeorti]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Regular commercial relations&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Lugeorti banking, coin and trade networks are useful to Amatsukini merchants. The relationship is primarily commercial rather than military.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Veogon]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Cordial maritime contact&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The two states benefit from secure sea routes while competing in shipping, shipbuilding and wider maritime influence.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Kurn Daruhm]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Good distant trade&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Kurn Daruhm supplies metals, tools and manufactured goods. Political involvement remains limited by distance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Dominion of Ordanis|Ordanis]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--guarded&amp;quot;&amp;gt;Religious friction&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Trade and diplomacy continue, but Amatsukini resists Ordanian attempts to extend foreign religious institutions into local law or shrine authority.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Holy Kingdom of Alyren Shaeras]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--neutral&amp;quot;&amp;gt;Limited cultural contact&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The island&#039;s elven population preserves related language and religious traditions, but regular political contact between the two realms remains limited.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Settlements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Aelashiro]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The principal port of Amatsukini and traditional seat of Clan Mizuhara. Shipyards, foreign merchants, warehouses and the largest concentration of outside influence are found here. The Mizuhara estate overlooks the harbour rather than sitting directly among the docks, and the city is the place where kitsune, elves and foreign visitors mix most regularly.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kaishiro]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Kisaragi and an important point on the roads connecting the northeast with central Amatsukini. Record keepers, judges, contract specialists, surveyors and travellers give the settlement much of its political importance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Harunobe]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Soramine and a large western market settlement. Fields, woodland, storage yards and rural trade surround it, with food, timber, livestock and other goods moving through the town.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Yukimatsu]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Takamori in the southern highlands. Fortifications, training grounds, mountain roads and winter storehouses shape much of the settlement, while local buildings are adapted to heavy snow and severe winters.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kagurano]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Hayate and one of the main religious settlements of Amatsukini. Important shrines, shrine-maiden training, pilgrimage and the administration of recognised shrine practice dominate local life.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Fumihara]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Shinzu. Its archives, libraries, tutors, copyists, writers and storytellers make it one of the island&#039;s main centres of scholarship and literature. Families from outside Shinzu also travel there when they need old genealogies or religious records checked.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Natsukage]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The settlement where the Star Council meets, inside neutral Hoshinowa. It contains council buildings, inns, residences for councillors, neutral guards, ordinary residents and the services needed by petitioners and visitors. Councillors may keep limited personal guards, but permanent High Clan troops are not stationed there.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Elaerith]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The principal elven settlement of Amatsukini, southwest of Aelashiro. Its Bladesong castle developed from the fortifications of the original expedition, while elven architecture, religion, food and clothing remain more visible here than in Aelashiro. Elaerith is also closely associated with the Bladesinging tradition established by the local Bladesong line.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Figures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Ayame Kisaragi.png|400px|alt=Ayame Kisaragi, Keeper of the Star]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Ayame Kisaragi]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Head of Clan Kisaragi and current Keeper of the Star. She is an experienced procedural leader who relies heavily on precedent, written agreements and the limits placed on council authority.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Kaede Hayate.png|400px|alt=Kaede Hayate, head of Clan Hayate]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kaede Hayate]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Head of Clan Hayate and an important shrine maiden. She represents one of the island&#039;s two Sacred Clans and holds considerable influence over recognised shrine practice.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Renji Sazanami.png|400px|alt=Renji Sazanami, holder of the Maritime Seat]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Renji Sazanami]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;An independent navigator and shipmaster who currently holds the Maritime Seat. His authority comes from decades of maritime experience rather than High Clan birth or wealth alone.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Bladesong Representative PLACEHOLDER.png|400px|alt=Placeholder for the current Bladesong representative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Bladesong Representative&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Current holder of the Elven Seat. Full details are intentionally left as a placeholder until the Amatsukini Bladesong material is finalised.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-related&amp;quot;&amp;gt;&lt;br /&gt;
[[Star Council]] · [[Reihara]] · [[Hoshinowa]] · [[Natsukage]] · [[Aelashiro]] · [[Elaerith]] · [[Clan Mizuhara]] · [[Clan Kisaragi]] · [[Clan Soramine]] · [[Clan Takamori]] · [[Clan Hayate]] · [[Clan Shinzu]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations and Realms|Amatsukini]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Trade_Republic_Lugeorti&amp;diff=668</id>
		<title>Trade Republic Lugeorti</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Trade_Republic_Lugeorti&amp;diff=668"/>
		<updated>2026-09-18T00:38:57Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Creator note: Lugeorti is inspired primarily by Venice and the Italian city-states,&lt;br /&gt;
with a smaller Genoese influence. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Country styles}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-page country-page--lugeorti&amp;quot; style=&amp;quot;--country-accent:#b07935; --country-accent-soft:#d6ae68; --country-deep:#241b17; --country-paper:#f5efe3; --country-paper-alt:#eadfc9; --country-ink:#30271f; --country-muted:#776857; --country-line:rgba(86,62,35,0.24);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Gridah’s Colossal Grand Bazaar.png|1600px|class=country-hero__image|alt=The Grand Bazaar of Gridah spreading across the desert capital of Lugeorti]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__eyebrow&amp;quot;&amp;gt;NATION OF ERINDAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__title&amp;quot;&amp;gt;Trade Republic of Lugeorti&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__subtitle&amp;quot;&amp;gt;The Seto Merchant Republic&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__heading&amp;quot;&amp;gt;Republican Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__emblem&amp;quot;&amp;gt;[[File:Lugeorti emblem.png|220px|alt=Emblem of the Trade Republic of Lugeorti]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Trade Republic of Lugeorti&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Common name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Lugeorti&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Mercantile family republic&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Capital&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Gridah]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Ruling body&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Family Council of Lugeorti|Family Council]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Major people&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Seto Tengus&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official language&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Skraathi]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Athos]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Currency&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Zitry&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Founded&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;c. 2143 AHF&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__map&amp;quot;&amp;gt;[[File:Lugeorti map.png|320px|alt=Map of Lugeorti showing Estrye, Sheocia and Froep Gryae]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Trade Republic of Lugeorti&#039;&#039;&#039; is a Tengu nation on [[Eryndor]] and the largest centre of international commerce in Erindal. Its people call themselves &#039;&#039;&#039;Seto&#039;&#039;&#039;, a cultural name used by the Tengus of the republic. Most Seto possess crow or raven features, while others resemble owls. These differences do not divide them into separate peoples or social classes.&lt;br /&gt;
&lt;br /&gt;
Lugeorti is governed by the [[Family Council of Lugeorti|Family Council]]. Three Great Families possess the greatest wealth and permanent influence inside the council, but smaller recognised families also hold representation. They cannot normally challenge a Great Family alone, but their votes become decisive whenever the larger houses disagree. This has made alliances, business contracts and family disputes inseparable from republican politics.&lt;br /&gt;
&lt;br /&gt;
The capital, [[Gridah]], stands in the desert province of [[Sheocia]]. It contains the largest bazaar in the known world. Merchants travel there from almost every nation to sell foreign goods, arrange contracts, exchange currency and find buyers who would be difficult to reach elsewhere. Trade is heavily regulated, however, and merchants require official permission before they may sell goods inside the republic.&lt;br /&gt;
&lt;br /&gt;
Gridah has no river and depends upon protected roads, wells, reservoirs and the Karthyak lines connecting it with the fertile north and the southern coast.&lt;br /&gt;
&lt;br /&gt;
The Wrights are Lugeorti&#039;s best-known family abroad. Their trade offices and banks can be found in most major nations, where they provide loans, secure deposits and exchange foreign currencies. They also operate [[Venhan Vek]], the premium Stormwing Route. Its Karthyaks cost more to use, but they are maintained to a higher standard and break down far less often than those of competing services.&lt;br /&gt;
&lt;br /&gt;
The Ironwings built their fortune through wool, weaving and the sale of finished textiles. Their [[Khaarhan Vek]], commonly called the Ironwing Line, began as a way to move wool and cloth cheaply between Estrye, Gridah and the ports. It later expanded into an affordable passenger and freight service. Its Karthyaks are less reliable than those of Venhan Vek, but lower fares and wider freight access keep the line heavily used.&lt;br /&gt;
&lt;br /&gt;
The third Great Family, Asmar, controls much of the republic&#039;s maritime trade. Its wealth comes from merchant fleets, warehouses, overseas convoys and insurance against cargo lost at sea. Beneath the Great Families are houses such as Thiysal, Xasheyya, Velkair and Khaarn. The most ambitious are the Goldwings, a younger family created by members who broke away from both the Wrights and Ironwings. They are attempting to force their way into the highest level of Lugeorti politics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Capital&amp;lt;/span&amp;gt;[[Gridah]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;Family Council&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official language&amp;lt;/span&amp;gt;[[Skraathi]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Known for&amp;lt;/span&amp;gt;The Grand Bazaar, Wright Banks and Karthyaks&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and People ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Lugeorti is divided into three principal territories: Estrye in the north, Sheocia in the south and the island of Froep Gryae below the southern coast. Estrye and Sheocia are connected by a narrow stretch of land through which the main roads and Karthyak routes pass. Froep Gryae can only be reached by sea.&lt;br /&gt;
&lt;br /&gt;
The republic&#039;s geography has shaped both its economy and its politics. Estrye supplies most of the food, wool and timber. Sheocia contains Gridah, the mines and the overland routes used by foreign caravans. Froep Gryae protects the southern approach and gives the republican fleet a base away from the mainland. None of the three territories can function well without goods moving through the others.&lt;br /&gt;
&lt;br /&gt;
=== Estrye ===&lt;br /&gt;
Estrye is the largest and most fertile part of Lugeorti. Its central plains contain farms and wide grazing grounds, while mountains protect much of the northern coast. Forests grow around its rivers and along the eastern side of the province. Most of Lugeorti&#039;s grain, livestock and wool come from Estrye, and many of its rural settlements depend upon contracts with merchant families in Gridah.&lt;br /&gt;
&lt;br /&gt;
[[Carran]] stands near the northwestern coast beneath the mountains. It is an important market for timber, stone and animals brought down from the highlands. [[Rulvale]] occupies the northeastern shore and handles much of the republic&#039;s northern sea trade. Roads cross Estrye between the two cities before turning south toward Sheocia.&lt;br /&gt;
&lt;br /&gt;
The Ironwings maintain purchasing houses throughout the province. These offices buy raw wool from farmers and smaller suppliers before sending it to spinning and weaving workshops. Their influence has made them important to many rural communities, but it has also allowed the family to dictate prices when independent buyers are scarce.&lt;br /&gt;
&lt;br /&gt;
=== Sheocia ===&lt;br /&gt;
Sheocia is a narrow desert region south of Estrye. Most of its land consists of dry scrub, sand and exposed stone. Settlements are concentrated around working wells, protected roads, mines and the Karthyak stations. Travelling away from these routes without an experienced guide is dangerous because water can be difficult to find and several large desert creatures hunt near the less-used paths.&lt;br /&gt;
&lt;br /&gt;
Gridah stands within Sheocia and controls the main routes between Estrye and the southern coast. The city has no river. Its population is supplied through deep wells, cisterns, aqueducts and reservoirs which collect water during the short rainy season. Food arrives from Estrye by road and Karthyak, making interruption of the northern routes one of the greatest dangers to the capital.&lt;br /&gt;
&lt;br /&gt;
Caravan stations are maintained at regular points along the busiest roads. Most provide water, shelter, repair yards and space for guards. Their quality varies according to the family holding the local contract. Stations supported by a Great Family are usually well defended, while those on less profitable routes may consist of little more than a walled yard and a guarded well.&lt;br /&gt;
&lt;br /&gt;
=== Froep Gryae ===&lt;br /&gt;
Froep Gryae is a small island directly south of Sheocia. Its only major settlement is [[Ravessa]], a fortified Seto harbour overlooking the approaches to the southern coast. The island cannot support a large population without imported food, but its position makes it valuable to fishing vessels, patrol ships and merchants waiting to join a convoy.&lt;br /&gt;
&lt;br /&gt;
Ravessa serves as the principal southern naval station of the republic. Ships entering Lugeorti from that direction are registered there before continuing toward other ports. The island&#039;s captains and harbour families possess more political influence than its small population would suggest because the Family Council depends upon them to keep the southern sea routes open.&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
The permanent population of Lugeorti consists of Tengus who call themselves Seto. Seto is not the name of a separate ancestry. It refers to the culture, families and republican identity shared by Lugeorti&#039;s Tengus. Foreigners normally use the word Tengu, while laws, family records and Skraathi-language documents use Seto.&lt;br /&gt;
&lt;br /&gt;
Most Seto have crow or raven features, while others resemble owls. This difference carries no separate legal or political status. Both appearances are found throughout the republic and within its recognised families.&lt;br /&gt;
&lt;br /&gt;
Foreign merchants, caravan guards, sailors and diplomats are constantly present in Gridah and the ports. They enter under commercial licences or guest charters and remain visitors under republican law. They may rent property and maintain trade offices, but the right to sell goods requires permission from the governor of the province in which they intend to trade. Land ownership, membership in the Family Council and permanent political rights belong to the Seto.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&#039;&#039;&#039;Skraathi&#039;&#039;&#039; is the official language of Lugeorti. It is used by the Family Council, courts, schools, Karthyak offices and the republican military. Every law, permit and state contract must possess an official Skraathi version. A foreign-language copy may be attached for the parties involved, but the Skraathi text is used if the two versions disagree.&lt;br /&gt;
&lt;br /&gt;
Foreign languages are common in Gridah. Large trading houses employ interpreters, and several lesser families have built their wealth by translating contracts and representing foreign merchants before the courts. Fluency in several languages is respected because a mistranslated price, measurement or delivery date can destroy an otherwise profitable agreement.&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
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Family membership is one of the most important parts of Seto life. A recognised family provides apprenticeships, legal assistance, business connections and help during financial hardship. In return, its members are expected to protect its reputation and support relatives when the family requires money, votes or labour. A public failure by one member may affect contracts held by many others.&lt;br /&gt;
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The head of a family is not always the closest child of the previous leader. Most families choose the relative considered most capable of protecting their common interests. Wealth, useful contacts and success in business carry considerable weight. A distant cousin who operates several profitable caravans may therefore be selected over a direct heir who has done little beyond inherit their name.&lt;br /&gt;
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There is little formal discrimination in the republic, and every Seto is considered equal before republican law. Of course, that only goes so far, because money is what really rules Lugeorti. A Great Family can employ experienced advocates, delay a dispute and place pressure upon witnesses or suppliers. A poor Seto may be legally correct and still accept an unfavourable settlement because they cannot afford to wait.&lt;br /&gt;
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Success in trade is admired, but reckless profit is not. A merchant who becomes rich by repeatedly cheating partners will eventually find that nobody accepts their contracts. Reputation is therefore treated as a practical asset. Family archives preserve records of paid debts, fulfilled deliveries and disputes settled without violence. They also preserve failures which rivals may continue mentioning many years later.&lt;br /&gt;
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Clothing is an important display of profession and family connection. Lugeorti produces large amounts of woollen cloth, dyed fabric and tailored clothing. Wealthy Seto favour carefully fitted coats, layered robes and metal fastenings carrying a family mark. Railway workers, caravan guards and sailors use simpler clothing designed for heat, dust or wet weather. Foreign fashions are often copied in Gridah and then altered to suit Tengu bodies and feathers.&lt;br /&gt;
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The Grand Bazaar affects daily life far beyond its market stalls. Prices agreed in Gridah determine what farmers receive for wool, how much imported grain costs after a poor harvest and whether a workshop can afford foreign materials. Public announcements concerning tariffs, closed routes or failed banks draw large crowds because a decision made by the council can change employment throughout the republic within days.&lt;br /&gt;
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Seto hospitality toward foreign merchants is based upon clear rules. Visitors are expected to register valuable cargo, hold the permits required for their trade, respect the terms of their guest charter and use the republican courts rather than private violence. A merchant who follows these rules can operate safely even without local relatives. One who attempts to trade without permission, avoid taxes or bribe an official may discover that every gate, station and warehouse has received their description before they can leave the country.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Gridah’s Golden Bazaar and Arcane Train.png|700px|alt=Seto merchants and foreign visitors trading beside a Karthyak in Gridah]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Government and Administration ==&lt;br /&gt;
Lugeorti is governed by the &#039;&#039;&#039;Family Council&#039;&#039;&#039;. Political authority belongs to recognised Seto families rather than to individual citizens voting separately. The three Great Families possess permanent senior seats and dominate the most important committees. Lesser families select representatives from among themselves and hold the remaining places.&lt;br /&gt;
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The Great Families cannot treat the lesser houses as irrelevant. When two Great Families support opposing proposals, the smaller families decide which side has enough votes to proceed. They can also delay taxes, contracts and appointments by refusing to provide a majority. This has encouraged the Great Families to offer business partnerships, provincial investment and public offices in exchange for support.&lt;br /&gt;
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The council chooses a First Speaker to direct meetings, receive foreign envoys and present decisions in the name of the republic. The First Speaker does not rule Lugeorti alone and cannot spend state money or command the army without council authority. The office is still valuable because its holder decides which disputes are heard first and represents the republic during important negotiations.&lt;br /&gt;
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Recognition as a political family is not automatic. A household must demonstrate lasting property, a lawful source of income and the ability to meet its obligations to the republic. A family which becomes bankrupt or abandons its duties may lose recognition. In practice, established families are given time to recover, while new ones must spend years proving that their success is not temporary.&lt;br /&gt;
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Local governors and provincial officials handle much of the ordinary administration outside the Family Council. One of their most important economic powers is the issuing of trade permits. A merchant may travel through the republic or bring goods into one of its cities, but selling those goods legally requires permission from the governor responsible for that province.&lt;br /&gt;
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=== The Wrights ===&lt;br /&gt;
The Wrights are international traders and bankers. Their influence reaches beyond Lugeorti through the &#039;&#039;&#039;Wright Banks&#039;&#039;&#039;, created by [[Neresh Wright]] and now present in most major nations. The banks accept deposits, issue loans, exchange currencies and transfer money between distant branches. A merchant travelling abroad can deposit funds in Gridah and withdraw their value elsewhere without carrying the full amount through dangerous territory.&lt;br /&gt;
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The family&#039;s position depends heavily upon trust. A rumour that a Wright branch cannot honour its notes can cause merchants to withdraw their money and threaten business far beyond the city where the rumour began. The Wrights therefore spend heavily on guards, accurate records and the appearance of stability. They are conservative when lending to unknown clients but willing to finance an established merchant on a scale few local lenders can match.&lt;br /&gt;
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The Wrights also operate &#039;&#039;&#039;Venhan Vek&#039;&#039;&#039;, translated as the &#039;&#039;&#039;Stormwing Route&#039;&#039;&#039;. It is the premium Karthyak service of Lugeorti. Its fares are high, but the family uses better parts, maintains larger repair crews and replaces worn components before they fail. Most travellers prefer Wright Karthyaks when they can afford them because breakdowns are uncommon and delays are dealt with quickly.&lt;br /&gt;
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Venhan Vek carries wealthy merchants, foreign diplomats, valuable cargo and passengers who cannot risk arriving late. The line is a visible demonstration of Wright standards, but it is not the original foundation of the family&#039;s fortune. Banking and international trade remain far more important to their power.&lt;br /&gt;
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=== The Ironwings ===&lt;br /&gt;
The Ironwings built their wealth through the textile trade. They purchase wool from Estrye, own spinning and weaving workshops and supply cloth to tailors throughout the republic. Their warehouses also contain imported fibres and dyes which cannot be produced in Lugeorti. Ironwing clothing is sold at many levels of quality, from durable work garments to expensive formal pieces made for foreign courts.&lt;br /&gt;
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Their control is strongest between the farmer and the finished product. A shepherd may sell wool to an Ironwing buyer, see it transported in an Ironwing wagon and later purchase clothing made in a workshop financed by the same family. Independent weavers complain that this allows the Ironwings to control both material prices and access to the largest markets.&lt;br /&gt;
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&#039;&#039;&#039;Khaarhan Vek&#039;&#039;&#039;, the &#039;&#039;&#039;Ironwing Line&#039;&#039;&#039;, began as a cheap way to move raw wool and finished textiles between Estrye, Gridah and the ports. The family later opened it to passengers and general freight. Its Karthyaks are cheaper to build and maintain than Wright models. They break down more often, the carriages are less comfortable and delays are common on heavily used routes.&lt;br /&gt;
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The lower price keeps Khaarhan Vek competitive. It carries workers, small merchants and most bulk freight that does not justify the cost of Venhan Vek. The Ironwings present this as service to ordinary Seto. Their critics answer that the family tolerates unreliable equipment because customers without much money have few alternatives.&lt;br /&gt;
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=== House Asmar ===&lt;br /&gt;
Asmar is the third Great Family and the principal maritime power inside the council. It owns merchant ships, warehouses and cargo yards in Rulvale and Ravessa. Its agents organise overseas convoys and sell insurance against piracy, storms and lost cargo. Foreign merchants often deal with Asmar before their goods ever reach Gridah.&lt;br /&gt;
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The family does not command the republican fleet, but its ships and contracts make cooperation with the Grand Admiral unavoidable. Asmar regularly argues that the state should protect the routes carrying the greatest value. Smaller captains accuse it of using public patrols to protect private profits while leaving less important waters exposed.&lt;br /&gt;
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Asmar presents itself as the balance between the Wrights and Ironwings because it does not control either major Karthyak line. This neutrality depends upon the issue being discussed. The family supports whichever railway gives its cargo the best rates and opposes either rival when its policies threaten the ports or insurance trade.&lt;br /&gt;
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=== The Lesser Families ===&lt;br /&gt;
The lesser families do not possess the money or permanent senior seats of the Great Families, but many control work which the republic cannot easily replace. Several acting together can decide council votes, block an appointment or force a Great Family to renegotiate a contract. The most influential lesser families maintain offices in Gridah even when their original wealth comes from another province.&lt;br /&gt;
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==== The Goldwings ====&lt;br /&gt;
The Goldwings were created by members who broke away from both the Wrights and Ironwings. They combined knowledge of finance, textiles and transport while refusing to remain subordinate to either older family. Their name deliberately claims a connection to both and announces their belief that inherited influence matters less than profitable results.&lt;br /&gt;
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The family finances independent workshops, buys shares in struggling freight companies and offers smaller houses access to contracts normally controlled by the Great Families. These arrangements have won it allies inside the lesser-family bloc. They have also created debt which the Goldwings can use to demand political support.&lt;br /&gt;
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The Goldwings officially seek recognition as a fourth Great Family. Some of their leaders have a more aggressive goal and want to remove either the Wrights or Ironwings from their permanent position. Both older families consider the Goldwings ungrateful opportunists, although each still attempts to use them against the other when convenient.&lt;br /&gt;
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==== House Thiysal ====&lt;br /&gt;
Thiysal is associated with notaries, interpreters, advocates and the maintenance of commercial records. Its members witness agreements, prepare Skraathi copies of foreign contracts and represent merchants who do not understand republican procedure. They are not powerful enough to dictate policy, but they often know the contents of a dispute before the Great Families discuss it publicly.&lt;br /&gt;
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Old Thiysal stories claim that their ancestors learned writing and wind magic from the Floule. No historical evidence confirms this. Modern members disagree over whether the story is an important family tradition or an embarrassing attempt by their ancestors to make ordinary scribes appear mysterious.&lt;br /&gt;
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==== House Xasheyya ====&lt;br /&gt;
Xasheyya owns workshops producing arcane regulators, control mechanisms and replacement parts used in Karthyaks. Neither Venhan Vek nor Khaarhan Vek depends upon Xasheyya alone, but both purchase enough components from the family that damaging the relationship would be expensive.&lt;br /&gt;
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Xasheyya uses the rivalry between the Wrights and Ironwings to protect its independence. It refuses exclusive contracts and sells to both lines, although individual workshops are frequently accused of favouring one design over the other. Its engineers also repair pumps, cranes and other magically powered machinery used in mines and warehouses.&lt;br /&gt;
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==== House Velkair ====&lt;br /&gt;
Velkair is a maritime family based mainly in Ravessa and Rulvale. It includes captains, shipwrights, harbour officials and officers of the republican fleet. The family owns fewer ships than Asmar and cannot compete with its convoy network, but Velkair members possess practical experience which Asmar administrators often lack.&lt;br /&gt;
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[[Sorya Velkair]], the current Grand Admiral, is the most prominent living member of the family. Her appointment was supported by smaller houses which did not want an Asmar commander controlling both private merchant fleets and the republican navy.&lt;br /&gt;
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==== House Khaarn ====&lt;br /&gt;
Khaarn gained recognition through military service, caravan protection and the supply of trained guards. Its members operate escort companies and have a strong presence among officers posted along the roads of Sheocia. Unlike most recognised families, its wealth depends more upon state and security contracts than ordinary trade.&lt;br /&gt;
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The current prominence of [[Torvek Khaarn]] has improved the family&#039;s position inside the council. Some Great Families support him because he has reduced losses along the caravan routes. Others worry that Khaarn may use military prestige to demand a permanent political position.&lt;br /&gt;
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== Economy and Trade ==&lt;br /&gt;
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=== Mercantilism and Trade Permits ===&lt;br /&gt;
Lugeorti&#039;s commercial policy is based on mercantilism. Trade is encouraged because it is the main source of income for many families, but foreign merchants do not have an unrestricted right to sell goods inside the republic.&lt;br /&gt;
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Anyone who wants to sell goods in Lugeorti must first obtain permission from the governor of the province in which the trade will take place. This permit system applies alongside the republic&#039;s ordinary tariffs, market rules and contract laws. It allows Lugeorti to welcome foreign merchants while still keeping control over who may operate inside its markets.&lt;br /&gt;
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For merchants, this means that reaching Gridah with valuable cargo is only the beginning. Goods must be declared, the necessary permission obtained and the rules of the market followed before they can legally be sold. Large foreign trading houses usually handle these requirements through local offices or Seto representatives, while independent merchants may spend considerable time dealing with officials before opening a stall.&lt;br /&gt;
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=== The Grand Bazaar of Gridah ===&lt;br /&gt;
The Grand Bazaar is the centre of Lugeorti&#039;s economy and the largest permanent market in Erindal. It occupies a substantial part of Gridah rather than one square or enclosed building. Covered streets, open courtyards, auction halls, warehouses and caravan yards form districts devoted to different kinds of goods.&lt;br /&gt;
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Merchants come to Gridah because the bazaar provides access to buyers from many countries at the same time. A cargo which would find only a few customers in its homeland may attract several competing buyers in Lugeorti. The republic profits through stall fees, warehouse rent, currency exchange, contract registration and taxes charged when goods enter or leave the market.&lt;br /&gt;
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The bazaar is closely regulated despite its size. Scales and measures are inspected, licensed brokers carry visible marks and major sales are recorded in Skraathi. Counterfeit goods, false weights and hidden cargo remain common enough to employ many inspectors and private investigators. Punishment usually begins with fines and loss of a trading licence. Repeated fraud can result in confiscation, forced labour or permanent expulsion.&lt;br /&gt;
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=== Banking and Credit ===&lt;br /&gt;
Wright Banks provide the most extensive financial network, but they do not hold a legal monopoly. Smaller lenders, family funds and temple treasuries continue to operate throughout the republic. The Wright advantage comes from the number of places in which their notes and accounts are accepted.&lt;br /&gt;
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Credit allows merchants to finance a caravan or ship without owning the full value of its cargo. It also spreads the damage when a venture fails. A lost convoy may ruin one independent captain, while a large family can absorb the same loss across several investments and an insurance agreement. This difference is one of the main reasons wealth has become concentrated among established families.&lt;br /&gt;
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=== Textiles ===&lt;br /&gt;
Textiles are one of Lugeorti&#039;s largest exports. Estrye produces wool in quantities greater than the domestic population requires. Workshops clean, spin, weave and dye it before the finished cloth is sold in Gridah or shipped abroad. Imported silk, plant fibres and rare dyes are worked alongside local wool for more expensive products.&lt;br /&gt;
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The Ironwings dominate the industry but do not own every stage of it. Independent shepherds, village looms and specialist tailors continue to operate. Many depend upon Ironwing transport or purchasing contracts, creating regular disputes over prices and late payments. Goldwing investment has recently given some workshops another source of money, which is one reason the Ironwings consider the younger family dangerous.&lt;br /&gt;
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=== Karthyaks ===&lt;br /&gt;
Karthyaks are the magically powered trains used throughout Lugeorti. Their brass fittings, gear assemblies and reinforced pipes give them the appearance of complex mechanical engines, but they do not burn coal and are not supplied by refineries. Magical components provide their power, while the mechanical parts control movement, braking and the strain placed upon the engine.&lt;br /&gt;
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The main lines connect Estrye with Gridah and continue toward the southern routes. Passenger stations are built close to market districts, while freight yards stand near warehouses and caravan depots. Karthyaks cannot reach Froep Gryae and goods travelling to Ravessa must be transferred to ships.&lt;br /&gt;
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Venhan Vek and Khaarhan Vek are the best-known services. Wright Karthyaks are preferred because they break down less often. The cost places them beyond many ordinary travellers, however, and the Ironwing Line moves a larger volume of inexpensive cargo. Delays on either route affect prices throughout Gridah because the capital cannot feed itself without regular deliveries from Estrye.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;country-feature country-feature--image-left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Lugeorti Kartyak’s Arcane Desert Crossing.png|700px|alt=A magically powered Lugeorti Karthyak crossing the desert without smoke or coal]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Karthyak crews include a driver, an arcane engineer and guards when the route passes through dangerous territory. Larger stations maintain repair teams, spare magical components and cranes capable of lifting damaged sections of an engine. A breakdown outside a station may take hours or days to repair depending upon which part failed.&lt;br /&gt;
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The difference between Wright and Ironwing reliability is partly a difference in spending. Venhan Vek replaces parts according to strict schedules and keeps reserve engines ready at important stations. Khaarhan Vek runs more services with cheaper equipment and often repairs a component several times before replacing it. Ironwing engineers argue that this keeps fares affordable. Passengers waiting beside a failed Karthyak are rarely convinced by that explanation.&lt;br /&gt;
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The Family Council treats the routes as private businesses with public obligations. It can order a line to carry soldiers, emergency food or officials during a crisis. Payment for these services is a constant source of argument, and both families have been accused of exaggerating costs when the republic has no practical alternative.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Maritime and Caravan Trade ===&lt;br /&gt;
Rulvale and Ravessa handle much of Lugeorti&#039;s sea trade. Asmar convoys group merchant ships together under armed escort, reducing the risk from pirates and allowing the republican fleet to protect several valuable vessels at once. Independent captains may join after paying a fee or accept the danger of travelling alone.&lt;br /&gt;
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Overland caravans enter through Sheocia and travel toward Gridah. Most hire local guides and guards because working wells can change after droughts or damage. The Khaarn family and several smaller escort companies make much of their income along these roads. Valuable cargo is commonly insured before entering the desert, especially during seasons when monsters or raiders become more active.&lt;br /&gt;
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=== Agriculture and Resources ===&lt;br /&gt;
Estrye produces grain, vegetables, wool, timber and most of the republic&#039;s animals. Sheocia contributes minerals, salt and goods gathered from the desert. Fishing supports Ravessa and several smaller coastal settlements but cannot feed Froep Gryae without imported grain.&lt;br /&gt;
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Lugeorti imports anything which can be sold profitably rather than attempting to produce every necessity itself. This creates wealth when routes remain open and serious shortages when war or disaster interrupts them. The council maintains emergency food stores in Gridah, although accusations that families receive access before ordinary citizens appear during every major shortage.&lt;br /&gt;
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== Faith and Folklore ==&lt;br /&gt;
[[Athos]] is the principal god of the Seto and is worshipped as a god of the sun, creation and protection. Most accounts say that Athos created the first Seto or guided them through the desert before Lugeorti existed. His temples are found in every major city and frequently operate schools, shelters and water stores.&lt;br /&gt;
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Louviki is the patron of merchants, agreements and profitable journeys. Her symbol appears on ledgers, market gates and caravan wagons. Priests of Louviki may witness a contract, but the agreement remains enforceable through republican law rather than religious authority. Wealthy trading families support her temples generously while disagreeing over which business practices she actually approves.&lt;br /&gt;
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Phodum is associated with death and the punishment of those who threaten the order protecting society. Judges and prison officials sometimes invoke him when sentencing repeat offenders. Some Seto stories claim that their ancestors were forced into the desert by his anger, while others treat this as a later religious explanation for an ordinary migration.&lt;br /&gt;
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=== The Floule in Legend ===&lt;br /&gt;
Old stories describe beings called the &#039;&#039;&#039;Floule&#039;&#039;&#039;. Depending upon the version, they were mortals changed by the elements, spirits which could imitate people or servants of forgotten gods. The stories often divide them into the &#039;&#039;&#039;Thaeze&#039;&#039;&#039;, associated with air, and the &#039;&#039;&#039;Letrein&#039;&#039;&#039;, associated with water.&lt;br /&gt;
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There is no accepted proof that the Floule existed. Objects presented as their relics have usually proved to be Seto work, foreign goods or pieces whose origin cannot be established. Some historians believe the stories preserve confused memories of early Tengu clans. Others consider them sailors&#039; tales used to explain strange weather and lights beneath the sea.&lt;br /&gt;
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The strongest traditions survive around Froep Gryae. Later copies of old records claim that Seto sailors met figures whose hair moved without wind or whose skin carried the colour of deep water. The oldest surviving records from Ravessa mention only Seto settlers and visiting ships. Historians cannot prove whether the Floule passages were removed from older records, added later or never existed outside folklore.&lt;br /&gt;
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Seto sailors still use customs connected to the stories. Some leave a bowl of clean water aboard ship or hang a small chime before a voyage. Most do not consider this worship. Tumula and Aquifis, the supposed powers of air and water connected to the Floule, have no organised church in Lugeorti.&lt;br /&gt;
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== History ==&lt;br /&gt;
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=== The early Seto tribes ===&lt;br /&gt;
The earliest confirmed history of Lugeorti begins with Seto tribes living around the oases and usable waterways of Sheocia. Groups with reliable access to water raised crops and animals, while those living farther into the desert survived through seasonal movement, hunting and raids. Fighting over wells and grazing land continued for generations.&lt;br /&gt;
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Trade already existed during this period. Coastal settlements exchanged fish and salt for animals and grain, while desert guides carried goods between communities which could not travel safely without them. Successful tribal leaders gained influence by protecting these routes as often as by winning battles.&lt;br /&gt;
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=== Qrass and the first kingdom ===&lt;br /&gt;
[[Qrass the Conqueror]] united the principal tribes through warfare and negotiated submission. Later religious texts describe him as an incarnation or chosen servant of Athos, but records made close to his lifetime do not use either title. His kingdom imposed common rules upon the main roads and wells and ended the largest tribal wars.&lt;br /&gt;
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Qrass died without an accepted heir. Governors and military commanders disputed the succession until the Grelarrk family was chosen to rule. Under the Grelarrk dynasty, fortified towns expanded and the state developed regular taxation, permits and provincial officials.&lt;br /&gt;
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=== Expansion into Estrye and Froep Gryae ===&lt;br /&gt;
Queen Aliak expanded the kingdom north into Estrye. The new territory gave Lugeorti access to better farmland, grazing grounds, forests and northern harbours. Carran and Rulvale grew as royal roads connected them to Sheocia.&lt;br /&gt;
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Aliak also ordered the creation of a permanent fleet and secured Froep Gryae. Ravessa developed from a small harbour into a fortified settlement guarding the southern sea route. Later stories claim that Aliak&#039;s sailors encountered the Floule during these expeditions. The oldest surviving records describe Seto crews and local Tengu communities without confirming any such meeting.&lt;br /&gt;
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=== Decline of the monarchy ===&lt;br /&gt;
Merchant families grew increasingly powerful during the later kingdom. The crown needed private loans to pay officials, maintain roads and supply the army. Families which controlled ships, warehouses and workshops obtained offices and exemptions in return. Royal authority remained recognised, but the state could no longer function without private money.&lt;br /&gt;
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The last Grelarrk ruler left the treasury close to collapse and died without a secure successor. Several governors prepared to support rival claimants. The strongest merchant families called representatives from smaller houses and offered to pay officials, protect warehouses and keep food moving into Gridah if they were given direct control over the government.&lt;br /&gt;
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The royal court failed to produce a ruler capable of reversing the situation. The assembled families ended the monarchy and established the Trade Republic of Lugeorti. Permanent senior positions went to the most powerful houses, while lesser recognised families retained representation through their own delegates. This arrangement prevented one dynasty from immediately replacing Grelarrk, but it made family wealth the basis of political authority.&lt;br /&gt;
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=== Rise of the modern Great Families ===&lt;br /&gt;
Asmar gained its position through sea trade, convoy organisation and control of important warehouses. The Wrights expanded through foreign commerce and banking. Their influence increased greatly after Neresh Wright created a network through which deposits and credit could be used across national borders.&lt;br /&gt;
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The Ironwings became powerful through wool and textiles. Their purchasing houses spread throughout Estrye, while their workshops supplied domestic and foreign markets. Khaarhan Vek was originally built to serve this trade. Its low prices later turned it into the principal railway for ordinary passengers and bulk freight.&lt;br /&gt;
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The Wright response was Venhan Vek. Rather than compete only on price, the Stormwing Route built its reputation around maintenance and reliability. Merchants who could not afford a delay preferred it, and the service became associated with the same confidence the family attempted to maintain in its banks.&lt;br /&gt;
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The present three-family balance developed around these businesses. Asmar controlled much of the sea, the Wrights controlled international finance and the Ironwings controlled a large part of domestic production. Lesser families remained necessary because the Great Families depended upon their engineers, officers, advocates and local contracts.&lt;br /&gt;
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=== The Goldwing challenge ===&lt;br /&gt;
The Goldwings appeared when dissatisfied members of the Wrights and Ironwings abandoned their former families and created a new house. The Great Families initially dismissed them as people attempting to profit from names they had rejected. Their knowledge of both organisations allowed them to identify businesses which neither family served well.&lt;br /&gt;
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Goldwing money entered independent workshops, small freight companies and lesser-family ventures. Their political support grew with those investments. The Goldwings are not yet equal to a Great Family, but they have become wealthy enough that neither the Wrights nor Ironwings can remove them without causing wider opposition inside the council.&lt;br /&gt;
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Modern Lugeorti continues to argue about whether replacing the crown truly ended inherited rule. Supporters of the republic point out that a family may lose recognition if it becomes useless or bankrupt. Critics answer that the Great Families begin every competition with money, offices and contracts inherited from generations before them.&lt;br /&gt;
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== Military ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Lugeorti Army Guards the Caravan Route.png|700px|alt=Seto soldiers guarding a merchant caravan in the desert of Sheocia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
The Republican Army protects the borders, Karthyak routes, wells and caravan roads. It maintains a professional core supported by provincial garrisons and temporary formations raised during war. Soldiers swear their service to the republic, although family influence affects appointments, supply contracts and where individual units are stationed.&lt;br /&gt;
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[[Torvek Khaarn|General Torvek Khaarn]] commands the main field army. He has concentrated on rapid response along the trade routes rather than maintaining large forces around Gridah. Small forts and Karthyak stations hold supplies which allow troops to move toward a threatened caravan road without carrying everything from the capital.&lt;br /&gt;
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Most soldiers fight as infantry with spears, swords, bows or crossbows. Light troops patrol the desert and escort caravans between fortified stations. Mounted scouts use animals suited to the heat and rough ground rather than heavy horses. Engineers maintain wells, defensive walls and damaged sections of track during military operations.&lt;br /&gt;
&lt;br /&gt;
Karthyaks allow the army to move soldiers and supplies quickly between Estrye and Sheocia. Both Venhan Vek and Khaarhan Vek are required to carry republican forces during an emergency. Venhan Vek is more reliable, but the Ironwing Line has more freight capacity and reaches settlements ignored by the premium service.&lt;br /&gt;
&lt;br /&gt;
The army is not expected to police the Grand Bazaar during ordinary disputes. Gridah maintains its own watch and market inspectors. Soldiers are called into the city when riots, organised violence or a threat to the water supply exceeds what the watch can contain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Republican Fleet ===&lt;br /&gt;
The fleet protects merchant convoys, patrols the coast and prevents hostile ships from using Froep Gryae as a base. It is commanded by [[Sorya Velkair|Grand Admiral Sorya Velkair]]. The fleet contains dedicated warships as well as merchant vessels which can be requisitioned during a crisis.&lt;br /&gt;
&lt;br /&gt;
Asmar provides much of the commercial organisation behind the convoy system but does not directly command the navy. This separation is deliberate. Smaller families fear that allowing Asmar to control both the merchant fleets and the warships protecting them would give the Great Family too much influence over the republic.&lt;br /&gt;
&lt;br /&gt;
Piracy is treated as an attack upon the state rather than only upon one merchant. Captured pirates may face execution, imprisonment or forced labour depending upon the deaths and losses involved. Smugglers who avoided tariffs without attacking a ship are normally punished through confiscation and fines instead.&lt;br /&gt;
&lt;br /&gt;
== Territories ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Estrye]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The broad and fertile northern province of Lugeorti. Estrye contains the cities of Carran and Rulvale and produces most of the republic&#039;s food, livestock, wool and timber. Ironwing purchasing houses are especially influential across its grazing lands and textile towns.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Sheocia]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The narrow southern desert containing Gridah and the principal overland routes. Its settlements depend upon wells, reservoirs, caravan stations and regular deliveries from Estrye. Mines and long-distance trade make the province wealthy despite its difficult climate.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Froep Gryae]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A small island south of the mainland. Its fortified harbour, Ravessa, guards the southern sea route and serves as a base for patrol ships and merchant convoys. Later folklore connects the island with the Floule, although no confirmed evidence of them has been found.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Settlements ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Gridah]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The desert capital and home of the Grand Bazaar, the Family Council and the largest Wright Bank in Lugeorti. Gridah has no river and relies upon deep wells, reservoirs and constant deliveries from Estrye. Foreign merchants from across Erindal fill its market districts under temporary commercial charters and provincial trade permits.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Carran]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A northwestern city beneath the mountains of Estrye. Carran handles timber, animals, stone and goods brought down from highland settlements. Its markets are smaller than those of Gridah but important to farmers and workshops which do not want every contract controlled from the capital.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Rulvale]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The principal harbour on Estrye&#039;s northeastern coast. Rulvale contains large warehouses, shipyards and Asmar offices organising northern convoys. The city is also a centre of competition between Asmar merchants and independent captains supported by lesser families.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Ravessa]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A fortified harbour on Froep Gryae and the main base of the southern fleet. Ships arriving from the south register there before continuing toward the mainland. Ravessa depends upon imported food but gains considerable influence from naval work, fishing and control of the surrounding waters.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
Lugeorti attempts to maintain trade with almost every government willing to recognise its contracts and protect Seto merchants. The republic rarely supports an embargo unless its own routes or citizens have been attacked. This policy is presented as neutrality, although the council will readily use access to credit, shipping or the Grand Bazaar as political pressure.&lt;br /&gt;
&lt;br /&gt;
Wright Banks operate in most nations and often remain open even when relations between those governments are poor. Their branches are expected to obey local law without surrendering confidential records merely because a ruler requests them. Disputes over accounts, frozen assets and unpaid state loans are therefore a regular part of Lugeorti diplomacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-relations&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Empire of Kurn Daruhm]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Major trade partner&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;Lugeorti imports metal, tools and dwarven engineering while selling textiles, financial services and foreign goods gathered in Gridah. Merchants from both countries use the connection regularly, although arguments over tariffs and commercial contracts remain common.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Holy Kingdom of Alyren Shaeras]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Profitable trade&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;Elven magical goods, alchemical products and luxury crafts attract high prices in the Grand Bazaar. Lugeorti merchants regard the kingdom&#039;s licences and religious inspections as burdensome but accept them because the trade remains valuable.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Scale Concord of Varkesh]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--uneasy&amp;quot;&amp;gt;Negotiated commerce&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;Seto merchants trade through agreements made with the Concord and its constituent tribes. The relationship produces valuable caravan traffic, but tolls, tribal disputes and changes in local leadership can interrupt routes with little warning.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Dulavein]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--guarded&amp;quot;&amp;gt;Limited trade&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;Commerce with Dulavein continues through heavily guarded caravans and intermediaries. Insurance costs are high, and many Lugeorti families refuse contracts which require their people to remain there longer than necessary.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Figures ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Neresh Wright.jpg|400px|alt=Neresh Wright, founder of the Wright Banks]]&amp;lt;/div&amp;gt;&amp;lt;h3&amp;gt;[[Neresh Wright]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A leading banker and the creator of the Wright Banks, whose branches now operate in most nations. Neresh turned the family&#039;s existing trade contacts into an international system of deposits, loans and currency exchange. He remains closely involved in agreements affecting Venhan Vek, although banking is the main source of his influence.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Raven Statesman Overlooking Gridah Bazaar.png|400px|alt=Sorek Asmar, First Speaker of the Family Council]]&amp;lt;/div&amp;gt;&amp;lt;h3&amp;gt;[[Sorek Asmar]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The current head of House Asmar and First Speaker of the Family Council. Sorek presents himself as a mediator between the Wrights and Ironwings while protecting Asmar control over convoys, warehouses and maritime insurance. Lesser families consider him reasonable until a proposal threatens the ports.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:General Torvek Khaarn.jpg|400px|alt=General Torvek Khaarn of Lugeorti]]&amp;lt;/div&amp;gt;&amp;lt;h3&amp;gt;[[Torvek Khaarn]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The commander of the Republican Army and the most prominent member of the lesser Khaarn family. Torvek strengthened the forts and supply stations along Sheocia&#039;s caravan roads. His success has increased pressure for the military families to receive greater influence inside the council.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Sorya Velkair.jpg|400px|alt=Grand Admiral Sorya Velkair of Lugeorti]]&amp;lt;/div&amp;gt;&amp;lt;h3&amp;gt;[[Sorya Velkair]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The current Grand Admiral and commander of the republican fleet. Sorya comes from the lesser Velkair family and was appointed partly because the council did not want Asmar to command both the merchant convoys and the navy. She has expanded patrols and made herself popular among captains and dockworkers.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-related&amp;quot;&amp;gt;&lt;br /&gt;
[[Eryndor]] · [[Gridah]] · [[Family Council of Lugeorti]] · [[Skraathi]] · [[Karthyaks]] · [[Venhan Vek]] · [[Khaarhan Vek]] · [[Grand Bazaar of Gridah]] · [[Military of Lugeorti]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations and Realms|Lugeorti]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Dominion_of_Ordanis&amp;diff=667</id>
		<title>Dominion of Ordanis</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Dominion_of_Ordanis&amp;diff=667"/>
		<updated>2026-09-18T00:37:58Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country styles}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-page country-page--dominion&amp;quot; style=&amp;quot;--country-accent:#cba14a; --country-accent-soft:#e2c882; --country-deep:#142238; --country-paper:#f4efe5; --country-paper-alt:#e7decd; --country-ink:#2b2a2a; --country-muted:#70675a; --country-line:rgba(95,78,45,0.28);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dominion hero.png|1600px|class=country-hero__image|alt=A white-stone Solanari citadel overlooking the Dominion heartland]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__eyebrow&amp;quot;&amp;gt;NATION OF ERINDAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__title&amp;quot;&amp;gt;Dominion of Ordanis&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__subtitle&amp;quot;&amp;gt;Realm of Balance and Judgment&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__heading&amp;quot;&amp;gt;Dominion Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__emblem&amp;quot;&amp;gt;[[File:Solanar emblem.png|220px|alt=The emblem of Solanar, a sundial divided into light and shadow]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Dominion of Ordanis&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Capital&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Athedor]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Continent&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Eryndor]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Central theocratic state&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Supreme office&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Archon of Solanar&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Current status&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;The Archon&#039;s seat is vacant following an assassination&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Ruling faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Solanar]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Major institutions&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Council of Balance, Council of Exchange, Justicars, Paladins of Solanar&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Known for&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Pacts of Equilibrium, the Weighing of the Scales, temple agriculture and sacred crafts&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Founded&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;c. 3021 AHF&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dominion of Ordanis&#039;&#039;&#039; is a Solanari theocracy on [[Eryndor]]. Its government, courts, trade rules and military are tied to the belief that order depends upon maintaining balance between opposing forces. Dominion officials therefore treat law as a religious obligation rather than a separate secular system.&lt;br /&gt;
&lt;br /&gt;
The Dominion is highly organised and heavily documented. Contracts are written and witnessed, judgments are archived, trade is regulated and officials are expected to account for their actions. This gives the state a reputation for predictability and fairness, but it also gives powerful people many procedures behind which they can hide. Corruption in Ordanis often appears as a carefully prepared report, a favourable interpretation of a rule or an exemption which is technically legal rather than as an official openly refusing to obey the law.&lt;br /&gt;
&lt;br /&gt;
The realm is ruled by the &#039;&#039;&#039;Archon of Solanar&#039;&#039;&#039;, who is both head of state and the highest religious authority in the Dominion. The office is currently vacant after the previous Archon was assassinated. Government continues through the Council of Balance, senior Justicars, the Council of Exchange and the military command, but the absence of an Archon has made each of those institutions more politically important.&lt;br /&gt;
&lt;br /&gt;
The Dominion is also known outside its borders for the &#039;&#039;&#039;Pacts of Equilibrium&#039;&#039;&#039;. These magical contracts regulate trade, taxation, protection and other obligations. Foreign merchants often use lighter versions of the pacts, while Dominion citizens and officials may be subject to much stricter requirements. The same preference for written obligations shapes diplomacy, military occupations and the work of Solanari officials serving abroad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Capital&amp;lt;/span&amp;gt;[[Athedor]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Faith&amp;lt;/span&amp;gt;[[Solanar]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Yearly rite&amp;lt;/span&amp;gt;The Weighing of the Scales&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Trade system&amp;lt;/span&amp;gt;Pacts of Equilibrium&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and Settlements ==&lt;br /&gt;
&lt;br /&gt;
The Dominion lies on [[Eryndor]]. Its territory includes broad open plains, mountain country and a coastline. [[County of Dulavein|Dulavein]] lies to the south, while the [[Scale Concord of Varkesh]] and [[Trade Republic of Lugeorti|Lugeorti]] lie farther southeast across nearby waters. Much of the settled interior is agricultural. Roads connect farming districts, temple settlements, military posts and [[Athedor]], allowing produce, officials and supplies to move between local communities and the capital.&lt;br /&gt;
&lt;br /&gt;
The open plains support large-scale agriculture. Temple calendars regulate planting and harvesting on estates under religious supervision, while smaller farms still work within the same system of recorded obligations and crop rotations. Aetherium is extracted from sacred sites under temple control. The sites are treated as religious holdings as well as sources of a valuable material, and access to the metal is restricted by the temple authorities.&lt;br /&gt;
&lt;br /&gt;
Ordanis is a centralised state, but centralisation still depends on distance. Athedor can issue a ruling, tax assessment or new trade regulation, but someone must carry the order, enter it into a local archive and enforce it. Communities along the principal roads therefore feel the state most directly. Courts, temple officials, clerks and garrisons are easier to reach there. More remote settlements depend more heavily on whichever recognised officials are already present. When a principal road becomes unreliable, communication with Athedor slows and local officials have to act for longer without direct instruction.&lt;br /&gt;
&lt;br /&gt;
Pale stone is common in major Solanari temples, especially in Athedor. Courts and administrative halls often use Solanari banners, sundials, hourglasses and symmetrical decoration. The same symbols appear in smaller settlements because the temples and government use a common religious language.&lt;br /&gt;
&lt;br /&gt;
Public timekeeping has an unusually visible place in Dominion administration and worship. Bells and official chronometers regulate court sessions, temple rites, market openings and administrative work. This is partly religious and partly practical. The same timekeeping system allows officials in distant settlements to follow schedules issued from the capital, and it reduces disputes over when a market closed, when an obligation became due or whether an official report was filed on time.&lt;br /&gt;
&lt;br /&gt;
=== Athedor ===&lt;br /&gt;
&lt;br /&gt;
[[Athedor]] is the capital and the centre of Solanari government. Its major districts contain temples, courts, archives, markets and offices belonging to the central administration. The city also supports specialised workshops producing religious metalwork, chronometers, enchanted lenses and other goods used by the state and temple hierarchy.&lt;br /&gt;
&lt;br /&gt;
The city concentrates institutions which are spread more thinly through the rest of the Dominion. A merchant may come to Athedor to register a large agreement, an official may be summoned there for the Weighing, and a difficult legal dispute may eventually reach one of its higher tribunals. This constant movement of priests, clerks, soldiers, petitioners and traders makes the capital as much an administrative centre as a religious one.&lt;br /&gt;
&lt;br /&gt;
White stone is especially common in the city&#039;s religious buildings. Major temples use gilded images of Solanar, balanced scales, sundials and the division between light and shadow. The same symbols appear on court seals, public clocks and government offices, so the religious identity of the state is visible even in places used mainly for administration.&lt;br /&gt;
&lt;br /&gt;
The best-known commercial district is the &#039;&#039;&#039;Market of Scales&#039;&#039;&#039;. Merchant-priests supervise weights, measures and formal disputes, while contract officials register large agreements. Foreign traders often find the rules strict, but the market remains attractive because the Dominion is known for enforcing recognised contracts against both sides rather than simply favouring local merchants.&lt;br /&gt;
&lt;br /&gt;
=== Solanar&#039;s Hourglass ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solanar&#039;s Hourglass&#039;&#039;&#039; is Athedor&#039;s most important temple complex and one of the central institutions of the Dominion. Its bells and official timekeeping are used to coordinate major rites and many parts of public administration. The Timekeepers of Solanar maintain the reference chronometers associated with the temple, and copies attuned to that standard are distributed to senior officials and major temples.&lt;br /&gt;
&lt;br /&gt;
The complex is also associated with the yearly cycle of the Weighing of the Scales. During the Day of Scales, processions and public ceremonies around the temple bring officials, clergy and ordinary citizens there to witness the public part of the ritual.&lt;br /&gt;
&lt;br /&gt;
== Faith in the Dominion ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main article: [[Solanar]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Solanar]] is the state deity of the Dominion and governs balance, time and judgment. The full theology belongs to the deity&#039;s own article, but Solanari belief cannot be separated from the way Ordanis functions because priests, judges and officials apply religious doctrine directly to public life.&lt;br /&gt;
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Solanari doctrine does not teach that good should simply defeat evil. Too much good can be considered as dangerous as too much evil if either side is allowed to dominate completely. Mercy and cruelty can both be considered valid when one is required to restore the balance, and righteousness does not automatically excuse an action if it creates a larger imbalance. In its most extreme form, the doctrine accepts that an innocent person may be punished or a guilty person rewarded if this is judged necessary to restore a wider balance.&lt;br /&gt;
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The doctrine also explains why the Dominion places so much importance on time and consequences. An act is not judged only by the intention behind it. Officials and priests are expected to consider what changed afterward, whether harm was answered, whether an obligation was restored and whether one side gained enough power to create another imbalance. This way of thinking appears in court judgments, trade regulation and the justification given for military intervention.&lt;br /&gt;
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Temples are also part of ordinary administration. They take part in education, record keeping, food distribution, witnessed agreements and agricultural supervision. This gives the priesthood authority in many parts of public life outside worship itself.&lt;br /&gt;
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Religious office does not place someone outside the principle of accountability. Priests and senior officials are among those expected to face the yearly Weighing. The loopholes are especially serious because people responsible for teaching balance can use them to avoid the system meant to judge them.&lt;br /&gt;
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Solanar&#039;s divided sundial appears throughout the country on temples, court seals, uniforms, banners and official timepieces. One half stands in light and the other in shadow, with an hourglass or bronze point marking the centre. In Ordanis the symbol is so common that it functions as both a religious image and a sign of state authority.&lt;br /&gt;
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== Government and Law ==&lt;br /&gt;
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The Dominion is governed through a combination of religious hierarchy and state administration. Under normal conditions the Archon stands above both. The Archon confirms high appointments, directs major policy, presides over the most important rites and gives the final ruling when the senior institutions disagree.&lt;br /&gt;
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The present vacancy has shifted more practical responsibility to the bodies beneath that office. The &#039;&#039;&#039;Council of Balance&#039;&#039;&#039; coordinates central policy and administration. The &#039;&#039;&#039;Council of Exchange&#039;&#039;&#039; regulates major trade and contracts. The &#039;&#039;&#039;Justicars&#039;&#039;&#039; oversee the legal system, while the Commander-in-Chief directs the standing forces.&lt;br /&gt;
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Dominion administration relies heavily on written records. Orders are copied and archived. Contracts are sealed and witnessed. Taxes, harvest obligations, exemptions and court judgments are recorded. Corrupt officials therefore often hide behind manipulated paperwork, selective reports or a convenient reading of the rules rather than openly refusing to obey them.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Vacant Throne of the Archon.png|700px|alt=The vacant throne of the Archon in a Solanari basilica]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== The Archon ===&lt;br /&gt;
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The &#039;&#039;&#039;Archon of Solanar&#039;&#039;&#039; is the Dominion&#039;s supreme political and religious office. The office is not hereditary.&lt;br /&gt;
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When an Archon dies or steps down, a successor is chosen through sacred rituals and signs interpreted by the religious authorities. The process is meant to identify the person whom Solanar has judged suitable to rule rather than simply pass power to a family member. The Archon then becomes the final authority above institutions which otherwise possess substantial responsibilities of their own.&lt;br /&gt;
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The previous Archon was assassinated, and no successor has yet taken the office. The state continues to function because courts, councils, temple offices and military command already existed beneath the Archon. What is missing is the person normally able to settle disputes between them. As a result, disagreements over jurisdiction have become more important even when no institution openly challenges the system itself.&lt;br /&gt;
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The vacancy also affects appointments and long-term policy. Senior offices can continue ordinary administration, but any decision which would normally depend on the Archon&#039;s final religious and political authority carries more risk. An official may follow the letter of existing policy rather than establish a new precedent which a future Archon could later condemn.&lt;br /&gt;
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=== The Council of Balance ===&lt;br /&gt;
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The &#039;&#039;&#039;Council of Balance&#039;&#039;&#039; advises the Archon and coordinates much of the Dominion&#039;s central administration. Its members are elder priests and scholars whose specialities traditionally include law, life, death and the natural world. Major decisions are debated by the council before being presented to the Archon for final judgment.&lt;br /&gt;
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During the current vacancy, the council has become more important because there is no supreme authority available to settle every dispute. The Speaker of the Council manages sessions, formal procedure and communication between the council and the other senior institutions. This gives the Speaker considerable influence over which questions reach the council quickly and which require further reports before they are considered.&lt;br /&gt;
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The council&#039;s authority is broad but not unlimited. It does not command the army directly, replace the highest tribunals or take over the specialised responsibilities of the Council of Exchange. Much of current Dominion politics therefore concerns cooperation between institutions which were designed to operate beneath an Archon but are now forced to work without one.&lt;br /&gt;
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=== The Council of Exchange ===&lt;br /&gt;
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The &#039;&#039;&#039;Council of Exchange&#039;&#039;&#039; regulates major commerce, trade doctrine and the administration of the Pacts of Equilibrium. It works closely with temple scribes, merchant-priests, tax officials and contract officers. Its task is not simply to increase trade. It is expected to decide whether an agreement fits the Equal Trade Doctrine and whether the obligations placed on each side are acceptable under Solanari law.&lt;br /&gt;
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The council also handles Light Pacts, negotiated exemptions and special terms for foreign merchants, who are not expected to accept every rule imposed on Dominion citizens. It still has to decide whether those terms remain acceptable under the Equal Trade Doctrine.&lt;br /&gt;
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Disputes involving sacred contracts can also become legal cases. An ordinary disagreement over price remains a commercial matter, but deliberately breaking a magically binding Pact can bring the Justicars into the dispute because it also concerns law and religious obligation.&lt;br /&gt;
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=== Local Administration ===&lt;br /&gt;
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Central government reaches ordinary settlements through several kinds of recognised officials rather than one single office. Local magistrates and priests hear smaller disputes. Clerks maintain records of taxes, exemptions and obligations. Temple Overseers supervise large agricultural holdings. Garrisons handle security where permanent troops are stationed. The exact mixture depends on the settlement and what work the state needs done there.&lt;br /&gt;
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These offices are expected to report upward rather than operate as independent local governments. A serious criminal case can move to a higher tribunal. A large commercial dispute may involve the Council of Exchange. A military emergency can bring the local garrison under wider command. This makes the Dominion more centralised than Dulavein&#039;s regional system, even though much of the actual work still happens far from Athedor.&lt;br /&gt;
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Written procedure also limits how quickly local officials can act. A record creates accountability, but it takes time to prepare, copy and send. During a crisis an official may make a decision before receiving instructions and then have to justify it afterward. The Dominion values order, but its officials are still capable of mistakes, delay and self-protection.&lt;br /&gt;
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=== Justicars and Tribunals ===&lt;br /&gt;
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The legal system is presided over by &#039;&#039;&#039;Justicars&#039;&#039;&#039;, clerics and scholars trained in Solanari law. Minor civil disputes can be heard locally, while major criminal cases, official misconduct and disputes involving sacred contracts may be transferred to higher tribunals.&lt;br /&gt;
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Written evidence carries great weight. Contracts, witness statements, accounts and previous rulings are preserved because a judgment is expected to show how the decision was reached. This does not remove bias. It changes where bias appears. A dishonest official may omit a report, emphasise one testimony over another or rely upon a technical reading of a rule while still claiming to follow proper procedure.&lt;br /&gt;
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Punishment is supposed to restore balance rather than simply inflict suffering. A thief may be ordered to return stolen property, compensate the victim and perform service rather than automatically face imprisonment or execution. More serious crimes can bring loss of office, confiscation, long penance or death. The important point in Solanari law is that the response should answer the imbalance created by the offence.&lt;br /&gt;
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For grave accusations, particularly corruption or abuse of religious authority, the accused may be subjected to a &#039;&#039;&#039;divine ordeal&#039;&#039;&#039;. These ordeals are intended to allow Solanar&#039;s judgment to become visible through a physical or spiritual test. One traditional example is passage through consecrated flame, where survival without injury is taken as a sign in the accused person&#039;s favour.&lt;br /&gt;
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=== The Weighing of the Scales ===&lt;br /&gt;
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The &#039;&#039;&#039;Weighing of the Scales&#039;&#039;&#039; is the Dominion&#039;s most important yearly act of political accountability. Every office-holder, from the highest councils and clergy to local officials, is expected to account for their conduct. During the ceremony their deeds are presented before the &#039;&#039;&#039;Scales of Eternal Balance&#039;&#039;&#039;, a massive sacred artifact believed to contain part of Solanar&#039;s essence.&lt;br /&gt;
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The ceremony is not merely symbolic. An official judged to have failed the balance may be ordered to perform penance, make restitution or surrender their office. Serious failure can end a career completely, while the most extreme cases may result in death. This gives the Weighing real political weight and explains why officials spend so much effort preparing for it.&lt;br /&gt;
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The system has loopholes. Priests and officials serving in distant or hostile regions may defer the yearly Weighing until they can return. The exemption exists because bringing every official back to Athedor each year is not practical, but it can also allow an official to remain outside the yearly scrutiny for a long time.&lt;br /&gt;
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Powerful high-ranking priests may also, in rare cases, use a proxy. A subordinate appears in their place and presents a formal account of the absent priest&#039;s actions. This practice is officially discouraged because it allows carefully prepared reports to emphasise successes while omitting corruption, failed decisions or abuses of authority. The priest has technically submitted to the process, but the Scales are being asked to judge a deliberately incomplete record.&lt;br /&gt;
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== Society and Daily Life ==&lt;br /&gt;
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Religion is visible in ordinary Dominion life, but usually through routine rather than constant ceremony. Bells mark parts of the day, temple calendars regulate public observances and written contracts are common even for relatively ordinary agreements. Markets use standard weights and measures, and local officials keep more records than visitors from less centralised states are often accustomed to.&lt;br /&gt;
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This does not mean every citizen spends their life studying theology. Most people are farmers, craftspeople, merchants, labourers, soldiers or members of the many occupations needed to keep settlements working. What changes their daily life is that religious institutions are involved in activities which another country might treat as purely civic. A temple can be a place of worship, a school, a food store, a witness to a contract and a source of administrative authority at the same time.&lt;br /&gt;
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=== Education and Service ===&lt;br /&gt;
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Education is closely tied to temples and administration. Basic schooling commonly includes reading, arithmetic, religious instruction and enough legal knowledge for people to understand ordinary contracts and obligations. This is practical in a country where taxes, trade agreements, court notices and even charitable distribution depend heavily on written records.&lt;br /&gt;
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More advanced education leads into the priesthood, law, administration, specialised crafts or military service. The Dominion needs people capable of keeping accounts and reading formal documents in places far beyond Athedor. A talented child from an ordinary household can therefore gain status through temple education or state service, although families which already know the system naturally possess advantages.&lt;br /&gt;
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Office and recognised service carry considerable status in Ordanis. Priests, Justicars, officers, successful merchants and specialised artisans are all respected. Families with several generations of service to the Dominion often possess strong connections. They cannot inherit the Archon&#039;s throne, but they can pass on education, patronage and knowledge of how the administration works.&lt;br /&gt;
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=== Records, Contracts and Ordinary Disputes ===&lt;br /&gt;
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Dominion citizens are accustomed to putting agreements in writing. Small arrangements do not all require a magical Pact of Equilibrium, but the larger culture still favours witnesses, records and clearly stated obligations. This reduces some kinds of dispute while creating others. Two people may agree about what a document says and still argue over whether the terms were balanced when it was signed.&lt;br /&gt;
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Officials are also part of ordinary life more often than the grandeur of Athedor suggests. Farmers deal with harvest obligations. Merchants deal with weights, permits and contracts. Craftspeople may require inspection for work intended for a temple or public institution. Families receiving food during a shortage enter a system of temple distribution rather than depending entirely on private charity.&lt;br /&gt;
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The same habits affect how people argue. A person who believes they were treated unfairly is expected to point to an obligation, a witness, a record or a measurable loss rather than simply insist that the other side behaved badly. This does not stop personal grudges or dishonest testimony, but it gives ordinary disputes the same language of exchange and balance used by the courts.&lt;br /&gt;
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People with experience in administration therefore have an obvious advantage when dealing with officials. A farmer who understands harvest records, a merchant who knows how a Light Pact is written or a craftsperson who knows what an inspector will check can avoid problems that are harder for someone unfamiliar with the system. This is one reason families with long service in the temples or administration can keep influence without holding hereditary titles.&lt;br /&gt;
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=== Poverty and Communal Support ===&lt;br /&gt;
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The state treats hunger and severe poverty as threats to social balance. Temples operate communal kitchens in cities and rural areas and distribute part of the agricultural surplus to poor households, especially during shortages. The food comes from the same stores that hold temple shares and emergency reserves.&lt;br /&gt;
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Temple Overseers record harvest obligations and direct part of the surplus into storage. In cities those reserves can be sent to communal kitchens and organised distributions, while rural communities rely more directly on stores connected to nearby temple lands and farming districts.&lt;br /&gt;
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Food relief is treated as part of the religious community&#039;s duty to maintain balance rather than as a private gift from an individual priest. The system does not remove poverty, but it gives temples an established way to respond when harvest failure or another shortage leaves households without enough food.&lt;br /&gt;
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=== Culture and the Day of Scales ===&lt;br /&gt;
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Dominion art and architecture favour symmetry and paired opposites. Public buildings often use mirrored layouts, while paintings and sculpture commonly place light beside shadow, joy beside sorrow or life beside death. The purpose is not simply decoration. These pairings repeat the same ideas used in law and worship.&lt;br /&gt;
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Crafts made for public or religious use often follow the same preference for proportion. Smiths are praised for balanced weight, Lensmakers for clarity and Timekeepers for precision. These ideals do not make every Ordanis household perfectly symmetrical, but they influence what institutions consider proper workmanship.&lt;br /&gt;
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The most important annual public festival is the &#039;&#039;&#039;Day of Scales&#039;&#039;&#039;. Processions, public prayers and performances take place around the yearly Weighing. Games test fairness and impartial judgment, while stories and plays tell examples of balance and justice from Solanari tradition. Large crowds gather to watch the public parts of the Weighing and to see which officials leave the ceremony confirmed, ordered to perform penance or removed from office.&lt;br /&gt;
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The festival is important because the judgment of officials is made part of public religious life rather than kept entirely inside government offices. Priests and rulers take part in the same celebration as ordinary citizens while their conduct is being judged. The ceremony therefore reinforces both sides of Dominion rule: officials hold considerable religious authority, but they are also expected to answer for how they used it.&lt;br /&gt;
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For ordinary citizens the Day of Scales is also a holiday rather than only a political hearing. Religious performances, public games and processions continue around the formal judgments. The public celebration continues even while officials are being judged, so religious ceremony, entertainment and political accountability all take place during the same festival.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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The Dominion&#039;s economy combines ordinary agriculture and craft with unusually strong religious regulation. Most wealth still begins with land, labour, workshops and trade. What makes Ordanis different is the number of those activities which pass through temple administration, sacred inspection or written systems of obligation.&lt;br /&gt;
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=== Agriculture and Temple Land ===&lt;br /&gt;
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Agriculture is closely regulated because the Dominion treats land as something which must be used without exhausting it. Large tracts of farmland are supervised by &#039;&#039;&#039;Temple Overseers of the Harvest&#039;&#039;&#039;. They enforce crop rotations, organise planting and harvest rites and make sure that agricultural obligations to temples and the state are recorded.&lt;br /&gt;
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The Overseers do not personally farm every field under their supervision. Their role is to manage the religious and administrative rules which govern the land. Farmers still perform the work, make local decisions and respond to weather, pests and shortages, but they do so inside a system which expects records and planned rotations rather than leaving every field entirely to individual preference.&lt;br /&gt;
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The Dominion is known for its &#039;&#039;&#039;Blessed Crops&#039;&#039;&#039;, strains of grain and fruit cultivated under the supervision of priestly botanists. They are valued for resilience and high yields and are grown only inside the Dominion. Planting and harvesting are accompanied by temple rites, while the Overseers enforce crop rotations intended to preserve the fertility of the soil.&lt;br /&gt;
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Their resilience and high yields make Blessed Crops valuable exports and give foreign merchants another reason to trade with Ordanis.&lt;br /&gt;
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A significant portion of the harvest is kept for communal kitchens, temple stores and emergency reserves. Temple Overseers therefore influence how much produce enters storage and how much remains available for ordinary trade.&lt;br /&gt;
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=== Trade and the Pacts of Equilibrium ===&lt;br /&gt;
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Trade is highly regulated by the &#039;&#039;&#039;Council of Exchange&#039;&#039;&#039;, a religious body responsible for keeping commerce within Solanari law. Its central rule is the &#039;&#039;&#039;Equal Trade Doctrine&#039;&#039;&#039;, which holds that no party should gain at the expense of another. The council therefore examines whether the obligations placed on both sides are acceptable under Solanari law.&lt;br /&gt;
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The most important tool used to enforce this principle is the &#039;&#039;&#039;Pact of Equilibrium&#039;&#039;&#039;. These pacts are magical contracts written by temple scribes. They can define prices, taxes, market access, protection, duties and other obligations. Breaking a pact can bring a curse of bad fortune which remains until reparations are made.&lt;br /&gt;
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The attraction of the system is simple. A merchant who accepts a Pact also receives protection from practices the Dominion considers unfair. Local status does not automatically permit the other side to ignore the agreement. Foreigners who distrust Solanari theology may still value a market where registered weights are checked and a powerful local trader can be held to the same written terms.&lt;br /&gt;
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Dominion citizens can be subject to long-term redistribution and financial obligations which many foreign merchants would never accept. These obligations are intended to prevent wealth from accumulating so heavily in one place that it destabilises the wider system, although merchants naturally disagree over where the Dominion should draw that line. For this reason, foreigners are often offered &#039;&#039;&#039;Light Pacts&#039;&#039;&#039;. These agreements preserve rules concerning honest pricing, recognised measures and mutual obligations without imposing every domestic requirement.&lt;br /&gt;
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Skilled merchants and diplomats can sometimes negotiate exemptions or more favourable terms, especially when dealing through Light Pacts.&lt;br /&gt;
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=== Market of Scales and Revenue ===&lt;br /&gt;
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The &#039;&#039;&#039;Market of Scales&#039;&#039;&#039; in [[Athedor]] is divided into sections supervised by merchant-priests. They verify weights and measures, register contracts and hear disputes. Symbolic scales are used in formal hearings to reinforce the idea that every claim should be weighed against the other side.&lt;br /&gt;
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Large agreements attract more scrutiny than an ordinary purchase. Contract officers may examine the wording, identify obligations which need to be registered and determine which form of Pact applies.&lt;br /&gt;
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The Dominion raises revenue through taxes, temple dues, tariffs, legal fines, market fees and obligations written into registered pacts. These funds support roads, courts, granaries, garrisons, archives and temple administration. Because religion and government are intertwined, the distinction between a sacred obligation and a state payment is not always clear to outsiders.&lt;br /&gt;
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=== Aetherium and the Smiths of Balance ===&lt;br /&gt;
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&#039;&#039;&#039;Aetherium&#039;&#039;&#039; is a rare metal mined from sacred sites under strict supervision. It is light, strong and faintly luminous. The Dominion reserves it for sacred items, especially holy weapons, temple structures and ritual armour worn by the highest-ranking priests and paladins. Only those considered worthy are permitted to wield Aetherium weapons or armour.&lt;br /&gt;
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The &#039;&#039;&#039;Smiths of Balance&#039;&#039;&#039; are craftspeople who receive religious training alongside technical instruction. Their work is inspected before important items enter service. A paladin&#039;s sword is expected to be balanced precisely, while ordinary tools such as ploughs and hammers may also be blessed before use. The practice connects ordinary labour to the same ideas of proper use and balance found elsewhere in Solanari life.&lt;br /&gt;
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The best-known work of these smiths is the &#039;&#039;&#039;Armor of Equilibrium&#039;&#039;&#039;. These suits are both ceremonial and functional. Their construction allows the weight of the armour to shift with the wearer&#039;s movement, making them unusually responsive in use. Some Solanari traditions claim that the spirits of ancient Justicars remain within certain old suits, though this is treated as belief rather than proven fact.&lt;br /&gt;
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=== Divine Lensmakers and Timekeepers ===&lt;br /&gt;
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The &#039;&#039;&#039;Divine Lensmakers&#039;&#039;&#039; produce fine and enchanted glass for temples, observatories and scrying devices. Their most famous lenses are said to show light and shadow, good and evil, in their true forms. Scholars, priests and astronomers from outside the Dominion also seek their work.&lt;br /&gt;
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The &#039;&#039;&#039;Timekeepers of Solanar&#039;&#039;&#039; produce Divine Chronometers, enchanted timepieces known for their accuracy. They are attuned to the time kept at Solanar&#039;s Hourglass in Athedor and are distributed to temples, senior officials and other institutions which require exact timing for rites or administration.&lt;br /&gt;
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These crafts are prestigious, but they do not replace the ordinary workshops which supply the Dominion with clothing, tools, carts, building materials and military equipment. Their importance comes from the way they connect specialised skill with Solanari institutions and from the demand their best work receives abroad.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;country-feature country-feature--image-left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Army of the Dominion.png|700px|alt=Armoured Solanari soldiers marching beneath the banners of the sundial]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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The Dominion maintains professional soldiers, temple guards, garrison troops and the Paladins of Solanar. Military service is closely connected to administration. Campaigns are accompanied by clerks, logisticians and religious officials who record surrender terms, taxes, oaths and new legal obligations.&lt;br /&gt;
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The state does not describe its wars as righteous simply because they are fought by Solanari soldiers. Officially, force must be justified as defence, enforcement of a recognised obligation or correction of an imbalance serious enough to threaten wider order.&lt;br /&gt;
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Paladins commonly carry sundials or timepieces as part of their sacred regalia. These objects are religious symbols, but they also reflect the Dominion&#039;s wider habit of tying military service to precise rules, records and judgment.&lt;br /&gt;
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=== Professional Forces and Garrisons ===&lt;br /&gt;
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Professional troops form the core of Dominion field armies. Temple guards protect important religious institutions, while local garrisons maintain a permanent military presence at places the government considers strategically or administratively important. Paladin orders serve beside these forces but do not make up the entire military.&lt;br /&gt;
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The army depends on the same roads, stores and records as the civilian administration. Supplies drawn from temple stores and other registered stocks still have to be counted, moved and replaced. Dominion logisticians therefore travel with larger forces and maintain records of what a campaign consumes. This is less dramatic than the work of a paladin, but it is one of the reasons Dominion forces can remain organised far from Athedor.&lt;br /&gt;
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Garrison duty is as important to the state as battlefield success. A road, court or storehouse cannot remain part of the central system if local authority collapses around it. Soldiers therefore spend much of their service guarding fixed positions, escorting officials or protecting routes rather than fighting major battles.&lt;br /&gt;
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=== Paladins and Wars of Correction ===&lt;br /&gt;
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The &#039;&#039;&#039;Paladins of Solanar&#039;&#039;&#039; are the best-known military order of the Dominion. They are trained in doctrine as well as combat and may be sent outside the country when Dominion authorities believe a neighbouring conflict, ruler or magical threat has created a serious imbalance.&lt;br /&gt;
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The Dominion officially rejects wars fought for expansion or plunder. Its foreign interventions are instead described as &#039;&#039;&#039;wars of correction&#039;&#039;&#039;, campaigns intended to restore equilibrium where Dominion authorities believe corruption, disorder or another force has gone too far. This does not mean outsiders agree with the justification. A state which has been placed under Solanari terms after losing a war may see very little difference between correction and conquest.&lt;br /&gt;
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Solanari doctrine also means the paladins do not automatically side with whoever appears morally righteous. A tyrant may be judged an obvious threat to the balance, but a religious movement trying to eliminate every form of darkness can also be considered dangerous if its success would destroy the equilibrium Solanar&#039;s followers believe must exist.&lt;br /&gt;
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=== Campaign Administration ===&lt;br /&gt;
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Religious officials and administrators travel with larger forces so that military decisions can be turned quickly into written surrender terms, occupation rules or new obligations. Dominion intervention is therefore unusually administrative. A captured fort may be followed almost immediately by registration of property, tax obligations, recognised authorities and new contracts.&lt;br /&gt;
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=== Commander-in-Chief ===&lt;br /&gt;
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The standing forces are commanded by &#039;&#039;&#039;[[Alaric Vaelstrom]]&#039;&#039;&#039;. He is recognised by his eyepatch and has a reputation as a disciplined and capable commander. The absence of an Archon has made his office more politically important because he commands the Dominion&#039;s organised military forces during the current vacancy.&lt;br /&gt;
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Vaelstrom does not replace the Archon or the civil institutions. His importance comes from circumstance. If a border crisis, internal revolt or foreign intervention demanded a rapid military response, the Commander-in-Chief would have to act while the councils and courts continued arguing over matters which an Archon would normally be able to settle more quickly.&lt;br /&gt;
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== Recent History ==&lt;br /&gt;
&lt;br /&gt;
Two recent events shape current Dominion politics: the assassination of the Archon and the Dominion&#039;s recent involvement in [[Bhornholdir]].&lt;br /&gt;
&lt;br /&gt;
The assassination left the supreme office vacant and forced the senior institutions to govern without the person who normally gives the final judgment. The Council of Balance, High Justicar, Council of Exchange and military command all continue to function, but none possesses the same complete authority as the Archon. Decisions that the Archon once settled now have to be negotiated between these offices.&lt;br /&gt;
&lt;br /&gt;
The vacancy also changed the meaning of the next succession. Choosing a new Archon will fill the empty religious office, but the successor will also inherit a government in which several institutions have spent time exercising greater independence. Officials who gained influence during the vacancy have reason to care about who receives the throne and how the new Archon judges decisions made in the meantime.&lt;br /&gt;
&lt;br /&gt;
The other major recent issue is [[Bhornholdir]]. The Dominion entered the city while supporting [[Kurn Daruhm]] in the war in which the Empire remains involved. Kurn granted Bhornholdir to Ordanis as a bastion during that support, and Dominion soldiers and officials administered it while they were stationed there. [[Eryndor Sadirn]] was among the contract officials involved with permits and formal obligations during this period.&lt;br /&gt;
&lt;br /&gt;
The Dominion later withdrew from Bhornholdir, and the city returned to Kurn Daruhm. The withdrawal did not end the wider partnership between the two states.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
Dominion diplomacy follows many of the same habits as its domestic government. Envoys arrive with written terms, contract officials and a strong preference for obligations which can be recorded and enforced. Trade missions often use Light Pacts rather than the stricter agreements imposed on Dominion citizens, while more important political arrangements can involve longer and more complicated commitments.&lt;br /&gt;
&lt;br /&gt;
A political agreement and a Pact of Equilibrium are not always the same document. The broad agreement may establish cooperation, military access or trade, while the Pact defines the obligations that can actually be enforced through Solanari magic. Contract officials therefore spend a great deal of time on practical questions: how long an obligation lasts, what each side must provide, what counts as fulfilment and how the agreement can be ended. A government willing to negotiate with Ordanis is not automatically required to accept every form of Pact the Dominion proposes.&lt;br /&gt;
&lt;br /&gt;
When a Pact is accepted, exact wording matters. Dominion envoys prefer a written amendment when circumstances change rather than an informal promise that an obligation will simply be ignored. Foreign officials can find this slow, especially during a crisis, but it also means that concessions, exemptions and limits can be recorded clearly instead of depending on the memory of whoever negotiated them. This is one reason contract officials often travel with Dominion diplomatic missions rather than remaining in Athedor.&lt;br /&gt;
&lt;br /&gt;
=== Relations in Practice ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[County of Dulavein|Dulavein]].&#039;&#039;&#039; Ordanis shares a border with Dulavein to the south. Trade and movement continue across the frontier, but the two states organise authority very differently. Dulavein relies heavily on regional administration, old aristocratic rights and local institutions, while the Dominion prefers central religious law and written obligations.&lt;br /&gt;
&lt;br /&gt;
Inside Dulavein, Dominion officials and merchants must follow local road rules and the directions of Mistwalkers when the mist makes travel unsafe. A Solanari permit or schedule does not overrule those conditions. Relations remain functional because both sides benefit from keeping the border usable, but neither government treats the other as a natural ally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kurn Daruhm]].&#039;&#039;&#039; Ordanis maintains a formal partnership with Kurn Daruhm and recently sent forces to aid the Empire in its ongoing war. [[Bhornholdir]] was placed under Dominion administration as a bastion during that support. After Ordanis withdrew, the city returned to Kurn Daruhm and the wider partnership continued.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Scale Concord of Varkesh|Varkesh]].&#039;&#039;&#039; Varkesh lies southeast of Ordanis across nearby waters. Both states place unusual importance on written obligations, but they organise them differently. Ordanis relies on central religious law and the Pacts of Equilibrium, while Varkesh records treaties through the Concord of Scales and controls foreign activity through charters issued under Varkeshi law.&lt;br /&gt;
&lt;br /&gt;
This difference matters in ordinary diplomacy. A Dominion envoy may negotiate with the First Speaker, but a national treaty still requires approval through the Concord, while foreign merchants remain subject to Varkeshi charters and local law. Dominion officials therefore cannot assume that one agreement made at the top settles every local question.&lt;br /&gt;
&lt;br /&gt;
Trade follows the same pattern. A Dominion merchant operating in Varkesh still needs the charters and permissions required of other foreigners, even if the merchant already carries a Solanari contract. Varkeshi merchants in Ordanis are treated as foreign traders and can use Light Pacts rather than the stricter obligations applied to Dominion citizens. Neither system replaces the other once somebody crosses the border.&lt;br /&gt;
&lt;br /&gt;
The two governments are not close allies, but their officials understand the value the other places on records, witnesses and formal obligations. That gives them a practical basis for diplomacy even when they disagree over who has the authority to approve a particular term.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Trade Republic of Lugeorti|Lugeorti]].&#039;&#039;&#039; Lugeorti lies southeast of Ordanis and maintains trade with almost every government willing to recognise its contracts and protect Seto merchants. Its proximity makes regular commercial contact practical. Both states rely heavily on written records, licences and formal contracts, so their merchants are usually dealing with procedures they already understand even when the rules themselves are different.&lt;br /&gt;
&lt;br /&gt;
Seto merchants operating in Ordanis normally use Light Pacts, which preserve the Dominion&#039;s rules on recognised measures, payment and mutual obligations without imposing every domestic requirement. Dominion merchants entering Lugeorti face the opposite situation: a Solanari contract does not give them the right to sell goods there. They still need the trade permit required by the Lugeorti province in which they intend to operate.&lt;br /&gt;
&lt;br /&gt;
The largest disagreement is over what a fair transaction actually means. Ordanis follows the Equal Trade Doctrine and rejects an exchange in which one side gains at the expense of the other. Lugeorti is openly mercantile and expects a successful merchant to make a profit as long as the trade remains lawful. Seto merchants can therefore consider a Dominion contract too restrictive, while Dominion officials can reject a profitable agreement because they believe its terms place too much of the burden on one side.&lt;br /&gt;
&lt;br /&gt;
The difference has not stopped trade. Dominion lenses, chronometers, Blessed Crops and other specialised goods can find buyers through Lugeorti&#039;s commercial network, while Ordanian merchants have access to Seto textiles, financial services and foreign goods brought into the Grand Bazaar. The relationship is practical rather than ideological, and most disputes concern permits, prices and contract wording rather than wider political hostility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-relations&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[County of Dulavein|Dulavein]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--uneasy&amp;quot;&amp;gt;Cautious neighbour&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ordanis shares a border with Dulavein. Trade continues across the frontier, but the mist, regional administration and Mistwalker authority make the relationship cautious.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Kurn Daruhm]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Formal partnership&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ordanis maintains a formal partnership with Kurn Daruhm and recently aided the Empire in its ongoing war. Bhornholdir returned to Kurn after the Dominion withdrew.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Scale Concord of Varkesh]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--guarded&amp;quot;&amp;gt;Cautious formal contact&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ordanis maintains cautious formal contact with Varkesh across nearby waters. Both states value written obligations, but Varkesh relies on Concord approval and foreign charters rather than Solanari Pacts.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Trade Republic of Lugeorti|Lugeorti]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--neutral&amp;quot;&amp;gt;Regular trade&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ordanis trades regularly with Lugeorti. Their merchants are used to formal contracts and permits, but the two states disagree over how far profit can go before a trade becomes unfair.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Settlements and Landmarks ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Athedor]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The capital of the Dominion and centre of Solanari government. Its major districts contain temples, archives, courts, markets and the offices of the central administration.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Market of Scales&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Athedor&#039;s best-known commercial district. Merchant-priests supervise weights, measures, formal contracts and disputes between traders.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Solanar&#039;s Hourglass&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The great temple complex associated with official timekeeping, major ceremonies and the yearly Weighing of the Scales.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Figures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Alaric Vaelstrom.png|400px|alt=Commander-in-Chief Alaric Vaelstrom]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Alaric Vaelstrom]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Commander-in-Chief of the Dominion host. His authority has become especially important while the Archon&#039;s seat remains vacant.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:High Justicar of the Dominion.png|400px|alt=High Justicar Seraphine Caldran]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Seraphine Caldran&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The current High Justicar. She presides over the highest tribunals beneath the Archon and oversees major questions of law, corruption and official misconduct.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Speaker of the Council of Balance.png|400px|alt=Speaker Cassian Merovar]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Cassian Merovar&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Speaker of the Council of Balance. He manages the council&#039;s sessions and much of the formal coordination between the central institutions during the current vacancy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Eryndor Sadirn.png|400px|alt=Eryndor Sadirn, Dominion contract official]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Eryndor Sadirn]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A senior contract official associated with Pacts of Equilibrium, permits and external obligations. He served in [[Bhornholdir]] during the Dominion&#039;s presence there and handled part of the contract administration connected to the city.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-related&amp;quot;&amp;gt;&lt;br /&gt;
[[Solanar]] · [[Athedor]] · [[Bhornholdir]] · [[Kurn Daruhm]] · [[County of Dulavein|Dulavein]] · [[Scale Concord of Varkesh|Varkesh]] · [[Trade Republic of Lugeorti|Lugeorti]] · [[Pacts of Equilibrium]] · [[Weighing of the Scales]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations and Realms|Dominion of Ordanis]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Kurn_Daruhm&amp;diff=666</id>
		<title>Kurn Daruhm</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Kurn_Daruhm&amp;diff=666"/>
		<updated>2026-09-18T00:37:24Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country styles}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Kurn Daruhm page-local colour palette. Country-specific colours stay here, not in MediaWiki:Common.css. --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-page country-page--kurn&amp;quot; style=&amp;quot;--country-accent:#984d2e;--country-deep:#221713;--country-paper:#f5f0e6;--country-paper-alt:#ebe1d1;--country-ink:#30251f;--country-muted:#74645a;--country-line:rgba(73,51,39,0.22);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Kurn Daruhm hero.jpg|1600px|class=country-hero__image|alt=The dark stone capital of Kurn Daruhm beneath smoke and firelight]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__eyebrow&amp;quot;&amp;gt;NATION OF ERINDAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__title&amp;quot;&amp;gt;Empire of Kurn Daruhm&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__subtitle&amp;quot;&amp;gt;Realm of the Flameforged&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__heading&amp;quot;&amp;gt;Imperial Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__emblem&amp;quot;&amp;gt;[[File:Kurn Daruhm emblem.png|220px|alt=Emblem of Kurn Daruhm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Empire of Kurn Daruhm&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Common name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Kurn Daruhm&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Hereditary monarchy&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Capital&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Mal Darum]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Ruler&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Drogan Ironheart III]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Administration&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Decentralised provinces and city councils&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Major peoples&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Forge dwarves; Hearth dwarves&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official language&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Dwarven Pantheon]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Founded&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;c. 2716 AHF&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__map&amp;quot;&amp;gt;[[File:Kurn Daruhm map.png|320px|alt=Location of Kurn Daruhm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Empire of Kurn Daruhm&#039;&#039;&#039; is a nation founded by dwarves, who continue to make up the vast majority of its population. Humans, orcs, elves, halflings and gnomes also live within the empire, but they remain small minorities and are found mainly in ports, border settlements and territories brought under imperial rule. Kurn Daruhm stretches across plains, mountain ranges and the coast of the Sea of Storms. Many of its cities were established around mines, forges and trade routes, with entire districts extending beneath the surface.&lt;br /&gt;
&lt;br /&gt;
The dwarven population is divided between Forge dwarves and Hearth dwarves. Forge dwarves are generally taller and physically stronger. They are closely associated with mining, metalworking, heavy industry and the imperial military. They also possess a greater affinity for magic, particularly fire magic, and have been responsible for many of the empire&#039;s technological developments. Hearth dwarves are shorter and more compactly built. Most live in the fertile valleys and surface settlements, where they work as farmers, animal breeders, woodworkers and stonemasons. They are known for their endurance and for maintaining the agricultural communities that supply the larger dwarven cities.&lt;br /&gt;
&lt;br /&gt;
Both groups are commonly known as the Flameforged. Fire is important to them not only as a tool for heating metal, but also as a source of magic and a form of art. Dwarven artisans use controlled flames in glasswork, sculpture and the creation of magical weapons. Fire is seen as both destructive and creative: it can ruin what has been built, but it can also reshape raw material into something stronger.&lt;br /&gt;
&lt;br /&gt;
Family, clan and ancestry remain central to dwarven society. A dwarf&#039;s clan often influences their trade, political connections and place within the local community. Promises and agreements are taken seriously, while betrayal of one&#039;s family or allies is considered a grave offence. Dwarven celebrations commonly include large meals, strong drink, drums, horns and stories concerning the deeds of ancestors and heroes.&lt;br /&gt;
&lt;br /&gt;
Kurn Daruhm was founded about 1,600 years before the present, when [[Durgadd Fireblessed]] united the largest dwarven settlements through conquest and alliance. He founded [[Mal Darum]] on a central plateau so the new capital would belong to the whole realm instead of one older clan. His son [[Doramin]] later established the first common laws and gave the empire a government which could continue after the wars of unification.&lt;br /&gt;
&lt;br /&gt;
Kurn Daruhm is ruled as a hereditary monarchy, although much of its daily administration is handled by governors, city councils and influential clans. The empire&#039;s wealth comes mainly from mining, smithing, agriculture and clockwork engineering. Its military reflects the same strengths, relying on heavily armoured infantry, crossbowmen, siege engineers and mages trained in the use of fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Capital&amp;lt;/span&amp;gt;[[Mal Darum]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Ruler&amp;lt;/span&amp;gt;[[Drogan Ironheart III]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;Hereditary monarchy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Known for&amp;lt;/span&amp;gt;Flamecraft, mining and clockwork&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and People ==&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Kurn Daruhm covers a varied stretch of land extending from the coast of the [[Sea of Storms]] to the mountain ranges of the interior. Broad plains and rolling hills surround [[Mal Darum]], while fertile valleys provide much of the grain and livestock needed by the larger cities. The mountains contain the empire&#039;s richest mines and several of its oldest settlements. Winters are particularly severe in the north and at higher elevations, where blizzards, avalanches and sudden changes in weather can isolate mining communities for days at a time.&lt;br /&gt;
&lt;br /&gt;
The dwarves do not build exclusively beneath the ground. Mal Darum stands on a central plateau, [[Bhornholdir]] occupies both banks of a river on the coast, and many Hearth dwarf communities are built across the valleys and plains. Mountain cities such as [[Mirn Torum]] and [[Hil Doral]] extend both above and below the surface, with mines, workshops, storerooms and roads cut deep into the rock. Even settlements built mostly above ground often have underground districts connected to mines or defensive tunnels.&lt;br /&gt;
&lt;br /&gt;
Imperial roads link the capital with the provincial cities, border posts and ports. Their condition varies by province, but the principal routes are wide enough for military columns and heavy trade wagons. The plains around Mal Darum are used for grazing, while the nearby hills provide timber, stone and smaller mineral deposits. Bhornholdir gives the empire access to overseas trade, and [[Khimtaruhr]] guards the northeastern approaches while also handling commerce with the [[Krugmurd Horde]] and the [[Grand Duchy of Swanvein]].&lt;br /&gt;
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=== Population ===&lt;br /&gt;
Dwarves form the clear majority of the empire&#039;s population. Humans, orcs, elves, halflings and gnomes are present in much smaller numbers, particularly in ports, border towns and subject territories. The Grand Duchy of Swanvein remains predominantly human, while traders and foreign craftsmen are a common sight in Bhornholdir and other commercial centres.&lt;br /&gt;
&lt;br /&gt;
Non-dwarves are not forbidden from settling in Kurn Daruhm, but acceptance into a dwarven community can take time. Clan connections, old agreements and family reputations matter greatly, and newcomers often begin without any of them. Those who prove reliable and useful to their neighbours may gain considerable respect, while those who break an agreement find that the offence is remembered for a long time.&lt;br /&gt;
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=== Forge and Hearth dwarves ===&lt;br /&gt;
The dwarves of Kurn Daruhm are divided into two main peoples: Forge dwarves and Hearth dwarves. Both share the same language, faith and imperial identity, and both are known collectively as the [[Flameforged]]. The distinction is important within dwarven society, but it does not divide the empire into two separate nations. Forge and Hearth dwarves live in the same cities, serve in the same army and commonly belong to the same institutions.&lt;br /&gt;
&lt;br /&gt;
Forge dwarves are generally taller and more heavily built, with broad shoulders and greater physical strength. They are strongly represented among miners, metalworkers, soldiers and heavy engineers. They also have a greater natural affinity for magic, especially fire magic. Most of the empire&#039;s advances in mining machinery, metallurgy, weaponsmithing and large-scale engineering have come from Forge dwarf workshops and academies.&lt;br /&gt;
&lt;br /&gt;
Forge communities are often based in fortified cities, mountain holds and industrial districts. They tend to be more formal in matters of clan, worship and ceremony, and place great value on objects made to endure for generations. Their technological skill does not make them socially progressive; many Forge clans remain protective of their traditions, professional secrets and established place within the empire.&lt;br /&gt;
&lt;br /&gt;
Hearth dwarves are shorter and more compactly built. They are known for their endurance and are common among farmers, animal breeders, woodworkers and stonemasons. Many live in smaller surface settlements and fertile valleys, where they maintain much of the agriculture that supports the empire&#039;s urban population. Hearth communities are generally more open to regular contact with outsiders and place greater importance on communal gatherings and cooperation between neighbouring families.&lt;br /&gt;
&lt;br /&gt;
These are broad differences rather than strict rules. A Hearth dwarf may become an engineer or soldier, and a Forge dwarf may own a farm or merchant house. What matters most to most dwarves is the reputation of the individual, their family and their clan rather than whether they fit the usual occupation of their people.&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Clan and family are central to life in Kurn Daruhm. Many clans are associated with a trade, profession or settlement, and dwarves commonly use their clan name as a surname. A clan may help arrange an apprenticeship, support a member during hardship or use its influence in local politics. In return, its members are expected to protect its reputation and assist their relatives when called upon. This loyalty can extend across generations, as can disputes between families.&lt;br /&gt;
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A spoken promise carries considerable weight. Dwarves expect agreements to be direct, and deliberately breaking one&#039;s word is treated as a serious offence. Betrayal of family, clan or sworn allies is worse still. Forgiveness is possible, but it usually requires the offender to repair the harm rather than merely apologise for it. This attitude affects both private life and trade, where a merchant&#039;s reputation may be worth as much as the goods they sell.&lt;br /&gt;
&lt;br /&gt;
Craftsmanship is respected throughout dwarven society. Smiths, miners and engineers hold great prestige, but the same respect is given to skilled stonemasons, woodworkers, farmers, brewers and glassworkers. Dwarves judge an object by how well it performs its purpose and how long it will endure. The finest weapons, tools and pieces of jewellery are often kept as family heirlooms and passed from one generation to the next.&lt;br /&gt;
&lt;br /&gt;
Fire is the defining symbol of the Flameforged. It is used in mining, smithing, glassworking, cooking and magic, but it is also treated as an art in its own right. Skilled fire-workers can control the colour, temperature and shape of a flame, producing moving patterns, fire sculptures and delicate glasswork. Some smiths bind magical fire into weapons so that the blade or head can ignite in battle. A small number of powerful mages are even capable of opening short-lived passages through flame, although such magic is rare and dangerous.&lt;br /&gt;
&lt;br /&gt;
Fire is understood as both creative and destructive, and dwarven teachings often stress that it must remain under control and in balance with the other elements. A flame can provide warmth, shape metal and produce art, but the same flame can destroy a home or poison a mine. Careless use of fire magic is therefore treated as a failure of discipline rather than a sign of strength.&lt;br /&gt;
&lt;br /&gt;
Forge and Hearth dwarves give fire somewhat different meanings. Forge dwarves usually associate it with strength, transformation and the test of the forge. The lighting of a new furnace or completion of a major weapon, machine or fortification may be marked by a formal ceremony. Hearth dwarves place more emphasis on fire as the centre of a home or community. Shared meals, family recipes and local celebrations are commonly organised around a communal hearth.&lt;br /&gt;
&lt;br /&gt;
Feasts are an important part of both religious and secular celebrations. Large meals, ale and other strong drinks are accompanied by drums, horns and songs. Storytelling is equally important, particularly accounts of ancestors, famous rulers, craftsmen and soldiers. These stories are not always treated as perfect historical records, but they preserve the names and deeds that a clan believes should not be forgotten.&lt;br /&gt;
&lt;br /&gt;
The dwarves honour both their gods and their ancestors. Offerings may be left at a temple, family shrine, grave or the place where an ancestor practised their craft. Forge dwarves tend towards more formal ceremonies, while Hearth observances are often held as family or community gatherings. Neither approach is considered less sincere.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Flameforged artisans.jpg|700px|alt=Forge and Hearth dwarves working beside a communal fire]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Government and Administration ==&lt;br /&gt;
Kurn Daruhm is a hereditary monarchy ruled by the emperor from [[Mal Darum]]. The throne normally passes to the eldest child of the reigning emperor, regardless of whether that heir is a son or daughter. The emperor has the final authority over imperial law, foreign policy, military command and the distribution of resources between provinces.&lt;br /&gt;
&lt;br /&gt;
If there is no clear heir, or if the designated heir is judged unfit to rule, the [[Council of Dwarves]] convenes to select a new emperor. The council is formed from influential and respected dwarves drawn from major clans, cities, professions and imperial institutions. It is not a permanent replacement for the monarchy. Its greatest constitutional power is used only when the ordinary succession cannot continue safely.&lt;br /&gt;
&lt;br /&gt;
Daily government is highly decentralised. Each province has a governor and its own officials responsible for taxation, trade, public works and defence. Major cities also have councils which decide local matters and oversee their own administrations. Governors and councils possess considerable freedom as long as they meet their obligations to the empire, although the emperor may overrule their decisions.&lt;br /&gt;
&lt;br /&gt;
This system allows distant parts of Kurn Daruhm to respond to local problems without waiting for orders from Mal Darum. It also gives powerful clans and provincial officials opportunities to favour relatives or protect their own interests. Accusations of corruption and nepotism are a recurring part of imperial politics, especially when appointments, mining rights or public contracts are granted without a clear explanation.&lt;br /&gt;
&lt;br /&gt;
The current ruler, [[Drogan Ironheart III]], has concentrated much of his reign on internal reform. Imperial funds have been used to improve roads, bridges and aqueducts, while a system of public education has expanded access to literacy and basic mathematics. These projects have improved trade and the living conditions of many common dwarves, but Drogan&#039;s preference for negotiation and gradual reform has also angered officials who want a more aggressive policy abroad.&lt;br /&gt;
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== Faith ==&lt;br /&gt;
The dwarven pantheon is closely tied to the founding of the empire. [[Durgadd Fireblessed]] and [[Doramin]] were once mortal rulers who helped unite the dwarven settlements and establish their first laws. Both later ascended and became actual gods. They are therefore remembered at the same time as historical founders, ancestors of the empire and divine beings who continue to receive worship.&lt;br /&gt;
&lt;br /&gt;
Durgadd is the most widely revered of the four principal deities. His temples are common in military settlements, mining towns and districts known for metalworking. Doramin is invoked in courts, councils, treaties and attempts to end conflict. Belrielle&#039;s followers are prominent among merchants and mages, while Melkum attracts those who value cunning, secrecy and the less predictable aspects of fire.&lt;br /&gt;
&lt;br /&gt;
Worship is not confined to temples. Families maintain small shrines to their ancestors, guilds make offerings connected to their craft, and soldiers may carry symbols of Durgadd or Doramin into battle. Important tools, weapons and works of art are sometimes dedicated to a deity when they are completed. The principal gods are respected across Kurn Daruhm, although individual cities and clans may also honour lesser members of the pantheon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mini-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Durgadd Fireblessed]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;All-father and patron of war and the forge. He united the early dwarven settlements and founded the empire before ascending to godhood. His symbol is a fiery hammer striking an anvil.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mini-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Doramin]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;God of peace and order and the son of Durgadd. He established the first laws of the dwarven realm before his own ascension. His symbol is a dwarven face worked into metal.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mini-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Belrielle]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Goddess of trade and magic, honoured by merchants and arcane practitioners. Her symbol is a coin marked with a magical sign.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mini-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Melkum]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;God of fire and trickery, respected and mistrusted in equal measure. His symbol is a dark cloak, and his followers are known for cunning and the deceptive use of flame.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main article: [[History of Kurn Daruhm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Early settlements and unification ===&lt;br /&gt;
The dwarves who first settled the region lived in separate communities built around mineral veins, fertile valleys and defensible mountain sites. Mining provided metal and stone, while the surface settlements developed farming methods suited to the local soil. As these communities grew, they established trade routes and alliances with neighbouring dwarven clans, but they did not yet form a single state.&lt;br /&gt;
&lt;br /&gt;
[[Durgadd Fireblessed]] rose to power during this period. He was both a warrior and a skilled blacksmith, and many of the weapons used in his early campaigns were said to have come from his own forge. Through a combination of conquest and alliance, Durgadd united the principal dwarven settlements under one ruler. He founded [[Mal Darum]] on a central plateau and made it the seat of the new empire.&lt;br /&gt;
&lt;br /&gt;
Durgadd&#039;s son [[Doramin]] governed differently from his father. He preferred negotiation and ordered rule to constant warfare, and he established the first common laws of the dwarven realm. Provincial obligations, agreements between clans and the authority of the crown were placed into a more stable system during his reign. Together, Durgadd and Doramin created the foundations on which the later empire was built. Both eventually ascended to godhood and became the central figures of the dwarven pantheon.&lt;br /&gt;
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=== Expansion beyond the heartland ===&lt;br /&gt;
Kurn Daruhm expanded as its population and demand for resources increased. New mines, roads and fortified settlements brought more of the surrounding land under imperial control. The empire also established the [[Principality of Herm Tharim]] in the desert, where valuable mineral deposits were believed to lie. The first settlements struggled with the climate and lack of water, but dwarven engineers constructed irrigation systems that allowed permanent communities to survive. The port of [[Dhan Buldahr]] later connected the territory to the rest of the empire.&lt;br /&gt;
&lt;br /&gt;
Expansion into [[Grand Duchy of Swanvein|Swanvein]] came through war rather than settlement. The conflict began over a silver mine claimed by both the dwarves and the human grand duchy. Swanvein launched a surprise attack against the dwarven forces guarding the mine, beginning a war that continued for several years and cost both sides heavily. The dwarves eventually broke the human army in a major offensive and forced the duchy to surrender.&lt;br /&gt;
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Under the terms imposed after the war, Swanvein recognised the emperor as its overlord, ceded the disputed mine and began paying tribute. The humans retained their own grand duchy and much of their local administration. The city of [[Coldvein]] was not destroyed; instead, the dwarves strengthened its roads, defences and trading facilities. Dwarven banners and architectural additions remain visible reminders that the city is now part of the empire.&lt;br /&gt;
&lt;br /&gt;
=== War of Endless Storms ===&lt;br /&gt;
The most destructive conflict in the empire&#039;s more recent history was the [[War of Endless Storms]] against the [[Holy Kingdom of Alyren Shaeras]]. Elven magic brought powerful storms across dwarven territory, damaging settlements and disrupting roads and supply lines. Kurn Daruhm answered with its own armies and fire mages, turning the war into a prolonged contest between two states with very different military and magical traditions.&lt;br /&gt;
&lt;br /&gt;
General [[Tavla Ironheart]] became famous during the war after leading a small force into a fortified elven stronghold. Her soldiers disrupted the defenders&#039; command structure and opened the way for a successful imperial assault. The victory did not decide the entire war, but it made Tavla one of the most respected living generals in Kurn Daruhm.&lt;br /&gt;
&lt;br /&gt;
Neither nation was able to secure a lasting victory over the other. The war ended through a negotiated peace, but it did not remove the religious and territorial disputes which had helped cause it. Border incidents still occur, and both states maintain forces close to the frontier.&lt;br /&gt;
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=== Disasters and the present reign ===&lt;br /&gt;
Kurn Daruhm has also suffered internal rebellions, earthquakes and volcanic activity during its history. Its most infamous loss was [[Dhemuhm]], once a major centre of engineering and experimentation. A disaster destroyed the city centuries ago, but its cause remains disputed. Some blame engineers working with forbidden technology, while others believe an earthquake or volcanic event was responsible. The ruins remain dangerous, yet scholars and scavengers continue to enter them in search of lost inventions.&lt;br /&gt;
&lt;br /&gt;
To the northwest, the magical destruction of the [[Forgotten Kingdom]] created another long-term threat. The land became a frozen wasteland controlled by necromancers and their undead servants. Kurn Daruhm has sent several expeditions across the border, but none have returned. The imperial court continues to study the region, and rumours of a future invasion have never entirely disappeared.&lt;br /&gt;
&lt;br /&gt;
The reign of [[Drogan Ironheart III]] has so far been defined more by reconstruction and reform than conquest. His investments in roads, aqueducts and education have strengthened the interior of the empire. At the same time, generals and officials who favour expansion increasingly argue that Kurn Daruhm has become too cautious toward its neighbours and enemies.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Mining, metalworking and agriculture form the base of the imperial economy. Clockwork engineering is smaller in scale but important to the empire&#039;s technology and prestige. Kurn Daruhm exports metals, armour, weapons, tools and machinery, while importing food, spices, textiles and other goods that are difficult to produce within its own borders.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mountains of Kurn Daruhm contain extensive deposits of iron, copper, silver, gold and precious stones. Some mines have operated for generations and have grown into networks of shafts, tunnels and underground chambers large enough to resemble settlements. Waterwheels, pulleys, pumps and specialised machinery are used to move workers, ore and water through the deeper levels.&lt;br /&gt;
&lt;br /&gt;
Many mining clans describe the earth as the mother of life and believe that its wealth should not be taken carelessly. In practice, the need for ore does not always agree with this ideal, but wasteful excavation and the needless destruction of a productive vein are widely condemned. A well-managed mine is expected to remain useful to the clan or city that will inherit it.&lt;br /&gt;
&lt;br /&gt;
The most valuable mineral found in the empire is [[Gorgonite]], a rare metal-bearing mineral with a deep green colour and faint iridescent sheen. It is used in high-quality weapons, armour and specialised tools. Access to productive Gorgonite veins is closely guarded, and control over a new deposit can greatly increase the wealth and political influence of a city or clan.&lt;br /&gt;
&lt;br /&gt;
Mining remains dangerous despite the dwarves&#039; experience. Cave-ins, underground water, toxic gases and hostile creatures all threaten workers. Mines maintain safety procedures and inspect accidents to determine their cause, although standards are not applied equally in every province. The deepest workings of Mirn Torum are particularly rich, but only experienced crews are permitted to enter the most dangerous sections.&lt;br /&gt;
&lt;br /&gt;
=== Smithing ===&lt;br /&gt;
Armour and weapons made in Kurn Daruhm are traded throughout Erindal. Dwarven plate is valued for its strength and careful construction, while axes, hammers and crossbows are known for remaining reliable after years of use. The most prestigious pieces combine metalwork, gems, engraving and fire magic, making them as much works of art as tools of war.&lt;br /&gt;
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Most professional smiths belong to guilds or clans which control apprenticeships and enforce standards within their city. These organisations also maintain the military stockpiles of weapons and armour required by provincial forces. During religious festivals, coronations and military commemorations, smiths may be commissioned to produce ceremonial arms which record the names of rulers, battles or honoured ancestors.&lt;br /&gt;
&lt;br /&gt;
Well-made weapons are frequently passed down within a family rather than sold after the original owner&#039;s death. Damage is repaired and worn parts are replaced while the history of the object is preserved. This practice has created heirlooms which have remained in use for several generations and carry considerable value even when they are no longer the finest weapons available.&lt;br /&gt;
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=== Agriculture ===&lt;br /&gt;
Most farming is carried out in the fertile valleys and on the plains surrounding the larger settlements. Barley and wheat are the principal crops and are used to produce bread, porridge and beer. Goats, sheep and cattle provide milk, cheese, wool and meat. Beef stew made with root vegetables is a common meal in many dwarven communities, particularly during winter.&lt;br /&gt;
&lt;br /&gt;
Hearth dwarves form much of the rural population, although land is also held by temples, clans and urban merchants. Irrigation, stone-lined terraces and careful breeding have allowed the dwarves to make productive use of difficult terrain. Herm Tharim depends on more extensive irrigation works because little can be grown in the desert without them.&lt;br /&gt;
&lt;br /&gt;
Domestic agriculture cannot fully support the empire&#039;s growing cities. Kurn Daruhm therefore imports grain, preserved food and products which cannot be grown in its climate. These imports are paid for largely through the export of metal, crafted goods and machinery, making stable trade routes important even to communities far from the coast.&lt;br /&gt;
&lt;br /&gt;
=== Clockworking ===&lt;br /&gt;
Clockworking is a smaller industry than mining or smithing, but it has a growing influence on both. Dwarven clockworkers produce locks, measuring devices, precision tools and machinery used in mines and workshops. The finest mechanisms require parts made to exact measurements, and experienced clockworkers are respected for patience as much as invention.&lt;br /&gt;
&lt;br /&gt;
[[Hil Doral]] is the principal centre of the craft. Its workshops build devices ranging from small mechanical toys to large industrial machines, while its engineering academy teaches gearwork, mechanical design and the construction of automatons. Clockwork golems are used for mining, construction and guard duty within the city, although their cost and complexity prevent them from being common throughout the empire.&lt;br /&gt;
&lt;br /&gt;
Clockworkers closely guard valuable designs. Foreign agents and rival workshops have attempted to steal or sabotage new mechanisms, particularly those created in Hil Doral. Conservative clans also question whether the increasing use of automatons and complex machinery is worth the danger, often pointing to the destruction of Dhemuhm as a warning.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main article: [[Military of Kurn Daruhm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Army of Kurn Daruhm optimized.jpg|700px|alt=An imperial dwarven army and its supply column marching through a mountain pass]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
The Imperial Army is organised around heavily armoured infantry. Ordinary footmen fight with shields, swords, axes and hammers, and are trained to hold formation in confined tunnels as well as on open ground. Their armour and discipline make them difficult to dislodge, but dwarven armies are generally slower than those which rely on large numbers of light troops or horses.&lt;br /&gt;
&lt;br /&gt;
Crossbowmen provide most of the army&#039;s ranged support. Their weapons are powerful enough to threaten armoured opponents and can be used effectively from walls, prepared positions and narrow mountain passes. Crossbow units receive enough close-combat training to defend themselves if the enemy reaches their line, although they are not intended to replace the heavy infantry.&lt;br /&gt;
&lt;br /&gt;
The empire maintains regiments of fire mages usually known as [[Flame Wielders]]. They create barriers of fire, attack concentrated formations and ignite enemy siege works or fortifications. Their magic can also deny passages and divide a battlefield before an infantry assault. Sustained use of intense flame weakens the caster, so commanders normally deploy them in short, decisive actions rather than leaving them to fight without relief.&lt;br /&gt;
&lt;br /&gt;
Siege engineers build and operate trebuchets, ballistae, rams and other heavy machines. They are also responsible for undermining walls, reinforcing camps and keeping roads passable for the army. Kurn Daruhm does not field native rifle or cannon formations. Those weapons were invented by the [[High Kingdom]], and the empire possesses only a small number of imported examples rather than the knowledge or supply needed to arm regular units with them.&lt;br /&gt;
&lt;br /&gt;
War-boar cavalry provides the army with a more mobile striking force. The boars are strong enough to carry an armoured dwarf and can remain steady in terrain where ordinary cavalry would struggle. They are used to break weakened lines, pursue enemies and support infantry on rough ground, but are less common than foot soldiers.&lt;br /&gt;
&lt;br /&gt;
Several elite formations have their own specialised roles. [[Ironclad Warriors]] carry massive shields and heavy warhammers. They are placed at the front of an assault or used to hold positions expected to face the strongest enemy attack. The [[Hammerguard]] use long-handled warhammers and heavy shields during sieges, where they break gates, destroy obstacles and protect engineers working close to enemy walls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Territories ==&lt;br /&gt;
Most of Kurn Daruhm is divided into provinces governed directly in the emperor&#039;s name. Two territories retain separate titles and local institutions because they entered the empire under different circumstances. Both owe allegiance and resources to Mal Darum, but neither is administered in exactly the same manner as the dwarven heartland.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Herm Tharim.jpg|600px|class=country-place-card__image|alt=Dwarven port and irrigated settlements in the desert]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Principality of Herm Tharim]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A desert territory settled by the dwarves in search of minerals and greater influence beyond the imperial heartland. Its communities depend on extensive irrigation works, while the port of [[Dhan Buldahr]] carries goods between the principality and the rest of the empire. Excavations have also uncovered the ruins and underground chambers of an older civilisation whose magic remains poorly understood.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Swanvein.jpg|600px|class=country-place-card__image|alt=Coldvein beneath dwarven banners]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Grand Duchy of Swanvein]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A human grand duchy brought under imperial rule after a bitter war over a disputed silver mine. Swanvein retains its local rulers and human population, but pays tribute to the emperor and surrendered the mine which began the conflict. Dwarven overseers, fortifications and banners are especially visible in [[Coldvein]], an important link between imperial and human trade routes.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-relations&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Krugmurd Horde]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--uneasy&amp;quot;&amp;gt;Uneasy trade&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;The dwarves and orcs have fought repeated wars, raids and border skirmishes. Their present commercial relationship benefits both sides, but old prejudices remain strong and occasional violence continues to threaten the agreement.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Holy Kingdom of Alyren Shaeras]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--tense&amp;quot;&amp;gt;Tense peace&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;The War of Endless Storms ended in a negotiated peace rather than reconciliation. The two nations respect each other&#039;s craftsmanship and magic and continue limited trade, but religious hostility and border disputes keep their armies close to the frontier.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Forgotten Kingdom]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--hostile&amp;quot;&amp;gt;Active threat&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;The frozen kingdom is controlled by necromancers rather than a government with which the empire can maintain ordinary relations. Several imperial expeditions have vanished there, and the court is believed to be considering a larger campaign against its undead forces.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Veogon Dark Dynasty]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--guarded&amp;quot;&amp;gt;Guarded neutrality&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;The wall along the Forgotten Kingdom limits direct contact between the two states, leaving most encounters to take place at sea. Kurn Daruhm remains formally neutral but watches the dynasty closely because of its reputation for dark magic and ruthless methods.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;strong&amp;gt;[[Union of Sukeyuki]]&amp;lt;/strong&amp;gt;&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Trade partner&amp;lt;/span&amp;gt;&amp;lt;p&amp;gt;Kurn Daruhm exports high-quality steel in exchange for rare spices and textiles. Rivalries among the Union&#039;s shenxiangs have caused political unrest, leading the emperor to dispatch diplomats and monitor whether the conflict could disrupt trade.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Settlements ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Mal Darum]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The imperial capital and seat of the Ironheart dynasty. It was founded by Durgadd Fireblessed on a central plateau and is dominated by the Imperial Palace, dark stone buildings and red-tiled roofs. The surrounding plains support livestock, roads and trade moving toward every major part of the empire.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Bhornholdir]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A coastal city divided by a wide river before it reaches the Sea of Storms. Its docks, merchant guild and markets make it one of the empire&#039;s principal centres of trade. Bhornholdir is also home to a university, an independent Mage&#039;s Guild and districts which differ greatly in wealth and influence.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Mirn Torum]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A mountain city built around exceptionally rich but dangerous mines. Its workings produce gold, silver, iron and mithril, but the deepest tunnels contain unstable passages, underground waters and dangerous creatures. The city is also known for weapons and armour made from the ore extracted beneath it.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Khimtaruhr]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A fortified northeastern outpost which guards the frontier and controls important overland trade. Its soldiers contend with harsh winters, raiders and dangerous wildlife as well as the risk of invasion. The population combines strong military traditions with crafts and customs influenced by neighbouring lands.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Hil Doral]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The empire&#039;s leading centre of clockwork engineering and mechanical study. Workshops and factories occupy the lower terraces, while a prestigious engineering academy stands above them. Hil Doral is known for its clock tower, precision machinery and the clockwork golems used in mining, construction and defence.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;[[Dhemuhm]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A ruined city destroyed by an unexplained disaster connected either to its experiments or to a natural catastrophe. Unstable buildings, mutated creatures and failing machinery make exploration dangerous. Scholars and treasure hunters still search its laboratories, especially the sealed [[Chamber of Wonders]] said to contain the fuel-less blue Eternal Flame.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Figures ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Drogan Ironheart III.jpg|400px|alt=Emperor Drogan Ironheart III]]&amp;lt;/div&amp;gt;&amp;lt;h3&amp;gt;[[Drogan Ironheart III]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The current emperor of Kurn Daruhm, known as a capable negotiator who usually prefers diplomacy to war. His reign has expanded roads, aqueducts and public education. He also funds historical and artistic projects across the empire.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Tavla Ironheart.jpg|400px|alt=General Tavla Ironheart]]&amp;lt;/div&amp;gt;&amp;lt;h3&amp;gt;[[Tavla Ironheart]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A renowned general from Mirn Torum who rose through the army through tactical skill and personal courage. During the War of Endless Storms, she infiltrated a fortified elven position and disrupted its command before the main assault. She remains one of the army&#039;s most respected commanders.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Thrain Ironhand.jpg|400px|alt=General Thrain Ironhand]]&amp;lt;/div&amp;gt;&amp;lt;h3&amp;gt;[[Thrain Ironhand]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A powerful general who believes Drogan&#039;s government has become too passive. Thrain wants the empire to take a more aggressive position toward its neighbours and expand its territory and influence. His military reputation gives these views considerable support within the army.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Drog Stonefist.jpg|400px|alt=Engineer Drog Stonefist]]&amp;lt;/div&amp;gt;&amp;lt;h3&amp;gt;[[Drog Stonefist]]&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;An influential engineer and architect responsible for major fortifications and public works. He believes the imperial court undervalues his work and lacks a clear plan for the empire&#039;s future. Drog and Thrain know of each other&#039;s dissatisfaction, but their different ideas about government have so far kept them from forming a common faction.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-related&amp;quot;&amp;gt;&lt;br /&gt;
[[History of Kurn Daruhm]] · [[Military of Kurn Daruhm]] · [[Dwarven Pantheon]] · [[War of Endless Storms]] · [[Principality of Herm Tharim]] · [[Grand Duchy of Swanvein]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Nations and Realms|Kurn Daruhm]]&lt;br /&gt;
[[Category:Current Realms|Kurn Daruhm]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Holy_Kingdom_of_Alyren_Shaeras&amp;diff=665</id>
		<title>Holy Kingdom of Alyren Shaeras</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Holy_Kingdom_of_Alyren_Shaeras&amp;diff=665"/>
		<updated>2026-09-18T00:36:10Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country styles}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-page country-page--alyren&amp;quot; style=&amp;quot;--country-accent:#76529a; --country-accent-soft:#ad8bc8; --country-deep:#211727; --country-paper:#f5f0e8; --country-paper-alt:#e9dfeb; --country-ink:#2e2631; --country-muted:#74647a; --country-line:rgba(77,52,87,0.24);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Alyren Shaeras hero.jpg|1600px|class=country-hero__image|alt=The violet forests and towers of the Holy Kingdom of Alyren Shaeras]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__eyebrow&amp;quot;&amp;gt;NATION OF ERINDAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__title&amp;quot;&amp;gt;Holy Kingdom of Alyren Shaeras&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__subtitle&amp;quot;&amp;gt;Realm of the Sacred Houses&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__heading&amp;quot;&amp;gt;Royal Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__emblem&amp;quot;&amp;gt;[[File:Alyren Shaeras emblem.png|220px|alt=Emblem of the Holy Kingdom of Alyren Shaeras]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Holy Kingdom of Alyren Shaeras&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Common name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Holy Kingdom&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Theocratic hereditary monarchy&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Capital&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Unyath Edhil]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Ruler&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;High King [[Saerith Kealynn]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Governing council&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Saelathir|Council of Seven Seats]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Major peoples&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Elves; Automatons&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official language&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Ylvaari&#039;il]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Elven Pantheon|Pantheon of Alyren Shaeras]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Founded&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;c. 2368 AHF&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__map&amp;quot;&amp;gt;[[File:Alyren Shaeras map.png|320px|alt=Location of the Holy Kingdom of Alyren Shaeras]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Holy Kingdom of Alyren Shaeras&#039;&#039;&#039; is an elven nation in the southern and eastern lands of [[Thragmorn]]. It is a theocratic hereditary monarchy ruled by the High King of [[House Kealynn]]. Six Great Houses govern the principal cities and most of the land outside the Crownlands. The kingdom takes its name from [[Alyren Shaeras]], who stands at the head of the elven pantheon alongside his divine sister.&lt;br /&gt;
&lt;br /&gt;
The Great Houses are not independent states, but each possesses considerable authority within its own territory. They collect taxes, appoint officials, maintain roads, support temples and schools and provide soldiers when the kingdom requires them. All still answer to the High King. The greatest disputes are brought before the [[Saelathir]], commonly called the Council of Seven Seats, where the six Great Houses sit alongside the Grand Inquisitor.&lt;br /&gt;
&lt;br /&gt;
Alyren Shaeras is one of the most technologically and magically developed nations on Thragmorn. Elven artificers created practical firearms and later built the first zeppelins. Their mages maintain permanent waygates between several important cities and temples. None of these inventions are common enough to replace ordinary life. Most soldiers still use bows or conventional weapons, most goods travel by road and most people will never own an advanced magical device.&lt;br /&gt;
&lt;br /&gt;
Their most unusual creation is [[The Continuance]]. Through this rite, an elf may willingly place their soul inside a constructed body and continue their life as an [[Automatons|Automaton]]. Alyren law considers them the same person they were before the rite. Their name, property, family relationships and legal obligations remain their own.&lt;br /&gt;
&lt;br /&gt;
Violet forests cover much of the kingdom&#039;s interior. Their colour comes from magic which remained in the land after an ancient disaster. The elves spent generations restoring damaged forests, rivers and soil, and the plants which later grew there changed under the same magic they were trying to contain. Some violet species have valuable magical properties, while many others are simply ordinary plants with unusual colouration.&lt;br /&gt;
&lt;br /&gt;
The current ruler is [[Saerith Kealynn]]. He spent much of his early life travelling with Kealynn rangers and later served near the northern frontier. As High King, he has spent royal money on roads, travelling courts, food reserves and assistance to poorer settlements. These policies have made him popular among many common citizens and less popular with houses which see royal officials entering matters once left almost entirely to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Capital&amp;lt;/span&amp;gt;[[Unyath Edhil]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Ruler&amp;lt;/span&amp;gt;[[Saerith Kealynn]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;Theocratic monarchy&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Known for&amp;lt;/span&amp;gt;The Continuance, Great Houses, waygates and violet forests&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and People ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
&lt;br /&gt;
The Holy Kingdom occupies the southern and eastern part of Thragmorn. Its northern frontier meets the [[Empire of Kurn Daruhm]] and the [[Krugmurd Horde]]. Farther east, the Bladesong marches reach the lands of the [[Union of Sukeyuki]]. Most of the interior is covered by violet forest, broken by hills, meadows and settled river valleys.&lt;br /&gt;
&lt;br /&gt;
The kingdom is divided between the Crownlands around [[Unyath Edhil]] and the inherited territories of the other Great Houses. Their borders follow rivers, old roads, forests and agreements which are sometimes older than the monarchy itself. House banners and roadside shrines usually make it clear whose territory a traveller has entered. Royal law applies throughout Alyren Shaeras, but local regulations differ between houses. Rules concerning hunting, logging, trade, magical practice, road tolls and military obligations may change after crossing a territorial border even though the traveller has not left the kingdom.&lt;br /&gt;
&lt;br /&gt;
The north is more open than the interior and contains many of the kingdom&#039;s forts. Fortified roads, ward towers and patrol stations are common near Kurn Daruhm and the Krugmurd Horde. The northeastern marches are watched closely because they also face the approaches toward Sukeyuki. The [[Watch of Ulfael]] controls one of the most important roads through this region and serves as the seat of House Bladesong. Villages surrounding the fortress are used to military patrols, supply wagons and soldiers moving between frontier posts.&lt;br /&gt;
&lt;br /&gt;
The western forests of House Erthyra are less densely settled. Roads tend to follow rivers and older forest paths instead of cutting directly through protected woodland, and ranger stations serve many of the same functions that fortified watch posts perform elsewhere. The southern forests contain some of the deepest concentrations of violet vegetation. Parts are carefully managed for timber, herbs and magical plants, while others remain protected by temples or Great House decree. Entire areas may be temporarily closed when local magic becomes unstable or dangerous animals move through the region.&lt;br /&gt;
&lt;br /&gt;
The central lands around Venphine Reach are among the best connected because of their magical academies and proximity to Unyath Edhil. Even there, ordinary people remain dependent upon roads. Waygates are controlled installations used mainly for officials, military movements, senior clergy and urgent travel rather than common transport.&lt;br /&gt;
&lt;br /&gt;
Ward towers stand along important roads and frontiers. Many began as ordinary watchtowers before later generations added magical crystals, signal systems and protective runes. They can warn surrounding settlements quickly when soldiers, monsters or severe magical disturbances are detected.&lt;br /&gt;
&lt;br /&gt;
=== The Violet Land ===&lt;br /&gt;
&lt;br /&gt;
The violet land is older than the Holy Kingdom. Elven histories describe a magical disaster which poisoned rivers, weakened the soil and killed large areas of the original forest. The surviving records do not agree on what caused it. Some blame a war between early mages, while others claim that magic escaped from a damaged part of the [[Living Codex]].&lt;br /&gt;
&lt;br /&gt;
The communities living there could not simply abandon the region. Druids kept surviving trees and waterways alive while mages attempted to draw loose magical energy into soil, roots and prepared containment sites. Temples provided food and shelter for settlements which had lost their fields. The recovery lasted for generations.&lt;br /&gt;
&lt;br /&gt;
New plants growing in the altered soil developed violet, lilac and deep-blue colouration. The change eventually became stable enough to pass into later generations, until entire forests carried it. Most violet plants are used in the same manner as ordinary plants. A purple tree may provide timber without possessing any unusual magical quality. This is frequently misunderstood by foreign merchants, and worthless violet leaves have been sold abroad at absurd prices by people claiming they were rare magical ingredients.&lt;br /&gt;
&lt;br /&gt;
Other species genuinely retain magic. Their timber may accept enchantment more easily, their roots may draw loose magic from the soil and their flowers may contain useful alchemical compounds. Harvesters are trained to recognise dangerous species from a young age. Some flowers produce sleep-inducing pollen, while several roots react strongly enough to nearby magic to affect an unprepared spellcaster.&lt;br /&gt;
&lt;br /&gt;
The temples remember the restoration as evidence that the gods did not abandon the elves. Mages place more emphasis upon the work of those who contained the disaster. Farmers generally care less about the argument than whether a field is safe and which plants can be sold.&lt;br /&gt;
&lt;br /&gt;
The oldest known survivor of the restoration is the [[Firstbloom Tree]] near [[Silse Taesi]]. Its branches produce pale violet leaves throughout the year. House Erthyra protects the tree and the forest surrounding it. Pilgrims may visit, but hunting, logging and permanent settlement are forbidden within the protected ground.&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
&lt;br /&gt;
Elves form the great majority of the population. Humans, dwarves, gnomes, halflings and other peoples live there in smaller numbers, especially in trade towns, larger cities and settlements close to international roads. Foreign residents are protected under royal law, although this does not mean that every community treats outsiders equally. Someone who has lived in one city for decades and built relationships there may be accepted more easily than an elf from another part of the kingdom who arrives without connections.&lt;br /&gt;
&lt;br /&gt;
Most elves identify themselves through several loyalties at once. Someone may be a citizen of Alyren Shaeras, a resident of Alentheas, a member of a lesser family and a supporter of House Venphine. These loyalties are expected to coexist, but problems appear when they do not. An official may believe a royal order is good for the kingdom but harmful to the house which educated them. A Bladesong officer may serve the Crown while still disagreeing strongly with a Kealynn policy. Such conflicts are normal parts of Alyren politics rather than automatically being treated as treason.&lt;br /&gt;
&lt;br /&gt;
Most elves do not belong to one of the six Great Houses. The Great Houses contain close relatives, distant branches, sworn families and people whose ancestors have served them for centuries, but most citizens belong to lesser families with their own occupations and local histories.&lt;br /&gt;
&lt;br /&gt;
A lesser family may become strongly associated with one Great House without sharing its blood. A family of armourers serving Bladesong for generations may be considered part of the Bladesong political world even if nobody carries the Bladesong name. This relationship provides opportunities. Houses arrange apprenticeships, employ officials, sponsor promising students and recommend people for positions elsewhere in the kingdom. In return, those families are expected to remain useful and politically reliable.&lt;br /&gt;
&lt;br /&gt;
Automatons form a small but visible part of the population. They remain elves legally and culturally, even after entering constructed bodies. Some have lived in those bodies for centuries, while others underwent the Continuance recently because of disease, injury or age. Their way of life has developed enough differences that it is treated separately under [[Automatons]], rather than reducing them to a piece of technology.&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Service is one of the strongest ideals in Alyren Shaeras. Noble families justify their privileges through the duties carried by their house. Temples are expected to support the communities around them, and the High King is described as the first servant of the kingdom rather than its owner. This ideal does not make every noble generous or competent, but it gives ordinary people a clear language for criticising those who are not. A house which collects taxes while allowing roads to collapse or villages to remain undefended can be accused of taking privilege without performing its duties.&lt;br /&gt;
&lt;br /&gt;
The Great Houses influence education, employment and social life within their territories. Bladesong supports military academies, Venphine controls the largest magical schools, Lulana maintains artificer workshops, Ma&#039;fessen supports religious scholarship and Erthyra trains rangers and trackers. These are traditions rather than legal restrictions. An elf from Bladesong territory may become an artificer or scholar, but someone following the traditional professions of their house usually has easier access to teachers, patrons and established institutions.&lt;br /&gt;
&lt;br /&gt;
Alyren society respects competence, but birth still matters. Belonging to an old family gives someone contacts and opportunities which a poor citizen does not possess. A talented commoner can rise through the army, temple, magical institutions or house administration, but they normally need someone willing to notice and support them first.&lt;br /&gt;
&lt;br /&gt;
Officials, professional soldiers, priests, mages, merchants and skilled artisans form a broad educated part of society beneath the major nobility. They perform much of the actual work required to run cities and Great House territories. Most rural people are farmers, foresters, craftspeople, hunters or workers connected to a nearby settlement. National politics reaches them through taxes, military service, temple obligations, road maintenance and house rules governing land or forest use.&lt;br /&gt;
&lt;br /&gt;
The kingdom is wealthy, but that wealth is not evenly distributed. Alentheas contains mages able to spend enormous sums on research while an isolated village may struggle to repair a mill after a storm. Saerith&#039;s popularity in poorer communities comes partly from directing Crown money toward places which benefit little from Alyren&#039;s famous technology.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Life in Alyren Shaeras.jpg|700px|alt=Elven citizens beneath violet trees in a city of pale stone and green roofs]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Social Rank and Patronage ===&lt;br /&gt;
&lt;br /&gt;
The six Great Houses stand at the top of the political order, but the society beneath them is less simple than a division between nobles and commoners. Each Great House is surrounded by lesser noble families, sworn families, administrators, temple officials, military officers and wealthy merchants. Their influence depends upon land, profession and how useful they are to the house governing the territory.&lt;br /&gt;
&lt;br /&gt;
A lesser noble family may own land and enjoy privileges without possessing any place on the Saelathir. A merchant family may have no noble title and still possess considerable influence because several cities depend upon its trade.&lt;br /&gt;
&lt;br /&gt;
House patronage matters strongly when entering professions which require expensive training. A poor child who shows magical talent may have no realistic chance of reaching an advanced Venphine academy without support from a temple, the Crown or a family willing to pay for them. The same is true for artificers whose training requires expensive materials or military officers who need access to formal academies.&lt;br /&gt;
&lt;br /&gt;
Patronage therefore creates loyalty. Someone educated by House Lulana may later work independently, but they are unlikely to forget who paid for their apprenticeship. Great Houses deliberately use this. Supporting talented people gives them skilled servants and increases their influence outside their own bloodline.&lt;br /&gt;
&lt;br /&gt;
It can also create resentment. Critics argue that Alyren society claims to reward ability while forcing poor people to prove themselves to wealthy patrons before they are allowed to use that ability.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
Basic education is widespread by the standards of Thragmorn. Temples and schools supported by the Great Houses teach reading, writing, arithmetic, religious history and the basic laws of the kingdom. The quality differs considerably between regions. A large city may have several schools specialising in different subjects, while a remote settlement may have one temple teacher responsible for children of many ages. Wealthy families often employ private tutors, especially when preparing a child for magical, political or religious work.&lt;br /&gt;
&lt;br /&gt;
Advanced education depends upon money, talent and patronage. Bladesong territory supports military academies and training schools. Venphine possesses the strongest magical institutions. Lulana workshops train artificers and alchemists through apprenticeships, while Ma&#039;fessen maintains schools for clerics, archivists and loremasters.&lt;br /&gt;
&lt;br /&gt;
Temple education is one of the main paths available to poorer citizens. A temple may support a talented child in exchange for later service. The Crown and Great Houses use similar arrangements. An elf educated at public expense may be expected to spend several years working as an official, healer, mage or engineer before choosing another employer.&lt;br /&gt;
&lt;br /&gt;
Magical talent is treated differently from ordinary education because a badly trained spellcaster can harm other people. Children who show significant magical ability are normally taught basic control even if they never intend to become professional mages. More dangerous magical practice requires formal study and licensing through House Venphine.&lt;br /&gt;
&lt;br /&gt;
The traditional cost of a full licence is one hundred and fifty gold pieces. This pays for examinations, records and later inspections, but it is a large amount of money. Royal service, temple sponsorship or a Great House may cover part of the cost. This makes advanced magic one of the clearest examples of Alyren&#039;s contradiction between merit and wealth: a poor mage may be just as talented as a wealthy one, but talent alone does not pay for years of study.&lt;br /&gt;
&lt;br /&gt;
=== Family and Inheritance ===&lt;br /&gt;
&lt;br /&gt;
Elven longevity changes how families handle property and authority. A parent may remain alive and active for centuries, and an adult child cannot assume that a family estate or workshop will soon become theirs simply because they have reached adulthood.&lt;br /&gt;
&lt;br /&gt;
Wealthy families often solve this by giving younger relatives responsibility over separate estates, workshops, businesses or public offices. This allows them to build their own position rather than waiting centuries for an older relative to die. It also means that one family may have several generations of adults actively managing different parts of its wealth at the same time.&lt;br /&gt;
&lt;br /&gt;
This can create very experienced institutions, but it can also create very old arguments. A dispute between relatives can continue for decades because none of the people involved disappear from the situation. A marriage agreement made eighty years earlier may still be discussed by the same people who signed it.&lt;br /&gt;
&lt;br /&gt;
Written records therefore matter greatly. Temples, houses and cities preserve marriage agreements, contracts, property records, genealogies and legal judgements. Destroying or altering such documents is a serious crime because a single changed record can affect ownership or succession for generations.&lt;br /&gt;
&lt;br /&gt;
The Continuance complicates inheritance further. A successful Continuance is legally considered survival, not death. Property does not pass to heirs simply because the person&#039;s original body died. This rule was necessary to prevent families from treating the rite as an opportunity to seize the possessions of someone who remained legally alive.&lt;br /&gt;
&lt;br /&gt;
=== Clothing and Everyday Appearance ===&lt;br /&gt;
&lt;br /&gt;
Clothing varies between territory, profession and wealth. Court dress in Unyath Edhil uses layered fabrics, house colours, decorated fastenings and silver thread. Wealthy families often commission clothing which can remain in use for many years and be altered as fashions change.&lt;br /&gt;
&lt;br /&gt;
Frontier clothing is more practical. Bladesong soldiers and travellers favour garments suited to rain, cold nights and long periods on the road. Erthyra rangers use clothing designed for forest travel and often avoid decoration which catches on branches or reveals their position. Lulana workshops favour durable garments which can survive sparks, oils, alchemical chemicals and moving machinery.&lt;br /&gt;
&lt;br /&gt;
Officials and servants of Great Houses commonly display house colours or badges because their authority depends partly upon being recognised. An ordinary resident does not wear house heraldry simply because they live within that territory.&lt;br /&gt;
&lt;br /&gt;
Firearms have also become status objects among some wealthy elves. Decorated pistols may be worn by officers or nobles even when they are unlikely to use them. Most civilians still rely upon conventional weapons, guards or local authorities for protection.&lt;br /&gt;
&lt;br /&gt;
=== Cities and Rural Life ===&lt;br /&gt;
&lt;br /&gt;
Elven cities commonly combine pale stone with living trees shaped over many years. Trees grow through courtyards, beside bridges and around public buildings. This does not happen through one dramatic act of magic. Gardeners and mages guide their growth slowly until the tree becomes part of the planned structure.&lt;br /&gt;
&lt;br /&gt;
Coloured glass is common in temples, wealthy homes and civic buildings. Violet wood is used for furniture, carving and enchantment. Certain species accept magical work particularly well and are cultivated rather than simply cut from wild forests.&lt;br /&gt;
&lt;br /&gt;
Rural settlements are usually much simpler. A village may consist of stone houses, farms, one temple, a local hall and whatever workshops the community requires. Some small settlements have existed longer than human kingdoms but remain physically modest because their population never grew large enough to require expansion.&lt;br /&gt;
&lt;br /&gt;
Life outside the cities depends heavily upon the local Great House. A well-governed territory may provide regular patrols, maintained roads and reliable access to courts. A neglected settlement may wait months for repairs or officials. This difference is one reason citizens care strongly about whether their ruling house performs its expected duties.&lt;br /&gt;
&lt;br /&gt;
=== Festivals and Shared Culture ===&lt;br /&gt;
&lt;br /&gt;
The Great Houses and local temples have their own traditions, but Alyren religious life is not divided into six completely separate cultures. Major public festivals are shared across the kingdom even when different communities place more emphasis upon different gods. A soldier may favour one deity, a mage another and a farmer a third, while all three still participate in the same royal or seasonal ceremonies.&lt;br /&gt;
&lt;br /&gt;
Professions often develop particularly strong relationships with individual deities. Paladins, judges, artisans, mages and healers may keep different household shrines or make different offerings before beginning important work. This does not normally imply rejection of the rest of the pantheon. An elf may favour one god throughout most of their life and still pray to another when the situation falls more clearly within that deity&#039;s responsibility.&lt;br /&gt;
&lt;br /&gt;
The structure of the pantheon itself changed over Alyren history. Some gods began as local cults associated with particular settlements or families before their worship spread through the kingdom. Others entered royal religious practice after political or cultural changes.&lt;br /&gt;
&lt;br /&gt;
Ascended mortals created another complication. [[Aelithia]] is the clearest example: she began as a mortal elf and later became recognised as divine. Such ascensions forced temples to decide where a new deity belonged within traditions much older than the kingdom itself.&lt;br /&gt;
&lt;br /&gt;
As a result, Alyren religion is not treated as something that was created once and never changed. The gods themselves may be eternal, but the institutions, festivals and relationships through which elves worship them developed over time.&lt;br /&gt;
&lt;br /&gt;
=== Charity and Public Duty ===&lt;br /&gt;
&lt;br /&gt;
Charity is treated as both a religious obligation and a responsibility of government. Temples maintain food stores, clinics, schools and shelters. Great Houses fund similar institutions, partly from religious duty and partly because visible generosity strengthens their political position.&lt;br /&gt;
&lt;br /&gt;
House Kealynn has made this especially important under Saerith. Royal food reserves, travelling healers and repair crews increasingly operate outside the Crownlands. Common citizens generally welcome this help, while other Great Houses are more complicated about it.&lt;br /&gt;
&lt;br /&gt;
A Crown-funded healer helping villagers may save lives while also making the local house look incapable of providing the same service. Many political disputes under Saerith begin with something ordinary: a road repaired by royal money, a travelling judge hearing complaints or food being distributed without going through the local lord.&lt;br /&gt;
&lt;br /&gt;
== Government and Administration ==&lt;br /&gt;
&lt;br /&gt;
The Holy Kingdom is a hereditary monarchy in which royal authority, religious authority and the inherited rights of the Great Houses exist beside one another. The High King rules from Unyath Edhil. He conducts foreign policy, commands the kingdom during national war, appoints Crown officials and confirms the succession of Great House rulers.&lt;br /&gt;
&lt;br /&gt;
Most ordinary government is not carried out directly by the Crown. Each Great House governs its own territory through local officials, courts and administrators. This makes Alyren Shaeras less centralised than its title sometimes suggests. A law issued in Unyath Edhil may apply everywhere, but its enforcement still depends greatly upon officials employed by another house.&lt;br /&gt;
&lt;br /&gt;
=== The Crown and the Great Houses ===&lt;br /&gt;
&lt;br /&gt;
House Kealynn possesses the royal line. An heir is presented to the Saelathir before taking the throne, and the council may reject someone considered clearly incapable of ruling or guilty of a major crime. This authority is rarely used because refusing an accepted heir could divide the kingdom before a reign begins.&lt;br /&gt;
&lt;br /&gt;
The rulers of the other Great Houses inherit their positions under the laws of their own families. The Crown confirms each new ruler before they may take their seat in the Saelathir. Normally this is ceremonial, but it becomes important when several relatives claim the position or when a house attempts to place someone obviously unsuitable in power.&lt;br /&gt;
&lt;br /&gt;
The High King has the highest authority under royal law, but this does not mean he can ignore the houses. A Crown decree may require soldiers from Bladesong, mages from Venphine, money collected by Kealynn officials and roads maintained by several other families. If the houses refuse cooperation, enforcing the decision becomes much more difficult.&lt;br /&gt;
&lt;br /&gt;
The Crown therefore governs through negotiation as much as command. Great Houses negotiate with one another in the same way. They do not form permanent political parties, and alliances usually depend upon the issue being discussed. Venphine and Lulana may cooperate over magical research and argue immediately afterward over who should regulate the finished invention.&lt;br /&gt;
&lt;br /&gt;
=== The Saelathir ===&lt;br /&gt;
&lt;br /&gt;
The [[Saelathir]], translated most often as the High Council or Council of Seven Seats, is where the most important conflicts between Crown, houses and Inquisition are handled. Six seats belong to Houses Kealynn, Bladesong, Erthyra, Lulana, Venphine and Ma&#039;fessen, while the seventh belongs to the [[Grand Inquisition of Alyren Shaeras|Grand Inquisition]]. The High King presides as the representative of House Kealynn.&lt;br /&gt;
&lt;br /&gt;
A Great House may send its ruler or an authorised member of the family. The Grand Inquisitor holds the inquisitorial seat personally. The council considers matters affecting the inherited rights of several houses, including changes to kingdom-wide taxation, major declarations of war, disputed succession, use of house forces outside their territory and laws concerning dangerous magic.&lt;br /&gt;
&lt;br /&gt;
Routine local administration does not require Saelathir approval. If a bridge collapses in Erthyra territory, Erthyra is expected to repair it. If the Crown proposes a new national road tax applying to every house, the question belongs before the council.&lt;br /&gt;
&lt;br /&gt;
The High King may act without full council agreement during an emergency. The existence of this power is generally accepted. Arguments begin afterward over whether the situation was truly an emergency.&lt;br /&gt;
&lt;br /&gt;
=== Local Government ===&lt;br /&gt;
&lt;br /&gt;
Great Houses appoint local officials to govern towns, districts and rural areas. The exact title differs between territories, but their responsibilities are similar: taxes, roads, markets, guards, local records and the enforcement of house law.&lt;br /&gt;
&lt;br /&gt;
Most officials are not close relatives of the ruling family. They come from lesser families, temple institutions or professional administrators. A house which tried to run every settlement directly through its own blood relatives would quickly discover that it did not have enough relatives.&lt;br /&gt;
&lt;br /&gt;
Local government therefore depends heavily upon educated commoners and lesser nobles. This gives those groups more influence than their formal social rank might suggest. A capable administrator may serve several generations of one Great House ruler and know the territory better than the noble family itself.&lt;br /&gt;
&lt;br /&gt;
=== Courts and Justice ===&lt;br /&gt;
&lt;br /&gt;
Most ordinary crimes and civil disputes are handled locally. Great House courts judge cases within their territory according to royal law and whatever local rules apply. Cases crossing territorial boundaries may be brought before royal courts because one local court cannot easily enforce a judgement inside another house&#039;s lands.&lt;br /&gt;
&lt;br /&gt;
The Crown also hears appeals when a citizen claims a local authority ignored royal law. Saerith expanded travelling royal courts so citizens outside Unyath Edhil do not always need to make a long journey to petition the Crown. Judges, scribes and guards follow planned routes through settlements and hear cases falling under royal jurisdiction.&lt;br /&gt;
&lt;br /&gt;
This has become one of his most popular reforms among people who distrust local officials. It is also one of the reforms Great Houses dislike most, because a travelling royal judge gives their subjects another authority to approach.&lt;br /&gt;
&lt;br /&gt;
Temple courts deal with internal religious matters. The Grand Inquisition handles heresy, illegal soul binding and certain crimes which cross several jurisdictions. A single case may therefore involve several authorities at once, especially when magic and religion are involved.&lt;br /&gt;
&lt;br /&gt;
=== Taxes and Public Obligations ===&lt;br /&gt;
&lt;br /&gt;
Local taxes are collected by the Great Houses and pay for roads, guards, courts, schools, religious institutions and administration. The Crown also requires resources for royal forces, diplomacy, national fortifications and projects affecting several territories.&lt;br /&gt;
&lt;br /&gt;
Because the economies of the house territories differ, taxes are not collected in exactly the same manner everywhere. A forest territory cannot raise money in the same way as Alentheas. Each house therefore has considerable freedom in deciding how to meet its obligations to the Crown.&lt;br /&gt;
&lt;br /&gt;
Citizens may also owe temporary public service during emergencies. Communities can be required to help move supplies, repair damaged roads or support defensive works. Military service is more formal and depends upon the laws and traditions of each territory.&lt;br /&gt;
&lt;br /&gt;
Taxes are one of the easiest ways for a house to become unpopular. People accept that roads and soldiers require money. They are far less forgiving when taxes rise while the services supposedly funded by them deteriorate.&lt;br /&gt;
&lt;br /&gt;
=== House Kealynn ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:House_Kealynn_banner.png|180px|class=country-house-banner__image|alt=Banner of House Kealynn]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Banner of House Kealynn&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[House Kealynn]] rules the Crownlands from [[Unyath Edhil]] and provides the High Kings of Alyren Shaeras. Its members have a long association with rangers, scouts, roads and the protection of rural settlements. The family is also known for charitable work.&lt;br /&gt;
&lt;br /&gt;
Kealynn was originally chosen to provide the High King partly because it did not control the strongest temple or magical institution. The other founding families considered this a safer balance than placing the Crown in the hands of a house which already dominated one of the kingdom&#039;s most powerful institutions.&lt;br /&gt;
&lt;br /&gt;
This did not make Kealynn politically weak. Once it gained the Crown, it developed its own network of officials, rangers and royal institutions. Kealynn rulers are expected to settle disputes between the houses while still protecting the interests of their own family, and that balance is impossible to make completely neutral.&lt;br /&gt;
&lt;br /&gt;
When a Kealynn relative receives a royal appointment, other houses may question whether the appointment was made for ability or family loyalty. The same suspicion appears when royal money is spent inside another house&#039;s territory. Kealynn charities and road programmes have nevertheless given the family strong public support, and under Saerith they have also become a way for the Crown to become more visible outside Unyath Edhil.&lt;br /&gt;
&lt;br /&gt;
=== House Bladesong ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:House_Bladesong_banner.png|180px|class=country-house-banner__image|alt=Banner of House Bladesong]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Banner of House Bladesong&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[House Bladesong]] governs the northern and northeastern military territory from the [[Watch of Ulfael]]. It produces many of the kingdom&#039;s paladins, officers, knights, generals and military mages. Bladesong soldiers are especially common along the frontiers with the Krugmurd Horde and the Union of Sukeyuki.&lt;br /&gt;
&lt;br /&gt;
Military training is more visible in Bladesong territory than elsewhere in the kingdom. Fortified bridges, patrol roads, supply depots and training grounds are ordinary parts of the landscape, and a large part of the local economy depends upon feeding, equipping and housing soldiers.&lt;br /&gt;
&lt;br /&gt;
Members of the house are expected to study both warfare and the religious duties connected to it. A Bladesong officer is taught that military rank does not place them above the civilians they protect or the religious laws they claim to defend.&lt;br /&gt;
&lt;br /&gt;
House Bladesong has remained strongly loyal to the Crown and Holy Kingdom. Its military influence nevertheless worries some rival houses. The concern is less that Bladesong intends to rebel and more that a family controlling a large share of senior military experience naturally gains influence whenever defence becomes the main political issue. Bladesong answers that this influence exists because the family has spent generations doing the work other houses expect it to do.&lt;br /&gt;
&lt;br /&gt;
Around fifteen centuries ago, a Bladesong expedition departed Thragmorn in search of unknown lands and new sea routes. Soldiers, mages, settlers and craftspeople travelled with the fleet. None returned to Alyren Shaeras, and no confirmed wreckage, survivor or message has ever been found. The kingdom does not know where the expedition disappeared.&lt;br /&gt;
&lt;br /&gt;
The missing members are officially remembered as having died in service, and the expedition remains one of the greatest unresolved losses in the family&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== House Erthyra ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:House_Erthyra_banner.png|180px|class=country-house-banner__image|alt=Banner of House Erthyra]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Banner of House Erthyra&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[House Erthyra]] rules the western forests and the city of [[Silse Taesi]]. Its rangers, trackers and bounty hunters pursue dangerous criminals, monsters and threats which ordinary city guards are not equipped to handle. The family also protects the Firstbloom Tree and several sacred forests.&lt;br /&gt;
&lt;br /&gt;
Erthyra territory contains fewer large cities than several other house lands. Population is more scattered, which gives local rangers greater importance. A ranger station may serve as a place for travellers to report missing people, dangerous creatures or damage to isolated roads.&lt;br /&gt;
&lt;br /&gt;
The house regulates hunting and logging closely within protected areas. This occasionally causes conflict with communities which depend upon forest resources. Erthyra generally permits controlled use rather than closing the entire forest, but sacred ground and magically unstable regions are treated differently.&lt;br /&gt;
&lt;br /&gt;
The [[Hellknights of Erthyra]] are the house&#039;s most feared order. Their numbers are extremely small. Candidates must survive campaigns inside a plane controlled by fiends and return without surrendering themselves to corruption.&lt;br /&gt;
&lt;br /&gt;
Hellknights are used against planar breaches, possession and confirmed fiendish threats. They are not ordinary heavy soldiers and are too difficult to replace to be wasted in conventional warfare. Their methods are severe enough that other elves sometimes distrust them even when they agree that the threat requires specialists.&lt;br /&gt;
&lt;br /&gt;
=== House Lulana ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:House_Lulana_banner.png|180px|class=country-house-banner__image|alt=Banner of House Lulana]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Banner of House Lulana&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[House Lulana]] governs the southwestern territory surrounding the [[Temple of Alyren Shaeras]]. Its members include alchemists, exorcists, armourers and artificers. Lulana workshops produce weapons, protective equipment, Automaton shells and many of the specialised parts required by the kingdom&#039;s zeppelins.&lt;br /&gt;
&lt;br /&gt;
The family depends heavily upon skilled workers. A large number of people employed in its workshops come from lesser families or have no noble connection at all. Apprenticeships are therefore particularly important in Lulana territory, and a talented craftsperson may gain status much more quickly there than in a society where rank depends entirely upon ancestry.&lt;br /&gt;
&lt;br /&gt;
Lulana works closely with House Venphine because advanced inventions often require both physical construction and stable magic. The partnership is productive and argumentative. Lulana artificers sometimes accuse Venphine mages of making designs unnecessarily complicated, while Venphine answers that Lulana is too willing to test machinery before every magical effect is properly understood. Both complaints are common enough to have become jokes among students of the two houses.&lt;br /&gt;
&lt;br /&gt;
Lulana exorcists investigate possession, hostile spirits and cursed objects. Their work overlaps frequently with the Grand Inquisition. Arguments begin when the same case is both a technical magical danger and a suspected religious crime.&lt;br /&gt;
&lt;br /&gt;
=== House Venphine ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:House_Venphine_banner.png|180px|class=country-house-banner__image|alt=Banner of House Venphine]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Banner of House Venphine&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[House Venphine]] rules [[Alentheas]] and controls the kingdom&#039;s most important institutions of advanced magical education. It regulates dangerous arcane practice, supervises the waygates and provides mages to the Crown, military and other Great Houses.&lt;br /&gt;
&lt;br /&gt;
Venphine academies are respected outside Alyren Shaeras. Foreign students may be accepted, but advanced schools normally require sponsorship and permission. Sensitive research is restricted even when a foreign student can afford the tuition.&lt;br /&gt;
&lt;br /&gt;
The full licence for dangerous magical practice traditionally costs one hundred and fifty gold pieces and requires examination in Alentheas. Casting without the required licence usually begins with fines and confiscation of magical equipment. Someone who injures others or deliberately conceals dangerous work faces much more serious punishment.&lt;br /&gt;
&lt;br /&gt;
Venphine argues that strict regulation protects the kingdom from magical disasters. Its critics answer that the system also protects Venphine&#039;s influence by ensuring that most advanced mages must eventually deal with the house. Both things can be true.&lt;br /&gt;
&lt;br /&gt;
Venphine played a major role in the [[War of Endless Storms]]. Its mages created and maintained several of the storms used against Kurn Daruhm. Elven histories describe these spells as necessary wartime measures, while dwarven histories remember flooded settlements and civilians killed far from the main fighting.&lt;br /&gt;
&lt;br /&gt;
The war remains an important subject in Venphine military magical study because it showed what can happen when large spells continue beyond the control of their creators.&lt;br /&gt;
&lt;br /&gt;
=== House Ma&#039;fessen ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:House_Ma&#039;fessen_banner.png|180px|class=country-house-banner__image|alt=Banner of House Ma&#039;fessen]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Banner of House Ma&#039;fessen&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[House Ma&#039;fessen]] rules the southeastern temple lands from the [[Temple of Selunithara]]. It produces clerics, loremasters and oracles and possesses one of the kingdom&#039;s largest religious archives. The house serves [[Selunithara]] especially closely while recognising the wider authority of the elven pantheon.&lt;br /&gt;
&lt;br /&gt;
Its archives give Ma&#039;fessen influence far outside its own territory. Other temples depend upon copies of old religious agreements, genealogies and records stored there. The house may therefore become involved in disputes which began several hundred years earlier.&lt;br /&gt;
&lt;br /&gt;
Some Ma&#039;fessen oracles suffer curses connected to their visions. The curse differs from person to person. Recorded examples include blindness, feeling wounds before they occur and being unable to explain a prophecy until it is already becoming true.&lt;br /&gt;
&lt;br /&gt;
Ma&#039;fessen considers these curses sacred, but the house does not use that belief as an excuse to neglect the oracle. Priests still attempt to make their lives bearable. This has occasionally caused disagreement with stricter believers who argue that reducing the suffering interferes with a divine gift.&lt;br /&gt;
&lt;br /&gt;
Ma&#039;fessen frequently clashes with the Grand Inquisition. The house argues that doctrine, divine visions and disputes between temples belong under clerical authority. Inquisitors answer that religious office does not place someone beyond investigation. Neither controls the other, leaving the Crown to settle the most serious jurisdictional disputes.&lt;br /&gt;
&lt;br /&gt;
=== The Grand Inquisition ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Grand_Inquisition_banner.png|180px|class=country-house-banner__image|alt=Banner of the Grand Inquisition]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Banner of the Grand Inquisition&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Grand Inquisition of Alyren Shaeras]] is a religious and judicial organisation rather than a Great House. The Grand Inquisitor holds the seventh seat on the Saelathir.&lt;br /&gt;
&lt;br /&gt;
Inquisitors investigate heresy, hidden cults, illegal soul binding and cases which cross several house territories. This gives them authority that ordinary local officials do not possess. The Inquisition also operates outside Alyren Shaeras through treaties with foreign governments. The exact powers vary between states. Some agreements allow inquisitors to investigate independently, while others require them to work beside local officials.&lt;br /&gt;
&lt;br /&gt;
Foreign citizens are rarely pleased to see them. Even when an investigation is legal, an armed religious investigator serving a distant elven kingdom can easily be seen as a foreign agent.&lt;br /&gt;
&lt;br /&gt;
The Inquisition once attempted to remove House Kealynn from power. The rebellion failed. Several leaders were executed or imprisoned, and much of the organisation&#039;s independence was removed. Royal inspectors gained access to its records, the size of its permanent armed force was limited and foreign operations became more closely regulated.&lt;br /&gt;
&lt;br /&gt;
The order was not destroyed because the dangers it investigated had not disappeared. Cult activity, forced soul binding and planar threats still required investigators able to cross the borders of individual Great Houses.&lt;br /&gt;
&lt;br /&gt;
The decision remains controversial. Some elves consider the surviving Inquisition necessary but dangerous. Others believe an organisation which rebelled against the Crown should never have retained a seat inside the government.&lt;br /&gt;
&lt;br /&gt;
=== The Current Reign ===&lt;br /&gt;
&lt;br /&gt;
High King [[Saerith Kealynn]] was raised in Unyath Edhil but spent much of his youth travelling with Kealynn rangers. He visited isolated settlements, guarded roads and served for several years near the northern frontier before becoming heir. These experiences shaped his belief that the Crown should be visible outside the capital.&lt;br /&gt;
&lt;br /&gt;
Saerith expanded travelling courts, food reserves and royal repair crews responsible for roads and ward towers. He has also directed more money toward poor or isolated settlements. These policies have gained him strong support among citizens who previously saw little direct help from the Crown.&lt;br /&gt;
&lt;br /&gt;
Several Great Houses are less enthusiastic. They argue that a service provided directly by the Crown can become political influence. A village whose road was repaired by Kealynn engineers may begin asking the High King for help again rather than relying entirely upon its local house.&lt;br /&gt;
&lt;br /&gt;
Saerith supports continued development of the Continuance, waygates and other advanced magic, but he has generally resisted expanding them faster than the kingdom can regulate them. He has also attempted to reduce conflicts between Ma&#039;fessen and the Grand Inquisition.&lt;br /&gt;
&lt;br /&gt;
Neither side is satisfied. Ma&#039;fessen considers him too willing to allow inquisitorial interference in temple affairs, while the Grand Inquisition accuses the Crown of protecting politically useful priests.&lt;br /&gt;
&lt;br /&gt;
Saerith&#039;s strongest support comes from Kealynn institutions, smaller settlements and citizens who believe royal courts are more willing than local rulers to hear complaints against a Great House. His opponents do not necessarily want to remove him. Many simply want the Crown to return to a narrower role.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
&lt;br /&gt;
Religion shapes government, education and ordinary life throughout Alyren Shaeras. The kingdom recognises an elven pantheon rather than one exclusive state deity. Different professions, families and territories favour different gods without rejecting the others.&lt;br /&gt;
&lt;br /&gt;
[[Alyren Shaeras]] is the divine figure for whom the kingdom is named. He is regarded as the guardian of the elven people and one of the highest authorities of the pantheon. The High King is crowned in the name of the pantheon rather than claiming divine authority for himself, and the rulers of the Great Houses also make religious oaths when their succession is confirmed.&lt;br /&gt;
&lt;br /&gt;
[[Selunithara]] is particularly important to House Ma&#039;fessen. Her temple is both a place of worship and an archive where oracles, clerics and scholars are trained.&lt;br /&gt;
&lt;br /&gt;
[[Aelithia]] is an ascended elven goddess associated with law, protection, might and truth. Her followers are common among judges, paladins and people whose work involves protecting others through law or force.&lt;br /&gt;
&lt;br /&gt;
Other gods are favoured according to profession and local tradition. A farmer, soldier, sailor and mage may all pray primarily to different deities while still participating in the same public festivals and religious life.&lt;br /&gt;
&lt;br /&gt;
The pantheon as worshipped today developed over a long period rather than appearing in its current form all at once. Some local cults eventually became accepted throughout the kingdom, while others remained strongly regional. The ascension of mortals such as Aelithia also forced temples to decide how newly divine figures fitted beside gods whose worship was much older. This means religious practice can change even when worshippers believe the gods themselves do not.&lt;br /&gt;
&lt;br /&gt;
=== Temples in Everyday Life ===&lt;br /&gt;
&lt;br /&gt;
Temples provide much more than religious ceremonies. They maintain schools, archives, clinics, shelters and food stores. In a small settlement, the local temple may be the only institution providing several of these services at once.&lt;br /&gt;
&lt;br /&gt;
Clergy witness important contracts and legal declarations. They are involved in the Continuance because the consent of the person and protection of the soul are religious matters as well as legal ones.&lt;br /&gt;
&lt;br /&gt;
Temples also provide another place for citizens to bring complaints. A local priest cannot simply command a Great House ruler to change policy, but they can record the complaint, contact senior clergy, ask Ma&#039;fessen for support or appeal to the Crown. This gives temples influence even where they possess little direct political power.&lt;br /&gt;
&lt;br /&gt;
Temples preserve local history as well. Births, deaths, marriages, oaths, property transfers and religious judgements may remain relevant for centuries. The archive of a small old temple can therefore become unexpectedly important during a legal dispute.&lt;br /&gt;
&lt;br /&gt;
=== Religious Authority ===&lt;br /&gt;
&lt;br /&gt;
There is no single priesthood commanding the entire pantheon. House Ma&#039;fessen holds great influence because of its archives and religious schools, but it cannot simply order every temple to obey.&lt;br /&gt;
&lt;br /&gt;
The Grand Inquisition does not command ordinary clergy either. Its authority concerns particular crimes and investigations.&lt;br /&gt;
&lt;br /&gt;
This division is partly intentional. The history of the Inquisition taught the kingdom that allowing one religious institution to accumulate too much independent power creates obvious dangers.&lt;br /&gt;
&lt;br /&gt;
The result is less efficient than a single central church. Temples disagree, Ma&#039;fessen argues with inquisitors and the Crown is occasionally forced to decide questions it would prefer to leave to priests. Alyren society generally accepts this as safer than allowing one institution to decide every question of faith by itself.&lt;br /&gt;
&lt;br /&gt;
=== Death and the Continuance ===&lt;br /&gt;
&lt;br /&gt;
The Continuance has changed the way elves discuss death without replacing ordinary funerary beliefs. Most elves still die naturally. Some reject the Continuance for religious, personal or practical reasons, while others see it as a way to continue an unfinished responsibility.&lt;br /&gt;
&lt;br /&gt;
Neither position is considered automatically wrong. An old scholar may want more time to finish several centuries of work, while another elf of the same age may believe they have already lived long enough. Temples generally consider both choices valid as long as the decision is genuinely free.&lt;br /&gt;
&lt;br /&gt;
Forced soul binding is treated very differently. It is both a serious secular crime and a religious violation.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main article: [[History of Alyren Shaeras]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Before the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The earliest elven communities in the region were independent cities, temple settlements and family territories. They shared language, trade and many religious customs but did not obey one ruler. Alliances formed when needed and often ended when the immediate danger passed. The strongest families maintained their own soldiers and controlled the roads crossing their lands.&lt;br /&gt;
&lt;br /&gt;
The magical disaster which transformed the region made this independence harder to maintain. A dying forest or poisoned river did not stop at a family border. Priests, druids and mages created shared sanctuaries and exchanged information about keeping the land alive. These projects became some of the first institutions able to operate across several territories.&lt;br /&gt;
&lt;br /&gt;
Cooperation did not remove political rivalry. As the land recovered, families argued over restored fields, roads and forests. Several attempted to claim sanctuaries which had originally served everyone. Religious leaders feared that renewed warfare could destroy decades of recovery.&lt;br /&gt;
&lt;br /&gt;
The rulers of the six strongest families were eventually called to a council at Unyath Edhil, which was then a major temple settlement rather than a royal capital.&lt;br /&gt;
&lt;br /&gt;
=== Foundation of Alyren Shaeras ===&lt;br /&gt;
&lt;br /&gt;
The council produced the first covenant of the Great Houses. House Kealynn was chosen to provide the High King partly because it controlled no single temple or magical school powerful enough to dominate the other families. This made it a safer compromise than placing the monarchy in the hands of a house which already controlled one of the strongest institutions in the region.&lt;br /&gt;
&lt;br /&gt;
[[Ilyr Kealynn]] became the first High King. The other Great Houses retained government of their own cities and territories. The kingdom took the name Alyren Shaeras rather than the name of its royal family.&lt;br /&gt;
&lt;br /&gt;
The foundation occurred about 1,950 years before the present day, roughly three and a half centuries before the unification of Kurn Daruhm. The first kingdom was smaller than the present one, and its authority depended heavily upon the willingness of the Great Houses to obey the covenant. Several early High Kings spent more time settling disputes between their allies than expanding the border.&lt;br /&gt;
&lt;br /&gt;
Ilyr&#039;s government established common roads, trade standards and rules for military service. House rulers continued to judge most local crimes, while disputes involving several territories could be brought before the Crown. The council which later became the Saelathir also began during this period, although it originally contained only the six Great Houses.&lt;br /&gt;
&lt;br /&gt;
=== Expansion and Settlement ===&lt;br /&gt;
&lt;br /&gt;
As restored land became safe for settlement, the kingdom expanded south and east. New towns grew around temples, river crossings, roads and magical sites. Great Houses competed to sponsor them because a successful settlement meant taxes, trade and influence.&lt;br /&gt;
&lt;br /&gt;
The Crown attempted to prevent this competition from turning into private war. Disputed borders were brought before royal judges, and a house generally required permission before moving large military forces through another family&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
The expansion also brought more contact with foreign states. Merchants travelled farther, diplomacy became more important and elven rulers began looking beyond Thragmorn.&lt;br /&gt;
&lt;br /&gt;
=== The Lost Bladesong Expedition ===&lt;br /&gt;
&lt;br /&gt;
Around fifteen centuries ago, House Bladesong organised a major expedition intended to find distant islands, sea routes and possible new places for settlement. Soldiers, mages, settlers and craftspeople travelled with the fleet.&lt;br /&gt;
&lt;br /&gt;
The expedition disappeared somewhere beyond known waters. No confirmed survivor, message or wreckage ever returned to Alyren Shaeras, and the kingdom does not know where the fleet was lost.&lt;br /&gt;
&lt;br /&gt;
The expedition is officially remembered as missing and presumed dead. House Bladesong records its members among those who died in service to the kingdom.&lt;br /&gt;
&lt;br /&gt;
The disappearance changed Alyren attitudes toward distant colonisation. Merchants, diplomats and smaller expeditions continued to travel, but the kingdom did not immediately attempt another project on the same scale.&lt;br /&gt;
&lt;br /&gt;
=== Rise of the Grand Inquisition ===&lt;br /&gt;
&lt;br /&gt;
The Grand Inquisition began as cooperation between temple investigators dealing with cults and magical crimes which crossed house borders. A criminal who entered another territory could otherwise force investigators to stop and negotiate with a new ruler every time.&lt;br /&gt;
&lt;br /&gt;
Granting investigators authority across several territories solved this problem and created another. The Inquisition became one of the few organisations able to act throughout the kingdom without depending upon a Great House. Over time it gained its own courts, armed forces and agreements with foreign rulers.&lt;br /&gt;
&lt;br /&gt;
It was eventually granted a seat on the royal council, creating the seven-seat Saelathir. Supporters argued that investigators needed independence because a corrupted Great House might otherwise protect itself. Opponents warned that an organisation answerable mainly to its own leaders could eventually challenge the Crown.&lt;br /&gt;
&lt;br /&gt;
Part of the Inquisition later did exactly that. Its leaders attempted to remove House Kealynn, accusing the royal family of tolerating heresy and weakening religious law. Several Great Houses initially avoided committing themselves, but none joined the rebellion. Kealynn forces defeated the inquisitorial army.&lt;br /&gt;
&lt;br /&gt;
The surviving order accepted royal inspections, limits on its military and tighter regulation of foreign activity. It retained its council seat and many investigative powers because cults, forced soul binding and planar threats still existed. The decision remains controversial.&lt;br /&gt;
&lt;br /&gt;
=== War of Endless Storms ===&lt;br /&gt;
&lt;br /&gt;
The [[War of Endless Storms]] was the most destructive foreign war in the kingdom&#039;s history. It followed years of disputes with Kurn Daruhm over land, border security and valuable mineral deposits.&lt;br /&gt;
&lt;br /&gt;
Elven histories describe dwarven forts, mines and soldiers advancing closer to territory considered sacred. Dwarven histories describe an elven kingdom attempting to seize resources which did not belong to it. Both accounts reflect how the two countries understood the dispute.&lt;br /&gt;
&lt;br /&gt;
House Venphine and royal mages used enormous storms to slow dwarven armies and attack important positions. The storms caused much more damage than the battlefield alone. Settlements flooded, roads were destroyed and civilians died.&lt;br /&gt;
&lt;br /&gt;
Kurn Daruhm answered with fire magic which burned elven forests and damaged settlements already weakened by the war. Fighting took place near [[Hil Doral]], the ruins of [[Dhemuhm]] and several elven fortresses.&lt;br /&gt;
&lt;br /&gt;
Neither side was able to force a complete victory. The final dwarven attack against [[Syha Serin]] failed, but Alyren Shaeras had also suffered losses too great to continue the war safely.&lt;br /&gt;
&lt;br /&gt;
High Druid [[Lohmarra]] became one of the kingdom&#039;s most famous figures during the conflict. She protected settlements from magical fire, restored damaged wards and helped organise forest defences.&lt;br /&gt;
&lt;br /&gt;
Lohmarra disappeared after the war. The official search never determined whether she died, left voluntarily or was taken by an enemy.&lt;br /&gt;
&lt;br /&gt;
The war ended through negotiation rather than victory. Both countries withdrew from disputed positions and accepted restrictions along parts of the border. Trade eventually resumed.&lt;br /&gt;
&lt;br /&gt;
The conflict still affects how elves and dwarves view one another. Alyren remembers threatened sacred land and burned forests. Kurn Daruhm remembers magical storms, flooded settlements and the attempted seizure of mineral territory.&lt;br /&gt;
&lt;br /&gt;
=== The Modern Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The centuries after the war were spent rebuilding roads, forests and magical defences. Military demand encouraged improvements in alchemy, armour and firearms. Muskets and pistols became more reliable but remained too expensive to replace bows.&lt;br /&gt;
&lt;br /&gt;
Zeppelins were developed during the same broad period. They allowed officials and small groups to cross dangerous terrain quickly but never became ordinary transport.&lt;br /&gt;
&lt;br /&gt;
The Continuance developed from attempts to save elves whose bodies could no longer be healed after sickness, curses or magical injury. Early experiments were dangerous. The present system became accepted only after artificers, mages and clergy established strict rules governing consent and legal identity.&lt;br /&gt;
&lt;br /&gt;
Modern Alyren Shaeras remains politically divided despite sharing the same monarchy, religion and national institutions. The Great Houses cooperate in national defence and foreign policy while protecting their local authority.&lt;br /&gt;
&lt;br /&gt;
Saerith&#039;s reign has reopened an old question: whether the High King should remain mainly a mediator between the Great Houses or become a government more directly involved in the lives of citizens across the kingdom.&lt;br /&gt;
&lt;br /&gt;
== Economy and Technology ==&lt;br /&gt;
&lt;br /&gt;
The economy of Alyren Shaeras is much broader than its famous magical inventions. Most people work in agriculture, forestry, trade, crafts, temples, administration or ordinary services.&lt;br /&gt;
&lt;br /&gt;
Firearms, zeppelins and Automatons receive attention abroad because they are unusual, but they employ only a small part of the population. A farmer may live their whole life without travelling through a waygate or entering a zeppelin.&lt;br /&gt;
&lt;br /&gt;
The wealthiest regions are usually those connected to major roads, specialised workshops, valuable forest products or magical institutions. Poorer settlements tend to be isolated places with little political importance or specialised trade.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture ===&lt;br /&gt;
&lt;br /&gt;
River valleys and open meadows produce grain, vegetables, fruit and wine. Agriculture in the violet regions required generations of experimentation before communities learned which crops could safely grow in magically altered soil. Farmers know which plants absorb too much magic, which can grow beside ordinary crops and which must be kept away from livestock.&lt;br /&gt;
&lt;br /&gt;
The kingdom does not treat farming as an unimportant profession. Cities, temples and armies all depend upon rural production, and a poor harvest becomes a political problem quickly.&lt;br /&gt;
&lt;br /&gt;
Great Houses maintain food reserves and transport contracts to reduce shortages. Saerith has expanded royal reserves in several poorer regions so that a local crop failure does not immediately become a famine.&lt;br /&gt;
&lt;br /&gt;
Livestock is more common in open territory. Deep forest communities rely more heavily upon hunting, gathering, orchards and smaller farms.&lt;br /&gt;
&lt;br /&gt;
=== Forest Products ===&lt;br /&gt;
&lt;br /&gt;
The violet forests provide timber, resins, medicinal herbs, dyes and alchemical ingredients. Logging is regulated by the Great House controlling the territory. Common woodland may be worked for ordinary construction while sacred groves or magically unstable regions remain closed.&lt;br /&gt;
&lt;br /&gt;
Licences may specify which trees can be cut and require replacement planting. This is practical as well as religious. Destroying a rare violet species can remove a valuable resource for decades, while damaging a tree involved in a local ward may create an immediate magical problem.&lt;br /&gt;
&lt;br /&gt;
Violet dyes are among the kingdom&#039;s most recognisable exports. Medicinal plants and alchemical materials are also valuable abroad. Foreign demand has created fraud, with ordinary purple plants sometimes sold as magical ingredients. Established alchemists therefore keep records showing where valuable materials were harvested.&lt;br /&gt;
&lt;br /&gt;
=== Crafts and Workshops ===&lt;br /&gt;
&lt;br /&gt;
Craft production differs between Great House territories. Bladesong supports armourers, bowyers and craftspeople serving the army. Lulana has the strongest concentration of artificers and alchemists. Venphine supports magical workshops and enchantment. Ma&#039;fessen employs scribes, bookbinders and craftspeople producing religious objects. The Crownlands contain a wider mixture of ordinary trades supporting the capital and surrounding settlements.&lt;br /&gt;
&lt;br /&gt;
Most craftspeople are independent rather than direct employees of a Great House. They may own their workshop while depending upon house contracts, licences or access to specialised material. This gives Great Houses influence without requiring them to own every business.&lt;br /&gt;
&lt;br /&gt;
Apprenticeships remain the normal way to enter many crafts. A family may train its own children, accept temple students or take apprentices sponsored by a Great House. For a poor but talented person, a sponsored apprenticeship can provide one of the clearest paths into a respected profession.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
&lt;br /&gt;
Internal trade moves mainly along roads. Food travels from farming districts toward cities and military forts, timber and alchemical materials move out of the forests, and finished magical goods, weapons and expensive crafts move from specialised urban centres.&lt;br /&gt;
&lt;br /&gt;
Markets are usually regulated by local house officials. A merchant travelling across several Great House territories may have to follow different rules concerning tolls, stall fees and restricted goods.&lt;br /&gt;
&lt;br /&gt;
Foreign trade is valuable but controlled. Alyren Shaeras exports magical services, alchemical products, violet forest materials, fine crafts and a limited number of advanced devices. It imports materials which are cheaper or more practical to obtain elsewhere.&lt;br /&gt;
&lt;br /&gt;
Trade with Kurn Daruhm continues despite political tension. Dwarven metal, tools and engineering remain valuable to elven craftspeople, while elven magic and specialised products find buyers in the empire. Neither side interprets this commerce as proof of friendship.&lt;br /&gt;
&lt;br /&gt;
Lugeorti merchants are important distant buyers of Alyren magical goods, alchemical materials and luxury crafts. The Grand Bazaar gives elven producers access to buyers from countries they might never reach directly.&lt;br /&gt;
&lt;br /&gt;
=== Magic and Licensing ===&lt;br /&gt;
&lt;br /&gt;
Magical services form a significant part of urban life. Enchanters, healers, ward-makers and specialist mages work for temples, houses, merchants and private citizens.&lt;br /&gt;
&lt;br /&gt;
Most simple magic does not require a full licence. House Venphine regulates practices considered capable of harming people beyond the caster&#039;s immediate surroundings. Dangerous research, planar work and powerful enchantment normally require formal permission.&lt;br /&gt;
&lt;br /&gt;
The traditional fee of one hundred and fifty gold pieces covers examinations, records and later inspections. It also creates a barrier for poorer mages.&lt;br /&gt;
&lt;br /&gt;
Critics argue that Venphine regulation protects the house&#039;s political influence as much as public safety. Venphine answers that the kingdom already knows what uncontrolled magic can do to an entire region.&lt;br /&gt;
&lt;br /&gt;
=== The Continuance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main articles: [[The Continuance]] · [[Automatons]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Continuance is both a religious rite and an arcane procedure. Artificers construct the new body, mages carry out the magical transfer and clergy witness consent and protect the soul during the process.&lt;br /&gt;
&lt;br /&gt;
The person must agree while alive and capable of understanding what is being done. If the soul refuses the transfer, the rite stops. Forcing a soul into a constructed body is one of the kingdom&#039;s most serious crimes.&lt;br /&gt;
&lt;br /&gt;
An Automaton remains the same legal person after the rite. Their property, contracts, family relationships, offices and debts continue. The death of the original body does not create an inheritance because the person is still alive under Alyren law.&lt;br /&gt;
&lt;br /&gt;
The procedure is expensive and requires several specialised professions. This limits how many people can use it even though the kingdom accepts it legally and religiously.&lt;br /&gt;
&lt;br /&gt;
Most shells contain one soul. A small number have been built for several consenting souls performing a specialised duty together, but these designs are difficult and much rarer.&lt;br /&gt;
&lt;br /&gt;
Automaton bodies require maintenance. Long-term life inside one also changes ordinary habits involving sleep, food, touch and physical sensation. The full technical process, shell designs and Automaton culture belong to their dedicated articles.&lt;br /&gt;
&lt;br /&gt;
=== Firearms ===&lt;br /&gt;
&lt;br /&gt;
Alyren artificers developed match-fired weapons before producing more reliable flintlock mechanisms. Muskets and pistols can penetrate armour effectively, but they are expensive, slow to reload and difficult to maintain in heavy rain.&lt;br /&gt;
&lt;br /&gt;
Bows remain much more common. Elves train with them from a young age, arrows are easier to produce and a skilled archer can shoot far more quickly.&lt;br /&gt;
&lt;br /&gt;
Firearms are mainly used by specialist soldiers, fortress guards and some Inquisition units. Wealthy officers and nobles may own decorated pistols.&lt;br /&gt;
&lt;br /&gt;
Exports are restricted. Kurn Daruhm possesses imported examples but does not maintain a large domestic firearm industry.&lt;br /&gt;
&lt;br /&gt;
=== Zeppelins ===&lt;br /&gt;
&lt;br /&gt;
The kingdom maintains only a small number of zeppelins. Each Great House usually has access to at least one, while the Crown and Grand Inquisition maintain vessels of their own. A damaged zeppelin can remain unusable for years while rare components are replaced.&lt;br /&gt;
&lt;br /&gt;
They carry diplomats, commanders, investigators and small groups when speed matters more than cost. They are also useful for observation and reaching places difficult to approach by ordinary road.&lt;br /&gt;
&lt;br /&gt;
Their crews include pilots, artificers, weather mages and guards. Zeppelins do not replace ships or wagon transport. They carry less cargo, require specialised maintenance and remain vulnerable to severe weather.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Army of Alyren Shaeras.jpg|700px|alt=Elven knights, archers and mages marching through a violet forest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
The military of Alyren Shaeras is divided between royal forces, Great House troops, temple orders and local defenders. The High King commands the kingdom during a national war, but each Great House maintains forces suited to its territory and traditional responsibilities.&lt;br /&gt;
&lt;br /&gt;
This gives Alyren Shaeras a wide range of specialists. It also means that the military depends upon cooperation between institutions which disagree politically. House Bladesong provides many senior officers, paladins and professional soldiers, and its northern fortresses contain the largest concentration of permanent troops.&lt;br /&gt;
&lt;br /&gt;
Kealynn rangers provide scouts and road patrols. Venphine mages maintain magical defences and counter hostile spellcasting. Lulana artificers repair specialised equipment. Ma&#039;fessen clergy provide healing and religious support, while Erthyra trackers deal with enemies hiding in difficult terrain.&lt;br /&gt;
&lt;br /&gt;
The system works well when the houses agree on the threat. When they do not, arguments over command, supplies and responsibility can delay mobilisation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main article: [[Military of Alyren Shaeras]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Royal Forces and House Troops ===&lt;br /&gt;
&lt;br /&gt;
The Crown maintains soldiers directly loyal to the High King, but the royal army is not large enough to fight every war alone. Great Houses provide much of the manpower during a national mobilisation.&lt;br /&gt;
&lt;br /&gt;
Their contributions reflect the institutions they already maintain. Bladesong supplies more professional infantry and officers, Venphine supplies mages, Lulana sends artificers and specialised equipment, Ma&#039;fessen provides clergy and healers, and Erthyra provides trackers and forest specialists.&lt;br /&gt;
&lt;br /&gt;
A house normally keeps enough troops at home to protect its own territory. This is particularly important for Bladesong, whose frontier cannot simply be abandoned because the Crown needs soldiers somewhere else. National commanders therefore have to balance military needs against local defence.&lt;br /&gt;
&lt;br /&gt;
=== Infantry and Archers ===&lt;br /&gt;
&lt;br /&gt;
Most infantry fights with spears, swords and shields. Archers provide the majority of ranged support. Long elven training and strong knowledge of local terrain make Alyren forces particularly effective in forests and broken country.&lt;br /&gt;
&lt;br /&gt;
Heavy armour exists but is not universal. Soldiers who spend weeks patrolling forest roads often prefer lighter equipment to armour designed for a major battle.&lt;br /&gt;
&lt;br /&gt;
Military equipment also differs between territories. Bladesong forces tend to be more standardised because of their large professional institutions, while local defenders elsewhere may use whatever equipment their Great House normally provides.&lt;br /&gt;
&lt;br /&gt;
=== Mages ===&lt;br /&gt;
&lt;br /&gt;
Mages are distributed through the military rather than forming one completely separate force. Venphine battle mages are the most specialised. They maintain wards, disrupt enemy magic and provide communication, while other houses employ their own mages for particular needs.&lt;br /&gt;
&lt;br /&gt;
The War of Endless Storms remains the strongest warning against uncontrolled battlefield magic. Modern commanders are expected to consider what a large spell may do beyond its immediate target.&lt;br /&gt;
&lt;br /&gt;
This does not prevent destructive magic from being used. It means that destroying an enemy formation while flooding several friendly villages is no longer considered an uncomplicated success.&lt;br /&gt;
&lt;br /&gt;
=== Firearm Units ===&lt;br /&gt;
&lt;br /&gt;
Firearms are used by small specialist formations. Musketeers are most effective in fortifications or prepared positions where they can reload behind cover. Pistols are more common among officers, riders and inquisitors.&lt;br /&gt;
&lt;br /&gt;
The kingdom has never tried to replace every archer with a firearm. The cost would be enormous and the result would not always be useful in the heavily forested terrain covering much of Alyren Shaeras.&lt;br /&gt;
&lt;br /&gt;
=== Paladins and Temple Forces ===&lt;br /&gt;
&lt;br /&gt;
Paladins hold an important position in Alyren warfare. House Bladesong trains many of them, but it does not control every paladin order. Temples maintain their own champions devoted to particular gods and duties.&lt;br /&gt;
&lt;br /&gt;
A paladin serving in a royal army still answers to military command in ordinary operations. A religious oath does not automatically grant the right to ignore every secular superior.&lt;br /&gt;
&lt;br /&gt;
Problems arise when a commander gives an order a paladin believes violates their oath or divine law. Such disputes can become both military and religious cases.&lt;br /&gt;
&lt;br /&gt;
=== Erthyra Specialists ===&lt;br /&gt;
&lt;br /&gt;
Erthyra trackers pursue raiders, monsters and fugitives through terrain where ordinary formations struggle. Hellknights are deployed only when fiends, planar corruption or similar threats are confirmed.&lt;br /&gt;
&lt;br /&gt;
Their small number prevents them from becoming ordinary heavy infantry. Using them in a conventional battle simply because they are dangerous would waste specialists who are extremely difficult to replace.&lt;br /&gt;
&lt;br /&gt;
=== Automatons in Military Service ===&lt;br /&gt;
&lt;br /&gt;
Automatons may serve voluntarily under the same legal principles as other citizens. Their endurance makes them useful as guards and ward-keepers.&lt;br /&gt;
&lt;br /&gt;
They are not indestructible. Damage to the shell can disorient or immobilise the person inside it, while unstable magic can also interfere with their senses or movement.&lt;br /&gt;
&lt;br /&gt;
They therefore still require repair crews and the same support expected by other soldiers.&lt;br /&gt;
&lt;br /&gt;
=== Command and Loyalty ===&lt;br /&gt;
&lt;br /&gt;
House Bladesong&#039;s influence over the military occasionally concerns rival houses because many senior commanders have Bladesong training or family connections. This concern is political rather than based on evidence of disloyalty.&lt;br /&gt;
&lt;br /&gt;
Bladesong has remained one of the Crown&#039;s most reliable Great Houses and considers defence of the Holy Kingdom part of its family purpose. The argument is instead about how much influence any one family should hold over national military planning.&lt;br /&gt;
&lt;br /&gt;
Bladesong argues that experience naturally produces authority. Its rivals answer that a healthy kingdom should not become unable to command an army without one house. The Crown has generally balanced the issue by keeping royal command above the houses while continuing to rely upon Bladesong expertise.&lt;br /&gt;
&lt;br /&gt;
=== Logistics ===&lt;br /&gt;
&lt;br /&gt;
Armies depend heavily upon food, roads, repair crews and cooperation from the territories through which they move. Alyren Shaeras may possess powerful magic, but magic does not eliminate the need to feed soldiers.&lt;br /&gt;
&lt;br /&gt;
Large forces require grain, arrows, armour, medicine and replacement equipment. Great Houses maintain supply depots inside their own territory, while during national war the Crown coordinates these resources.&lt;br /&gt;
&lt;br /&gt;
This is one of the places where political disagreement can become a practical military problem. A house does not need to refuse an order openly to slow mobilisation. Late supplies, arguments over cost or disagreement over which roads may be used can delay an army without anyone technically committing treason.&lt;br /&gt;
&lt;br /&gt;
== Territories ==&lt;br /&gt;
&lt;br /&gt;
The Crownlands are ruled directly from Unyath Edhil, while the five other Great Houses govern inherited territories. Every house owes allegiance to the High King and must provide soldiers and resources when the kingdom is threatened. Inside its own territory, however, it controls most local offices, taxes and traditions.&lt;br /&gt;
&lt;br /&gt;
The differences are large enough that travelling across Alyren Shaeras can feel like moving between several related regions rather than one identical administration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Crownlands of Kealynn]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The central and northeastern lands governed directly from Unyath Edhil. They contain the royal administration, principal courts and many institutions supported by House Kealynn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Roads and charitable services are especially visible because they form an important part of Kealynn government. Foreign diplomats and citizens petitioning the Crown also make the region more politically mixed than several other territories.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Bladesong March]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The fortified northern and northeastern frontier surrounding the Watch of Ulfael. Its towns support patrols, military schools, armouries and the kingdom&#039;s largest concentration of permanent soldiers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Local communities are accustomed to military demands. Garrisons provide work and protection but also require food, roads and emergency support from nearby settlements.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Erthyra Woods]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The western forest territory ruled from Silse Taesi. It contains the Firstbloom Tree, ranger lodges, protected woodland and training grounds used by trackers and the Hellknights of Erthyra.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The population is more dispersed than in central Alyren. Forestry, hunting and gathering remain important, while the house regulates sacred and magically unstable areas closely.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lulana Temple Lands]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The southwestern territory surrounding the Temple of Alyren Shaeras. Its workshops, alchemical houses and exorcist orders make it one of the kingdom&#039;s principal centres of invention and spiritual defence.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Temples and workshops stand unusually close together because Lulana work regularly combines religion, magic and practical engineering.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Venphine Reach]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The central territory governed from Alentheas. Its academies regulate dangerous magic, maintain several waygates and educate many of the mages employed by the Crown and other houses.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The region is wealthy because of education and magical services, but the cost of study makes social differences particularly visible.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Ma&#039;fessen Temple Lands]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The southeastern territory centred on the Temple of Selunithara. It is known for religious archives, oracles and schools which train clerics and loremasters.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Temple institutions perform many services which are handled by secular officials elsewhere, giving clergy an especially strong role in local society.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Grand Inquisition controls [[Imyana Allora]] and several smaller estates granted to it by the Crown. These lands do not form a seventh Great House territory. They provide courts, archives, prisons and training grounds required by the organisation while remaining subject to royal inspection.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-relations&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Empire of Kurn Daruhm]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--tense&amp;quot;&amp;gt;Tense peace&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The War of Endless Storms ended without a decisive victor. Limited trade and formal diplomacy continue, but border disputes and memories of the war prevent genuine trust.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Elven magical goods and alchemical materials find buyers in the empire, while Alyren workshops import dwarven metal, tools and engineering. The Grand Inquisition is also permitted to operate in Kurn Daruhm under treaty, which remains unpopular with many dwarven citizens.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Krugmurd Horde]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--hostile&amp;quot;&amp;gt;Fortified hostility&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Raids, military movements and old territorial disputes keep the northeastern frontier heavily defended.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Trade occurs through controlled crossings when relations allow it, but Bladesong commanders treat periods of calm as temporary conditions rather than permanent peace.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Union of Sukeyuki]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--guarded&amp;quot;&amp;gt;Guarded neighbour&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The kingdom maintains diplomatic contact and limited trade with the Union, but the border remains closely watched.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Political changes within Sukeyuki can alter local agreements quickly, which makes Alyren officials cautious about treating any one arrangement as permanent.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Trade Republic of Lugeorti]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Profitable distant trade&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Lugeorti merchants are important buyers of elven magical goods, violet materials, alchemical products and luxury crafts.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The two nations lie on separate continents, so trade depends upon long-distance shipping. The Grand Bazaar gives Alyren producers access to buyers they would otherwise have difficulty reaching.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Forgotten Kingdom]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--hostile&amp;quot;&amp;gt;Necromantic threat&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The frozen kingdom does not share a broad open frontier with Alyren Shaeras, but its undead forces and lost magic concern the Crown, temples and Grand Inquisition.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Practices involving the forced control of souls are treated with particular hostility.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Foreign treaty states&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--uneasy&amp;quot;&amp;gt;Inquisitorial access&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Several foreign governments permit the Grand Inquisition to pursue cults, heretics and illegal soul binders under negotiated agreements.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;These treaties give Alyren Shaeras influence abroad and regularly create friction with local officials who dislike foreign investigators operating inside their territory.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Settlements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Unyath Edhil]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The royal capital and seat of House Kealynn. Its palace, council halls and royal institutions stand among pale towers and carefully shaped trees.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The city contains the principal Crown courts, archives and charitable institutions. Foreign diplomats and petitioners from every Great House make it one of the most politically mixed settlements in the kingdom.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Watch of Ulfael]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The fortified seat of House Bladesong and centre of the northern defence. Military academies, paladin orders, armouries and zeppelin facilities surround the main fortress.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Soldiers and messengers move constantly between the Watch and smaller frontier posts.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Caonor]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A border town controlling one of the principal roads between Alyren Shaeras and Kurn Daruhm.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Merchants, soldiers and royal officials share the town with investigators and agents watching movement across the frontier. Its prosperity depends upon the same cross-border traffic which makes it politically sensitive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Imyana Allora]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The administrative centre of the Grand Inquisition. Its courts, archives, prisons and guarded compounds contain records gathered from investigations across Erindal.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;It answers to the Grand Inquisitor rather than a Great House, although royal inspectors retain authority there under the laws established after the inquisitorial rebellion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Silse Taesi]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The forest city of House Erthyra. Ranger lodges and fortified halls stand near the protected land surrounding the Firstbloom Tree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Trackers and bounty hunters travel from the city throughout the kingdom, while forestry and regulated gathering support much of its ordinary economy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Alentheas]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The city of House Venphine and the kingdom&#039;s greatest centre of regulated arcane study.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Its academies train professional mages, conduct examinations, oversee licences and maintain several permanent waygates. Students and magical workers give the city a large educational economy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Temple of Alyren Shaeras]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A temple-city governed by House Lulana. Sacred halls stand beside workshops which produce Automaton shells, armour, alchemical equipment and parts for the kingdom&#039;s rare zeppelins.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The settlement is one of the clearest examples of religion and technology functioning together rather than as separate parts of Alyren society.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Temple of Selunithara]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The religious centre of House Ma&#039;fessen. It contains extensive archives, schools for clerics and loremasters and protected chambers used by the house&#039;s oracles.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Scholars from across the kingdom visit its archives when dealing with old doctrine, genealogies or temple agreements.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Figures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Saerith Kealynn.jpg|400px|alt=High King Saerith Kealynn]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Saerith Kealynn]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The current High King of Alyren Shaeras. He is popular outside the capital for repairing roads, expanding travelling courts and spending royal money on poorer settlements. Several Great Houses believe those projects also give the Crown too much influence inside their lands.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Kayleesa Bladesong.png|400px|alt=Kayleesa Bladesong]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kayleesa Bladesong]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The current head of House Bladesong and commander of the Watch of Ulfael. She represents the house in the Saelathir and is responsible for much of the kingdom&#039;s northern defence.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Vaerissa Thalyn.jpg|400px|alt=Grand Inquisitor Vaerissa Thalyn]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Vaerissa Thalyn]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The current Grand Inquisitor and holder of the seventh seat. She is trying to restore the order&#039;s authority abroad while resisting new attempts by the Crown to inspect its cases.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Avaran Erthyra.png|400px|alt=Lictor Avaran Erthyra]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Avaran Erthyra]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The current Lictor of the Hellknights of Erthyra. He has survived several campaigns inside the Ebon Fissure and now commands the small force sent against confirmed fiendish incursions.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-related&amp;quot;&amp;gt;&lt;br /&gt;
[[History of Alyren Shaeras]] · [[War of Endless Storms]] · [[Elven Pantheon]] · [[Great Houses of Alyren Shaeras]] · [[Grand Inquisition of Alyren Shaeras]] · [[Automatons]] · [[The Continuance]] · [[Military of Alyren Shaeras]] · [[Waygates of Alyren Shaeras]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations and Realms|Alyren Shaeras]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=664</id>
		<title>Amatsukini</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=664"/>
		<updated>2026-09-18T00:35:19Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country styles}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-page country-page--amatsukini&amp;quot; style=&amp;quot;--country-accent:#244f87; --country-accent-soft:#b89643; --country-deep:#172131; --country-paper:#f4efe5; --country-paper-alt:#e7e5df; --country-ink:#2b2927; --country-muted:#706b65; --country-line:rgba(42,66,97,0.24);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Amatsukini hero.png|1600px|class=country-hero__image|alt=Terraced fields, coastal settlements, mountains and the sea of Amatsukini]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__eyebrow&amp;quot;&amp;gt;NATION OF ERINDAL&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__title&amp;quot;&amp;gt;Amatsukini&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-hero__subtitle&amp;quot;&amp;gt;Isle of the Star Council&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__heading&amp;quot;&amp;gt;Island Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__emblem&amp;quot;&amp;gt;[[File:Amatsukini emblem.png|220px|alt=National emblem of Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Official name&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Amatsukini&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Known as&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Isle of the Star Council&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Matriarchal clan oligarchy&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Governing council&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Star Council]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Council seat&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Natsukage]] ([[Hoshinowa]])&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Presiding officer&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Keeper of the Star [[Ayame Kisaragi]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Main port&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Aelashiro]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Major peoples&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Kitsune; elves&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Languages&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Hanari]]; [[Ylvaari&#039;il]] (Amatsukini dialect)&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Reihara]] (Way of Spirits)&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Star Council tradition&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;c. 542 BHF&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- Location map intentionally deferred. See map_pending/README in the package. --&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amatsukini&#039;&#039;&#039; is an old kitsune island realm governed through the [[Star Council]]. The council grew from meetings between clans which needed common rules for trade, shrines, roads and disputes without giving up control of their own lands. That balance still defines the country. The council controls matters which affect the island as a whole, while clans, settlements and shrine authorities keep considerable control over local life.&lt;br /&gt;
&lt;br /&gt;
Six High Clans hold permanent seats on the Star Council. Four are Great Clans and two are Sacred Clans. They are the most influential families on the island, but the many minor clans are not their subjects. A minor clan can hold land, maintain retainers, keep its own traditions and build considerable wealth without answering directly to one of the six.&lt;br /&gt;
&lt;br /&gt;
Amatsukini is strongly matriarchal. Clan descent usually follows the mother, hereditary offices normally pass through women and the highest recognised religious authority belongs to shrine maidens. Men can own property, serve as soldiers, scholars, merchants and officials, but inheritance and political expectations fall on them differently. The system gives women more formal authority while also placing heavier obligations on daughters expected to continue a family line.&lt;br /&gt;
&lt;br /&gt;
The island also contains a long-established elven population, concentrated mainly around the northeastern coast, Aelashiro and [[Elaerith]]. Elves have lived in Amatsukini for roughly fifteen centuries and are accepted as part of the country, although they have never held political power equal to the six High Clans. Their seat on the Star Council is formally open to recognised elven houses, but every known holder has belonged to the Amatsukini branch of House Bladesong.&lt;br /&gt;
&lt;br /&gt;
Amatsukini is becoming more assertive abroad in the present age. Trade has grown, the national fleet is stronger and the council has more reliable systems for mobilisation than it did in earlier centuries. This has produced an argument over whether the island should remain mainly defensive or begin taking control of nearby islands and strategic sea routes. [[Nobara Takamori]] is one of the strongest supporters of the latter position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Council seat&amp;lt;/span&amp;gt;[[Natsukage]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Main port&amp;lt;/span&amp;gt;[[Aelashiro]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Keeper&amp;lt;/span&amp;gt;[[Ayame Kisaragi]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-quickfact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Principal faith&amp;lt;/span&amp;gt;[[Reihara]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Land and People ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Amatsukini is centred on a large main island surrounded by smaller islands and coastal waters. The northeast contains the busiest harbours and the greatest concentration of foreign trade. The central lands are milder and contain the old neutral territory of Hoshinowa, while much of the west and southwest consists of farmland, woodland and smaller clan holdings.&lt;br /&gt;
&lt;br /&gt;
The south rises into colder highlands and mountain country. Snow can remain for long periods at higher elevations, and the highest peaks can stay white well beyond the winter season. Mountain roads and passes are important to local government and military planning. Communities in these districts keep larger winter stores and pay close attention to the rites associated with [[Fuyukane]].&lt;br /&gt;
&lt;br /&gt;
The island is not divided into six clean provinces. Great and Sacred Clan influence developed over centuries and overlaps with minor clans, shrine lands, towns and independent communities. A traveller can leave land strongly associated with one High Clan, cross a minor clan holding and enter another clan&#039;s sphere without passing a formal national border.&lt;br /&gt;
&lt;br /&gt;
=== Population and Language ===&lt;br /&gt;
Kitsune form the large majority of the population. Clan membership, family reputation and local ties matter strongly in ordinary social life, but not every kitsune belongs to a powerful family. Hoshinowa in particular contains many people who are clanless, distant from their old families or simply more comfortable outside the usual clan structure.&lt;br /&gt;
&lt;br /&gt;
Amatsukini has a long-established elven population concentrated mainly in the northeast, especially around Aelashiro and Elaerith. Smaller elven families live elsewhere, but they become less common farther into the western and southern interior. Other peoples are most often encountered in Aelashiro, where foreign merchants, sailors and residents are part of normal port life.&lt;br /&gt;
&lt;br /&gt;
[[Hanari]] is the main kitsune language. The elven population speaks a local dialect of [[Ylvaari&#039;il]] which developed after many generations of separation from the Holy Kingdom. Trade languages are also heard in Aelashiro, but they have not replaced either local tongue.&lt;br /&gt;
&lt;br /&gt;
=== Regional Life ===&lt;br /&gt;
The northeast is the part of Amatsukini most accustomed to outsiders. Aelashiro receives foreign ships, merchants and diplomats, while nearby Elaerith contains the strongest concentration of distinctly elven life on the island. Imported fabrics, foreign food and elven or foreign customs are therefore more visible here than they are in many inland settlements.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa has a different kind of diversity. Its population includes councillors, petitioners, independent tutors, workers, innkeepers and kitsune who chose to live outside strong clan structures. People from every major region pass through Natsukage, which makes the neutral territory more accustomed to political and social differences even though it is not a commercial port like Aelashiro.&lt;br /&gt;
&lt;br /&gt;
The western and southwestern lowlands are more heavily shaped by agriculture, forestry and long local relationships. Clan reputation and repeated dealings between neighbouring families matter strongly there, particularly around land, water, roads and local markets.&lt;br /&gt;
&lt;br /&gt;
The southern highlands are shaped by distance, snow and difficult roads. Winter stores, road conditions and the closing of mountain passes affect ordinary life much more directly than they do in the lowlands. Takamori influence is strongest here, but local settlements and minor clans still manage much of their own daily affairs.&lt;br /&gt;
&lt;br /&gt;
=== Elven Communities and Bladesinging ===&lt;br /&gt;
Elves have lived in Amatsukini for roughly fifteen centuries. They are accepted citizens and are part of ordinary trade, military service, scholarship and settlement life, but their national political position remains narrower than that of the six High Clans. The Elven Seat gives them a permanent voice on the Star Council, but only one seat.&lt;br /&gt;
&lt;br /&gt;
Aelashiro and Elaerith show two different parts of elven life in Amatsukini. Aelashiro is mixed and cosmopolitan, with kitsune and elven customs visible alongside foreign influences brought through the port. Elaerith is more distinctly elven and serves as the traditional seat of House Bladesong. Elven worship, clothing, food and architecture are more visible there than in Aelashiro.&lt;br /&gt;
&lt;br /&gt;
Intermarriage exists, but it does not remove older social expectations. Conservative kitsune families often expect children of an important marriage to follow the mother&#039;s kitsune clan line. Elven houses can be equally protective of their own lineages and traditions. Elves are accepted citizens, but lineage prejudice and unequal social standing have not disappeared on either side.&lt;br /&gt;
&lt;br /&gt;
The Bladesongs of Amatsukini established &#039;&#039;&#039;Bladesinging&#039;&#039;&#039;, a martial discipline which combines spellcasting with close weapon work. Bladesingers often use light, precise weapons such as rapiers, treating magic and swordplay as parts of the same fighting style. House Bladesong remains the family most closely associated with the discipline.&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Clan identity affects far more than politics. It can shape employment, marriage, credit, introductions, travel and the people expected to support someone during a dispute. A formal introduction commonly gives both name and clan. High Clan membership brings prestige, but it does not guarantee wealth. Poor branches and ordinary labourers exist inside old families, while some minor clans and independent merchants are extremely wealthy.&lt;br /&gt;
&lt;br /&gt;
Amatsukini values reciprocity strongly. A useful gift, introduction, marriage arrangement or professional favour creates an expectation that the relationship will be answered later. The value of a gift matters less than whether it suits the relationship. A specialist from a minor clan can gain considerable prestige by teaching or advising a High Clan household, while gifts exchanged around such relationships reinforce the obligations between the families.&lt;br /&gt;
&lt;br /&gt;
Hospitality is important once it has been offered, but private space is taken seriously. Entering a home without permission can be treated as a serious threat, especially in conservative or isolated communities. Amatsukini also has a strong tradition of jokes and harmless pranks. A prank which embarrasses somebody briefly may be considered funny. Injury, destruction of property or deliberate cruelty is simply bad behaviour and is not excused as a prank.&lt;br /&gt;
&lt;br /&gt;
Food varies by region. Fish and other seafood are common along the coast, but they are not treated as a universal kitsune preference. Inland households eat meat, grains, vegetables, fruit, mushrooms and whatever local farms or hunters can supply. Southern highland communities rely more heavily on preserved food during winter. Aelashiro has the widest access to imported food and foreign cooking.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Daily life in Amatsukini.png|700px|alt=Kitsune residents trading and talking in a small coastal market in Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Family, Marriage and Inheritance ===&lt;br /&gt;
Descent normally follows the mother. Children usually belong to their mother&#039;s clan. Husbands often join the wife&#039;s household or settle near her maternal relatives, but they keep their own clan name and identity. High and minor clan heads are traditionally women, while clan land, hereditary offices and ancestral property usually pass through the female line. Personal property can be owned and inherited by men as well.&lt;br /&gt;
&lt;br /&gt;
Succession does not always go to the eldest daughter. A clan may choose a younger daughter or another woman in the maternal line if she is considered better suited to lead. Adoption is fully legitimate and is often preferred when no suitable woman remains in the immediate line. Formal clan adoption can include adults, and an adopted daughter can inherit on the same basis as one born into the family.&lt;br /&gt;
&lt;br /&gt;
Marriage does not transfer leadership by itself. The spouse of a clan head cannot simply inherit the clan after her death. This prevents an outside family from taking control of a clan only by marrying into it. Two clan heads can marry without merging their offices, although such marriages are rare and receive considerable political attention.&lt;br /&gt;
&lt;br /&gt;
Same-sex marriage is ordinary. A marriage between two women can carry considerable political weight because both families may be dealing with active maternal lines and future succession. Male couples are accepted as well, although conservative clans often attach less political importance to such a match because neither spouse is expected to carry the clan line in the same way. Direct successors can choose their own spouses, but powerful families may place heavy pressure on that choice because of the effect on alliances and future children.&lt;br /&gt;
&lt;br /&gt;
Divorce is accepted. In a household built around the wife&#039;s maternal line, the woman and children normally remain with that household while the husband leaves. This can be practical for inheritance, but it can also leave men who spent years contributing to a household with little claim over clan property after the marriage ends.&lt;br /&gt;
&lt;br /&gt;
The matriarchal system is not equally comfortable for everyone. Important daughters may face heavy family pressure over their choice of spouse because marriage affects succession and alliances. Men can be passed over for offices which a sister is expected to inherit, and widowers may find that the house or land they helped maintain still belongs to their late wife&#039;s clan. In conservative families, men can also be discussed bluntly as marriage prospects, with elders judging appearance, health, lineage and the likelihood of children. Men who resent this are not always taken seriously.&lt;br /&gt;
&lt;br /&gt;
A small number of minor clans use less traditional inheritance. Some allow leadership to pass through either sex or recognise both parental lines more equally. These clans are few, are not organised into a wider movement and are generally regarded as unusual by more traditional families.&lt;br /&gt;
&lt;br /&gt;
=== Clothing and Regional Customs ===&lt;br /&gt;
Clothing is layered and practical, but materials and weight change by region. The lowlands allow lighter clothing for much of the year, while the southern highlands require thicker and often fur-lined layers. Aelashiro has the greatest access to imported fabrics and foreign fashions, including visible elven influence in some wealthier households.&lt;br /&gt;
&lt;br /&gt;
Clans have their own colours, emblems and preferred ways of wearing formal clothing. These differences are usually subtle in daily life and much more obvious during ceremonies, council gatherings and festivals. Kitsune clothing is made with tails in mind rather than forcing them under ordinary garments. Tail ribbons, rings and charms are common during festivals or formal occasions, but they are not worn by everyone every day.&lt;br /&gt;
&lt;br /&gt;
=== Entertainment and Conduct ===&lt;br /&gt;
Storytelling, music, dance, poetry, board and strategy games, martial competitions, archery and theatre are all common forms of entertainment. Shinzu has a particular reputation for writers, storytellers and people who can become embarrassingly serious about a board game.&lt;br /&gt;
&lt;br /&gt;
Public self-control is valued during important business. Open affection, laughter and teasing are normal in private or informal settings, but a councillor, merchant or clan representative who loses control during negotiations can damage more than their own reputation. This does not make Amatsukini society uniformly quiet. Arguments can be direct, and some families are much louder than others.&lt;br /&gt;
&lt;br /&gt;
Respect is tied to position, age and competence rather than age alone. Elders are listened to, but an older person who repeatedly proves incompetent will not be treated as wise simply because of years. The same attitude helps explain why Hoshinowa&#039;s elders can choose a relatively young representative if they believe that person is the best choice.&lt;br /&gt;
&lt;br /&gt;
=== Education and Expertise ===&lt;br /&gt;
Amatsukini has no central public school system. Education is arranged by families, clans, shrines and individual teachers. Wealthy households can maintain permanent tutors and private libraries. Poorer families teach children themselves, rely on apprenticeships or hire a teacher only when they can afford it.&lt;br /&gt;
&lt;br /&gt;
A clan&#039;s reputation for a particular skill gives its members influence beyond formal politics. Mizuhara navigators, Takamori officers, Kisaragi administrators and Shinzu scholars can all be hired by people outside their own clan. A High Clan may employ an expert from a small minor clan if that person is especially capable, and the appointment can become a source of prestige for the smaller family.&lt;br /&gt;
&lt;br /&gt;
High Clan heirs receive more formal instruction than most children. They are expected to learn genealogy, law, estate management, diplomacy and the history of old agreements. Shinzu education places greater emphasis on history, religion, writing, calendars and old records. Hayate religious training is more practical and usually takes place through apprenticeship at a shrine.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa has fewer clan institutions than the rest of the island. Education there relies more heavily on community tutors, independent experts and apprenticeships, particularly among clanless families and people who left their old clan connections behind.&lt;br /&gt;
&lt;br /&gt;
== Government and Administration ==&lt;br /&gt;
&lt;br /&gt;
Amatsukini is governed nationally by the [[Star Council]]. Its authority is strongest in foreign relations, national defence, island-wide law, major trade policy and disputes which affect several clans or regions. Most local administration remains outside direct council control.&lt;br /&gt;
&lt;br /&gt;
The council has nine seats. Six belong permanently to the High Clans: Mizuhara, Kisaragi, Soramine, Takamori, Hayate and Shinzu. Each of those seats is held personally by the current head of the clan. When leadership of a High Clan changes, its council seat passes with the office. The heads of the six High Clans, and therefore these six council seats, are held by women. The other three seats are the Maritime Seat, the Elven Seat and the Hoshinowa Seat.&lt;br /&gt;
&lt;br /&gt;
The Star is an old kitsune political symbol rather than the emblem of a particular god or clan. It represents matters which stand above one household or region: agreements which bind several clans, common defence and decisions made in the name of Amatsukini as a whole. This is why the national council, its Keeper and the Call of the Star all use the same symbol.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Maritime Seat&#039;&#039;&#039; represents captains, navigators, merchants and other maritime interests. Mizuhara is influential at sea, but it does not control the seat. The current holder, [[Renji Sazanami]], is an independent navigator rather than a High Clan noble.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Elven Seat&#039;&#039;&#039; represents the established elven population. It is formally open to recognised elven houses and communities, but every known holder has belonged to the Amatsukini branch of House Bladesong. The seat has a normal vote but cannot hold the office of Keeper of the Star.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hoshinowa Seat&#039;&#039;&#039; is chosen by the elders of Hoshinowa. The representative must be a permanent resident of the neutral territory and cannot already hold another council seat. The elders may choose a candidate of any age or gender if they believe that person is capable. There is no fixed election cycle or term attached to the seat.&lt;br /&gt;
&lt;br /&gt;
=== Keeper of the Star ===&lt;br /&gt;
The [[Keeper of the Star]] chairs the council. The Keeper receives foreign envoys in the council&#039;s name, manages procedure and formally announces decisions, but still has only one vote. The office cannot independently make law, declare war or sign treaties.&lt;br /&gt;
&lt;br /&gt;
The office normally passes to the longest-serving eligible councillor. Seniority is based on continuous service on the council, not age. There is no fixed term. A Keeper remains in office until death, resignation, loss of their council seat or a successful formal challenge.&lt;br /&gt;
&lt;br /&gt;
An eligible councillor can challenge the Keeper before the full council. The challenger may call for a &#039;&#039;&#039;Trial of Words&#039;&#039;&#039;, which is a formal debate over leadership and duty, or a &#039;&#039;&#039;Trial of Arms&#039;&#039;&#039;, a controlled martial contest. A successful challenger becomes the new Keeper but still holds only the ordinary one vote on the council. The Trial of Arms is not meant to be lethal. Deliberately killing an opponent is treated as a serious crime rather than victory.&lt;br /&gt;
&lt;br /&gt;
The office is legally open to either sex. In practice, most Keepers have been women because the six High Clan seats are held by women and those seats provide many of the council&#039;s longest-serving members.&lt;br /&gt;
&lt;br /&gt;
=== Hoshinowa and Natsukage ===&lt;br /&gt;
[[Hoshinowa]] is a small neutral territory in the centre of the island. It does not belong to any clan and is protected by the Star Council. The territory contains farmland, inns, small settlements, councillor residences and a noticeable population of clanless or independent kitsune.&lt;br /&gt;
&lt;br /&gt;
The council meets in [[Natsukage]], an old settlement which grew around the original neutral meeting ground. No High Clan is allowed to dominate it with a permanent private garrison. Councillors may bring limited guards, while security inside the settlement is handled by forces responsible to the council.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa attracts people who do not fit comfortably into clan society. Some left after family disputes, some reject clan obligations and some simply built a life there because their work brought them to Natsukage. The territory is also less rigidly matriarchal than most clan lands, and its community elders can be either women or men.&lt;br /&gt;
&lt;br /&gt;
This freedom has a cost. Clan networks provide employment, credit, marriage contacts and support during disputes, so a person who leaves them can gain independence while losing protection.&lt;br /&gt;
&lt;br /&gt;
=== Banner Accords ===&lt;br /&gt;
Some disputes can be settled through a &#039;&#039;&#039;Banner Accord&#039;&#039;&#039;. Both sides must agree to the contest and the Star Council must recognise its terms beforehand. The agreement states who will fight, which weapons are permitted, the boundaries of the contest, the conditions for victory and the exact issue being decided.&lt;br /&gt;
&lt;br /&gt;
A Banner Accord may involve two champions, small groups of retainers or, very rarely, larger limited forces. Death is possible in serious contests, but killing after surrender or continuing the fight after the agreed result is treated as unlawful violence.&lt;br /&gt;
&lt;br /&gt;
Winning gives only what was agreed before the contest. A clan which wins a dispute over a road or piece of woodland cannot use that victory as an excuse to march into the loser&#039;s settlements. The custom is old and survives because it gives the council a way to contain disputes which might otherwise become private wars.&lt;br /&gt;
&lt;br /&gt;
== Minor Clans ==&lt;br /&gt;
&lt;br /&gt;
Clans outside the six High Clans are generally described as &#039;&#039;&#039;minor clans&#039;&#039;&#039;. The term describes political standing more than wealth, age or personal importance. A minor clan does not possess one of the six permanent clan seats on the Star Council, but it can still hold land, maintain retainers, keep its own traditions, become known for a specialised trade or build considerable influence inside its own region.&lt;br /&gt;
&lt;br /&gt;
Minor clans are not automatically subordinate to a Great or Sacred Clan. Their relationships with the High Clans vary, but minor status by itself does not place a family under the authority of one of the six.&lt;br /&gt;
&lt;br /&gt;
Their size and wealth also vary. A clan can remain politically minor while still becoming wealthy, locally influential or known for specialists whose services are sought by the High Clans.&lt;br /&gt;
&lt;br /&gt;
The current set of High Clans developed gradually. Older councils contained different powerful families, and other religious clans once held roles similar to those now associated with Hayate and Shinzu. Some declined, merged or disappeared. The system of powerful council clans is ancient, but the modern six developed gradually.&lt;br /&gt;
&lt;br /&gt;
== The Six High Clans ==&lt;br /&gt;
&lt;br /&gt;
The Six High Clans hold the six permanent clan seats on the Star Council and are the most influential clans in Amatsukini. Their status developed for different reasons over centuries rather than through one common path: Mizuhara and Soramine are older secular powers, Kisaragi rose with the growth of administration, Takamori through military organisation and defence, while Hayate and Shinzu remain the two Sacred Clans.&lt;br /&gt;
&lt;br /&gt;
=== Clan Mizuhara ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Mizuhara emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Mizuhara]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Mizuhara&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Mizuhara&#039;&#039;&#039; is strongest along the northeastern and eastern coast. Its traditional seat is [[Aelashiro]], the principal port of Amatsukini. Shipping, fishing, navigation, shipbuilding, coastal defence and foreign trade provide much of the clan&#039;s wealth. Its members are more accustomed to foreigners than most inland clans because foreign captains, merchants and sailors are part of ordinary life in Aelashiro.&lt;br /&gt;
&lt;br /&gt;
Mizuhara does not own every ship or port. Independent merchants, smaller ports and minor coastal clans remain important, and the separate Maritime Seat is not controlled by Mizuhara. The clan is therefore influential at sea without possessing a legal monopoly over maritime life.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Sayo Mizuhara&#039;&#039;&#039;. She is sociable, commercially minded and comfortable dealing with foreigners, although this does not make her automatically friendly to them. She supports expansion when it protects shipping or creates useful ports, but usually prefers a profitable agreement to a war which damages trade.&lt;br /&gt;
&lt;br /&gt;
=== Clan Kisaragi ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Kisaragi emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Kisaragi]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Kisaragi&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Kisaragi&#039;&#039;&#039; built its influence through administration rather than military strength. Its members have a long reputation as judges, record keepers, mediators, accountants, surveyors and advisers. The clan preserves many secular records of the Star Council, including older laws, territorial agreements and decisions made in disputes between clans.&lt;br /&gt;
&lt;br /&gt;
Kisaragi became more important as the Star Council itself became more formal. A government which expected clans to honour mobilisation quotas, treaties and written decisions needed people able to preserve those obligations across generations. The clan&#039;s traditional seat, [[Kaishiro]], sits on important routes between the northeastern coast and central Amatsukini and is an important administrative centre.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Ayame Kisaragi&#039;&#039;&#039;, who also serves as Keeper of the Star. She inherited the Kisaragi seat relatively young and is now the longest-serving eligible councillor. She is experienced with procedure and precedent and has little patience for councillors who want to ignore an inconvenient rule. During war, Kisaragi is especially important for mobilisation records, supply obligations, contracts and the administration needed to keep a national force functioning.&lt;br /&gt;
&lt;br /&gt;
=== Clan Soramine ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Soramine emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Soramine]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Soramine&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Soramine&#039;&#039;&#039; is strongest across the western and southwestern lowlands. Farming, forestry, water management and rural roads matter more to the clan than maritime trade. The region where Soramine influence is strongest contains many villages and independent minor-clan holdings, giving the clan strong influence over rural affairs outside the major cities.&lt;br /&gt;
&lt;br /&gt;
The clan is domestic in outlook without being isolationist. Foreign policy matters to Soramine when it affects food prices, labour, timber, road maintenance or the ability of rural markets to function. During war, Soramine becomes especially important because armies require grain, animals, carts, timber and workers to keep supply routes functioning.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Rin Soramine&#039;&#039;&#039;. She tends to judge council policy by whether it will actually work outside Natsukage and Aelashiro. During arguments over war she is usually one of the first people asking who will feed the army, repair the roads and replace the labour taken away from farms.&lt;br /&gt;
&lt;br /&gt;
=== Clan Takamori ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Takamori emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Takamori]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Takamori&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Takamori&#039;&#039;&#039; has the strongest secular military tradition among the Great Clans. Its traditional seat is [[Yukimatsu]] in the southern highlands, where the clan maintains fortifications, weapon stores, training grounds and experienced retainers. Takamori officers are common in the national forces, but the clan does not own the army and has no automatic right to national command.&lt;br /&gt;
&lt;br /&gt;
The clan&#039;s rise is closely connected to the foreign invasion which forced the Star Council to take national defence more seriously. Takamori gained prestige through military organisation and the defence of the island during that period, and this helped it rise into the ranks of the Great Clans.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Nobara Takamori&#039;&#039;&#039;. She enjoys battle, respects people who can prove themselves as fighters and is much more willing than most councillors to accept bloodshed as a solution to a political problem. She is also one of the strongest supporters of overseas expansion.&lt;br /&gt;
&lt;br /&gt;
Nobara does understand that an uncontrolled clan war would threaten Amatsukini. Her preference is for force with clear limits, clear objectives and a result others are expected to respect. This makes her an enthusiastic supporter of Banner Accords, often in situations where the rest of the council would rather continue negotiating.&lt;br /&gt;
&lt;br /&gt;
=== Clan Hayate ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Hayate emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Hayate]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Hayate&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Hayate&#039;&#039;&#039; is one of the two Sacred Clans. It is responsible for much of the practical organisation of [[Reihara]], including the formal recognition of shrine maidens, maintenance of major shrines, funerary rites, remembrance ceremonies and the protection of sacred places.&lt;br /&gt;
&lt;br /&gt;
Its traditional seat is [[Kagurano]], a religious settlement built around several important shrines. Hayate also maintains a strong warrior tradition among shrine guards, escorts and those expected to deal with dangerous spirits or protect pilgrimage routes. In war its members are valued for healing, divine support and spirit-warding as well as conventional defence.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Kaede Hayate&#039;&#039;&#039;, who is herself an important shrine maiden and is married to a woman. Hayate authority does not mean that every member of the clan is clergy, nor does it give the clan ownership of every local shrine. Its strongest role concerns recognised shrine maidens and the institutions which connect local worship to island-wide religious practice.&lt;br /&gt;
&lt;br /&gt;
Hayate and Shinzu sometimes disagree over religious interpretation. Hayate places more weight on maintaining shrines, performing rites and dealing with spirits in practice, while Shinzu places more weight on what older texts and records say a rite is meant to do. Neither clan is subordinate to the other.&lt;br /&gt;
&lt;br /&gt;
=== Clan Shinzu ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Clan Shinzu emblem.png|180px|class=country-house-banner__image|alt=Emblem of Clan Shinzu]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-house-banner__caption&amp;quot;&amp;gt;Emblem of Clan Shinzu&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan Shinzu&#039;&#039;&#039; is the second Sacred Clan. Where Hayate is strongest in active shrine life, Shinzu is strongest in preservation and interpretation. Its archives contain ritual texts, calendars, genealogies, records of religious change and accounts of older ceremonies.&lt;br /&gt;
&lt;br /&gt;
The traditional seat is [[Fumihara]], which contains important archives, libraries, tutors, copyists and writers. Shinzu is also known for histories, collected folktales, plays and fiction. The clan&#039;s influence therefore extends beyond religion; families which need a genealogy checked, an old ritual text interpreted or a difficult historical question answered often end up dealing with Shinzu scholars.&lt;br /&gt;
&lt;br /&gt;
The current head is &#039;&#039;&#039;Yurina Shinzu&#039;&#039;&#039;. She is an active reader and writer and publishes fiction under a poorly hidden pen name. Shinzu is not a war clan, but it maintains enough guards and retainers to defend its estates and archives. During national war its greater value comes from maps, military history, old roads, records of fortifications, secure communication, divination and planning.&lt;br /&gt;
&lt;br /&gt;
Shinzu can train and recommend future shrine maidens, but final formal recognition belongs to Hayate. That division causes arguments without making either clan subordinate to the other. An unprovoked attack on Shinzu would also be politically costly because the clan&#039;s archives, teachers and religious records are useful to families across the island.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Reihara in Amatsukini.png|700px|alt=Kaede Hayate performs a shrine rite in Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
The traditional kitsune faith is known as &#039;&#039;&#039;[[Reihara]]&#039;&#039;&#039;, the &#039;&#039;&#039;Way of Spirits&#039;&#039;&#039;. It is polytheistic and animistic. Amatsukini recognises major gods worshipped across the island, but local shrines may also honour a river, mountain, forest, village protector or powerful spirit known almost nowhere else.&lt;br /&gt;
&lt;br /&gt;
The difference between a lesser god and a powerful spirit is not always clear. A village may call its protector a god while a Shinzu scholar records the same being as a local spirit. Reihara does not require every community to use the same classification.&lt;br /&gt;
&lt;br /&gt;
Ancestors are remembered and honoured but are not automatically gods. Exceptional ancestors can become local protective spirits, although this is uncommon. Ordinary households often keep a small sacred shelf or shrine space for offerings, remembrance and household rites.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shrine Practice ===&lt;br /&gt;
Shrine maidens hold the highest recognised ritual authority. Candidates can come from many families rather than only Clan Hayate. There is no central seminary. Training normally takes place through apprenticeship at a shrine, where a candidate learns purification, offerings, funerary rites, blessings, how to deal with local spirits and the customs of that particular shrine. Hayate gives the final formal recognition which allows a shrine maiden to serve with island-wide legitimacy.&lt;br /&gt;
&lt;br /&gt;
Men can hold respected religious roles as shrine keepers, diviners, spirit wardens, funerary attendants, musicians, scholars and guards. These offices can carry real influence, but the highest ritual authority remains female.&lt;br /&gt;
&lt;br /&gt;
Shrines range from major complexes to local, wayside and household shrines. Offerings depend on the deity, spirit and community, but food, drink, flowers, crafted objects, coins and local goods are all used. Spirits are not assumed to be friendly or hostile. A shrine maiden may appease, persuade, bind or drive one away depending on what it is doing and whether it can be reasoned with.&lt;br /&gt;
&lt;br /&gt;
Purification is common before important sacred spaces and after contact with things considered spiritually dangerous or disruptive. It concerns spiritual condition, broken boundaries and proper ritual preparation rather than a universal idea of sin. Contact with a corpse, a corrupted place or a dangerous spirit may therefore require purification even when nobody has done anything morally wrong.&lt;br /&gt;
&lt;br /&gt;
=== Gods and Observances ===&lt;br /&gt;
[[Amayori]], the Sun Goddess, is the foremost deity of the native pantheon and is associated with daylight, prosperity, protection of Amatsukini and rightful public authority. The Star used by the council is an older political symbol rather than her personal emblem. Other widely recognised gods include [[Suzuhana]] of wind, freedom and change; [[Shionagi]] of the sea and sailors; [[Fuyukane]] of winter and mountains; [[Minoriha]] of harvest and fertile land; [[Hinoka]] of hearth and family; and [[Taketsura]] of war and defence.&lt;br /&gt;
&lt;br /&gt;
[[Nayori]] is a rejected ascended goddess associated with undeath, forbidden magic, envy, betrayal and the attempt to escape death by stealing life from others. Hayate does not recognise public shrines to her, and she has no accepted festival.&lt;br /&gt;
&lt;br /&gt;
The island-wide calendar includes First Dawn, the Bell Blossom Festival, the Blessing of the Tides, Minoriha&#039;s Harvest, the Banners of Taketsura, the Closing of the Passes, Hearth Night and the Night of Names. Local spirit festivals are even more numerous and are not standardised simply because another district follows a different practice.&lt;br /&gt;
&lt;br /&gt;
Reihara does not require kitsune to deny the reality of foreign gods. A foreign deity can be recognised as real without automatically being adopted into the native pantheon. This is one reason foreign worship can exist openly while outside priesthoods are still resisted when they attempt to exercise authority over local religious practice.&lt;br /&gt;
&lt;br /&gt;
Elven communities keep their own religious traditions as well. [[Aelithia]] remains especially important among descendants of the Bladesong military tradition. [[Halynae]] and [[Caléthra]] have gained some kitsune worship over time, while Suzuhana represents the opposite exchange because kitsune knew her before elven worshippers came to call her [[Aerwynne]]. High Clan representatives sometimes attend elven religious celebrations as a public sign of respect without doing so as worshippers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-mainlink&amp;quot;&amp;gt;Main article: [[History of Amatsukini]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Formation of the Star Council ===&lt;br /&gt;
Amatsukini has no single founder. The island was already divided between kitsune clans, shrine communities and settlements before any permanent national government existed. Clans and shrine communities met on neutral ground when disputes over land, shrines and routes, or shared threats, became too dangerous to handle separately.&lt;br /&gt;
&lt;br /&gt;
Over time, the meetings became an expected part of relations between the clans, and the neutral ground developed into the territory now called [[Hoshinowa]]. [[Natsukage]] grew around the meeting place and gradually became the permanent seat of the council.&lt;br /&gt;
&lt;br /&gt;
The earliest council did not contain the same High Clans as the modern one. Some old families disappeared, split apart or declined into minor clans. Other religious families once held roles similar to Hayate and Shinzu. The modern distinction between four Great Clans and two Sacred Clans developed later.&lt;br /&gt;
&lt;br /&gt;
The early council was respected, but its authority was limited and private wars between clans still occurred. It could mediate disputes and create common agreements, but it did not yet possess the military authority later associated with the national government.&lt;br /&gt;
&lt;br /&gt;
=== The Foreign Invasion ===&lt;br /&gt;
The greatest change came during a major foreign invasion. The first defence was badly coordinated. Clans fought separately, withdrew to protect their own lands and struggled to share messages or supplies.&lt;br /&gt;
&lt;br /&gt;
An emergency council at Natsukage forced a different arrangement. The clans temporarily surrendered part of their military independence, common commanders were appointed and the council assigned supplies, reinforcements and routes of defence. The invasion was eventually defeated.&lt;br /&gt;
&lt;br /&gt;
The emergency measures did not disappear afterward. Over the following generations the council gained permanent authority over foreign war and peace, national mobilisation, military command, treaties and intervention in major private clan conflicts.&lt;br /&gt;
&lt;br /&gt;
Takamori gained considerable prestige from its organisation during the invasion and later rose into the ranks of the Great Clans. Kisaragi became more important as the stronger council required records, tax obligations, supply accounts, treaties and written decisions which could be enforced long after the emergency had ended.&lt;br /&gt;
&lt;br /&gt;
=== Elven Settlement ===&lt;br /&gt;
Around fifteen centuries ago, an elven expedition associated with House Bladesong reached Amatsukini and established itself in the northeast. Amatsukini was already an old state by that time. The newcomers did not create the Star Council or the clan system.&lt;br /&gt;
&lt;br /&gt;
Their descendants gradually became part of island life while preserving their own language, houses and religion. The Elven Seat was added to the council later. House Bladesong has held it throughout known records, although the law does not reserve the seat exclusively to that family.&lt;br /&gt;
&lt;br /&gt;
The Bladesongs of Amatsukini also established their own martial tradition, Bladesinging. The discipline combines spellcasting with close weapon work and became one of the family&#039;s defining practices on the island.&lt;br /&gt;
&lt;br /&gt;
=== The Modern Age ===&lt;br /&gt;
Aelashiro grew into the island&#039;s principal port as overseas trade increased. Foreign coin, books, tools, luxury goods and other imports entered through the city, while Amatsukini exported ships, skilled maritime labour, written works and crafted goods.&lt;br /&gt;
&lt;br /&gt;
The same growth strengthened the national fleet and gave the Star Council more reliable control over mobilisation. This has created a new political question. Amatsukini spent much of its history preventing private wars and defending its own island. Some modern councillors now argue that the same military system should be used to secure nearby islands, trade routes and forward bases.&lt;br /&gt;
&lt;br /&gt;
The expansionist position is still contested. Supporters argue that control of nearby islands would make Amatsukini safer and give it better access to trade and resources. Opponents question the cost of garrisons, supply routes and governing populations which may not want kitsune rule.&lt;br /&gt;
&lt;br /&gt;
== Economy and Trade ==&lt;br /&gt;
&lt;br /&gt;
=== Regional Economy ===&lt;br /&gt;
Amatsukini can support its basic population in normal years, but it is not economically self-sufficient. Foreign trade matters to shipbuilding, military production, luxury consumption and many specialised crafts.&lt;br /&gt;
&lt;br /&gt;
Clan influence follows old areas of expertise without becoming a legal monopoly. Mizuhara is strongest in shipping, navigation, fishing and shipbuilding. Soramine is closely connected to farming, forestry and rural transport. Takamori is associated with metalworking, weapons and fortification work in the southern highlands. Kisaragi provides administrators, judges, accountants, surveyors and contract specialists. Hayate&#039;s shrines support pilgrimage and the settlements around major sacred sites, while Shinzu earns influence through teaching, copying, archives, writing and the production of books.&lt;br /&gt;
&lt;br /&gt;
Minor clans can be economically important without being politically powerful. A small family may become known for a particular craft, service or specialised skill. High Clans regularly hire skilled people outside their own family when they need expertise they do not possess.&lt;br /&gt;
&lt;br /&gt;
Ordinary markets operate throughout the island. Commerce is not entirely controlled by clans, although clan connections make it easier to obtain credit, storage, introductions and transport. Smaller ports handle coastal traffic and local trade even though Aelashiro dominates long-distance commerce.&lt;br /&gt;
&lt;br /&gt;
=== Overseas Trade ===&lt;br /&gt;
Amatsukini exports ships and maritime services, worked wood, furniture, bows, ship parts, metal tools, weapons, fine fabrics, bells, jewellery, ceremonial goods and written works. Shinzu authors, copyists and scholars are especially important to the trade in histories, stories, plays and fiction.&lt;br /&gt;
&lt;br /&gt;
Imports include bulk metals and specialised ores, foreign fabrics and dyes, books, maps, spices, alcohol, grain, fruit, meat, livestock and specialised magical or manufactured goods. Some imports are luxuries, while others are useful because foreign trade can provide varieties or quantities which are difficult to obtain locally.&lt;br /&gt;
&lt;br /&gt;
Aelashiro is the main point of entry for long-distance trade, while road markets and coastal shipping move imported goods farther inland. Foreign goods are easiest to obtain in the main port and generally become less common or more expensive farther from the principal trade routes.&lt;br /&gt;
&lt;br /&gt;
Trade disruption would not immediately starve the island, but metal would become more expensive, shipyards and smiths would begin rationing supplies, imported luxuries would disappear and military replacement costs would rise quickly.&lt;br /&gt;
&lt;br /&gt;
=== Markets, Credit and Taxation ===&lt;br /&gt;
[[Trade Republic of Lugeorti|Lugeorti]] currency is widely accepted in major markets, especially in Aelashiro. Lugeorti banking is useful to merchants involved in long-distance trade. Clan networks provide another layer of credit, storage, introductions and trust between trading partners.&lt;br /&gt;
&lt;br /&gt;
Because many Hoshinowa residents do not belong to strong clan networks, they can have less access to the family-backed credit, introductions and support available elsewhere.&lt;br /&gt;
&lt;br /&gt;
Most taxes are collected regionally by clans or local authorities. Part of that revenue supports shared roads, national defence, Hoshinowa, the Star Council and the fleet. The council can impose wider island levies during war or disaster.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature country-feature--image-right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__text&amp;quot;&amp;gt;&lt;br /&gt;
Amatsukini uses a mixed military system. The Star Council maintains a small permanent national force and a professional fleet, while the clans keep household guards, retainers and local defensive troops of their own. In a major war these separate resources are brought together under national authority.&lt;br /&gt;
&lt;br /&gt;
The council appoints a &#039;&#039;&#039;Marshal&#039;&#039;&#039; for land forces and an &#039;&#039;&#039;Admiral&#039;&#039;&#039; for the fleet. Neither office is hereditary and neither belongs automatically to Takamori or Mizuhara. The appointments remain under the authority of the Star Council.&lt;br /&gt;
&lt;br /&gt;
The fleet is more professional than most land forces because ships require trained crews throughout the year. Permanent troops guard important roads, passes, coastal stations and Hoshinowa, while most larger field armies exist only after mobilisation. Military service is open to both women and men, and national law does not recognise a separate hereditary warrior caste.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-feature__media&amp;quot;&amp;gt;[[File:Army of Amatsukini.png|700px|alt=Nobara Takamori directs preparations at a fortified southern military post]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Call of the Star ===&lt;br /&gt;
A national mobilisation begins with the &#039;&#039;&#039;Call of the Star&#039;&#039;&#039;. Every recognised clan owes support according to population, wealth, resources and realistic capacity. The obligation is not limited to infantry. A clan may owe ships, healers, engineers, food, pack animals, transport workers, scouts or other specialists.&lt;br /&gt;
&lt;br /&gt;
Kisaragi maintains many of the records used to calculate these obligations. Soramine becomes especially important for food, timber, animals and transport. Mizuhara supplies ships and maritime personnel. Hayate contributes shrine defenders, healers and divine support. Shinzu provides maps, military history, old route records, communications and planning. Takamori contributes a large share of trained officers and conventional soldiers.&lt;br /&gt;
&lt;br /&gt;
Once mobilised, clan forces come under national command. A clan cannot legally withdraw its troops simply because fighting has moved away from its own territory.&lt;br /&gt;
&lt;br /&gt;
Elven soldiers serve under the same national system. House Bladesong is especially associated with Bladesingers, who combine spellcasting with precise close weapon work and can serve alongside other Amatsukini forces when the island is mobilised.&lt;br /&gt;
&lt;br /&gt;
=== Private Forces ===&lt;br /&gt;
Clans may maintain household guards, retainers and local defensive troops at their own expense. These forces protect clan leaders, estates, shrines, settlements and property. Their existence is normal and is not automatically treated as a threat to the council.&lt;br /&gt;
&lt;br /&gt;
There are limits. A clan cannot legally march a large force into another clan&#039;s territory without permission, mass troops around Hoshinowa, construct obvious offensive border fortifications, attack another clan or refuse national command after mobilisation. Small escorts and ordinary household guards are permitted.&lt;br /&gt;
&lt;br /&gt;
The rules are sometimes tested. A clan accused of aggression may claim that it was acting defensively, which can turn a local clash into a council dispute over who actually started it. Private wars therefore still occur on rare occasions, but they are politically dangerous once the Star Council decides to intervene.&lt;br /&gt;
&lt;br /&gt;
=== Expansionist Politics ===&lt;br /&gt;
Modern military debate is increasingly concerned with what happens beyond the main island. [[Nobara Takamori]] argues that Amatsukini has spent too long using its strength only for defence. Supporters of this position point to nearby islands, sea routes, resources, useful ports and possible forward bases.&lt;br /&gt;
&lt;br /&gt;
Other councillors approach the question differently. Sayo Mizuhara may support action which secures a useful port or protects trade, but prefers agreements when they can achieve the same result. Rin Soramine focuses on food, labour and the cost of supplying distant garrisons. Ayame Kisaragi asks who would govern newly controlled territory and which laws would apply. Kaede Hayate can raise religious or moral objections, while Yurina Shinzu brings historical, logistical and strategic records into the discussion. Renji Sazanami is concerned with whether the fleet can actually keep a distant position supplied.&lt;br /&gt;
&lt;br /&gt;
No large overseas empire yet exists. The argument is about whether Amatsukini is beginning to move in that direction. Any territory taken through a council-approved campaign would be held in the name of Amatsukini rather than becoming private Takamori land.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
Amatsukini prefers foreign contact which leaves its internal law, shrines and clan system alone. Merchants and diplomats are common in Aelashiro, but foreign institutions receive much less freedom when they attempt to exercise authority over Amatsukini citizens.&lt;br /&gt;
&lt;br /&gt;
Foreign envoys normally arrive through Aelashiro before travelling inland when business requires the Star Council. Major treaties must be approved by the council and may therefore require negotiations in Natsukage rather than being settled at the port. Individual clans can make commercial arrangements with foreign partners, but they cannot make national treaties in Amatsukini&#039;s name. Diplomatic gifts remain an important part of formal relations, especially when meeting councillors or clan heads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-relations&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Trade Republic of Lugeorti|Lugeorti]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Regular commercial relations&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Lugeorti banking, coin and trade networks are useful to Amatsukini merchants. The relationship is primarily commercial rather than military.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Veogon]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Cordial maritime contact&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The two states benefit from secure sea routes while competing in shipping, shipbuilding and wider maritime influence.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Kurn Daruhm]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Good distant trade&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Kurn Daruhm supplies metals, tools and manufactured goods. Political involvement remains limited by distance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Dominion of Ordanis|Ordanis]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--guarded&amp;quot;&amp;gt;Religious friction&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Trade and diplomacy continue, but Amatsukini resists Ordanian attempts to extend foreign religious institutions into local law or shrine authority.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Holy Kingdom of Alyren Shaeras]]&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;relation relation--neutral&amp;quot;&amp;gt;Limited cultural contact&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The island&#039;s elven population preserves related language and religious traditions, but regular political contact between the two realms remains limited.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Settlements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Aelashiro]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The principal port of Amatsukini and traditional seat of Clan Mizuhara. Shipyards, foreign merchants, warehouses and the largest concentration of outside influence are found here. The Mizuhara estate overlooks the harbour rather than sitting directly among the docks, and the city is the place where kitsune, elves and foreign visitors mix most regularly.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kaishiro]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Kisaragi and an important point on the roads connecting the northeast with central Amatsukini. Record keepers, judges, contract specialists, surveyors and travellers give the settlement much of its political importance.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Harunobe]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Soramine and a large western market settlement. Fields, woodland, storage yards and rural trade surround it, with food, timber, livestock and other goods moving through the town.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Yukimatsu]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Takamori in the southern highlands. Fortifications, training grounds, mountain roads and winter storehouses shape much of the settlement, while local buildings are adapted to heavy snow and severe winters.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kagurano]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Hayate and one of the main religious settlements of Amatsukini. Important shrines, shrine-maiden training, pilgrimage and the administration of recognised shrine practice dominate local life.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Fumihara]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Traditional seat of Clan Shinzu. Its archives, libraries, tutors, copyists, writers and storytellers make it one of the island&#039;s main centres of scholarship and literature. Families from outside Shinzu also travel there when they need old genealogies or religious records checked.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Natsukage]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The settlement where the Star Council meets, inside neutral Hoshinowa. It contains council buildings, inns, residences for councillors, neutral guards, ordinary residents and the services needed by petitioners and visitors. Councillors may keep limited personal guards, but permanent High Clan troops are not stationed there.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-place-card&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;country-place-card__body&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Elaerith]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The principal elven settlement of Amatsukini, southwest of Aelashiro. Its Bladesong castle developed from the fortifications of the original expedition, while elven architecture, religion, food and clothing remain more visible here than in Aelashiro. Elaerith is also closely associated with the Bladesinging tradition established by the local Bladesong line.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Important Figures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-card-grid country-card-grid--four&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Ayame Kisaragi.png|400px|alt=Ayame Kisaragi, Keeper of the Star]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Ayame Kisaragi]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Head of Clan Kisaragi and current Keeper of the Star. She is an experienced procedural leader who relies heavily on precedent, written agreements and the limits placed on council authority.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Kaede Hayate.png|400px|alt=Kaede Hayate, head of Clan Hayate]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Kaede Hayate]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Head of Clan Hayate and an important shrine maiden. She represents one of the island&#039;s two Sacred Clans and holds considerable influence over recognised shrine practice.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Renji Sazanami.png|400px|alt=Renji Sazanami, holder of the Maritime Seat]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Renji Sazanami]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;An independent navigator and shipmaster who currently holds the Maritime Seat. His authority comes from decades of maritime experience rather than High Clan birth or wealth alone.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-person-card__portrait&amp;quot;&amp;gt;[[File:Bladesong Representative PLACEHOLDER.png|400px|alt=Placeholder for the current Bladesong representative]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Bladesong Representative&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Current holder of the Elven Seat. Full details are intentionally left as a placeholder until the Amatsukini Bladesong material is finalised.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;country-related&amp;quot;&amp;gt;&lt;br /&gt;
[[Star Council]] · [[Reihara]] · [[Hoshinowa]] · [[Natsukage]] · [[Aelashiro]] · [[Elaerith]] · [[Clan Mizuhara]] · [[Clan Kisaragi]] · [[Clan Soramine]] · [[Clan Takamori]] · [[Clan Hayate]] · [[Clan Shinzu]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations and Realms|Amatsukini]]&lt;/div&gt;</summary>
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		<updated>2026-09-18T00:31:12Z</updated>

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		<updated>2026-09-18T00:30:06Z</updated>

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	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=File:Army_of_Amatsukini.png&amp;diff=654</id>
		<title>File:Army of Amatsukini.png</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=File:Army_of_Amatsukini.png&amp;diff=654"/>
		<updated>2026-09-18T00:29:57Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
</feed>