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		<title>Amatsukini</title>
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		<updated>2026-09-18T16:21:26Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: /* Expansionist Politics */&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;Reika 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;
Credit within Amatsukini is strongly influenced by clan relationships. Families may guarantee debts, introduce merchants to trusted partners or provide access to storage and transport through relatives and associates. This gives well-connected merchants advantages which clanless traders do not always possess.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa merchants tend to operate more independently because many do not belong to strong clan networks. This gives them greater freedom in choosing partners, but fewer relatives to rely on if a contract fails or a debtor disappears.&lt;br /&gt;
&lt;br /&gt;
Most taxes are collected regionally by clans or local authorities. Part of that revenue supports shared roads, defence, Hoshinowa and the national fleet. The Star Council can impose wider 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 Reika 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=726</id>
		<title>Amatsukini</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=726"/>
		<updated>2026-09-18T16:21:16Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: /* Clan Shinzu */&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;Reika 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;
Credit within Amatsukini is strongly influenced by clan relationships. Families may guarantee debts, introduce merchants to trusted partners or provide access to storage and transport through relatives and associates. This gives well-connected merchants advantages which clanless traders do not always possess.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa merchants tend to operate more independently because many do not belong to strong clan networks. This gives them greater freedom in choosing partners, but fewer relatives to rely on if a contract fails or a debtor disappears.&lt;br /&gt;
&lt;br /&gt;
Most taxes are collected regionally by clans or local authorities. Part of that revenue supports shared roads, defence, Hoshinowa and the national fleet. The Star Council can impose wider 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=MediaWiki:Common.css&amp;diff=725</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=725"/>
		<updated>2026-09-18T13:27:25Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
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.ew-sidebar-section a:focus {&lt;br /&gt;
  color: var(--ew-gold-soft) !important;&lt;br /&gt;
  background: linear-gradient(90deg, rgba(35, 67, 93, .72), rgba(22, 43, 57, .20));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ew-sidebar-section:first-of-type li:first-child a {&lt;br /&gt;
  color: var(--ew-gold-soft) !important;&lt;br /&gt;
  background: linear-gradient(90deg, rgba(35, 67, 93, .95), rgba(22, 43, 57, .42));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ew-sidebar-section:first-of-type li:first-child a::before {&lt;br /&gt;
  content: &amp;quot;⌂&amp;quot;;&lt;br /&gt;
  top: 4px;&lt;br /&gt;
  color: var(--ew-gold-soft);&lt;br /&gt;
  font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- CONTENT CANVAS ---------- */&lt;br /&gt;
&lt;br /&gt;
body.skin-vector-2022 #content {&lt;br /&gt;
  min-height: calc(100vh - var(--ew-topbar));&lt;br /&gt;
  margin: 0 0 0 var(--ew-sidebar) !important;&lt;br /&gt;
  padding: calc(var(--ew-topbar) + 28px) 42px 44px !important;&lt;br /&gt;
  color: var(--ew-text) !important;&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(180deg, rgba(255, 255, 255, .12), transparent 230px),&lt;br /&gt;
    repeating-linear-gradient(45deg, rgba(119, 91, 49, .012), rgba(119, 91, 49, .012) 2px, transparent 2px, transparent 7px),&lt;br /&gt;
    var(--ew-canvas) !important;&lt;br /&gt;
  border: 0 !important;&lt;br /&gt;
  transition: margin-left .18s ease !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.skin-vector-2022 #content a,&lt;br /&gt;
body.skin-vector-2022 #content a:visited {&lt;br /&gt;
  color: var(--ew-link);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.skin-vector-2022 #content a:hover,&lt;br /&gt;
body.skin-vector-2022 #content a:focus {&lt;br /&gt;
  color: color-mix(in srgb, var(--ew-link) 70%, var(--ew-gold));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#firstHeading,&lt;br /&gt;
#content h1,&lt;br /&gt;
#content h2,&lt;br /&gt;
#content h3,&lt;br /&gt;
#content h4,&lt;br /&gt;
#content h5,&lt;br /&gt;
#content h6 {&lt;br /&gt;
  color: var(--ew-heading);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#firstHeading {&lt;br /&gt;
  border-bottom-color: var(--ew-rule) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.skin-vector-2022 .vector-page-toolbar {&lt;br /&gt;
  margin: 0 0 1.25rem !important;&lt;br /&gt;
  border-bottom-color: var(--ew-rule) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.skin-vector-2022 .vector-page-toolbar a,&lt;br /&gt;
body.skin-vector-2022 .vector-page-toolbar button,&lt;br /&gt;
body.skin-vector-2022 .vector-page-toolbar .vector-menu-heading {&lt;br /&gt;
  color: var(--ew-text) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.skin-vector-2022 .vector-dropdown-content,&lt;br /&gt;
body.skin-vector-2022 .vector-menu-content {&lt;br /&gt;
  color: var(--ew-text);&lt;br /&gt;
  background-color: var(--ew-canvas-soft);&lt;br /&gt;
  border-color: var(--ew-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .wikitable {&lt;br /&gt;
  color: var(--ew-text) !important;&lt;br /&gt;
  background: var(--ew-canvas-soft) !important;&lt;br /&gt;
  border-color: var(--ew-border) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .wikitable &amp;gt; * &amp;gt; tr &amp;gt; th {&lt;br /&gt;
  color: var(--ew-heading) !important;&lt;br /&gt;
  background: color-mix(in srgb, var(--ew-canvas-soft) 82%, var(--ew-gold) 18%) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .wikitable &amp;gt; * &amp;gt; tr &amp;gt; th,&lt;br /&gt;
.mw-parser-output .wikitable &amp;gt; * &amp;gt; tr &amp;gt; td,&lt;br /&gt;
.mw-parser-output pre,&lt;br /&gt;
.mw-parser-output code {&lt;br /&gt;
  border-color: var(--ew-border) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output pre {&lt;br /&gt;
  color: var(--ew-text) !important;&lt;br /&gt;
  background: var(--ew-canvas-soft) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc,&lt;br /&gt;
.vector-toc,&lt;br /&gt;
.catlinks,&lt;br /&gt;
.mw-warning,&lt;br /&gt;
.mw-message-box {&lt;br /&gt;
  color: var(--ew-text) !important;&lt;br /&gt;
  background: var(--ew-message) !important;&lt;br /&gt;
  border-color: var(--ew-border) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.skin-vector-2022 #footer {&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  width: auto !important;&lt;br /&gt;
  max-width: none !important;&lt;br /&gt;
  margin: 0 0 0 var(--ew-sidebar) !important;&lt;br /&gt;
  padding: 17px 28px 19px !important;&lt;br /&gt;
  color: #c8c2b7 !important;&lt;br /&gt;
  background: linear-gradient(180deg, rgba(18, 39, 51, .22), rgba(6, 17, 25, 0) 55%), #061119 !important;&lt;br /&gt;
  border-top: 1px solid rgba(197, 157, 79, .36);&lt;br /&gt;
  transition: margin-left .18s ease !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer #footer-info,&lt;br /&gt;
#footer #footer-info li,&lt;br /&gt;
#footer #footer-info-lastmod,&lt;br /&gt;
#footer #footer-info-copyright {&lt;br /&gt;
  color: #bdb7ac !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer #footer-info {&lt;br /&gt;
  margin: 0 0 .55rem !important;&lt;br /&gt;
  padding: 0 !important;&lt;br /&gt;
  font-size: .84rem !important;&lt;br /&gt;
  line-height: 1.45 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer #footer-places {&lt;br /&gt;
  display: flex !important;&lt;br /&gt;
  flex-wrap: wrap;&lt;br /&gt;
  gap: .35rem 1rem;&lt;br /&gt;
  margin: 0 !important;&lt;br /&gt;
  padding: 0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer #footer-places li {&lt;br /&gt;
  float: none !important;&lt;br /&gt;
  margin: 0 !important;&lt;br /&gt;
  padding: 0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer a,&lt;br /&gt;
#footer a:visited {&lt;br /&gt;
  color: #d1b66d !important;&lt;br /&gt;
  text-decoration: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer a:hover,&lt;br /&gt;
#footer a:focus {&lt;br /&gt;
  color: #fff0bd !important;&lt;br /&gt;
  text-decoration: underline !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer #footer-icons {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- MAIN PAGE ---------- */&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page #content {&lt;br /&gt;
  padding: var(--ew-topbar) 0 0 !important;&lt;br /&gt;
  background: var(--ew-dark-0) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page #firstHeading,&lt;br /&gt;
body.page-Main_Page #siteSub,&lt;br /&gt;
body.page-Main_Page #contentSub,&lt;br /&gt;
body.page-Main_Page .mw-indicators,&lt;br /&gt;
body.page-Main_Page .catlinks,&lt;br /&gt;
body.page-Main_Page .vector-page-titlebar,&lt;br /&gt;
body.page-Main_Page .vector-page-toolbar-container,&lt;br /&gt;
body.page-Main_Page #jump-to-nav,&lt;br /&gt;
body.page-Main_Page .toc,&lt;br /&gt;
body.page-Main_Page #toc {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page #bodyContent,&lt;br /&gt;
body.page-Main_Page #mw-content-text,&lt;br /&gt;
body.page-Main_Page .mw-parser-output {&lt;br /&gt;
  margin: 0 !important;&lt;br /&gt;
  padding: 0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page .mw-parser-output &amp;gt; p:empty {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page .ew-home {&lt;br /&gt;
  width: 100% !important;&lt;br /&gt;
  max-width: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ---------- GENERAL ARTICLE WIDTH ---------- */&lt;br /&gt;
&lt;br /&gt;
body:not(.page-Main_Page) .mw-parser-output {&lt;br /&gt;
  max-width: 1180px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body:not(.page-Main_Page) .mw-parser-output p {&lt;br /&gt;
  font-size: 16px;&lt;br /&gt;
  line-height: 1.58;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body:not(.page-Main_Page) .mw-parser-output h2 {&lt;br /&gt;
  margin-top: 1.5em;&lt;br /&gt;
  padding-bottom: 5px;&lt;br /&gt;
  border-bottom: 1px solid var(--ew-rule);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-editsection {&lt;br /&gt;
  font-family: Arial, sans-serif;&lt;br /&gt;
  font-size: 11px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* MediaWiki file markup wrappers */&lt;br /&gt;
.ew-hero-image &amp;gt; span,&lt;br /&gt;
.ew-hero-image &amp;gt; a,&lt;br /&gt;
.ew-map-image &amp;gt; span,&lt;br /&gt;
.ew-map-image &amp;gt; a,&lt;br /&gt;
.ew-feature-image &amp;gt; span,&lt;br /&gt;
.ew-feature-image &amp;gt; a,&lt;br /&gt;
.ew-strip &amp;gt; span,&lt;br /&gt;
.ew-strip &amp;gt; a,&lt;br /&gt;
.ew-hero-image .mw-file-description,&lt;br /&gt;
.ew-map-image .mw-file-description,&lt;br /&gt;
.ew-feature-image .mw-file-description,&lt;br /&gt;
.ew-strip .mw-file-description {&lt;br /&gt;
  display: block !important;&lt;br /&gt;
  width: 100% !important;&lt;br /&gt;
  height: 100% !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ========================================================================&lt;br /&gt;
   TYPOGRAPHY - CONSOLIDATED CURRENT STATE&lt;br /&gt;
&lt;br /&gt;
   Final values from the former v4.4-v4.8 typography passes. Older font&lt;br /&gt;
   experiments were removed so each element has one authoritative rule.&lt;br /&gt;
   ======================================================================== */&lt;br /&gt;
&lt;br /&gt;
/* Readable body/lore face. */&lt;br /&gt;
html body,&lt;br /&gt;
#content,&lt;br /&gt;
#bodyContent,&lt;br /&gt;
#mw-content-text,&lt;br /&gt;
.mw-parser-output,&lt;br /&gt;
.mw-parser-output p,&lt;br /&gt;
.mw-parser-output li,&lt;br /&gt;
.mw-parser-output td,&lt;br /&gt;
.mw-parser-output th,&lt;br /&gt;
.mw-parser-output dd,&lt;br /&gt;
.mw-parser-output dt,&lt;br /&gt;
.ew-home,&lt;br /&gt;
.ew-panel p,&lt;br /&gt;
.ew-card small,&lt;br /&gt;
.ew-recent-row,&lt;br /&gt;
.ew-global-search input[type=&amp;quot;search&amp;quot;] {&lt;br /&gt;
  font-family: &amp;quot;Alegreya&amp;quot;, Georgia, serif !important;&lt;br /&gt;
  font-weight: 400 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#ew-server-topbar,&lt;br /&gt;
.ew-global-menu,&lt;br /&gt;
.ew-global-menu a {&lt;br /&gt;
  font-family: &amp;quot;Almendra SC&amp;quot;, &amp;quot;Cinzel&amp;quot;, Georgia, serif !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ew-global-menu { font-weight: 400 !important; }&lt;br /&gt;
&lt;br /&gt;
.ew-global-menu a {&lt;br /&gt;
  font-size: 15px !important;&lt;br /&gt;
  font-weight: 400 !important;&lt;br /&gt;
  letter-spacing: .045em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Content-facing headings and labels. */&lt;br /&gt;
#firstHeading,&lt;br /&gt;
#content h1,&lt;br /&gt;
#content h2,&lt;br /&gt;
#content h3,&lt;br /&gt;
#content h4,&lt;br /&gt;
#content h5,&lt;br /&gt;
#content h6,&lt;br /&gt;
.ew-panel h2,&lt;br /&gt;
.ew-panel h3,&lt;br /&gt;
.ew-panel-title,&lt;br /&gt;
.ew-section-title,&lt;br /&gt;
.ew-category-title,&lt;br /&gt;
.ew-featured h2,&lt;br /&gt;
.ew-featured h3,&lt;br /&gt;
.ew-recent h2,&lt;br /&gt;
.ew-important h2,&lt;br /&gt;
.ew-overview h2,&lt;br /&gt;
.ew-category h2,&lt;br /&gt;
.ew-card-label {&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, &amp;quot;Alegreya&amp;quot;, Georgia, serif !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
  letter-spacing: .015em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ew-card-label {&lt;br /&gt;
  display: block !important;&lt;br /&gt;
  color: var(--ew-component-heading, #171513) !important;&lt;br /&gt;
  font-size: 14px !important;&lt;br /&gt;
  line-height: 1.12 !important;&lt;br /&gt;
  text-transform: none !important;&lt;br /&gt;
  letter-spacing: .01em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ew-featured h3,&lt;br /&gt;
.ew-featured h3 a,&lt;br /&gt;
.ew-featured .mw-selflink {&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, &amp;quot;Alegreya&amp;quot;, Georgia, serif !important;&lt;br /&gt;
  font-size: 21px !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
  line-height: 1.15 !important;&lt;br /&gt;
  letter-spacing: .018em !important;&lt;br /&gt;
  text-transform: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ew-panel h2,&lt;br /&gt;
.ew-panel-title,&lt;br /&gt;
.ew-section-title,&lt;br /&gt;
.ew-category-title,&lt;br /&gt;
.ew-overview h2,&lt;br /&gt;
.ew-category h2,&lt;br /&gt;
.ew-featured h2,&lt;br /&gt;
.ew-recent h2,&lt;br /&gt;
.ew-important h2 {&lt;br /&gt;
  font-size: 21px !important;&lt;br /&gt;
  line-height: 1.15 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#firstHeading { font-size: 34px !important; line-height: 1.12 !important; }&lt;br /&gt;
#content h2 { font-size: 26px !important; line-height: 1.18 !important; }&lt;br /&gt;
#content h3 { font-size: 21px !important; line-height: 1.2 !important; }&lt;br /&gt;
#content h4 { font-size: 18px !important; line-height: 1.22 !important; }&lt;br /&gt;
&lt;br /&gt;
/* Strong display face only for branding. */&lt;br /&gt;
.ew-sidebar-brand::after,&lt;br /&gt;
.ew-hero-title {&lt;br /&gt;
  font-family: &amp;quot;Cinzel Decorative&amp;quot;, &amp;quot;Cinzel&amp;quot;, Georgia, serif !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ew-sidebar-brand::after { letter-spacing: .055em !important; }&lt;br /&gt;
.ew-hero-title { letter-spacing: .025em !important; }&lt;br /&gt;
&lt;br /&gt;
.ew-hero-kicker {&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, &amp;quot;Alegreya&amp;quot;, Georgia, serif !important;&lt;br /&gt;
  font-weight: 700 !important;&lt;br /&gt;
  letter-spacing: .04em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Long-form prose sizing. */&lt;br /&gt;
.mw-parser-output p,&lt;br /&gt;
.mw-parser-output li,&lt;br /&gt;
.mw-parser-output dd,&lt;br /&gt;
.mw-parser-output dt,&lt;br /&gt;
.ew-home,&lt;br /&gt;
.ew-panel p {&lt;br /&gt;
  font-size: 16.5px !important;&lt;br /&gt;
  line-height: 1.48 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Use Vector&#039;s own edit controls. Do not create a second custom one. */&lt;br /&gt;
#ca-edit,&lt;br /&gt;
#ca-ve-edit,&lt;br /&gt;
#ca-viewsource {&lt;br /&gt;
  display: list-item !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Legacy custom edit shortcut is no longer used. */&lt;br /&gt;
.ew-edit-link { display: none !important; }&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   SHARED ARTICLE PRIMITIVES&lt;br /&gt;
   Structural rules shared by the designed article systems.&lt;br /&gt;
   Page-specific colours and unique behavior remain local.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-page,&lt;br /&gt;
.history-page,&lt;br /&gt;
.city-page,&lt;br /&gt;
.deity-page,&lt;br /&gt;
.wiki-page {&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  width: calc(100vw - var(--ew-sidebar) - 84px) !important;&lt;br /&gt;
  max-width: none !important;&lt;br /&gt;
  font-family: &amp;quot;Alegreya&amp;quot;, Georgia, serif;&lt;br /&gt;
  line-height: 1.62;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero,&lt;br /&gt;
.history-hero,&lt;br /&gt;
.city-hero,&lt;br /&gt;
.deity-hero,&lt;br /&gt;
.wiki-hero {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  border: 1px solid rgba(255, 255, 255, 0.08);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero,&lt;br /&gt;
.history-hero,&lt;br /&gt;
.city-hero,&lt;br /&gt;
.deity-hero {&lt;br /&gt;
  box-shadow: 0 12px 30px rgba(28, 18, 13, 0.19);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__overlay,&lt;br /&gt;
.history-hero__overlay,&lt;br /&gt;
.city-hero__overlay,&lt;br /&gt;
.deity-hero__overlay,&lt;br /&gt;
.wiki-hero__overlay {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  inset: 0;&lt;br /&gt;
  display: flex;&lt;br /&gt;
  flex-direction: column;&lt;br /&gt;
  justify-content: flex-end;&lt;br /&gt;
  pointer-events: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__eyebrow,&lt;br /&gt;
.history-hero__eyebrow,&lt;br /&gt;
.city-hero__eyebrow,&lt;br /&gt;
.deity-hero__eyebrow,&lt;br /&gt;
.wiki-hero__eyebrow {&lt;br /&gt;
  margin-bottom: 0.25rem;&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 0.85rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  letter-spacing: 0.16em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__title,&lt;br /&gt;
.history-hero__title,&lt;br /&gt;
.city-hero__title,&lt;br /&gt;
.deity-hero__title,&lt;br /&gt;
.wiki-hero__title {&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  text-shadow: 0 3px 16px rgba(0, 0, 0, 0.72);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__subtitle,&lt;br /&gt;
.history-hero__subtitle,&lt;br /&gt;
.city-hero__subtitle,&lt;br /&gt;
.deity-hero__subtitle,&lt;br /&gt;
.wiki-hero__subtitle {&lt;br /&gt;
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&lt;br /&gt;
#ew-sidebar-toggle {&lt;br /&gt;
  position: fixed !important;&lt;br /&gt;
  z-index: 220 !important;&lt;br /&gt;
  top: 70px !important;&lt;br /&gt;
  left: calc(var(--ew-sidebar) - 14px) !important;&lt;br /&gt;
  display: grid !important;&lt;br /&gt;
  place-items: center !important;&lt;br /&gt;
  width: 30px !important;&lt;br /&gt;
  height: 46px !important;&lt;br /&gt;
  margin: 0 !important;&lt;br /&gt;
  padding: 0 1px 3px 0 !important;&lt;br /&gt;
  color: var(--ew-gold-soft) !important;&lt;br /&gt;
  background: linear-gradient(180deg, #102431, #06131b) !important;&lt;br /&gt;
  border: 1px solid rgba(207, 163, 80, .72) !important;&lt;br /&gt;
  border-radius: 6px !important;&lt;br /&gt;
  box-shadow: 0 3px 12px rgba(0, 0, 0, .44) !important;&lt;br /&gt;
  font: 28px/1 Georgia, serif !important;&lt;br /&gt;
  cursor: pointer !important;&lt;br /&gt;
  transition: left .18s ease !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#ew-sidebar-toggle:hover,&lt;br /&gt;
#ew-sidebar-toggle:focus {&lt;br /&gt;
  color: #fff4d6 !important;&lt;br /&gt;
  background: linear-gradient(180deg, #173447, #0a1b25) !important;&lt;br /&gt;
  outline: 2px solid rgba(239, 201, 121, .30) !important;&lt;br /&gt;
  outline-offset: 1px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
html.ew-sidebar-collapsed #ew-sidebar-toggle {&lt;br /&gt;
  left: 0 !important;&lt;br /&gt;
  border-left: 0 !important;&lt;br /&gt;
  border-radius: 0 6px 6px 0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   FINAL SHARED HERO SCALE&lt;br /&gt;
   Nation, history, city and deity pages deliberately use one size.&lt;br /&gt;
   Keep this block last so older duplicate rules cannot win.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.country-hero,&lt;br /&gt;
.history-hero,&lt;br /&gt;
.city-hero,&lt;br /&gt;
.deity-hero,&lt;br /&gt;
.wiki-hero {&lt;br /&gt;
  box-sizing: border-box !important;&lt;br /&gt;
  height: clamp(240px, 22vw, 320px) !important;&lt;br /&gt;
  min-height: 240px !important;&lt;br /&gt;
  max-height: 320px !important;&lt;br /&gt;
  margin: 0 0 1.4rem !important;&lt;br /&gt;
  border-radius: 14px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero .mw-file-description,&lt;br /&gt;
.country-hero .mw-file-element,&lt;br /&gt;
.history-hero .mw-file-description,&lt;br /&gt;
.history-hero .mw-file-element,&lt;br /&gt;
.city-hero .mw-file-description,&lt;br /&gt;
.city-hero .mw-file-element,&lt;br /&gt;
.deity-hero .mw-file-description,&lt;br /&gt;
.deity-hero .mw-file-element,&lt;br /&gt;
.wiki-hero .mw-file-description,&lt;br /&gt;
.wiki-hero .mw-file-element,&lt;br /&gt;
.country-hero__image,&lt;br /&gt;
.history-hero__image,&lt;br /&gt;
.city-hero__image,&lt;br /&gt;
.deity-hero__image,&lt;br /&gt;
.wiki-hero__image {&lt;br /&gt;
  display: block !important;&lt;br /&gt;
  box-sizing: border-box !important;&lt;br /&gt;
  width: 100% !important;&lt;br /&gt;
  max-width: none !important;&lt;br /&gt;
  height: 100% !important;&lt;br /&gt;
  min-height: 0 !important;&lt;br /&gt;
  max-height: none !important;&lt;br /&gt;
  object-fit: cover !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__overlay,&lt;br /&gt;
.history-hero__overlay,&lt;br /&gt;
.city-hero__overlay,&lt;br /&gt;
.deity-hero__overlay,&lt;br /&gt;
.wiki-hero__overlay {&lt;br /&gt;
  padding: clamp(1.25rem, 3vw, 2.5rem) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__title,&lt;br /&gt;
.history-hero__title,&lt;br /&gt;
.city-hero__title,&lt;br /&gt;
.deity-hero__title,&lt;br /&gt;
.wiki-hero__title {&lt;br /&gt;
  max-width: 900px !important;&lt;br /&gt;
  font-size: clamp(2.1rem, 4vw, 3.6rem) !important;&lt;br /&gt;
  line-height: 0.96 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.country-hero__subtitle,&lt;br /&gt;
.history-hero__subtitle,&lt;br /&gt;
.city-hero__subtitle,&lt;br /&gt;
.deity-hero__subtitle,&lt;br /&gt;
.wiki-hero__subtitle {&lt;br /&gt;
  margin-top: 0.55rem !important;&lt;br /&gt;
  font-size: clamp(1rem, 2vw, 1.35rem) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Missing files leave no blue filename inside the hero. */&lt;br /&gt;
.country-hero a.new,&lt;br /&gt;
.history-hero a.new,&lt;br /&gt;
.city-hero a.new,&lt;br /&gt;
.deity-hero a.new,&lt;br /&gt;
.wiki-hero a.new {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   FLOWING RECORD LAYOUT&lt;br /&gt;
   Desktop record boxes behave like traditional wiki infoboxes: they float&lt;br /&gt;
   beside the article instead of forcing everything below their full height.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   HISTORY AND CHRONOLOGY PORTALS — FULL CONTENT WIDTH&lt;br /&gt;
   The original general article rule caps parser output at 1180px. These are&lt;br /&gt;
   designed reference pages and should use the same available width as city,&lt;br /&gt;
   nation, national-history and deity layouts.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
body.page-Category_History_and_Timeline .mw-parser-output,&lt;br /&gt;
body.page-History_and_Timeline .mw-parser-output,&lt;br /&gt;
body.page-Chronology_of_Erindal .mw-parser-output,&lt;br /&gt;
body.page-Calendar_of_Erindal .mw-parser-output,&lt;br /&gt;
body.page-Death_Souls_and_Resurrection .mw-parser-output {&lt;br /&gt;
  box-sizing: border-box !important;&lt;br /&gt;
  width: 100% !important;&lt;br /&gt;
  max-width: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ========================================================================&lt;br /&gt;
   CATEGORY HUBS&lt;br /&gt;
   Reusable visual treatment for MediaWiki category pages.&lt;br /&gt;
   Category-specific colours belong in the category page&#039;s own .wiki source.&lt;br /&gt;
   ======================================================================== */&lt;br /&gt;
&lt;br /&gt;
body.ns-14 {&lt;br /&gt;
  --category-accent: var(--ew-gold);&lt;br /&gt;
  --category-accent-light: var(--ew-gold-soft);&lt;br /&gt;
  --category-deep: #102733;&lt;br /&gt;
  --category-heading: var(--category-deep);&lt;br /&gt;
  --category-paper: #f5f0e7;&lt;br /&gt;
  --category-paper-alt: #e8dfd0;&lt;br /&gt;
  --category-ink: #2b2925;&lt;br /&gt;
  --category-muted: #70675c;&lt;br /&gt;
  --category-link: #174f72;&lt;br /&gt;
  --category-line: rgba(59, 52, 44, 0.24);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
html[data-ew-theme=&amp;quot;dark&amp;quot;] body.ns-14 {&lt;br /&gt;
  --category-deep: #0b202b;&lt;br /&gt;
  --category-heading: #f0d79c;&lt;br /&gt;
  --category-paper: #172228;&lt;br /&gt;
  --category-paper-alt: #202d33;&lt;br /&gt;
  --category-ink: #eee5d8;&lt;br /&gt;
  --category-muted: #c6bcae;&lt;br /&gt;
  --category-link: #8fc8ec;&lt;br /&gt;
  --category-line: rgba(210, 172, 101, .24);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (prefers-color-scheme: dark) {&lt;br /&gt;
  html[data-ew-theme=&amp;quot;system&amp;quot;] body.ns-14 {&lt;br /&gt;
    --category-deep: #0b202b;&lt;br /&gt;
    --category-heading: #f0d79c;&lt;br /&gt;
    --category-paper: #172228;&lt;br /&gt;
    --category-paper-alt: #202d33;&lt;br /&gt;
    --category-ink: #eee5d8;&lt;br /&gt;
    --category-muted: #c6bcae;&lt;br /&gt;
    --category-link: #8fc8ec;&lt;br /&gt;
    --category-line: rgba(210, 172, 101, .24);&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Category directories are navigation pages, not normal reading-width articles. */&lt;br /&gt;
body.ns-14 #mw-content-text {&lt;br /&gt;
  box-sizing: border-box !important;&lt;br /&gt;
  width: 100% !important;&lt;br /&gt;
  max-width: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 .mw-parser-output {&lt;br /&gt;
  box-sizing: border-box !important;&lt;br /&gt;
  width: calc(100vw - var(--ew-sidebar) - 84px) !important;&lt;br /&gt;
  max-width: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Keep category pages feeling like part of the Erindal article system. */&lt;br /&gt;
body.ns-14 #firstHeading {&lt;br /&gt;
  margin-bottom: 0.9rem;&lt;br /&gt;
  color: var(--category-heading);&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  letter-spacing: 0.025em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub {&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  margin: 0 0 1.7rem;&lt;br /&gt;
  color: var(--category-ink);&lt;br /&gt;
  font-family: &amp;quot;Alegreya&amp;quot;, Georgia, serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__header {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  padding: 1.55rem 1.7rem 1.45rem;&lt;br /&gt;
  border: 1px solid var(--category-line);&lt;br /&gt;
  border-radius: 13px;&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(120deg,&lt;br /&gt;
      var(--category-deep) 0%,&lt;br /&gt;
      var(--category-deep) 58%,&lt;br /&gt;
      var(--category-accent) 100%);&lt;br /&gt;
  box-shadow: 0 10px 25px rgba(30, 24, 18, 0.13);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__header::after {&lt;br /&gt;
  content: &amp;quot;&amp;quot;;&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  right: -45px;&lt;br /&gt;
  bottom: -90px;&lt;br /&gt;
  width: 300px;&lt;br /&gt;
  height: 220px;&lt;br /&gt;
  border: 1px solid var(--category-line);&lt;br /&gt;
  border-radius: 50%;&lt;br /&gt;
  box-shadow:&lt;br /&gt;
    0 0 0 34px rgba(255, 255, 255, 0.035),&lt;br /&gt;
    0 0 0 72px rgba(255, 255, 255, 0.02);&lt;br /&gt;
  pointer-events: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__eyebrow {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  z-index: 1;&lt;br /&gt;
  margin-bottom: 0.22rem;&lt;br /&gt;
  color: var(--category-accent-light);&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 0.82rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  letter-spacing: 0.13em;&lt;br /&gt;
  text-transform: uppercase;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__title {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  z-index: 1;&lt;br /&gt;
  margin: 0;&lt;br /&gt;
  color: #fff8ed;&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: clamp(2rem, 3vw, 3rem);&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  line-height: 1.05;&lt;br /&gt;
  letter-spacing: 0.025em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__subtitle {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  z-index: 1;&lt;br /&gt;
  max-width: 780px;&lt;br /&gt;
  margin-top: 0.55rem;&lt;br /&gt;
  color: rgba(255, 248, 237, 0.88);&lt;br /&gt;
  font-size: 1.02rem;&lt;br /&gt;
  line-height: 1.5;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__intro {&lt;br /&gt;
  margin: 1rem 0 0;&lt;br /&gt;
  padding: 0.95rem 1.1rem;&lt;br /&gt;
  border-left: 3px solid var(--category-accent);&lt;br /&gt;
  background: linear-gradient(90deg,&lt;br /&gt;
    var(--category-paper-alt),&lt;br /&gt;
    var(--category-paper));&lt;br /&gt;
  color: var(--category-ink);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
  gap: 0.8rem;&lt;br /&gt;
  margin-top: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__grid--2 {&lt;br /&gt;
  grid-template-columns: repeat(2, minmax(0, 1fr));&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* A secondary status card can sit beneath a 3-column category grid without&lt;br /&gt;
   pretending to be another functional organization type. On desktop it uses&lt;br /&gt;
   the middle column; on smaller layouts it remains centred, then becomes&lt;br /&gt;
   full-width on mobile. */&lt;br /&gt;
.category-hub__card--centered {&lt;br /&gt;
  grid-column: 2 / 3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.category-hub__card {&lt;br /&gt;
  min-width: 0;&lt;br /&gt;
  padding: 1rem 1.05rem 0.95rem;&lt;br /&gt;
  border: 1px solid var(--category-line);&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(145deg, var(--category-paper), var(--category-paper-alt));&lt;br /&gt;
  box-shadow: 0 5px 14px rgba(45, 36, 28, 0.06);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__card h3,&lt;br /&gt;
.category-hub__card-title {&lt;br /&gt;
  display: block;&lt;br /&gt;
  margin: 0 0 0.28rem;&lt;br /&gt;
  color: var(--category-heading);&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 1.13rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  line-height: 1.15;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__card p {&lt;br /&gt;
  margin: 0 0 0.65rem;&lt;br /&gt;
  color: var(--category-muted);&lt;br /&gt;
  line-height: 1.45;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__card a {&lt;br /&gt;
  color: var(--category-link);&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.category-hub__card a:hover,&lt;br /&gt;
.category-hub__card a:focus {&lt;br /&gt;
  text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Automatic MediaWiki category output ----------------------------------- */&lt;br /&gt;
&lt;br /&gt;
body.ns-14 #mw-subcategories,&lt;br /&gt;
body.ns-14 #mw-pages {&lt;br /&gt;
  margin-top: 1.8rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 #mw-subcategories &amp;gt; h2,&lt;br /&gt;
body.ns-14 #mw-pages &amp;gt; h2 {&lt;br /&gt;
  margin: 0 0 0.45rem;&lt;br /&gt;
  padding-bottom: 0.42rem;&lt;br /&gt;
  color: var(--category-heading);&lt;br /&gt;
  border-bottom: 1px solid var(--category-line);&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 1.45rem;&lt;br /&gt;
  letter-spacing: 0.025em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 #mw-subcategories &amp;gt; p,&lt;br /&gt;
body.ns-14 #mw-pages &amp;gt; p {&lt;br /&gt;
  color: var(--category-muted);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Turn the stock alphabetical columns into parchment directory cards. */&lt;br /&gt;
body.ns-14 .mw-category {&lt;br /&gt;
  display: grid !important;&lt;br /&gt;
  grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
  gap: 0.85rem;&lt;br /&gt;
  margin-top: 1rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 .mw-category-generated .mw-category-group,&lt;br /&gt;
body.ns-14 .mw-category .mw-category-group {&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  min-width: 0;&lt;br /&gt;
  margin: 0 !important;&lt;br /&gt;
  padding: 0.85rem 0.95rem 0.9rem;&lt;br /&gt;
  border: 1px solid var(--category-line);&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(145deg, var(--category-paper), var(--category-paper-alt));&lt;br /&gt;
  box-shadow: 0 4px 12px rgba(43, 34, 27, 0.055);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 .mw-category-group h3 {&lt;br /&gt;
  margin: 0 0 0.45rem;&lt;br /&gt;
  padding: 0 0 0.32rem;&lt;br /&gt;
  color: var(--category-accent);&lt;br /&gt;
  border-bottom: 1px solid var(--category-line);&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 1.2rem;&lt;br /&gt;
  line-height: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 .mw-category-group ul {&lt;br /&gt;
  margin: 0 !important;&lt;br /&gt;
  padding: 0 !important;&lt;br /&gt;
  list-style: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 .mw-category-group li {&lt;br /&gt;
  margin: 0 !important;&lt;br /&gt;
  padding: 0.28rem 0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 .mw-category-group li + li {&lt;br /&gt;
  border-top: 1px dotted var(--category-line);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 .mw-category-group a {&lt;br /&gt;
  color: var(--category-link);&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.ns-14 .mw-category-group a:hover,&lt;br /&gt;
body.ns-14 .mw-category-group a:focus {&lt;br /&gt;
  color: var(--category-heading);&lt;br /&gt;
  text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Subcategories use the same visual language where MediaWiki exposes them. */&lt;br /&gt;
body.ns-14 #mw-subcategories .mw-category {&lt;br /&gt;
  margin-bottom: 0.4rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ========================================================================&lt;br /&gt;
   MAIN CATEGORY HUBS - HIDE DUPLICATE SUBCATEGORIES&lt;br /&gt;
   The nine top-level category hubs already show curated category cards.&lt;br /&gt;
   Hide MediaWiki&#039;s automatic #mw-subcategories block only on those pages.&lt;br /&gt;
   Compact/mini category hubs remain unchanged.&lt;br /&gt;
   ======================================================================== */&lt;br /&gt;
&lt;br /&gt;
body.ns-14.page-Category_Nations_and_Realms #mw-subcategories,&lt;br /&gt;
body.ns-14.page-Category_Ancestries_and_Cultures #mw-subcategories,&lt;br /&gt;
body.ns-14.page-Category_Races_and_Peoples #mw-subcategories,&lt;br /&gt;
body.ns-14.page-Category_Characters #mw-subcategories,&lt;br /&gt;
body.ns-14.page-Category_Organizations #mw-subcategories,&lt;br /&gt;
body.ns-14.page-Category_Religion_and_Deities #mw-subcategories,&lt;br /&gt;
body.ns-14.page-Category_Magic_and_Cosmology #mw-subcategories,&lt;br /&gt;
body.ns-14.page-Category_Locations #mw-subcategories,&lt;br /&gt;
body.ns-14.page-Category_History_and_Timeline #mw-subcategories,&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
  .country-page,&lt;br /&gt;
  .history-page,&lt;br /&gt;
  .city-page,&lt;br /&gt;
  .deity-page,&lt;br /&gt;
  .wiki-page,&lt;br /&gt;
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    width: calc(100vw - var(--ew-sidebar) - 48px) !important;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 760px) {&lt;br /&gt;
  :root,&lt;br /&gt;
  html.ew-sidebar-collapsed {&lt;br /&gt;
    --ew-sidebar: 0px;&lt;br /&gt;
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&lt;br /&gt;
  #ew-sidebar {&lt;br /&gt;
    box-shadow: inset -12px 0 24px rgba(0, 0, 0, .38), 8px 0 28px rgba(0, 0, 0, .46) !important;&lt;br /&gt;
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&lt;br /&gt;
  html:not(.ew-sidebar-collapsed) #ew-sidebar-toggle {&lt;br /&gt;
    left: calc(var(--ew-sidebar-open) - 14px) !important;&lt;br /&gt;
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&lt;br /&gt;
  #ew-server-topbar {&lt;br /&gt;
    left: 0 !important;&lt;br /&gt;
    padding-left: 12px !important;&lt;br /&gt;
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&lt;br /&gt;
  #ew-server-topbar .ew-global-section:nth-child(n+3) {&lt;br /&gt;
    display: none !important;&lt;br /&gt;
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&lt;br /&gt;
  #ew-server-topbar .ew-global-search {&lt;br /&gt;
    flex-basis: min(220px, 43vw) !important;&lt;br /&gt;
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  }&lt;br /&gt;
&lt;br /&gt;
  .ew-topbar-tool {&lt;br /&gt;
    display: none !important;&lt;br /&gt;
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&lt;br /&gt;
  body.skin-vector-2022 #content,&lt;br /&gt;
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&lt;br /&gt;
  .country-overview,&lt;br /&gt;
  .country-feature,&lt;br /&gt;
  .country-feature--image-left,&lt;br /&gt;
  .country-card-grid,&lt;br /&gt;
  .country-card-grid--three,&lt;br /&gt;
  .country-card-grid--four,&lt;br /&gt;
  .country-quickfacts,&lt;br /&gt;
  .history-overview,&lt;br /&gt;
  .history-era-index__grid,&lt;br /&gt;
  .city-overview,&lt;br /&gt;
  .city-index__grid,&lt;br /&gt;
  .city-district-grid,&lt;br /&gt;
  .city-location-grid,&lt;br /&gt;
  .deity-overview,&lt;br /&gt;
  .deity-card-grid,&lt;br /&gt;
  .deity-card-grid--three,&lt;br /&gt;
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  .wiki-index__grid,&lt;br /&gt;
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  .wiki-card-grid--three,&lt;br /&gt;
  .wiki-process {&lt;br /&gt;
    grid-template-columns: 1fr;&lt;br /&gt;
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&lt;br /&gt;
  .country-record__row,&lt;br /&gt;
  .history-record__row,&lt;br /&gt;
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&lt;br /&gt;
  .city-record,&lt;br /&gt;
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&lt;br /&gt;
  .history-figure .mw-file-element,&lt;br /&gt;
  .history-figure__image,&lt;br /&gt;
  .deity-figure .mw-file-element,&lt;br /&gt;
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&lt;br /&gt;
  .country-hero,&lt;br /&gt;
  .history-hero,&lt;br /&gt;
  .city-hero,&lt;br /&gt;
  .deity-hero,&lt;br /&gt;
  .wiki-hero {&lt;br /&gt;
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    min-height: 250px !important;&lt;br /&gt;
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    border-radius: 10px !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .country-hero__overlay,&lt;br /&gt;
  .history-hero__overlay,&lt;br /&gt;
  .city-hero__overlay,&lt;br /&gt;
  .deity-hero__overlay,&lt;br /&gt;
  .wiki-hero__overlay {&lt;br /&gt;
    padding: 1.25rem !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .country-page,&lt;br /&gt;
  .history-page,&lt;br /&gt;
  .city-page,&lt;br /&gt;
  .deity-page,&lt;br /&gt;
  .wiki-page,&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 560px) {&lt;br /&gt;
  #ew-server-topbar .ew-global-section:nth-child(n+2),&lt;br /&gt;
  #ew-server-topbar .ew-global-search {&lt;br /&gt;
    display: none !important;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  #ew-server-topbar .ew-global-menu {&lt;br /&gt;
    flex: 1 1 auto !important;&lt;br /&gt;
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&lt;br /&gt;
  #ew-server-topbar .ew-global-section:first-child {&lt;br /&gt;
    display: block !important;&lt;br /&gt;
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&lt;br /&gt;
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    display: grid !important;&lt;br /&gt;
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&lt;br /&gt;
  body.skin-vector-2022 #content {&lt;br /&gt;
    padding-right: 16px !important;&lt;br /&gt;
    padding-left: 16px !important;&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
  .country-page,&lt;br /&gt;
  .history-page,&lt;br /&gt;
  .city-page,&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 620px) {&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
@media (prefers-reduced-motion: reduce) {&lt;br /&gt;
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&lt;br /&gt;
/* ========================================================================&lt;br /&gt;
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&lt;br /&gt;
/* Accessibility and mobile layout refinements — September 2026 */&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
@media (max-width: 760px) {&lt;br /&gt;
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&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Keep Vector article actions in a single horizontal row. */&lt;br /&gt;
body.skin-vector-2022 .vector-page-tools-landmark {&lt;br /&gt;
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&lt;br /&gt;
body.skin-vector-2022 .vector-page-toolbar .mw-list-item.selected &amp;gt; a {&lt;br /&gt;
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/* Extend article title and toolbar rules across the full canvas; keep actions at the far right. */&lt;br /&gt;
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body.skin-vector-2022:not(.page-Main_Page) .vector-page-titlebar,&lt;br /&gt;
body.skin-vector-2022:not(.page-Main_Page) .vector-page-toolbar {&lt;br /&gt;
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&lt;br /&gt;
/* Main Page: remove Vector&#039;s empty strip below the footer. */&lt;br /&gt;
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  --category-heading: #f0d79c !important;&lt;br /&gt;
  --category-paper: #172228 !important;&lt;br /&gt;
  --category-paper-alt: #202d33 !important;&lt;br /&gt;
  --category-ink: #eee5d8 !important;&lt;br /&gt;
  --category-muted: #c6bcae !important;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
@media (prefers-color-scheme: dark) {&lt;br /&gt;
  html[data-ew-theme=&amp;quot;system&amp;quot;] body.ns-14 .category-hub {&lt;br /&gt;
    --category-heading: #f0d79c !important;&lt;br /&gt;
    --category-paper: #172228 !important;&lt;br /&gt;
    --category-paper-alt: #202d33 !important;&lt;br /&gt;
    --category-ink: #eee5d8 !important;&lt;br /&gt;
    --category-muted: #c6bcae !important;&lt;br /&gt;
    --category-link: #8fc8ec !important;&lt;br /&gt;
    --category-line: rgba(210, 172, 101, 0.24) !important;&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=Template:NationalHistory/styles.css&amp;diff=724</id>
		<title>Template:NationalHistory/styles.css</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Template:NationalHistory/styles.css&amp;diff=724"/>
		<updated>2026-09-18T13:22:10Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* =========================================================&lt;br /&gt;
   NATIONAL HISTORY PAGES&lt;br /&gt;
   Shared structure for national-history articles.&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.history-page {&lt;br /&gt;
  --history-accent: #8f4d31;&lt;br /&gt;
  --history-accent-light: #c78658;&lt;br /&gt;
  --history-deep: #211713;&lt;br /&gt;
  --history-paper: #f5efe4;&lt;br /&gt;
  --history-paper-alt: #e9ddcb;&lt;br /&gt;
  --history-ink: #30251f;&lt;br /&gt;
  --history-muted: #76665b;&lt;br /&gt;
  --history-line: rgba(78, 54, 40, 0.24);&lt;br /&gt;
&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  max-width: none;&lt;br /&gt;
&lt;br /&gt;
  color: #e9dfd0;&lt;br /&gt;
  font-family: &amp;quot;Alegreya&amp;quot;, Georgia, serif;&lt;br /&gt;
  line-height: 1.62;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* National histories use the full available article width. */&lt;br /&gt;
body[class*=&amp;quot;page-History_of_&amp;quot;] .mw-parser-output {&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  max-width: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page--kurn {&lt;br /&gt;
  --history-accent: #994b2c;&lt;br /&gt;
  --history-accent-light: #d18b50;&lt;br /&gt;
  --history-deep: #231713;&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;
.history-hero {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  min-height: 240px;&lt;br /&gt;
  margin: 0 0 1.4rem;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid rgba(255, 255, 255, 0.08);&lt;br /&gt;
  border-radius: 14px;&lt;br /&gt;
&lt;br /&gt;
  background: var(--history-deep);&lt;br /&gt;
  box-shadow: 0 12px 30px rgba(28, 18, 13, 0.19);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-hero .mw-file-description,&lt;br /&gt;
.history-hero .mw-file-element,&lt;br /&gt;
.history-hero__image {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: clamp(240px, 22vw, 320px);&lt;br /&gt;
  object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-hero a.new.history-hero__image {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-hero__overlay {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  inset: 0;&lt;br /&gt;
&lt;br /&gt;
  display: flex;&lt;br /&gt;
  flex-direction: column;&lt;br /&gt;
  justify-content: flex-end;&lt;br /&gt;
&lt;br /&gt;
  padding: clamp(1.25rem, 3vw, 2.5rem);&lt;br /&gt;
&lt;br /&gt;
  color: #fffaf2;&lt;br /&gt;
&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;
  pointer-events: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-hero__eyebrow {&lt;br /&gt;
  margin-bottom: 0.25rem;&lt;br /&gt;
&lt;br /&gt;
  color: #efb476;&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 0.85rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  letter-spacing: 0.16em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-hero__title {&lt;br /&gt;
  max-width: 900px;&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: clamp(2.1rem, 4vw, 3.6rem);&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  line-height: 0.96;&lt;br /&gt;
&lt;br /&gt;
  text-shadow: 0 3px 16px rgba(0, 0, 0, 0.72);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-hero__subtitle {&lt;br /&gt;
  margin-top: 0.55rem;&lt;br /&gt;
&lt;br /&gt;
  color: #eadcc9;&lt;br /&gt;
&lt;br /&gt;
  font-size: clamp(1rem, 2vw, 1.35rem);&lt;br /&gt;
  font-style: italic;&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;
.history-overview {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: minmax(0, 1fr) minmax(280px, 340px);&lt;br /&gt;
  gap: 2rem;&lt;br /&gt;
  align-items: start;&lt;br /&gt;
&lt;br /&gt;
  margin-bottom: 2.25rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-overview__lead {&lt;br /&gt;
  color: #e9dfd0;&lt;br /&gt;
  font-size: 1.08rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-overview__lead &amp;gt; p:first-child::first-letter {&lt;br /&gt;
  float: left;&lt;br /&gt;
&lt;br /&gt;
  margin: 0.08em 0.1em 0 0;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-accent-light);&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 3.8em;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  line-height: 0.76;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   HISTORICAL RECORD&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.history-record {&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-ink);&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--history-line);&lt;br /&gt;
  border-radius: 12px;&lt;br /&gt;
&lt;br /&gt;
  background: var(--history-paper);&lt;br /&gt;
&lt;br /&gt;
  box-shadow: 0 9px 22px rgba(55, 37, 27, 0.12);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-record__heading {&lt;br /&gt;
  padding: 0.85rem 1rem;&lt;br /&gt;
&lt;br /&gt;
  color: #fff7ec;&lt;br /&gt;
&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      135deg,&lt;br /&gt;
      var(--history-deep),&lt;br /&gt;
      #503023&lt;br /&gt;
    );&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 1.25rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  letter-spacing: 0.04em;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-record__row {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: minmax(100px, 0.9fr) minmax(0, 1.3fr);&lt;br /&gt;
  gap: 0.75rem;&lt;br /&gt;
&lt;br /&gt;
  padding: 0.62rem 0.85rem;&lt;br /&gt;
&lt;br /&gt;
  border-top: 1px solid var(--history-line);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-record__row span {&lt;br /&gt;
  color: var(--history-muted);&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-record a {&lt;br /&gt;
  color: #784029;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   HISTORICAL ERA INDEX&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.history-era-index {&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
&lt;br /&gt;
  margin: 1.8rem 0 2.4rem;&lt;br /&gt;
  padding: 1.15rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-ink);&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--history-line);&lt;br /&gt;
  border-radius: 12px;&lt;br /&gt;
&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      135deg,&lt;br /&gt;
      rgba(255, 255, 255, 0.42),&lt;br /&gt;
      transparent&lt;br /&gt;
    ),&lt;br /&gt;
    var(--history-paper-alt);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-era-index__heading {&lt;br /&gt;
  margin: 0 0 0.85rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-deep);&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 1.25rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-era-index__grid {&lt;br /&gt;
  display: grid;&lt;br /&gt;
  grid-template-columns: repeat(3, minmax(0, 1fr));&lt;br /&gt;
  gap: 0.72rem;&lt;br /&gt;
  align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-era-index__grid &amp;gt; div {&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  min-width: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-era-index__grid a {&lt;br /&gt;
  display: block;&lt;br /&gt;
&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  height: 100%;&lt;br /&gt;
&lt;br /&gt;
  padding: 0.72rem 0.82rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-ink);&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid rgba(91, 59, 41, 0.18);&lt;br /&gt;
  border-left: 4px solid var(--history-accent);&lt;br /&gt;
  border-radius: 7px;&lt;br /&gt;
&lt;br /&gt;
  background: rgba(255, 252, 246, 0.68);&lt;br /&gt;
&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
&lt;br /&gt;
  transition:&lt;br /&gt;
    transform 120ms ease,&lt;br /&gt;
    box-shadow 120ms ease,&lt;br /&gt;
    background 120ms ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-era-index__grid a:hover {&lt;br /&gt;
  transform: translateY(-1px);&lt;br /&gt;
&lt;br /&gt;
  background: #fffaf2;&lt;br /&gt;
&lt;br /&gt;
  box-shadow: 0 5px 12px rgba(54, 36, 25, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-era-index__grid span,&lt;br /&gt;
.history-era-index__grid strong {&lt;br /&gt;
  display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-era-index__grid span {&lt;br /&gt;
  color: var(--history-accent);&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 0.76rem;&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;
.history-era-index__grid strong {&lt;br /&gt;
  margin-top: 0.12rem;&lt;br /&gt;
&lt;br /&gt;
  font-size: 0.98rem;&lt;br /&gt;
  line-height: 1.2;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   ARTICLE BODY&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.history-page__body {&lt;br /&gt;
  position: relative;&lt;br /&gt;
&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  max-width: none;&lt;br /&gt;
&lt;br /&gt;
  margin: 0;&lt;br /&gt;
  padding-left: 2.25rem;&lt;br /&gt;
&lt;br /&gt;
  color: #e9dfd0;&lt;br /&gt;
&lt;br /&gt;
  border-left: 2px solid rgba(209, 160, 111, 0.34);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body p {&lt;br /&gt;
  margin: 0.82rem 0;&lt;br /&gt;
  color: inherit;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body li {&lt;br /&gt;
  color: inherit;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body h2 {&lt;br /&gt;
  position: relative;&lt;br /&gt;
&lt;br /&gt;
  margin: 2.65rem 0 1rem;&lt;br /&gt;
  padding: 0 0 0.55rem;&lt;br /&gt;
&lt;br /&gt;
  color: #f4eadb;&lt;br /&gt;
&lt;br /&gt;
  border-bottom: 1px solid rgba(209, 160, 111, 0.28);&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: clamp(1.55rem, 3vw, 2rem);&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body h2::before {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  top: 0.35em;&lt;br /&gt;
  left: calc(-2.25rem - 7px);&lt;br /&gt;
&lt;br /&gt;
  width: 12px;&lt;br /&gt;
  height: 12px;&lt;br /&gt;
&lt;br /&gt;
  border: 2px solid #f4eadb;&lt;br /&gt;
  border-radius: 50%;&lt;br /&gt;
&lt;br /&gt;
  background: var(--history-accent);&lt;br /&gt;
&lt;br /&gt;
  box-shadow: 0 0 0 2px rgba(209, 160, 111, 0.32);&lt;br /&gt;
&lt;br /&gt;
  content: &amp;quot;&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body h3 {&lt;br /&gt;
  margin-top: 1.75rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-accent-light);&lt;br /&gt;
&lt;br /&gt;
  font-family: &amp;quot;Alegreya SC&amp;quot;, Georgia, serif;&lt;br /&gt;
  font-size: 1.3rem;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body a {&lt;br /&gt;
  color: #d9aa72;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body a:hover {&lt;br /&gt;
  color: #f0c58d;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   CONTENT BOXES INSIDE ARTICLE BODY&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.history-page__body .toc,&lt;br /&gt;
.history-page__body #toc {&lt;br /&gt;
  margin: 0 0 1.8rem;&lt;br /&gt;
  padding: 0.9rem 1.1rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-ink);&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--history-line);&lt;br /&gt;
  border-radius: 9px;&lt;br /&gt;
&lt;br /&gt;
  background: var(--history-paper);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-note {&lt;br /&gt;
  margin: 1.25rem 0;&lt;br /&gt;
  padding: 0.9rem 1rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-ink);&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--history-line);&lt;br /&gt;
  border-left: 5px solid var(--history-accent);&lt;br /&gt;
  border-radius: 8px;&lt;br /&gt;
&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      135deg,&lt;br /&gt;
      var(--history-paper),&lt;br /&gt;
      var(--history-paper-alt)&lt;br /&gt;
    );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-note--disputed {&lt;br /&gt;
  --history-accent: #776453;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-note--aftermath {&lt;br /&gt;
  --history-accent: #7c6331;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-note strong {&lt;br /&gt;
  color: var(--history-deep);&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;
.history-page__body .thumb {&lt;br /&gt;
  margin-top: 1.1rem;&lt;br /&gt;
  border-color: var(--history-line);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body table.wikitable {&lt;br /&gt;
  color: var(--history-ink);&lt;br /&gt;
&lt;br /&gt;
  border-color: var(--history-line);&lt;br /&gt;
  background: var(--history-paper);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-page__body table.wikitable th {&lt;br /&gt;
  color: #fff8ed;&lt;br /&gt;
  background: var(--history-deep);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   HISTORY FIGURES&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
.history-figure {&lt;br /&gt;
  box-sizing: border-box;&lt;br /&gt;
&lt;br /&gt;
  margin: 1.35rem 0 1.9rem;&lt;br /&gt;
&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-ink);&lt;br /&gt;
&lt;br /&gt;
  border: 1px solid var(--history-line);&lt;br /&gt;
  border-radius: 10px;&lt;br /&gt;
&lt;br /&gt;
  background: var(--history-paper);&lt;br /&gt;
&lt;br /&gt;
  box-shadow: 0 8px 20px rgba(50, 33, 24, 0.14);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-figure .mw-file-description {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  max-width: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-figure .mw-file-element,&lt;br /&gt;
.history-figure__image {&lt;br /&gt;
  display: block;&lt;br /&gt;
&lt;br /&gt;
  width: 100% !important;&lt;br /&gt;
  max-width: none !important;&lt;br /&gt;
  height: clamp(220px, 28vw, 340px);&lt;br /&gt;
&lt;br /&gt;
  object-fit: cover;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-figure a.new {&lt;br /&gt;
  display: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.history-figure__caption {&lt;br /&gt;
  padding: 0.65rem 0.9rem 0.72rem;&lt;br /&gt;
&lt;br /&gt;
  color: var(--history-muted);&lt;br /&gt;
&lt;br /&gt;
  background:&lt;br /&gt;
    linear-gradient(&lt;br /&gt;
      135deg,&lt;br /&gt;
      var(--history-paper),&lt;br /&gt;
      var(--history-paper-alt)&lt;br /&gt;
    );&lt;br /&gt;
&lt;br /&gt;
  font-size: 0.94rem;&lt;br /&gt;
  font-style: italic;&lt;br /&gt;
  line-height: 1.35;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* =========================================================&lt;br /&gt;
   MOBILE&lt;br /&gt;
   ========================================================= */&lt;br /&gt;
&lt;br /&gt;
@media (max-width: 760px) {&lt;br /&gt;
&lt;br /&gt;
  .history-overview {&lt;br /&gt;
    grid-template-columns: 1fr;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .history-record {&lt;br /&gt;
    width: min(100%, 560px);&lt;br /&gt;
    order: -1;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .history-era-index__grid {&lt;br /&gt;
    grid-template-columns: 1fr;&lt;br /&gt;
  }&lt;br /&gt;
&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=Template:NationalHistory/styles.css&amp;diff=723</id>
		<title>Template:NationalHistory/styles.css</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Template:NationalHistory/styles.css&amp;diff=723"/>
		<updated>2026-09-18T13:17:18Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* =========================================================&lt;br /&gt;
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		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=History_of_Kurn_Daruhm&amp;diff=722</id>
		<title>History of Kurn Daruhm</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=History_of_Kurn_Daruhm&amp;diff=722"/>
		<updated>2026-09-18T13:04:21Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: /* Kurn Daruhm in the Present */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationalHistory styles}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- History of Kurn Daruhm page-local colour palette. History-specific colours stay here, not in MediaWiki:Common.css. --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-page history-page--kurn&amp;quot; style=&amp;quot;--history-accent:#9b653f;--history-accent-light:#d1a06f;--history-deep:#2a211d;--history-paper:#f4efe5;--history-paper-alt:#e6dccb;--history-ink:#2d2824;--history-muted:#746a61;--history-line:rgba(76,60,49,0.24);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:History of Kurn Daruhm.jpg|1600px|class=history-hero__image|alt=The monumental Hall of Annals preserving the history of Kurn Daruhm]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-hero__eyebrow&amp;quot;&amp;gt;ANNALS OF THE FLAMEFORGED&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-hero__title&amp;quot;&amp;gt;History of Kurn Daruhm&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-hero__subtitle&amp;quot;&amp;gt;From the first divided holds to the reign of Drogan Ironheart III&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;history-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-record__heading&amp;quot;&amp;gt;Historical Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Founders&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Durgadd Fireblessed]] and [[Doramin]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;First 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;history-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Defining institution&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Council of Dwarves]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Subject territories&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[Principality of Herm Tharim|Herm Tharim]] and [[Grand Duchy of Swanvein|Swanvein]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Major wars&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Silver War; [[War of Endless Storms]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Current 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&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The history of Kurn Daruhm&#039;&#039;&#039; began long before the dwarves living in the region considered themselves part of one empire. The first dwarven settlements were separated from one another by mountains, forests and long stretches of land which had no proper roads. Some were built around mines, while others were established in fertile valleys where crops and livestock could survive. These settlements traded with one another and sometimes fought together, but they were ruled by their own clans and had little interest in answering to a distant king.&lt;br /&gt;
&lt;br /&gt;
This changed with the rise of [[Durgadd Fireblessed]]. Durgadd united the largest settlements through war, alliances and promises of mutual protection. His son, [[Doramin]], later gave the new realm its first common laws and turned his father&#039;s conquests into a state that could continue without constant warfare. Both of them were mortal dwarves when the empire was founded. They later became actual gods and remain two of the most important deities worshipped by the Flameforged.&lt;br /&gt;
&lt;br /&gt;
The empire which they created continued to grow after their time. New cities were founded, roads were built between the mountains and the coast, and dwarven settlers crossed into lands which had previously been considered too dangerous or too distant. This expansion brought great wealth to Kurn Daruhm, but it also caused wars with the [[Krugmurd Horde]], the [[Grand Duchy of Swanvein]] and the [[Holy Kingdom of Alyren Shaeras]]. The empire also suffered disasters of its own, most notably the destruction of [[Dhemuhm]] and the magical fall of the [[Forgotten Kingdom]] beyond its northwestern border.&lt;br /&gt;
&lt;br /&gt;
Modern Kurn Daruhm is the result of all of these events. It is an empire built by conquest, settlement, trade and engineering, but it is also a country which remembers every defeat and every agreement for a very long time. Old wars still influence its borders, its laws and the way in which dwarves look at the nations around them.&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;history-era-index&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-era-index__heading&amp;quot;&amp;gt;Historical Eras&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;history-era-index__grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#The Oldest Records|&amp;lt;span&amp;gt;Origins&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;The divided holds&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Durgadd Fireblessed and the Unification|&amp;lt;span&amp;gt;Foundation&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Durgadd and Doramin&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#The Three-Heir Crisis|&amp;lt;span&amp;gt;Imperial Order&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Council, revolts and guilds&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#The Krugmurd Frontier|&amp;lt;span&amp;gt;Expansion&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Frontiers and subject lands&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#The Ash Winter|&amp;lt;span&amp;gt;Disasters&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Ash, Dhemuhm and winter&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#The War of Endless Storms|&amp;lt;span&amp;gt;Recent History&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;War, recovery and reform&amp;lt;/strong&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 class=&amp;quot;history-page__body&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== The Oldest Records ==&lt;br /&gt;
&lt;br /&gt;
There is no single complete account of the first dwarves who lived in the lands of Kurn Daruhm. Most of the oldest records were kept by individual clans, temples and settlements. These records often disagree with one another, especially when they describe which clan discovered a mine first, who won an early battle or who gave shelter to another settlement during a difficult winter.&lt;br /&gt;
&lt;br /&gt;
This does not mean that the oldest records are useless. They contain lists of births, deaths, agreements, harvests and shipments of ore which allow historians to understand how the early dwarves lived. The problem is that many clans also used their records to prove that their ancestors were more important than those of their rivals. A clan which supported Durgadd from the beginning may describe itself as one of his closest allies, while another may insist that Durgadd could not have won his wars without their weapons or food.&lt;br /&gt;
&lt;br /&gt;
The dwarves preserved much of their early history through stories as well. These stories were told during feasts and religious celebrations, usually with drums, horns and strong drink. Some were changed over the centuries, but the names of important leaders, craftsmen and settlements remained. Imperial historians compare these stories with old clan records and inscriptions found in abandoned halls. Even then, there are many events where nobody can say with certainty what happened.&lt;br /&gt;
&lt;br /&gt;
What is known is that the dwarves did not arrive as one organised people. They settled the region in smaller groups over a long period of time. Some travelled through the mountains in search of ore, while others followed rivers and fertile valleys. The distinction between Forge dwarves and Hearth dwarves already existed in some form, although it was not as organised as it became later. Forge communities were commonly established close to mines and natural sources of heat. Hearth communities were more common in the valleys and surface lands where farming was possible.&lt;br /&gt;
&lt;br /&gt;
These communities depended on one another more than their oldest stories usually admit. The mountain settlements needed grain, livestock, timber and leather from the valleys. The surface settlements needed metal tools, weapons and stone from the mountains. Trade developed because neither group could remain completely independent. However, trade also created arguments about prices, roads, ownership of mines and access to water.&lt;br /&gt;
&lt;br /&gt;
== The First Settlements ==&lt;br /&gt;
&lt;br /&gt;
The first dwarven settlements were small compared to the cities which exist today. Many began as fortified mining camps or villages surrounded by stone walls. Their inhabitants lived partly beneath the ground and partly on the surface. Underground chambers were useful for storage and protection during winter, but fields and animals still had to be kept outside.&lt;br /&gt;
&lt;br /&gt;
Life in these settlements was difficult. Cave-ins, fires and attacks from wild creatures could destroy years of work. A failed harvest could be just as dangerous as an enemy army, especially for a mountain settlement which had no safe road to the nearest valley. Dwarves learned to store grain for several winters and to build deep reservoirs for water. They also developed signals using horns, fire and reflected light so that nearby settlements could warn one another about danger.&lt;br /&gt;
&lt;br /&gt;
Rich veins of iron, copper, silver and gold allowed some settlements to grow faster than others. Their smiths created tools which made deeper mining possible, and the ore was traded for food and other goods. The first large workshops appeared during this period. They were still controlled by clans rather than by imperial guilds, and many of their techniques were kept secret.&lt;br /&gt;
&lt;br /&gt;
Fire magic also became more important. At first it was used mainly for heating furnaces, clearing dangerous gases from tunnels and protecting miners from creatures living beneath the mountains. Over time, dwarven mages learned to use fire in battle and in the creation of magical weapons. It became one of the things which separated the dwarves of the region from many of their neighbours.&lt;br /&gt;
&lt;br /&gt;
The settlements formed alliances when it benefited them. A mining hold might promise weapons to a valley community in exchange for grain. Several clans could agree to defend the same road or mountain pass. These agreements were useful, but they were rarely permanent. When the immediate danger passed, many settlements returned to their old disputes.&lt;br /&gt;
&lt;br /&gt;
There were also wars between dwarven clans. Some began over a mine or a river, while others started because an agreement had been broken generations earlier. These conflicts were usually small, but they made travel dangerous and weakened the region. Raiders from outside the dwarven lands learned which settlements stood alone and attacked them before their neighbours could respond.&lt;br /&gt;
&lt;br /&gt;
It was during this divided period that Durgadd Fireblessed first became known.&lt;br /&gt;
&lt;br /&gt;
== Durgadd Fireblessed and the Unification ==&lt;br /&gt;
&lt;br /&gt;
[[Durgadd Fireblessed]] was born into a Forge dwarf community which controlled several mines but had little fertile land of its own. The oldest stories describe him as a powerful warrior and an unusually skilled blacksmith. Unlike many early rulers, he did not leave the work of the forge after gaining military authority. Weapons carrying his mark continued to be made during his campaigns, and some dwarven families still claim to possess an axe, hammer or piece of armour created by him.&lt;br /&gt;
&lt;br /&gt;
Durgadd first gained support by defending several settlements from raiders. He did not simply drive the attackers away. He followed them, destroyed their camps and placed warriors along the roads which they had used. This gave him a reputation as a leader who would finish a war instead of waiting for the same enemy to return during the next winter.&lt;br /&gt;
&lt;br /&gt;
His first allies were settlements which needed protection. Durgadd promised that an attack against one community would be answered by all of them. In return, each settlement had to provide soldiers, food or metal when called upon. This was not yet an empire, but it was more organised than the temporary alliances which had existed before.&lt;br /&gt;
&lt;br /&gt;
Not every clan joined willingly. Some rulers believed that Durgadd was using the threat of raiders as an excuse to increase his own power. Others did not want to surrender control over their warriors or mines. Durgadd negotiated with those who were willing to speak, but he also went to war against the settlements which attacked his allies or refused every agreement.&lt;br /&gt;
&lt;br /&gt;
The wars of unification lasted for years. Most of them were not enormous battles between thousands of soldiers. They were sieges of mountain gates, fights over bridges and campaigns to control the roads between settlements. Durgadd understood that a fortress did not need to be destroyed if it could no longer receive food. He used Hearth dwarf scouts and farmers who knew the valleys together with Forge dwarf soldiers who could break fortified positions.&lt;br /&gt;
&lt;br /&gt;
This cooperation was one of the reasons for his success. Earlier rulers often treated Forge and Hearth communities as separate groups which were useful for different things. Durgadd gave both of them a place in his armies and agreements. Forge dwarves supplied weapons, armour and heavy infantry. Hearth dwarves supplied food, animals, timber and knowledge of the surface. Neither side was treated as unimportant to the new realm.&lt;br /&gt;
&lt;br /&gt;
Durgadd was also willing to accept the surrender of a defeated clan. He demanded oaths, soldiers and access to important roads, but he did not remove every local ruler. Clans which submitted early kept much of their land. Clans which continued fighting after being offered terms were treated more harshly. This created resentment, but it also allowed the united territory to function without replacing every local authority at once.&lt;br /&gt;
&lt;br /&gt;
The last major resistance came from several wealthy settlements which feared that Durgadd would take control of their mines. Their rulers formed an alliance against him and attempted to cut the roads supplying his army. The plan failed when several smaller clans changed sides after Durgadd promised to recognise their ownership of disputed tunnels. Once the alliance broke apart, its fortresses were defeated one by one.&lt;br /&gt;
&lt;br /&gt;
After this victory, Durgadd was recognised as the first ruler of the united dwarven realm. Later imperial records describe this moment as the founding of Kurn Daruhm, although the name was not used in exactly the same manner everywhere at first. Some settlements continued to describe themselves by their clan or mountain for several generations.&lt;br /&gt;
&lt;br /&gt;
Durgadd founded [[Mal Darum]] on a central plateau and made it the seat of his rule. The location was chosen because roads from the mountains, valleys and western coast could reach it without passing through the territory of one dominant clan. It was also easier to defend than the open plains around it. The first city was much smaller than modern Mal Darum, consisting mainly of a fortress, storehouses, workshops and homes for the families which served the new court.&lt;br /&gt;
&lt;br /&gt;
The foundation of a new capital was important for another reason. If Durgadd had ruled from his own clan settlement, other clans would have seen the empire as an extension of that clan. Mal Darum was meant to belong to the new realm. Clans were given districts and responsibilities within the city, but none of them could claim that the capital had been theirs before Durgadd arrived.&lt;br /&gt;
&lt;br /&gt;
Durgadd spent much of his reign fighting. Some wars were needed to protect the new borders, while others were clear attempts to expand them. Imperial histories often present every campaign as necessary, but records from defeated settlements show that this was not always true. Durgadd believed that the united dwarves could not remain safe while hostile rulers controlled the roads, mines and mountain passes around them. For him, security and expansion were usually the same thing.&lt;br /&gt;
&lt;br /&gt;
His rule created the empire, but it did not solve many of its internal problems. Clans still argued over land. Soldiers who had fought for years expected rewards. Local rulers interpreted Durgadd&#039;s promises in their own favour. The new realm needed laws which applied beyond one settlement, and this became the work of his son.&lt;br /&gt;
&lt;br /&gt;
== The Rule of Doramin ==&lt;br /&gt;
&lt;br /&gt;
[[Doramin]] was very different from Durgadd. He had been raised during the wars of unification and understood the cost of them, but he was not known as a great warrior. Doramin preferred negotiation and ordered rule. Some of Durgadd&#039;s generals considered him weak because of this, while many merchants, farmers and local rulers welcomed a period in which roads could remain open for more than one season.&lt;br /&gt;
&lt;br /&gt;
Doramin did not reject everything his father had created. He kept the army, the authority of the crown and the obligations placed upon the clans. What he changed was the way in which disagreements were handled. Under Durgadd, many matters had been decided personally by the ruler or by whichever commander controlled the area. Doramin wanted decisions to follow rules which could be understood before a dispute began.&lt;br /&gt;
&lt;br /&gt;
The first common laws of Kurn Daruhm were established during his reign. They covered murder, theft, ownership of mines, the payment of debts and the duties owed by a settlement during war. They also described how agreements between clans were to be witnessed and recorded. This is one of the reasons why spoken promises and written contracts remain so important in dwarven society.&lt;br /&gt;
&lt;br /&gt;
Doramin established courts where representatives of different clans could present their claims. These courts were not always fair, especially when one clan possessed more wealth or influence than another, but they reduced the number of disputes which ended in private war. A clan which ignored a judgement could now be punished by the crown and not only by the clan it had harmed.&lt;br /&gt;
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He also created clearer obligations for the provinces. Settlements were required to maintain sections of road, provide supplies during war and contribute to the defence of nearby passes. In return, the crown recognised many local rights and did not interfere with every internal decision. This became the beginning of the decentralised system which still exists in Kurn Daruhm. Governors and city councils possess considerable freedom, but they are expected to meet their obligations to the empire.&lt;br /&gt;
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Trade grew quickly during Doramin&#039;s reign. Roads which had once been used mainly by armies were repaired for wagons. Standard weights were introduced in the largest markets, and the crown began inspecting coins and metal bars used in major transactions. The changes did not remove fraud or arguments, but they made trade between distant settlements easier.&lt;br /&gt;
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Doramin also attempted to end some of the punishments imposed after the wars of unification. Clans which had remained loyal for many years could recover rights taken from them by Durgadd. Prisoners and hostages were returned after new oaths were made. This policy angered families which had lost relatives during the wars, but Doramin believed that the empire could not remain united if every defeated clan was treated as an enemy forever.&lt;br /&gt;
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The relationship between father and son is described differently by different sources. Some temple histories claim that Durgadd immediately understood the value of Doramin&#039;s laws. Other records describe serious arguments between them, especially when Doramin reversed decisions made by his father&#039;s generals. What is certain is that the empire needed both approaches. Durgadd had created unity by force and alliance, while Doramin created a system which allowed that unity to survive.&lt;br /&gt;
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== The Ascension of Durgadd and Doramin ==&lt;br /&gt;
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Durgadd and Doramin were not gods when they founded Kurn Daruhm. They were mortal dwarves, and the oldest records describe them in the same manner as other rulers. They became gods later. This is important to dwarven faith because they are not only distant divine beings. They lived in the same lands, fought in real wars and made decisions which can still be found in imperial law.&lt;br /&gt;
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The exact moment of Durgadd&#039;s ascension is disputed. The last years of his mortal life are poorly recorded, partly because Doramin had already taken over much of the government. Some accounts state that Durgadd died from wounds received in one final campaign. Others claim that he entered a sacred forge beneath Mal Darum and did not return. What followed is better documented. Priests and smiths in settlements far from one another reported the same signs in their furnaces, and divine magic began to answer prayers made in Durgadd&#039;s name.&lt;br /&gt;
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The imperial court did not recognise him as a god immediately. For a time, Durgadd was honoured as the founder and greatest ancestor of the empire. This changed as his priests performed miracles which could not be explained as ordinary fire magic. Temples were built, and Durgadd Fireblessed became the patron of war, the forge and the strength needed to create something new.&lt;br /&gt;
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Doramin&#039;s ascension happened later and was less violent. He continued to rule for many years and prepared the empire for a succession which would not depend on another war. After his death, he was first honoured as the lawgiver and son of Durgadd. Divine signs connected to him appeared in courts, negotiations and settlements where violence had been avoided through an agreement. Like his father, Doramin eventually answered prayers through divine power and became an actual god.&lt;br /&gt;
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Doramin became the god of peace and order. This did not mean peace at any cost. His teachings allow war when it is needed to defend the realm or enforce a rightful agreement. What they oppose is violence which has no purpose beyond pride, revenge or personal ambition. Dwarven judges, diplomats and rulers still invoke Doramin when they make an agreement which is meant to end a conflict.&lt;br /&gt;
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The ascension of the two founders changed the position of the imperial family and the temples. Rulers could claim that the empire had been created by gods, but priests could also remind rulers that Durgadd and Doramin had once been mortal and were judged by what they did. This created a close relationship between the throne and the dwarven faith, but it never made the emperor a god.&lt;br /&gt;
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The two founders also came to represent two sides of Kurn Daruhm. Durgadd represented the force needed to unite and protect the realm. Doramin represented the laws needed to keep that realm from destroying itself. Their disagreements were not removed from dwarven stories. Instead, they became an explanation for why strength and order were both needed.&lt;br /&gt;
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== The Three-Heir Crisis ==&lt;br /&gt;
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The system created by Doramin survived its first rulers, but it did not answer every question about succession. The throne normally passed through the ruling family, and most early emperors named an heir before their death. The first serious crisis began when an emperor died suddenly while his chosen heir was missing during an expedition beneath the northern mountains.&lt;br /&gt;
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Three different candidates claimed the throne. One was supported by the largest clans in Mal Darum, another was a successful general with the loyalty of several provincial armies, and the third was a distant member of the ruling family supported by important temples. Each candidate possessed enough support to prevent the others from being accepted.&lt;br /&gt;
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For several months, Kurn Daruhm had no recognised emperor. Governors stopped sending taxes because they did not know which claimant would control the treasury. Soldiers at the same fortress received orders from different commanders. Merchants avoided Mal Darum after supporters of the rival heirs began arresting caravans carrying supplies to the other side.&lt;br /&gt;
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The crisis became violent when the general attempted to enter the capital with his army. The gates were closed, and fighting began on the roads below the plateau. Several districts inside Mal Darum also raised barricades. The battle was small compared to the later wars of the empire, but the possibility of a larger civil war frightened clans which had spent generations building wealth under a stable crown.&lt;br /&gt;
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Representatives from the principal cities, clans, temples, military commands and professions were called to Mal Darum. This gathering became known as the [[Council of Dwarves]]. It was not the first council in imperial history, but it was the first one given the authority to choose a ruler when ordinary succession had failed.&lt;br /&gt;
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The council rejected the general after he refused to withdraw his soldiers from the capital. The temple candidate also lost support when several judges argued that priests should not decide the succession through divine claims which could not be proven. The remaining candidate was accepted after promising amnesty to most supporters of the other heirs and recognising the rights of the provinces which had remained neutral.&lt;br /&gt;
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The settlement did not satisfy everyone, but it prevented the civil war from spreading. The missing heir was later found dead with the rest of the expedition, ending the last legal challenge to the decision.&lt;br /&gt;
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After the crisis, the Council of Dwarves received a permanent constitutional role. The eldest child of the reigning emperor became the normal heir, whether that child was a son or daughter. If there was no clear heir, or if the heir was considered incapable of ruling, the council could select another emperor. It was never meant to govern the empire in place of the crown, but it became the authority which could keep the throne from being decided only by armies.&lt;br /&gt;
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The Three-Heir Crisis remains important because it showed that the empire could almost return to the clan wars from which it had been created. Every later succession was watched carefully, and emperors were expected to make the position of their heir clear before illness or old age made it impossible.&lt;br /&gt;
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== Growth of the Imperial Heartland ==&lt;br /&gt;
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The rulers who followed Durgadd and Doramin inherited a state which was united but still small compared to the later empire. Their first task was not distant conquest. It was to connect the settlements already under imperial rule and make the crown&#039;s authority real outside Mal Darum.&lt;br /&gt;
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Roads were extended through the central plains and into the mountains. Bridges were built over rivers which had previously stopped heavy wagons for part of the year. Fortified storehouses allowed grain and military supplies to be kept closer to the borders. These projects were expensive, and several rulers increased taxes to pay for them. The result was occasional rebellion, especially in provinces which believed that Mal Darum received more benefit than they did.&lt;br /&gt;
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[[Mal Darum]] grew around the first fortress. Workshops and clan halls were built across the plateau, while tunnels beneath the city were expanded into storerooms, military passages and protected districts. The capital became the place where provincial disputes were settled and where the largest military and religious ceremonies were held.&lt;br /&gt;
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[[Mirn Torum]] also became one of the most important cities of the empire. Its mines contained gold, silver, iron and mithril, but the deeper tunnels were dangerous even by dwarven standards. Imperial support allowed larger pumps, lifts and defensive gates to be built. In return, the city supplied metal for the army and a large part of the crown&#039;s wealth.&lt;br /&gt;
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The empire&#039;s movement toward the western coast led to the growth of [[Bhornholdir]]. The settlement stood where a wide river reached the [[Sea of Storms]], which made it useful as both a port and a route into the interior. At first, many dwarven clans distrusted sea travel and left most foreign trade to human and halfling merchants. This changed when the wealth passing through Bhornholdir became impossible to ignore.&lt;br /&gt;
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Docks were expanded on both sides of the river, and roads connected the port to Mal Darum and the mining cities. Foreign merchants were allowed to establish permanent warehouses under imperial law. Bhornholdir became more mixed than most dwarven cities, with humans, elves, halflings, gnomes and orcs living beside the dwarven majority. It also became a place where foreign ideas entered the empire, which caused regular arguments with conservative clans.&lt;br /&gt;
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To the northeast, the empire built and expanded [[Khimtaruhr]]. The settlement guarded roads leading toward Swanvein and the lands of the Krugmurd Horde. It was never only a military fort. Merchants, smiths and families settled around its walls, and trade continued even during periods of tension. However, its garrison remained larger than that of most settlements of similar size.&lt;br /&gt;
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The growth of these cities made the empire richer, but it also made it more dependent on roads and trade. A mine could produce more ore than ever before, but that ore had to reach a workshop. A city could support thousands of inhabitants, but it needed grain from distant valleys. Later enemies of Kurn Daruhm understood this and often attacked bridges, caravans and supply depots instead of trying to break a dwarven fortress directly.&lt;br /&gt;
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== The Valley Revolt ==&lt;br /&gt;
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The growing cities depended heavily on the Hearth dwarf valleys. Grain, animals, timber and leather moved toward Mal Darum, Mirn Torum and the military settlements every season. The crown treated these supplies as part of the obligations created under Doramin, but some governors demanded far more than the old laws allowed.&lt;br /&gt;
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The situation became worse during a series of poor harvests and border conflicts. Provincial officials continued taking grain for the army even when villages warned that they would not have enough left for winter. Wealthy clans purchased some of the remaining stores and sold them back at higher prices. Several governors reported that their provinces had met every obligation while hiding the fact that villages were already going hungry.&lt;br /&gt;
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The revolt began after soldiers entered three valley settlements and seized seed grain which had been kept for the next planting. The villagers resisted, and several soldiers and farmers were killed. News travelled quickly through the valleys. Storehouses were locked, roads were blocked with wagons and local councils refused to send anything more to the crown.&lt;br /&gt;
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Imperial officials first described the revolt as a Hearth dwarf rebellion against Forge rule. This was never completely true. Many Forge dwarves living in smaller workshops supported the valley settlements, while Hearth dwarf soldiers remained loyal to the crown. The conflict was about food, taxation and the power of governors more than it was about the two dwarven peoples.&lt;br /&gt;
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The imperial army reopened several roads but could not force the entire region to submit. Every military column required the same food which the valleys were refusing to provide. Soldiers sent to seize grain often found empty storehouses, as the villagers had hidden supplies in old tunnels and forest shelters.&lt;br /&gt;
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The revolt continued through two harvests. Fighting remained limited, but hunger spread into the cities and the price of bread increased. Mal Darum finally agreed to negotiations led by judges and priests of Doramin. The most hated governors were removed, and the crown promised that villages could not be stripped of seed grain or the food needed to survive winter.&lt;br /&gt;
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Local councils received greater authority to record what a province produced and what had already been taken by the government. Military requisitions had to be witnessed, and communities were supposed to receive payment or a reduction in later taxes. These rules were not always followed, but they made it harder for one governor to hide everything from Mal Darum.&lt;br /&gt;
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The revolt changed the empire without overthrowing it. Hearth communities gained a stronger position in provincial government, while the crown learned that controlling the roads did not matter if the people supplying those roads refused to cooperate. Modern governors still quote the laws created after the revolt whenever the army demands emergency supplies.&lt;br /&gt;
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== The Discovery of Gorgonite ==&lt;br /&gt;
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The discovery of [[Gorgonite]] beneath Mirn Torum created another internal conflict. The mineral was found in a deep green vein with a faint changing colour under firelight. Smiths learned that it could be used to create weapons, armour and tools which were stronger than ordinary metalwork when treated correctly.&lt;br /&gt;
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At first, the clan which discovered the vein attempted to keep it secret. This became impossible when pieces of Gorgonite appeared in weapons sold outside the city. Other clans demanded access and argued that the deposit extended beneath tunnels which belonged to them. Surveyors were threatened, maps disappeared and several connecting passages collapsed under suspicious circumstances.&lt;br /&gt;
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The dispute became known as the Green Vein Conflict. It never turned into a full civil war, but there were murders, sabotage and fighting between miners beneath the city. The government of Mirn Torum could not act as a neutral authority because several of its officials belonged to the clans involved.&lt;br /&gt;
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The emperor sent imperial engineers and soldiers to secure the deepest workings. The crown declared the central vein an imperial resource while allowing local clans to mine separate branches under licence. This angered almost everyone, but no single clan was strong enough to remove the imperial force without fighting the entire empire.&lt;br /&gt;
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Permanent inspectors were placed in Mirn Torum, and every shipment of Gorgonite had to be recorded. Smuggling began almost immediately. Pieces of the mineral were hidden inside ordinary ore, tools and even the stone walls of wagons. The punishments became severe after several foreign agents attempted to purchase stolen Gorgonite.&lt;br /&gt;
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The discovery made Mirn Torum richer and increased its influence at court. It also gave the emperor a direct interest in a city which had previously been controlled mainly by its mining clans. Arguments over the ownership of deep tunnels continue, and some families still claim that the crown stole the greatest discovery made by their ancestors.&lt;br /&gt;
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== Guilds and the Locked Forges ==&lt;br /&gt;
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As the cities grew, craftsmen began forming guilds which included members from several clans. The guilds controlled apprenticeships, inspected work and decided who could sell certain goods inside a city. This challenged clans which had kept the same craft within their family for generations.&lt;br /&gt;
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The crown supported guilds when they produced reliable weapons, tools and building materials. At the same time, emperors expected them to obey military orders. During one long border campaign, Mal Darum ordered smiths to produce weapons at a fixed price which did not cover the cost of metal and fuel. Officials claimed that every dwarf had to sacrifice for the defence of the empire.&lt;br /&gt;
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Several smithing guilds refused. They closed their workshops, extinguished public furnaces and would repair only tools needed for mines, farms and waterworks. The event became known as the Locked Forges. Imperial soldiers arrested some guild leaders, but this made the shortage worse because apprentices and workers joined the protest.&lt;br /&gt;
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The crown could seize metal and workshops, but it could not easily replace the people who knew how to use them. After several military units received poor weapons made by inexperienced workers, the government returned to negotiation. The guilds accepted wartime obligations, while the crown agreed to pay a minimum price and limit how long emergency production could continue without review.&lt;br /&gt;
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The agreement gave the guilds a recognised place in imperial government. Important guilds later received seats when the Council of Dwarves was called, and city councils were expected to consult them on matters involving trade and production. Clans remained powerful, but they no longer controlled every craft through family ties alone.&lt;br /&gt;
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The Locked Forges are remembered differently by soldiers and craftsmen. Military histories often describe the guilds as selfish during a dangerous war. Guild histories describe the same event as the moment when the crown learned that skilled dwarves were not tools which could be used until they broke.&lt;br /&gt;
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== The Krugmurd Frontier ==&lt;br /&gt;
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The relationship between Kurn Daruhm and the [[Krugmurd Horde]] has changed many times. The earliest conflicts began when orc raiders attacked dwarven settlements and outposts on the eastern frontier. The dwarves answered with raids of their own, and both sides began to treat the border as a place where violence was normal.&lt;br /&gt;
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These conflicts did not form one continuous war. There were years of fighting followed by periods in which neither side wanted to spend more soldiers on the same hills and roads. An orc leader might make an agreement with Khimtaruhr, only for another leader to ignore it later. Dwarven clans also broke agreements when they believed that the Horde had become weak or when a new mine was found close to the border.&lt;br /&gt;
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The dwarves built forts and watchtowers along the main approaches. The Krugmurd learned to avoid the strongest positions and attack supply routes instead. Dwarven heavy infantry was difficult to defeat in a narrow pass, but it could not quickly pursue raiders across open land. This forced the empire to keep more scouts and war-boar riders in the region.&lt;br /&gt;
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Trade existed even during some of the wars. Orcs possessed animals, hides, herbs and materials which were valuable to the dwarves. Kurn Daruhm offered metal tools, weapons and worked goods. Local commanders sometimes allowed markets to operate while soldiers were fighting elsewhere along the same frontier.&lt;br /&gt;
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The first lasting agreements were made because both sides had enemies beyond one another. The dwarves recognised that the Horde could not be removed without a war which would cost more than the border was worth. Orc leaders recognised that Kurn Daruhm could replace lost fortifications and soldiers faster than raiding could destroy them. Trade became more useful than another attempt at conquest.&lt;br /&gt;
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This did not create friendship. Many dwarves still consider the orcs violent and unreliable, while many members of the Horde see the dwarves as proud rulers who hide their own aggression behind laws and contracts. Skirmishes and raids continue, but they are usually contained before they become a larger war. Khimtaruhr is responsible for much of this difficult relationship and must act as a fortress, market and diplomatic meeting place at the same time.&lt;br /&gt;
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== The Settlement of Herm Tharim ==&lt;br /&gt;
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The decision to settle [[Principality of Herm Tharim|Herm Tharim]] was made after the imperial heartland had already become stable. Kurn Daruhm needed new sources of minerals, but expansion into the desert also offered a way to increase its influence along the southern sea routes. Imperial explorers believed that the region contained metal, stone and the remains of an older civilisation.&lt;br /&gt;
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The first expeditions discovered that finding resources was easier than building permanent settlements. The heat was dangerous to dwarves accustomed to mountains and underground halls. Water was scarce, and several wells became dry before a settlement could grow around them. Sand damaged machinery, buried roads and made it difficult to keep mines open.&lt;br /&gt;
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Some of the first settlements were abandoned. Others survived only because supplies arrived by sea. Critics in Mal Darum argued that the entire project should end, as the empire was spending more wealth on the desert than it received from it. The clans involved in the expeditions disagreed and claimed that leaving would waste every life and every coin already spent.&lt;br /&gt;
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Dwarven engineers eventually made permanent settlement possible. They dug deeper wells, built stone-lined canals and created reservoirs protected from the sun. Underground chambers were used to keep food and water cool. Mines were designed with wider ventilation shafts, as the desert heat made the usual mountain designs dangerous.&lt;br /&gt;
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The port of [[Dhan Buldahr]] became the centre of the colony. Ships carried tools, grain and new settlers into the desert and returned with ore, stone and goods recovered from the ancient ruins. The port also allowed the empire to trade with lands which were difficult to reach from Bhornholdir.&lt;br /&gt;
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Herm Tharim was organised as a principality rather than an ordinary province. Its rulers received greater freedom because the problems of the desert could not always wait for instructions from Mal Darum. They remained subjects of the emperor and were required to provide taxes, resources and military support. In return, the empire continued to fund irrigation, fortifications and the port.&lt;br /&gt;
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Most colonists remained loyal to Kurn Daruhm. This loyalty did not come only from tradition. The settlements depended on imperial ships, engineers and soldiers, especially during their first generations. At the same time, the colonists developed their own identity and often complained that officials in Mal Darum did not understand how different life in the desert was.&lt;br /&gt;
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The discovery of ancient ruins changed the purpose of the colony. Dwarves found pottery, jewellery, sculptures and underground structures left by a civilisation which had lived in Herm Tharim long before them. Some ruins were close to the surface, while others were buried beneath layers of sand or connected to tunnels which extended far beyond the first chambers.&lt;br /&gt;
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The deepest sites contained symbols and magical devices which the dwarves could not fully understand. Some were taken to Hil Doral or Mal Darum for study. Others were left in place because removing them caused traps or magical disturbances. Several expeditions disappeared after entering sealed parts of the ruins, leading the princely government to restrict excavation in certain areas.&lt;br /&gt;
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Herm Tharim became valuable despite these dangers. Its mines and port strengthened the imperial economy, while its ruins attracted scholars, merchants and adventurers. It also proved that Kurn Daruhm could establish a lasting territory far outside the climate in which most dwarves preferred to live.&lt;br /&gt;
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== The Silver War with Swanvein ==&lt;br /&gt;
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The war with the [[Grand Duchy of Swanvein]] began over a silver mine close to the northern border. Both sides claimed that the mine stood on their land. Dwarven records pointed to old markers and tunnels dug from the Kurn side. Swanvein argued that the surface entrance and the surrounding valley belonged to the grand duchy.&lt;br /&gt;
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For several years, the dispute remained political. Miners from both sides worked different parts of the same deposit, sometimes breaking into one another&#039;s tunnels. Guards were placed near the entrances, and small fights became common. Neither government wanted to abandon a mine which was becoming more valuable with every new vein discovered.&lt;br /&gt;
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Swanvein eventually attempted to decide the matter by force. Human soldiers launched a surprise attack against the dwarven position guarding the mine. They captured the surface works and several nearby outposts before Kurn Daruhm could gather a larger army. The rulers of Swanvein expected the empire to accept the loss rather than begin a costly war over one border region.&lt;br /&gt;
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The calculation was wrong. To the dwarves, the attack was not only about silver. Swanvein had broken negotiations and killed soldiers who believed that talks were still continuing. The imperial court declared that accepting the loss would show every neighbour that dwarven agreements could be ignored without consequence.&lt;br /&gt;
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The first imperial counterattacks failed. Swanvein controlled the valley and used mobile forces to attack dwarven supply wagons. Kurn Daruhm&#039;s heavy infantry could take a fortified position, but the humans withdrew before they could be trapped and returned after the dwarves moved elsewhere. The war spread beyond the mine as both sides attacked roads, villages and storehouses.&lt;br /&gt;
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The fighting continued for several years. Swanvein suffered from the greater size and wealth of Kurn Daruhm, but the duchy fought on familiar land and received supplies from its own towns. The dwarves could replace weapons and armour more easily, but every soldier and wagon had to travel through difficult northern roads.&lt;br /&gt;
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Both sides suffered heavy losses. Human villages close to the border were destroyed or abandoned, while several dwarven mining communities were cut off and forced to surrender. The silver mine which had started the war changed hands more than once and produced almost nothing during most of the conflict.&lt;br /&gt;
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The turning point came when Kurn Daruhm stopped trying to win through one direct attack on the valley. Imperial engineers improved the northern roads and constructed fortified depots which could protect supplies. Smaller forces occupied the passes used by Swanvein&#039;s mobile troops. Once the humans could no longer move freely around the dwarven army, their advantage began to disappear.&lt;br /&gt;
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The empire then launched a much larger offensive. Dwarven infantry advanced through the valley while engineers broke the fortifications around the mine. A second force moved toward [[Coldvein]], forcing the grand duchy to divide its remaining soldiers. The human army was defeated before it could gather again, and Swanvein requested terms.&lt;br /&gt;
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Kurn Daruhm did not annex every part of the grand duchy as an ordinary province. The human rulers were allowed to remain, but they had to recognise the emperor as their overlord. Swanvein began paying tribute and ceded the disputed silver mine. It also accepted dwarven garrisons at several important roads and fortifications.&lt;br /&gt;
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[[Coldvein]] was not destroyed. Some generals argued that the city should be punished for supporting the war, but the imperial court recognised its value as a trading centre. Dwarven engineers repaired its roads and walls, expanded its markets and constructed new administrative buildings. The city remained human, but dwarven stonework, banners and officials became a permanent part of it.&lt;br /&gt;
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The conquest created a relationship which remains difficult. Many humans of Swanvein accept imperial rule because it has brought safer roads and greater trade. Others remember the war as a national defeat and consider the tribute humiliating. Dwarven officials often describe the duchy as a loyal part of the empire, but garrisons remain there because the crown does not completely trust that loyalty.&lt;br /&gt;
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The Silver War changed the position of Kurn Daruhm in the region. The empire had defeated and subjected an established human state rather than only expanding into lightly settled territory. Its neighbours began to treat it as the dominant power around the northern and central borders. The war also showed that the dwarves could be slowed and made to suffer even when their enemy could not defeat them in the end.&lt;br /&gt;
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== The Ash Winter ==&lt;br /&gt;
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Several generations after the conquest of Swanvein, a volcanic eruption north of the imperial heartland covered much of Kurn Daruhm in ash. The eruption itself destroyed several small settlements, but the greater disaster came during the years which followed. Ash remained in the air, summers became colder and crops failed across the central plains.&lt;br /&gt;
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The dwarves called this period the Ash Winter even though it lasted through more than one season. Snow remained longer in the mountains, animals died and sunlight was weak even during the middle of the day. Water close to the eruption became unsafe, forcing entire communities to move.&lt;br /&gt;
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The empire possessed emergency granaries because of the Valley Revolt, but many had not been maintained properly. Some governors had sold old grain and kept the money, assuming that the stores would never be needed. Others had filled their records with supplies which did not exist. When the crop failures began, the corruption became impossible to hide.&lt;br /&gt;
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Mal Darum introduced rationing and ordered the ports to purchase food from abroad. Bhornholdir and Dhan Buldahr became more important than ever, as ships carried grain into an empire whose own fields could not feed it. Prices increased, and merchants accused of hiding food were attacked in several cities.&lt;br /&gt;
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Mountain settlements survived by using underground mushroom farms, stored roots and animals which could live on poor grazing land. Hearth communities shared seed grain through temple networks, although doing so left them with very little for themselves. Temples of Durgadd kept furnaces and shelters warm, while priests of Doramin organised disputes over water and food before they became violent.&lt;br /&gt;
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The army was used mainly to protect roads and grain shipments. This decision was not popular with generals who feared attacks from the Krugmurd Horde or rebellion in Swanvein. However, the empire could not fight a major war while its soldiers and civilians were hungry.&lt;br /&gt;
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The Ash Winter ended slowly. The first successful harvest was still much smaller than normal, and several regions needed years to recover. New laws required granaries to be inspected by officials from outside their province. Aqueducts and covered reservoirs were expanded, while more food was stored beneath the cities where ash and weather could not reach it easily.&lt;br /&gt;
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The disaster also changed how the empire understood its own strength. Dwarven walls and armour had little value against failed harvests. Kurn Daruhm survived because its roads, ports, temples and rural communities continued working together when the central government could not solve every problem.&lt;br /&gt;
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== The Age of Engineers ==&lt;br /&gt;
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The wealth gained from new mines, Swanvein and overseas trade led to a period of rapid invention. Forge dwarf workshops received greater support from the crown, and competition between cities produced new pumps, lifts, locks and mining machines. Fire magic was combined with metalwork and clockwork in ways which had previously been possible only on a smaller scale.&lt;br /&gt;
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[[Hil Doral]] became the main centre of this development. Its workshops produced precision tools and machines for mines, construction and defence. The engineering academy attracted dwarves from across the empire, including members of clans which had previously guarded their knowledge from outsiders. Clockwork golems began to appear in the most important mines and public works.&lt;br /&gt;
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The changes created arguments from the beginning. Supporters believed that machines could protect dwarven lives and allow the empire to build things which had never been possible before. Conservative clans feared that workshops were abandoning proven methods too quickly. They also worried that a design stolen by a foreign power could turn dwarven knowledge against the empire.&lt;br /&gt;
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[[Dhemuhm]] became the most ambitious city of this period. Its engineers experimented with new sources of energy, magical machinery and devices which could continue working without constant attention. Scholars, mages and craftsmen travelled there because the city allowed work which would have been restricted elsewhere.&lt;br /&gt;
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The greatest project connected to Dhemuhm was the blue [[Eternal Flame]], a fire which was said to burn without fuel. It was kept within the [[Chamber of Wonders]], together with other devices which were considered too valuable or dangerous for ordinary workshops. Not every story about the chamber is true, but surviving records confirm that the Eternal Flame existed before the city was destroyed.&lt;br /&gt;
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The destruction of Dhemuhm remains one of the greatest disasters in imperial history. There was no surviving account from the centre of the city, and those who escaped gave different descriptions. Some saw blue fire rising above the buildings. Others described an earthquake, explosions beneath the ground or machines continuing to move after their operators were dead.&lt;br /&gt;
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The official investigation did not establish one cause. One explanation is that engineers attempted to draw too much power from the Eternal Flame. Another is that mining weakened the ground beneath the city and caused a collapse which damaged several experiments at once. Some priests claimed that forbidden work had disturbed powers which should have remained sealed.&lt;br /&gt;
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Whatever caused it, most of Dhemuhm was destroyed. Buildings collapsed, fires spread through the workshops and strange creatures appeared in the ruins. Rescue parties could enter only the outer districts. The Chamber of Wonders was sealed or buried, and no confirmed expedition has reached it since.&lt;br /&gt;
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The disaster changed imperial engineering. New rules were placed on magical experiments, and cities were required to separate dangerous workshops from residential districts. Hil Doral remained an important centre of invention, but its academy became more careful about projects involving unknown power sources. Opponents of clockwork still use Dhemuhm as proof that the empire&#039;s engineers are capable of creating dangers they cannot control.&lt;br /&gt;
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Dhemuhm was never rebuilt. Scholars and treasure hunters continue to enter the ruins, often with permission from a provincial official who expects a share of anything recovered. Many do not return. The city remains both a warning and a source of lost knowledge, which is why the empire has never abandoned it completely.&lt;br /&gt;
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== The Fall of the Forgotten Kingdom ==&lt;br /&gt;
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The [[Forgotten Kingdom]] was once a living realm northwest of Kurn Daruhm. Old dwarven records describe trade across the border, although they provide little information about the kingdom&#039;s rulers. Its lands were fertile enough to support cities and farms, and travellers used its roads to reach regions beyond the northern mountains.&lt;br /&gt;
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This ended with a magical disaster which covered the kingdom in an unnatural winter. The change did not happen as an ordinary season. Cold spread across the land, rivers froze and snow remained even when it should have melted. Settlements close to the border received refugees who described cities disappearing behind storms and the dead rising where people had fallen.&lt;br /&gt;
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Kurn Daruhm closed many northern roads but did not abandon every attempt to help. Soldiers and miners guided survivors through mountain passes, while temples and Hearth communities provided food. The number of refugees eventually became smaller as travel through the frozen land became almost impossible.&lt;br /&gt;
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The empire first believed that the disaster would end. When it continued, forts were built along the approaches and the nearby settlements were supplied for a permanent defence. Mirn Torum became important to this effort because its mountain roads allowed soldiers to move close to the border without crossing the worst parts of the frozen land.&lt;br /&gt;
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Necromancers later established themselves among the ruins. It is not known whether they caused the disaster, arrived after it or were survivors who turned to forbidden magic. They raised armies from the dead and attacked anyone who entered their territory. This ended any possibility of ordinary relations with the kingdom.&lt;br /&gt;
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Kurn Daruhm has sent numerous expeditions across the border. Some were military forces, while others included priests, scholars and engineers who hoped to understand the magical winter. None of the major expeditions returned. A small number of individuals have escaped the frozen land, but their accounts are confused and often contradict one another.&lt;br /&gt;
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The repeated failures created fear and anger within the empire. Some generals argue that only a massive invasion can destroy the necromancers and end the threat. Others believe that sending a larger army would only give the necromancers more bodies to raise. For now, Kurn Daruhm guards the border and continues smaller investigations.&lt;br /&gt;
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The [[Veogon Dark Dynasty]] lies beyond the great wall west of the Forgotten Kingdom. Because the frozen land and the wall limit travel, contact between Veogon and Kurn Daruhm takes place mainly at sea. The empire treats the dynasty with suspicion because of its use of dark magic, but it has avoided a direct war. Imperial officials consider the Forgotten Kingdom the greater immediate danger and have no desire to fight two enemies in the same region.&lt;br /&gt;
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== The War of Endless Storms ==&lt;br /&gt;
&lt;br /&gt;
The [[War of Endless Storms]] was a brutal conflict between the [[Empire of Kurn Daruhm]] and the [[Holy Kingdom of Alyren Shaeras]]. It continued for many years and left damage which could still be seen long after the armies went home. Dwarven cities were struck by storms, elven forests were burned by the fires of the earth and thousands of people on both sides lost their homes. The war did not create the hatred between the two peoples, but it gave that hatred many new reasons to survive.&lt;br /&gt;
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Unlike some older wars of Kurn Daruhm, the War of Endless Storms did not begin because of one murdered ruler or one attack which could be easily named. Its cause was land and the valuable resources found beneath it. Both nations wanted to expand their territory. Kurn Daruhm wanted secure roads through the southern and eastern mountains, while Alyren Shaeras wanted access to the metals, gemstones and other materials controlled by dwarven mines.&lt;br /&gt;
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Dwarven histories usually describe the elves as envious of the wealth beneath Kurn Daruhm. According to these records, the Holy Kingdom believed that such resources should not belong to one empire and used old border disagreements as an excuse to claim them. Elven records speak more about dwarven expansion and the damage caused by mines close to sacred lands. Both explanations contain some truth. The elves wanted the mines, but the dwarves were also building roads and taking control of land which had never been properly divided between the two nations.&lt;br /&gt;
&lt;br /&gt;
There had already been arguments for many years before the war. Miners disappeared near the border, elven pilgrims were arrested for entering closed valleys and soldiers from both nations built small posts on the same hills. Merchants continued crossing the border during this period, which is one reason neither government believed that a full war would actually happen. Each side expected the other to eventually step back.&lt;br /&gt;
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This did not happen. Small clashes became larger and both nations sent more soldiers to protect what they claimed. Once the armies arrived, neither ruler wanted to withdraw first because it would look like admitting that the land belonged to the enemy. Negotiations continued for a time, but they were used mainly to delay the other side while roads, forts and supplies were prepared.&lt;br /&gt;
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=== The storm over Mal Darum ===&lt;br /&gt;
&lt;br /&gt;
The war became something much greater when the elves sent a magical storm against [[Mal Darum]]. This was not ordinary weather and it did not remain above the walls for only one night. Clouds covered the capital, lightning struck towers and rain entered streets which had never flooded before. Water moved through mine shafts and lower passages, while parts of the city were cut off by fallen stone. Some accounts also speak of ice forming across gates and bridges even though it was not the proper season for it.&lt;br /&gt;
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The storm caused widespread destruction and death. Buildings close to the outer walls collapsed, workshops burned after being struck by lightning and dwarves drowned in tunnels which filled faster than they could be emptied. The capital survived because its deepest halls had been built to withstand earthquakes and siege, but survival did not make the attack less terrible. For many dwarves this was the moment the conflict stopped being a border war. Alyren Shaeras had attacked the centre of their empire and had done so with magic which gave ordinary people nowhere to hide.&lt;br /&gt;
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Kurn Daruhm answered with its own powerful magic. Priests, Flame Wielders and other dwarven mages called upon the fires beneath the earth. They opened burning cracks beneath elven positions, destroyed roads and sent heat through forests which had been protected by the Holy Kingdom for generations. Dwarven armies used the fires to advance through places where elven archers and storm mages had previously stopped them.&lt;br /&gt;
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The answer was effective, but it was not controlled as well as later imperial histories sometimes claim. Fire spread into the forest lands surrounding [[Alyren Shanarath]]. Trees burned, animals fled and smoke covered the city. The heat also damaged parts of Alyren Shanarath itself. Walls split, buildings were weakened and magical protections failed in several districts.&lt;br /&gt;
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The damage inside the city became important later when the elven king&#039;s sister attempted another attack. The surviving accounts do not agree on exactly what happened. Dwarven versions claim that the damaged elven magic turned against her, while elven versions place the blame on dwarven sorcery. What is known is that the earlier destruction proved fatal during the attempt and that the king&#039;s sister did not return from it. Her death made the war even more personal for the rulers of Alyren Shaeras and ended another chance of stopping the conflict early.&lt;br /&gt;
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After the attacks on both cities, neither nation could easily speak of peace. The dwarves demanded punishment for the storm over Mal Darum. The elves demanded punishment for the burning of their forests and the death caused inside Alyren Shanarath. Each nation remembered its own dead more clearly than those killed by its answer.&lt;br /&gt;
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=== The Battle of Mount Jharkorun ===&lt;br /&gt;
&lt;br /&gt;
Most of the war was fought close to the border, but several campaigns entered much deeper into dwarven and elven lands. The first of the most famous happened at [[Mount Jharkorun]], where the city of [[Hil Doral]] is located. Hil Doral was already known for clockworking, and its engineers had spent generations building machines into the mountain and the city walls. When an elven army approached, those machines became part of the defence.&lt;br /&gt;
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The elves expected walls, gates and dwarven soldiers. They did not expect the giant gears used by the defenders. Some of these gears moved great metal barriers across the roads. Others turned covered shields above the walls, protecting soldiers from arrows while still allowing them to attack through narrow openings. The mechanisms around the gates could change the path into the city, close passages and move heavy pieces of stone without requiring hundreds of dwarves to stand in the open.&lt;br /&gt;
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During the first clash, these machines slowed the elven advance and protected the walls from arrows. They also made it difficult to attack the gates directly, because every approach could be closed or covered by another part of the mechanism. However, the dwarves did not remain above ground. Once the elves brought more mages and began damaging the outer works, the defenders retreated into the tunnels beneath Mount Jharkorun.&lt;br /&gt;
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This retreat was not an abandonment of Hil Doral. The tunnels were part of the city&#039;s defence and contained supply chambers, hidden roads and gates which could be opened from inside the mountain. The dwarves built new barriers around their stronghold and waited for the next attack. The elves believed that the outer city had nearly fallen, but most of its defenders were still alive beneath them.&lt;br /&gt;
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The second assault happened during the night. Elven soldiers entered the damaged approaches and expected to find only a small force protecting the tunnels. Instead, the dwarves opened passages behind and beside them. Clockwork barriers separated parts of the attacking army, while defenders emerged from places which had appeared to be solid stone. The fighting continued for hours and was especially brutal around the lower gates.&lt;br /&gt;
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By morning the dwarves had won. Most of the force which entered the tunnels was destroyed, captured or forced to flee through the same narrow roads it had used to enter. Hil Doral remained under imperial control. The victory became a source of great pride for the city because it showed that clockworking was not only useful for workshops and construction. It had protected an entire population when ordinary walls would likely have failed.&lt;br /&gt;
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There was still a third battle outside the city. The remaining elven army built a fortified position near the mountain and waited for reinforcements. A direct dwarven assault would have been costly, so the commander of Hil Doral sent elite soldiers under cover of darkness. The force was led by [[Tavla Ironheart]], whose name became famous across Kurn Daruhm after this night.&lt;br /&gt;
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Tavla used smaller mountain paths to move around the elven watch posts. Her soldiers entered the fortified camp before the defenders understood how close they were. They attacked the storm mages and command positions first, preventing the elves from organising the weather magic which had protected their army. The dwarves then opened one of the guarded approaches and allowed the main force from Hil Doral to attack.&lt;br /&gt;
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The plan worked. The elves suffered heavy losses before they even understood that they had been surrounded, and the surviving army withdrew from Mount Jharkorun. Tavla&#039;s attack did not end the war, but it prevented Hil Doral from being placed under another siege. Dwarven histories remember it as one of the best uses of a small force during the entire conflict. Elven histories remember the same event as an attack made in darkness against soldiers who were already preparing to withdraw.&lt;br /&gt;
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The machinery used in the defence was repaired after the war. Some of the original gears are still kept in Hil Doral, although not all of the stories told about them are true. Later engineers copied parts of the design for other cities, but no other place had the tunnels, workshops and mountain shape required to repeat the entire defence.&lt;br /&gt;
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=== The fighting at Dhemuhm ===&lt;br /&gt;
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Another important campaign happened at the ruined city of [[Dhemuhm]]. The city had already been abandoned after its earlier destruction, but its position close to the elven lands made it useful to the dwarven army. Imperial commanders planned to occupy the ruins, repair a road through them and use the site to launch attacks into Alyren Shaeras.&lt;br /&gt;
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The plan looked simple on a military map. Dhemuhm no longer had an army and no nation claimed to rule the dead city. In reality, the ruins were filled with unstable passages, damaged machines and monstrosities which had remained there since the disaster. Some creatures lived beneath the buildings, while others appeared only when dwarven soldiers opened sealed roads looking for shelter or supplies.&lt;br /&gt;
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The contingent sent into Dhemuhm was attacked before it could properly fortify the ruins. Several patrols disappeared and supply animals refused to enter parts of the city. Fires and noises were seen in buildings which had been empty when inspected. The dwarves were forced to fight the creatures while also preparing for the elven army moving toward them.&lt;br /&gt;
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Despite this, the contingent held its position long enough for reinforcements to arrive. Temporary walls were built from fallen stone and engineers reopened one of the old roads. For a short time it appeared that the plan might succeed. The dwarves had survived Dhemuhm and now had enough soldiers to use it as the base they wanted.&lt;br /&gt;
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The elves attacked before the position could be completed. Storm magic moved through broken streets and turned the ruins into traps. Water filled lower ground, loose buildings collapsed and the creatures inside Dhemuhm attacked anything disturbed by the fighting. The dwarves fought both the elven army and the city around them.&lt;br /&gt;
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The elves won the day. The imperial force was not completely destroyed, but it could no longer hold the ruins and was forced to retreat. Alyren Shaeras did not keep Dhemuhm after the victory. The city was too dangerous and too badly damaged to become a permanent fortress for either nation. It remained abandoned, but the failed campaign proved that even an empty place could decide where an army was able to move.&lt;br /&gt;
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The defeat caused arguments inside Kurn Daruhm. Some commanders blamed the reinforcements for arriving too slowly. Others said that the entire plan had been foolish because no army could safely depend on Dhemuhm. Families of the dead were especially angry that soldiers had been sent into ruins already known to contain monsters. Later histories usually present the campaign as bravery in a terrible place, but at the time many dwarves considered it a waste of lives.&lt;br /&gt;
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=== The assault on Syha Serin ===&lt;br /&gt;
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The final great offensive was the dwarven assault on [[Syha Serin]]. By this point the war had created disorder across the Holy Kingdom. Forests had burned, roads were damaged and several elven commanders had been moved away from the interior to protect the border. Kurn Daruhm hoped that the elven king would be too distracted by these events to notice a force moving toward one of his important fortresses.&lt;br /&gt;
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The offensive was led by a powerful dwarven sorcerer named [[Vyrnoth]]. His plan depended on speed and surprise. The army would approach Syha Serin before the elves could gather their full strength, break the fortress and force the Holy Kingdom to accept peace from a weaker position. Reports sent to Vyrnoth described poor preparations and only a small defensive force inside the city.&lt;br /&gt;
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Those reports were wrong. The elves had not left Syha Serin undefended, and the apparent weakness may have been deliberately shown to draw the dwarves toward it. When Vyrnoth&#039;s army arrived, it faced the full strength of the fortress. The roads into the city were protected, archers covered the approaches and elven mages had prepared their magic before the first dwarven attack began.&lt;br /&gt;
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Vyrnoth tried to break through before more defenders could arrive. Dwarven soldiers attacked the outer positions while sorcerers attempted to damage the fortress protections. They made some progress, but not enough to enter the castle. Every delay allowed the elves to bring more soldiers into the battle, while the dwarven army was far from its strongest supply roads.&lt;br /&gt;
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The assault failed. After heavy losses, the dwarves withdrew and eventually fled back toward territory they could defend. Syha Serin remained in elven hands. The failure ended any belief that Kurn Daruhm could finish the war by capturing one important fortress. Vyrnoth survived in some accounts and died during the retreat in others. No accepted record explains what happened to him after the army broke apart.&lt;br /&gt;
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The disappearance of the High Druid [[Lohmarra]] also belongs to the later part of the war. Elven accounts do not clearly explain where she went, and dwarven records give several different stories. Some claim that she died while maintaining one of the great storms. Others say she entered damaged forest lands and never returned. Her disappearance weakened the Holy Kingdom, but it did not give the dwarves the victory they expected. By then both nations had already lost too much for the removal of one leader to decide the conflict.&lt;br /&gt;
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=== The end of the war ===&lt;br /&gt;
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After Syha Serin, neither nation had enough strength for another great offensive. Alyren Shaeras could still create storms and defend its cities, but it had lost soldiers, forest land and important mages. Kurn Daruhm could still produce weapons and protect its mountain strongholds, but it had failed at Dhemuhm and Syha Serin. Its roads were damaged, its treasury was strained and too many experienced soldiers were dead.&lt;br /&gt;
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The civilian population had also suffered for years. Farms close to the border were destroyed by floods, fire and military requisition. Trade between the nations ended, and settlements which depended on it became poor. Refugees moved deeper into both realms. Dwarven survivors spoke of the storm over Mal Darum, while elven survivors spoke of forests burning around Alyren Shanarath. These stories were repeated until many children knew the crimes of the enemy before they had ever met one.&lt;br /&gt;
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Fighting became smaller because neither side could afford to continue it at the same level. Negotiations began while border clashes were still happening. At first, the talks achieved little. Both governments wanted to claim that they had won, although neither could explain what that victory had gained.&lt;br /&gt;
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The war finally ended without a clear victor. The elves did not take control of the dwarven mines, while Kurn Daruhm did not break the Holy Kingdom or capture Syha Serin. Several border questions remained unresolved. Prisoners were exchanged, armies withdrew from some positions and a small number of roads were eventually reopened.&lt;br /&gt;
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Peace returned slowly. Dwarves and elves continued to live beside one another because neither nation could move and neither could destroy the other. Relations remained tense for decades. Forts stayed prepared, travellers were watched and one missing patrol could still create fear that the war was beginning again.&lt;br /&gt;
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Trade gradually returned because both peoples possessed things the other still wanted. Dwarven metalwork remained valuable in Alyren Shaeras, while elven magical goods and works of art continued to enter Kurn Daruhm. This did not mean that the nations forgave one another. It only meant that merchants and craftsmen were sometimes more practical than rulers, priests and soldiers.&lt;br /&gt;
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The War of Endless Storms remains one of the clearest reasons for the difficult relationship between Kurn Daruhm and Alyren Shaeras. The dwarves remember a storm sent against their capital. The elves remember fire sent through their forests. Both memories are true, but neither tells the entire history of the war.&lt;br /&gt;
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== The Years After the War ==&lt;br /&gt;
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The end of the War of Endless Storms left Kurn Daruhm with damaged roads, abandoned farms and provincial debts. The first years of peace were spent repairing the border and bringing soldiers home. Some veterans received land, while others returned to clans which had changed during their absence.&lt;br /&gt;
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The empire became more cautious about beginning another major war. This did not end border skirmishes with the Krugmurd Horde or the threat from the Forgotten Kingdom, but the imperial court tried to prevent smaller incidents from growing into conflicts which would consume the entire realm.&lt;br /&gt;
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Trade with distant nations became more important during the reconstruction. Bhornholdir expanded its docks, and Dhan Buldahr handled a greater part of southern trade. Kurn Daruhm exported steel, tools, armour and machinery in exchange for grain, spices, textiles and materials which were difficult to produce within the empire.&lt;br /&gt;
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The relationship with the [[Union of Sukeyuki]] grew during this period. One of the largest agreements exchanged high-quality dwarven steel for rare spices and textiles. The deal benefited both powers and strengthened the position of merchants who wanted closer relations.&lt;br /&gt;
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Not everyone in the Union supported the agreement. Some shenxiangs claimed that their rulers had surrendered too much wealth for dwarven steel. Their opposition caused political conflict within the Union. Kurn Daruhm avoided direct involvement but sent diplomats to observe the situation and protect imperial merchants.&lt;br /&gt;
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Relations with the Veogon Dark Dynasty remained limited. Most meetings took place between ships or in foreign ports. Kurn Daruhm maintained formal neutrality, but captains were ordered to report Veogon military movement and any evidence that the dynasty was becoming more active near the Forgotten Kingdom.&lt;br /&gt;
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Within the empire, the war strengthened arguments about the power of Mal Darum. Some provinces believed that the central government had demanded soldiers and taxes without understanding local needs. Others argued that decentralisation had made the war more difficult because governors did not always follow the same plan. These arguments were never fully resolved.&lt;br /&gt;
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== The Reign of Drogan Ironheart III ==&lt;br /&gt;
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The current emperor, [[Drogan Ironheart III]], inherited a powerful state which was still dealing with the results of older wars and disasters. Drogan is considered a capable negotiator and usually prefers diplomacy to conquest. This has reduced the danger of another immediate war with Alyren Shaeras or the Krugmurd Horde, but it has also caused criticism from generals who believe that the empire has become too passive.&lt;br /&gt;
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Drogan has spent much of his reign on internal projects. Imperial funds have repaired roads and bridges, expanded aqueducts and improved connections between the capital and provincial cities. These projects are not as impressive as a new fortress or military victory, but they have made trade easier and reduced the isolation of smaller communities.&lt;br /&gt;
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Public education has also expanded. More dwarves now receive basic instruction in reading, writing and mathematics without belonging to a wealthy clan or guild. Supporters believe that this will strengthen the empire by producing better craftsmen, merchants and officials. Opponents argue that education controlled by the crown gives Mal Darum too much influence over local communities.&lt;br /&gt;
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Drogan has funded historical and artistic projects as well. Old records have been copied before they decay, monuments damaged during wars have been repaired and scholars have been sent to study ruins in Herm Tharim and Dhemuhm. The emperor presents this work as a way of protecting dwarven history. Some clans remain suspicious because they do not want imperial scholars deciding which version of the past becomes official.&lt;br /&gt;
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The emperor&#039;s foreign policy remains cautious. He maintains the peace with Alyren Shaeras, supports trade with Sukeyuki and allows local commanders to negotiate with the Krugmurd Horde when needed. At the same time, he has not abandoned the forts along any of these borders.&lt;br /&gt;
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The Forgotten Kingdom is the greatest exception. Drogan has continued to fund research and smaller expeditions, but he has not approved the massive invasion demanded by some generals. He argues that the empire should understand the magical winter and the necromancers before sending an army into a land where previous expeditions disappeared.&lt;br /&gt;
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General [[Thrain Ironhand]] is one of the strongest critics of this policy. He believes that Kurn Daruhm&#039;s enemies interpret negotiation as weakness and that the empire should use its strength before those enemies become more dangerous. Engineer [[Drog Stonefist]] has also become dissatisfied with the court, although his concerns are connected more closely to restrictions on engineering and the distribution of imperial funds.&lt;br /&gt;
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These disagreements have not yet become an open rebellion. They do show that Kurn Daruhm is divided over what should happen next. One side believes that the empire has fought enough wars and should strengthen what it already controls. The other believes that every period of peace gives its enemies time to prepare.&lt;br /&gt;
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== How the Dwarves Remember Their History ==&lt;br /&gt;
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History in Kurn Daruhm is not kept only by the imperial court. Clans preserve their own books, weapons, tools, contracts and memorial stones. A family may know which ancestor built one part of a bridge even when the imperial record mentions only the governor who ordered it. Old objects are repaired rather than replaced because the history attached to them is considered part of their value.&lt;br /&gt;
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This creates many versions of the same event. The descendants of Durgadd&#039;s first allies describe the unification as a willing agreement between clans. Families descended from the settlements he conquered describe sieges, hostages and land taken by the new crown. Both accounts can be true at the same time, but imperial ceremonies usually prefer the first one.&lt;br /&gt;
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The founding of the empire is celebrated with large meals, drums, horns and the retelling of Durgadd&#039;s campaigns. Doramin&#039;s laws are remembered in a quieter legal ceremony where judges read parts of the oldest surviving agreements. The two celebrations show the same difference which existed between father and son. One remembers the force which created the empire, while the other remembers the rules which prevented it from falling apart.&lt;br /&gt;
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Wars are remembered through objects as much as written accounts. Damaged shields from the Silver War hang in clan halls. Stones melted by elven lightning or dwarven fire are kept in temples close to the southern border. Families continue to search military lists for relatives who disappeared during expeditions into the Forgotten Kingdom.&lt;br /&gt;
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Dhemuhm is treated differently. The empire built memorials for those who died, but it has never agreed on what those memorials should say caused the disaster. Engineers dislike inscriptions which blame forbidden invention, while priests and conservative clans oppose any wording which presents the destruction as only an earthquake. Most monuments simply list the dead and leave the cause unnamed.&lt;br /&gt;
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Swanvein also keeps its own history. Imperial records describe the Silver War as punishment for a surprise attack and broken negotiations. Human records describe it as a defence against dwarven expansion. Dwarven officials have not removed every human monument to the war, partly because doing so would create more resistance and partly because Doramin&#039;s laws protect some local traditions. This means that children in Coldvein and Mal Darum can learn very different versions of the same conflict.&lt;br /&gt;
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Drogan&#039;s efforts to copy old records have made these arguments stronger. The Imperial Archive wants copies from every major clan and province, but some families refuse to surrender documents even for a short time. They fear that the court will change them, lose them or use old agreements to challenge present ownership of land and mines.&lt;br /&gt;
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For this reason, there is no history of Kurn Daruhm which every dwarf accepts completely. The empire agrees on its founders, its major wars and the disasters it survived. It does not always agree on who was responsible, who suffered most or whether the crown made the correct decision. Dwarves remember for a long time, but remembering does not mean that they remember in the same way.&lt;br /&gt;
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== Kurn Daruhm in the Present ==&lt;br /&gt;
&lt;br /&gt;
Kurn Daruhm remains the dominant power in much of the region. Swanvein pays tribute, Herm Tharim provides access to desert resources and southern trade, and the cities of the imperial heartland continue to produce metal, weapons and machinery. Its army is strong, its fortifications are extensive and its roads connect places which once had little contact with one another.&lt;br /&gt;
&lt;br /&gt;
However, the empire is not without problems. Swanvein has not forgotten its defeat. The Krugmurd border can return to violence after one failed agreement. The peace with Alyren Shaeras depends on two nations which still distrust one another. The Forgotten Kingdom remains a threat which the dwarves do not understand, while Dhemuhm continues to show what can happen when imperial ambition moves faster than caution.&lt;br /&gt;
&lt;br /&gt;
There are also internal tensions. Powerful clans protect their influence, provincial governors do not always agree with Mal Darum and engineers want greater freedom to continue their work. Drogan&#039;s reforms have improved life for many dwarves, but they have also changed old systems which benefited important families.&lt;br /&gt;
&lt;br /&gt;
The dwarves often describe their history as proof that they can survive anything. There is truth in this. Kurn Daruhm survived the wars of unification, border invasions, the destruction of cities and the storms of Alyren Shaeras. But its history also shows that survival always had a cost. Every mine, road and province was built by someone, defended by someone and often taken from someone else.&lt;br /&gt;
&lt;br /&gt;
At the moment, Kurn Daruhm is involved in another war. Soldiers still guard every important border, engineers continue searching the ruins and the government continues to prepare for other threats. The argument over what the empire should do with its strength has therefore not disappeared. Some favour improving and defending the lands it already controls, while others want Kurn Daruhm to take a more aggressive role beyond its borders.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Empire of Kurn Daruhm]]&lt;br /&gt;
* [[Durgadd Fireblessed]]&lt;br /&gt;
* [[Doramin]]&lt;br /&gt;
* [[War of Endless Storms]]&lt;br /&gt;
* [[Principality of Herm Tharim]]&lt;br /&gt;
* [[Grand Duchy of Swanvein]]&lt;br /&gt;
* [[Forgotten Kingdom]]&lt;br /&gt;
* [[Military of Kurn Daruhm]]&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;
[[Category:History]]&lt;br /&gt;
[[Category:National histories]]&lt;br /&gt;
[[Category:Kurn Daruhm]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Kurn_Daruhm&amp;diff=721</id>
		<title>Kurn Daruhm</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Kurn_Daruhm&amp;diff=721"/>
		<updated>2026-09-18T11:53:35Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
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&lt;div&gt;{{Country styles}}&lt;br /&gt;
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&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;
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&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;
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&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;[[Dhalmir]]&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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
Kurn Daruhm is currently involved in another war, during which the [[Dominion of Ordanis]] sent forces in support of the empire. As part of that cooperation, [[Bhornholdir]] was placed under Dominion administration and used as a bastion. Dominion soldiers and officials have since withdrawn, and the city has returned to direct Kurn Daruhm control. The wider partnership between the empire and Ordanis continues.&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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; &amp;lt;strong&amp;gt;[[Dominion of Ordanis|Ordanis]]&amp;lt;/strong&amp;gt; &amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Formal partnership&amp;lt;/span&amp;gt; &amp;lt;p&amp;gt;Ordanis recently sent forces to support Kurn Daruhm in its ongoing war. During that cooperation, Bhornholdir was placed under Dominion administration and used as a bastion. The Dominion has since withdrawn from the city, but the wider partnership between the two states remains in place.&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=Death,_Souls_and_Resurrection&amp;diff=720</id>
		<title>Death, Souls and Resurrection</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Death,_Souls_and_Resurrection&amp;diff=720"/>
		<updated>2026-09-18T11:17:53Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: /* Recognition of a claim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Death, souls and resurrection&#039;&#039;&#039; in [[Erindal]] are governed by the [[Divine Pact of Souls]]. A dead person does not immediately appear in the realm of whichever god they worshipped. Every soul first passes into the land of Death, where the current God of Death holds it until its identity, divine pledge and final will are known.&lt;br /&gt;
&lt;br /&gt;
The current God of Death is [[Threnos]]. He accepts that resurrection is permitted, but he does not treat death as an inconvenience. His duty is to protect the will of the dead, recognise valid claims and prevent gods, mortals and planar beings from taking souls which do not belong to them.&lt;br /&gt;
&lt;br /&gt;
== The War of Souls ==&lt;br /&gt;
&lt;br /&gt;
The first gods did not agree on whether the dead should ever return. Some wanted to give faithful champions a second chance. Others believed death had to remain final and warned that tampering with it could unravel the balance of the world.&lt;br /&gt;
&lt;br /&gt;
The disagreement became a divine war. Gods took the souls of their followers, stole the followers of rivals and returned chosen servants even when those servants had not agreed to return. A champion killed in one battle could be brought back for the next, while competing deities sometimes attempted to claim the same soul. The damage was not limited to the gods. Mortal lands became haunted, dead people failed to pass on and some souls were damaged or destroyed between rival claims.&lt;br /&gt;
&lt;br /&gt;
The gods eventually accepted that none of them could be allowed to decide the matter alone. Their compromise became the Divine Pact of Souls.&lt;br /&gt;
&lt;br /&gt;
== The Divine Pact of Souls ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection only when all of the following conditions are met:&lt;br /&gt;
&lt;br /&gt;
# The dead person made a genuine pledge to a deity before death.&lt;br /&gt;
# The deity still possesses a valid claim to that soul.&lt;br /&gt;
# The soul understands that it is being called back and freely agrees to return.&lt;br /&gt;
# The resurrection does not require the theft, division or forced confinement of another soul.&lt;br /&gt;
&lt;br /&gt;
The Pact is enforced by higher cosmic forces. Most theologians believe it became part of the order first established by [[Elaria]]. It therefore survived the fall of [[Gorgorath]] and cannot be cancelled by Threnos or by an agreement between younger gods.&lt;br /&gt;
&lt;br /&gt;
Resurrection magic does not overrule the Pact. A spell, ritual or divine act creates a path by which a soul might return. The Pact decides whether the soul may use that path. When the requirements are not met, even perfectly performed magic fails.&lt;br /&gt;
&lt;br /&gt;
== The office of Death ==&lt;br /&gt;
&lt;br /&gt;
The God of Death is the &#039;&#039;&#039;Warden of the Dead&#039;&#039;&#039;, not the owner of all dead people. Death is a cosmic office which carries obligations beyond the personal wishes of its holder.&lt;br /&gt;
&lt;br /&gt;
The Warden must:&lt;br /&gt;
&lt;br /&gt;
* receive souls which have left mortal life;&lt;br /&gt;
* protect them while their identity and claims are examined;&lt;br /&gt;
* recognise valid pledges between souls and deities;&lt;br /&gt;
* allow claimed souls to enter the realm of their deity;&lt;br /&gt;
* ask whether a soul freely accepts resurrection;&lt;br /&gt;
* prevent false, competing or stolen claims;&lt;br /&gt;
* keep dangerous beings from feeding upon souls while they remain under Death&#039;s protection;&lt;br /&gt;
* enforce the Pact even when doing so opposes another god.&lt;br /&gt;
&lt;br /&gt;
The holder of the office may die, fall or be replaced. The office itself continues because death is part of the ordered world. Gorgorath held it before Threnos. Gorgorath&#039;s fall caused a serious disruption, but it did not end death and did not release every soul from the Pact.&lt;br /&gt;
&lt;br /&gt;
== The passage of a soul ==&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
When a person dies, the soul separates from the body. The speed of this separation varies. Sudden violence, strong magic, unfinished oaths or deliberate soul-binding may delay it, but ordinary grief and regret are not enough to imprison someone indefinitely.&lt;br /&gt;
&lt;br /&gt;
=== The land of Death ===&lt;br /&gt;
&lt;br /&gt;
The soul enters the land of Death and comes under the protection of its Warden. Mortal accounts describe gates, black rivers, silent roads, courts and endless halls, but these descriptions may be the mind giving a familiar shape to a place which is not physical in the ordinary sense.&lt;br /&gt;
&lt;br /&gt;
The soul remains itself during this passage. It possesses memory and will, although confusion immediately after death is common. It cannot be lawfully forced to make a new divine pledge after death.&lt;br /&gt;
&lt;br /&gt;
=== Recognition of a claim ===&lt;br /&gt;
&lt;br /&gt;
A genuine bond with a deity leaves a mark upon the soul. It is not created by casually speaking a god&#039;s name, attending one ceremony or pretending to believe at the moment of death. The devotion must have been real to the person during their life.&lt;br /&gt;
&lt;br /&gt;
A person may worship several gods and possess more than one genuine divine bond. When this happens, the Warden determines which deity held the strongest claim through the person&#039;s devotion, worship and genuine allegiance. That deity becomes the soul&#039;s patron and normally receives the soul.&lt;br /&gt;
&lt;br /&gt;
A worshipper may doubt, fail or disagree with their church without losing their bond with its deity. Conversion may change which deity holds the strongest claim when the change was sincere. If the strongest claim cannot be fulfilled, the Warden examines whether another valid divine bond remains.&lt;br /&gt;
&lt;br /&gt;
=== The patron&#039;s realm ===&lt;br /&gt;
&lt;br /&gt;
Once a claim is recognised, the soul may pass into the divine realm of its patron deity. The soul remains itself, retaining its identity and memories while living in that realm among the other dead who belong there.&lt;br /&gt;
&lt;br /&gt;
Different divine realms may provide very different existences, depending on the deity and the nature of their plane. Passing into a patron&#039;s realm does not by itself make resurrection more difficult or cause the soul to lose its identity.&lt;br /&gt;
&lt;br /&gt;
== Consent to resurrection ==&lt;br /&gt;
&lt;br /&gt;
Consent must come from the dead person. The desires of family, rulers, churches or adventuring companions cannot replace it. A king cannot order a dead soldier back into service, and a priest cannot decide that grief is proof the dead person would want to return.&lt;br /&gt;
&lt;br /&gt;
The soul receives enough knowledge to recognise who is calling and the life to which it would return. It does not learn every future consequence. It must simply understand the choice and make it without magical compulsion.&lt;br /&gt;
&lt;br /&gt;
A pledge made in life allows resurrection to be considered. It does not serve as permanent consent. The soul is asked again each time.&lt;br /&gt;
&lt;br /&gt;
Threnos is particularly strict about this part of the Pact. His church teaches that refusing resurrection is not betrayal, cowardice or suicide. The dead are allowed to decide that their life is finished.&lt;br /&gt;
&lt;br /&gt;
== The faithless and unclaimed ==&lt;br /&gt;
&lt;br /&gt;
A person who died without a valid divine pledge cannot be released to a patron god and does not qualify for resurrection under the Pact. After their time in Death&#039;s custody ends, the unclaimed are cast into the &#039;&#039;&#039;cosmic wastes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wastes are beyond the protected roads of the dead. A soul may drift there for an immeasurable period, lose its identity or be consumed by cosmic beings. This is one of the worst fates known to mortal religion and one reason why most cultures encourage people to choose a deity even when they are not otherwise devout.&lt;br /&gt;
&lt;br /&gt;
Religions disagree over the smallest details because no living scholar can safely observe the wastes. Some churches claim that a faithless soul may still be found by an unknown power. Others use the fear of the wastes to force conversion. The basic danger is real, but mortal institutions often claim more certainty than they possess.&lt;br /&gt;
&lt;br /&gt;
Someone rejected by one deity is not automatically faithless. The Warden must examine whether another valid pledge exists. A deity also cannot declare a loyal worshipper faithless simply to avoid responsibility for them.&lt;br /&gt;
&lt;br /&gt;
== Fallen and dead gods ==&lt;br /&gt;
&lt;br /&gt;
When a deity falls, disappears or dies, its claimed souls do not immediately enter the cosmic wastes. They remain in the custody of Death while the claim is resolved.&lt;br /&gt;
&lt;br /&gt;
Several outcomes are possible:&lt;br /&gt;
&lt;br /&gt;
* a successor inherits the deity&#039;s domain and accepts its souls;&lt;br /&gt;
* another deity accepts the souls through an old alliance or shared faith;&lt;br /&gt;
* the fallen deity survives in a weakened form and keeps its claim;&lt;br /&gt;
* the souls remain in Death&#039;s protection until the dispute ends;&lt;br /&gt;
* an individual soul chooses a different valid bond when one genuinely existed during life.&lt;br /&gt;
&lt;br /&gt;
No outside power may simply take the abandoned souls. This rule became especially important after the fall of Gorgorath.&lt;br /&gt;
&lt;br /&gt;
== Undeath and necromancy ==&lt;br /&gt;
&lt;br /&gt;
The Pact distinguishes between moving a corpse and imprisoning a soul.&lt;br /&gt;
&lt;br /&gt;
An empty body may be animated without returning its original soul. This is still necromancy and may be illegal, dangerous or religiously forbidden, but it is not resurrection. The moving corpse is not the person who died.&lt;br /&gt;
&lt;br /&gt;
Intelligent undeath usually requires a soul, a fragment of one or another conscious essence to remain attached to the mortal world. If the soul freely chose this condition and retained a valid divine bond, the case is complicated but not automatically a breach of the Pact. If the soul was trapped, divided, consumed or forced to remain, the act directly violates the order of death.&lt;br /&gt;
&lt;br /&gt;
Vampires, liches, ghosts and other intelligent undead should therefore not all be treated as one identical condition. In some cases the original soul remains attached to the body or mortal world, while in others undeath may involve a fragment of a soul or another conscious essence. Whether the soul remained willingly, was trapped or was prevented from reaching Death affects how the Divine Pact applies.&lt;br /&gt;
&lt;br /&gt;
Destroying an undead body does not always destroy the soul. When the binding is broken, a surviving soul should continue its passage to Death unless another force captures it.&lt;br /&gt;
&lt;br /&gt;
== Reincarnation, possession and copies ==&lt;br /&gt;
&lt;br /&gt;
Reincarnation counts as resurrection when the original soul enters a new mortal body. It requires the same pledge, claim and consent.&lt;br /&gt;
&lt;br /&gt;
Possession is not resurrection because the living or dead soul occupies a body which is not properly its own. It may violate other divine laws and becomes a breach of the Pact if another soul is displaced, trapped or destroyed.&lt;br /&gt;
&lt;br /&gt;
Magic which creates a perfect copy of a dead person&#039;s memories does not necessarily return the soul. Unless the original soul crossed from Death, the copy is a new being. Churches and courts often disagree over the legal identity of such a creation.&lt;br /&gt;
&lt;br /&gt;
== Planar bargains and stolen souls ==&lt;br /&gt;
&lt;br /&gt;
Fiends, demons, fey and other planar powers may bargain for service, memory, emotion or a future soul. A freely accepted bargain can create a competing claim, but it does not automatically overrule the Divine Pact.&lt;br /&gt;
&lt;br /&gt;
The Warden examines whether the bargain was informed, whether the being had authority to make it and whether fraud or compulsion was involved. A planar lord cannot lawfully enter the land of Death and seize any soul it desires. This does not prevent such beings from attempting to corrupt, trap or consume a soul before it reaches Death.&lt;br /&gt;
&lt;br /&gt;
Soul prisons are therefore among the most serious forms of forbidden magic. They deny the Warden custody and prevent every valid deity from making a claim.&lt;br /&gt;
&lt;br /&gt;
== Limits of resurrection ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection, but it does not make it easy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Question&lt;br /&gt;
! Rule&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the person worship a deity?&#039;&#039;&#039;&lt;br /&gt;
| Yes. A genuine divine bond is required. The faithless cannot use resurrection as a way around their lack of a divine bond.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the soul agree?&#039;&#039;&#039;&lt;br /&gt;
| Yes, on every occasion. Consent given during life is not enough by itself.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can another god return the soul?&#039;&#039;&#039;&lt;br /&gt;
| Only if that god possesses a valid claim accepted by Death. Power alone does not create the claim.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can resurrection be forced?&#039;&#039;&#039;&lt;br /&gt;
| No. A ritual which appears to force it has either created a copy, bound something other than the intended soul or violated cosmic law.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed time limit?&#039;&#039;&#039;&lt;br /&gt;
| The Pact sets no single number of days. Time may make return harder as the soul settles into its patron&#039;s realm and becomes more attached to its existence there.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed number of returns?&#039;&#039;&#039;&lt;br /&gt;
| No universal number is known. Each return still requires a valid claim and new consent. Repeated resurrections are possible, but people who return many times are extremely rare.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Does the original body matter?&#039;&#039;&#039;&lt;br /&gt;
| Not to the Pact itself. It may matter greatly to the magic being used. Reincarnation proves that the same body is not always required.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can a god ignore the Pact?&#039;&#039;&#039;&lt;br /&gt;
| Not safely. Ordinary gods are bound by it. Elaria may stand above the Pact, but no accepted account proves that she has ever overruled it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threnos ==&lt;br /&gt;
&lt;br /&gt;
Threnos is not opposed to every resurrection. He is opposed to treating the dead as property. His priests are commonly asked to witness resurrection rituals, identify false claims, investigate soul-binding and determine whether an undead creature still contains the person it once was.&lt;br /&gt;
&lt;br /&gt;
The church teaches three short principles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Every soul must reach Death.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every rightful claim must be honoured.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No dead person must be forced to return.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These principles make Threnos respected even by churches which fear him. They also bring his followers into conflict with necromancers, rulers who seek immortal servants, planar soul traders and religious institutions which claim more authority over their dead than the Pact gives them.&lt;br /&gt;
&lt;br /&gt;
== Matters still disputed ==&lt;br /&gt;
&lt;br /&gt;
The following questions are deliberately not resolved:&lt;br /&gt;
&lt;br /&gt;
* The exact appearance and geography of the land of Death.&lt;br /&gt;
* Whether a soul in the cosmic wastes can ever be recovered.&lt;br /&gt;
* The cause of Gorgorath&#039;s fall.&lt;br /&gt;
* Whether Gorgorath died, was imprisoned or lost only the office of Death.&lt;br /&gt;
* How long a soul can remain distinct inside a divine realm.&lt;br /&gt;
* Whether Elaria can override the Pact and whether she has ever done so.&lt;br /&gt;
* Whether the cosmic wastes are part of the Celestial Disarray.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Divine Pact of Souls]]&lt;br /&gt;
* [[Threnos]]&lt;br /&gt;
* [[Gorgorath]]&lt;br /&gt;
* [[Elaria]]&lt;br /&gt;
* [[Chronology of Erindal]]&lt;br /&gt;
* [[Undeath]]&lt;br /&gt;
* [[Cosmic wastes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic and Cosmology]]&lt;br /&gt;
[[Category:Souls Death and Afterlife]]&lt;br /&gt;
[[Category:Divine Law]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Death,_Souls_and_Resurrection&amp;diff=719</id>
		<title>Death, Souls and Resurrection</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Death,_Souls_and_Resurrection&amp;diff=719"/>
		<updated>2026-09-18T11:17:25Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: /* Limits of resurrection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Death, souls and resurrection&#039;&#039;&#039; in [[Erindal]] are governed by the [[Divine Pact of Souls]]. A dead person does not immediately appear in the realm of whichever god they worshipped. Every soul first passes into the land of Death, where the current God of Death holds it until its identity, divine pledge and final will are known.&lt;br /&gt;
&lt;br /&gt;
The current God of Death is [[Threnos]]. He accepts that resurrection is permitted, but he does not treat death as an inconvenience. His duty is to protect the will of the dead, recognise valid claims and prevent gods, mortals and planar beings from taking souls which do not belong to them.&lt;br /&gt;
&lt;br /&gt;
== The War of Souls ==&lt;br /&gt;
&lt;br /&gt;
The first gods did not agree on whether the dead should ever return. Some wanted to give faithful champions a second chance. Others believed death had to remain final and warned that tampering with it could unravel the balance of the world.&lt;br /&gt;
&lt;br /&gt;
The disagreement became a divine war. Gods took the souls of their followers, stole the followers of rivals and returned chosen servants even when those servants had not agreed to return. A champion killed in one battle could be brought back for the next, while competing deities sometimes attempted to claim the same soul. The damage was not limited to the gods. Mortal lands became haunted, dead people failed to pass on and some souls were damaged or destroyed between rival claims.&lt;br /&gt;
&lt;br /&gt;
The gods eventually accepted that none of them could be allowed to decide the matter alone. Their compromise became the Divine Pact of Souls.&lt;br /&gt;
&lt;br /&gt;
== The Divine Pact of Souls ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection only when all of the following conditions are met:&lt;br /&gt;
&lt;br /&gt;
# The dead person made a genuine pledge to a deity before death.&lt;br /&gt;
# The deity still possesses a valid claim to that soul.&lt;br /&gt;
# The soul understands that it is being called back and freely agrees to return.&lt;br /&gt;
# The resurrection does not require the theft, division or forced confinement of another soul.&lt;br /&gt;
&lt;br /&gt;
The Pact is enforced by higher cosmic forces. Most theologians believe it became part of the order first established by [[Elaria]]. It therefore survived the fall of [[Gorgorath]] and cannot be cancelled by Threnos or by an agreement between younger gods.&lt;br /&gt;
&lt;br /&gt;
Resurrection magic does not overrule the Pact. A spell, ritual or divine act creates a path by which a soul might return. The Pact decides whether the soul may use that path. When the requirements are not met, even perfectly performed magic fails.&lt;br /&gt;
&lt;br /&gt;
== The office of Death ==&lt;br /&gt;
&lt;br /&gt;
The God of Death is the &#039;&#039;&#039;Warden of the Dead&#039;&#039;&#039;, not the owner of all dead people. Death is a cosmic office which carries obligations beyond the personal wishes of its holder.&lt;br /&gt;
&lt;br /&gt;
The Warden must:&lt;br /&gt;
&lt;br /&gt;
* receive souls which have left mortal life;&lt;br /&gt;
* protect them while their identity and claims are examined;&lt;br /&gt;
* recognise valid pledges between souls and deities;&lt;br /&gt;
* allow claimed souls to enter the realm of their deity;&lt;br /&gt;
* ask whether a soul freely accepts resurrection;&lt;br /&gt;
* prevent false, competing or stolen claims;&lt;br /&gt;
* keep dangerous beings from feeding upon souls while they remain under Death&#039;s protection;&lt;br /&gt;
* enforce the Pact even when doing so opposes another god.&lt;br /&gt;
&lt;br /&gt;
The holder of the office may die, fall or be replaced. The office itself continues because death is part of the ordered world. Gorgorath held it before Threnos. Gorgorath&#039;s fall caused a serious disruption, but it did not end death and did not release every soul from the Pact.&lt;br /&gt;
&lt;br /&gt;
== The passage of a soul ==&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
When a person dies, the soul separates from the body. The speed of this separation varies. Sudden violence, strong magic, unfinished oaths or deliberate soul-binding may delay it, but ordinary grief and regret are not enough to imprison someone indefinitely.&lt;br /&gt;
&lt;br /&gt;
=== The land of Death ===&lt;br /&gt;
&lt;br /&gt;
The soul enters the land of Death and comes under the protection of its Warden. Mortal accounts describe gates, black rivers, silent roads, courts and endless halls, but these descriptions may be the mind giving a familiar shape to a place which is not physical in the ordinary sense.&lt;br /&gt;
&lt;br /&gt;
The soul remains itself during this passage. It possesses memory and will, although confusion immediately after death is common. It cannot be lawfully forced to make a new divine pledge after death.&lt;br /&gt;
&lt;br /&gt;
=== Recognition of a claim ===&lt;br /&gt;
&lt;br /&gt;
A divine pledge leaves a mark upon the soul. It is not created by casually speaking a god&#039;s name, attending one ceremony or pretending to believe at the moment of death. A person may genuinely worship several gods during their life, and doing so does not invalidate any of those bonds.&lt;br /&gt;
&lt;br /&gt;
When more than one deity possesses a valid claim, the Warden judges which bond represented the person&#039;s strongest genuine devotion at the time of death. That deity is recognised as the soul&#039;s patron and normally receives the soul. This is not decided simply by church membership, the number of prayers offered or which god was invoked last.&lt;br /&gt;
&lt;br /&gt;
A worshipper may doubt, fail or disagree with their church without losing a genuine bond. Conversion can replace an older patron when the change was sincere. If the strongest claim cannot be fulfilled, the Warden must determine whether another genuine divine bond remains before treating the soul as unclaimed.&lt;br /&gt;
&lt;br /&gt;
=== The patron&#039;s realm ===&lt;br /&gt;
&lt;br /&gt;
Once a claim is recognised, the soul may pass into the divine realm of its patron deity. The soul remains itself, retaining its identity and memories while living in that realm among the other dead who belong there.&lt;br /&gt;
&lt;br /&gt;
Different divine realms may provide very different existences, depending on the deity and the nature of their plane. Passing into a patron&#039;s realm does not by itself make resurrection more difficult or cause the soul to lose its identity.&lt;br /&gt;
&lt;br /&gt;
== Consent to resurrection ==&lt;br /&gt;
&lt;br /&gt;
Consent must come from the dead person. The desires of family, rulers, churches or adventuring companions cannot replace it. A king cannot order a dead soldier back into service, and a priest cannot decide that grief is proof the dead person would want to return.&lt;br /&gt;
&lt;br /&gt;
The soul receives enough knowledge to recognise who is calling and the life to which it would return. It does not learn every future consequence. It must simply understand the choice and make it without magical compulsion.&lt;br /&gt;
&lt;br /&gt;
A pledge made in life allows resurrection to be considered. It does not serve as permanent consent. The soul is asked again each time.&lt;br /&gt;
&lt;br /&gt;
Threnos is particularly strict about this part of the Pact. His church teaches that refusing resurrection is not betrayal, cowardice or suicide. The dead are allowed to decide that their life is finished.&lt;br /&gt;
&lt;br /&gt;
== The faithless and unclaimed ==&lt;br /&gt;
&lt;br /&gt;
A person who died without a valid divine pledge cannot be released to a patron god and does not qualify for resurrection under the Pact. After their time in Death&#039;s custody ends, the unclaimed are cast into the &#039;&#039;&#039;cosmic wastes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wastes are beyond the protected roads of the dead. A soul may drift there for an immeasurable period, lose its identity or be consumed by cosmic beings. This is one of the worst fates known to mortal religion and one reason why most cultures encourage people to choose a deity even when they are not otherwise devout.&lt;br /&gt;
&lt;br /&gt;
Religions disagree over the smallest details because no living scholar can safely observe the wastes. Some churches claim that a faithless soul may still be found by an unknown power. Others use the fear of the wastes to force conversion. The basic danger is real, but mortal institutions often claim more certainty than they possess.&lt;br /&gt;
&lt;br /&gt;
Someone rejected by one deity is not automatically faithless. The Warden must examine whether another valid pledge exists. A deity also cannot declare a loyal worshipper faithless simply to avoid responsibility for them.&lt;br /&gt;
&lt;br /&gt;
== Fallen and dead gods ==&lt;br /&gt;
&lt;br /&gt;
When a deity falls, disappears or dies, its claimed souls do not immediately enter the cosmic wastes. They remain in the custody of Death while the claim is resolved.&lt;br /&gt;
&lt;br /&gt;
Several outcomes are possible:&lt;br /&gt;
&lt;br /&gt;
* a successor inherits the deity&#039;s domain and accepts its souls;&lt;br /&gt;
* another deity accepts the souls through an old alliance or shared faith;&lt;br /&gt;
* the fallen deity survives in a weakened form and keeps its claim;&lt;br /&gt;
* the souls remain in Death&#039;s protection until the dispute ends;&lt;br /&gt;
* an individual soul chooses a different valid bond when one genuinely existed during life.&lt;br /&gt;
&lt;br /&gt;
No outside power may simply take the abandoned souls. This rule became especially important after the fall of Gorgorath.&lt;br /&gt;
&lt;br /&gt;
== Undeath and necromancy ==&lt;br /&gt;
&lt;br /&gt;
The Pact distinguishes between moving a corpse and imprisoning a soul.&lt;br /&gt;
&lt;br /&gt;
An empty body may be animated without returning its original soul. This is still necromancy and may be illegal, dangerous or religiously forbidden, but it is not resurrection. The moving corpse is not the person who died.&lt;br /&gt;
&lt;br /&gt;
Intelligent undeath usually requires a soul, a fragment of one or another conscious essence to remain attached to the mortal world. If the soul freely chose this condition and retained a valid divine bond, the case is complicated but not automatically a breach of the Pact. If the soul was trapped, divided, consumed or forced to remain, the act directly violates the order of death.&lt;br /&gt;
&lt;br /&gt;
Vampires, liches, ghosts and other intelligent undead should therefore not all be treated as one identical condition. In some cases the original soul remains attached to the body or mortal world, while in others undeath may involve a fragment of a soul or another conscious essence. Whether the soul remained willingly, was trapped or was prevented from reaching Death affects how the Divine Pact applies.&lt;br /&gt;
&lt;br /&gt;
Destroying an undead body does not always destroy the soul. When the binding is broken, a surviving soul should continue its passage to Death unless another force captures it.&lt;br /&gt;
&lt;br /&gt;
== Reincarnation, possession and copies ==&lt;br /&gt;
&lt;br /&gt;
Reincarnation counts as resurrection when the original soul enters a new mortal body. It requires the same pledge, claim and consent.&lt;br /&gt;
&lt;br /&gt;
Possession is not resurrection because the living or dead soul occupies a body which is not properly its own. It may violate other divine laws and becomes a breach of the Pact if another soul is displaced, trapped or destroyed.&lt;br /&gt;
&lt;br /&gt;
Magic which creates a perfect copy of a dead person&#039;s memories does not necessarily return the soul. Unless the original soul crossed from Death, the copy is a new being. Churches and courts often disagree over the legal identity of such a creation.&lt;br /&gt;
&lt;br /&gt;
== Planar bargains and stolen souls ==&lt;br /&gt;
&lt;br /&gt;
Fiends, demons, fey and other planar powers may bargain for service, memory, emotion or a future soul. A freely accepted bargain can create a competing claim, but it does not automatically overrule the Divine Pact.&lt;br /&gt;
&lt;br /&gt;
The Warden examines whether the bargain was informed, whether the being had authority to make it and whether fraud or compulsion was involved. A planar lord cannot lawfully enter the land of Death and seize any soul it desires. This does not prevent such beings from attempting to corrupt, trap or consume a soul before it reaches Death.&lt;br /&gt;
&lt;br /&gt;
Soul prisons are therefore among the most serious forms of forbidden magic. They deny the Warden custody and prevent every valid deity from making a claim.&lt;br /&gt;
&lt;br /&gt;
== Limits of resurrection ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection, but it does not make it easy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Question&lt;br /&gt;
! Rule&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the person worship a deity?&#039;&#039;&#039;&lt;br /&gt;
| Yes. A genuine divine bond is required. The faithless cannot use resurrection as a way around their lack of a divine bond.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the soul agree?&#039;&#039;&#039;&lt;br /&gt;
| Yes, on every occasion. Consent given during life is not enough by itself.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can another god return the soul?&#039;&#039;&#039;&lt;br /&gt;
| Only if that god possesses a valid claim accepted by Death. Power alone does not create the claim.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can resurrection be forced?&#039;&#039;&#039;&lt;br /&gt;
| No. A ritual which appears to force it has either created a copy, bound something other than the intended soul or violated cosmic law.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed time limit?&#039;&#039;&#039;&lt;br /&gt;
| The Pact sets no single number of days. Time may make return harder as the soul settles into its patron&#039;s realm and becomes more attached to its existence there.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed number of returns?&#039;&#039;&#039;&lt;br /&gt;
| No universal number is known. Each return still requires a valid claim and new consent. Repeated resurrections are possible, but people who return many times are extremely rare.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Does the original body matter?&#039;&#039;&#039;&lt;br /&gt;
| Not to the Pact itself. It may matter greatly to the magic being used. Reincarnation proves that the same body is not always required.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can a god ignore the Pact?&#039;&#039;&#039;&lt;br /&gt;
| Not safely. Ordinary gods are bound by it. Elaria may stand above the Pact, but no accepted account proves that she has ever overruled it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threnos ==&lt;br /&gt;
&lt;br /&gt;
Threnos is not opposed to every resurrection. He is opposed to treating the dead as property. His priests are commonly asked to witness resurrection rituals, identify false claims, investigate soul-binding and determine whether an undead creature still contains the person it once was.&lt;br /&gt;
&lt;br /&gt;
The church teaches three short principles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Every soul must reach Death.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every rightful claim must be honoured.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No dead person must be forced to return.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These principles make Threnos respected even by churches which fear him. They also bring his followers into conflict with necromancers, rulers who seek immortal servants, planar soul traders and religious institutions which claim more authority over their dead than the Pact gives them.&lt;br /&gt;
&lt;br /&gt;
== Matters still disputed ==&lt;br /&gt;
&lt;br /&gt;
The following questions are deliberately not resolved:&lt;br /&gt;
&lt;br /&gt;
* The exact appearance and geography of the land of Death.&lt;br /&gt;
* Whether a soul in the cosmic wastes can ever be recovered.&lt;br /&gt;
* The cause of Gorgorath&#039;s fall.&lt;br /&gt;
* Whether Gorgorath died, was imprisoned or lost only the office of Death.&lt;br /&gt;
* How long a soul can remain distinct inside a divine realm.&lt;br /&gt;
* Whether Elaria can override the Pact and whether she has ever done so.&lt;br /&gt;
* Whether the cosmic wastes are part of the Celestial Disarray.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Divine Pact of Souls]]&lt;br /&gt;
* [[Threnos]]&lt;br /&gt;
* [[Gorgorath]]&lt;br /&gt;
* [[Elaria]]&lt;br /&gt;
* [[Chronology of Erindal]]&lt;br /&gt;
* [[Undeath]]&lt;br /&gt;
* [[Cosmic wastes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic and Cosmology]]&lt;br /&gt;
[[Category:Souls Death and Afterlife]]&lt;br /&gt;
[[Category:Divine Law]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Death,_Souls_and_Resurrection&amp;diff=718</id>
		<title>Death, Souls and Resurrection</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Death,_Souls_and_Resurrection&amp;diff=718"/>
		<updated>2026-09-18T11:12:54Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: /* The patron&amp;#039;s realm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Death, souls and resurrection&#039;&#039;&#039; in [[Erindal]] are governed by the [[Divine Pact of Souls]]. A dead person does not immediately appear in the realm of whichever god they worshipped. Every soul first passes into the land of Death, where the current God of Death holds it until its identity, divine pledge and final will are known.&lt;br /&gt;
&lt;br /&gt;
The current God of Death is [[Threnos]]. He accepts that resurrection is permitted, but he does not treat death as an inconvenience. His duty is to protect the will of the dead, recognise valid claims and prevent gods, mortals and planar beings from taking souls which do not belong to them.&lt;br /&gt;
&lt;br /&gt;
== The War of Souls ==&lt;br /&gt;
&lt;br /&gt;
The first gods did not agree on whether the dead should ever return. Some wanted to give faithful champions a second chance. Others believed death had to remain final and warned that tampering with it could unravel the balance of the world.&lt;br /&gt;
&lt;br /&gt;
The disagreement became a divine war. Gods took the souls of their followers, stole the followers of rivals and returned chosen servants even when those servants had not agreed to return. A champion killed in one battle could be brought back for the next, while competing deities sometimes attempted to claim the same soul. The damage was not limited to the gods. Mortal lands became haunted, dead people failed to pass on and some souls were damaged or destroyed between rival claims.&lt;br /&gt;
&lt;br /&gt;
The gods eventually accepted that none of them could be allowed to decide the matter alone. Their compromise became the Divine Pact of Souls.&lt;br /&gt;
&lt;br /&gt;
== The Divine Pact of Souls ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection only when all of the following conditions are met:&lt;br /&gt;
&lt;br /&gt;
# The dead person made a genuine pledge to a deity before death.&lt;br /&gt;
# The deity still possesses a valid claim to that soul.&lt;br /&gt;
# The soul understands that it is being called back and freely agrees to return.&lt;br /&gt;
# The resurrection does not require the theft, division or forced confinement of another soul.&lt;br /&gt;
&lt;br /&gt;
The Pact is enforced by higher cosmic forces. Most theologians believe it became part of the order first established by [[Elaria]]. It therefore survived the fall of [[Gorgorath]] and cannot be cancelled by Threnos or by an agreement between younger gods.&lt;br /&gt;
&lt;br /&gt;
Resurrection magic does not overrule the Pact. A spell, ritual or divine act creates a path by which a soul might return. The Pact decides whether the soul may use that path. When the requirements are not met, even perfectly performed magic fails.&lt;br /&gt;
&lt;br /&gt;
== The office of Death ==&lt;br /&gt;
&lt;br /&gt;
The God of Death is the &#039;&#039;&#039;Warden of the Dead&#039;&#039;&#039;, not the owner of all dead people. Death is a cosmic office which carries obligations beyond the personal wishes of its holder.&lt;br /&gt;
&lt;br /&gt;
The Warden must:&lt;br /&gt;
&lt;br /&gt;
* receive souls which have left mortal life;&lt;br /&gt;
* protect them while their identity and claims are examined;&lt;br /&gt;
* recognise valid pledges between souls and deities;&lt;br /&gt;
* allow claimed souls to enter the realm of their deity;&lt;br /&gt;
* ask whether a soul freely accepts resurrection;&lt;br /&gt;
* prevent false, competing or stolen claims;&lt;br /&gt;
* keep dangerous beings from feeding upon souls while they remain under Death&#039;s protection;&lt;br /&gt;
* enforce the Pact even when doing so opposes another god.&lt;br /&gt;
&lt;br /&gt;
The holder of the office may die, fall or be replaced. The office itself continues because death is part of the ordered world. Gorgorath held it before Threnos. Gorgorath&#039;s fall caused a serious disruption, but it did not end death and did not release every soul from the Pact.&lt;br /&gt;
&lt;br /&gt;
== The passage of a soul ==&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
When a person dies, the soul separates from the body. The speed of this separation varies. Sudden violence, strong magic, unfinished oaths or deliberate soul-binding may delay it, but ordinary grief and regret are not enough to imprison someone indefinitely.&lt;br /&gt;
&lt;br /&gt;
=== The land of Death ===&lt;br /&gt;
&lt;br /&gt;
The soul enters the land of Death and comes under the protection of its Warden. Mortal accounts describe gates, black rivers, silent roads, courts and endless halls, but these descriptions may be the mind giving a familiar shape to a place which is not physical in the ordinary sense.&lt;br /&gt;
&lt;br /&gt;
The soul remains itself during this passage. It possesses memory and will, although confusion immediately after death is common. It cannot be lawfully forced to make a new divine pledge after death.&lt;br /&gt;
&lt;br /&gt;
=== Recognition of a claim ===&lt;br /&gt;
&lt;br /&gt;
A divine pledge leaves a mark upon the soul. It is not created by casually speaking a god&#039;s name, attending one ceremony or pretending to believe at the moment of death. A person may genuinely worship several gods during their life, and doing so does not invalidate any of those bonds.&lt;br /&gt;
&lt;br /&gt;
When more than one deity possesses a valid claim, the Warden judges which bond represented the person&#039;s strongest genuine devotion at the time of death. That deity is recognised as the soul&#039;s patron and normally receives the soul. This is not decided simply by church membership, the number of prayers offered or which god was invoked last.&lt;br /&gt;
&lt;br /&gt;
A worshipper may doubt, fail or disagree with their church without losing a genuine bond. Conversion can replace an older patron when the change was sincere. If the strongest claim cannot be fulfilled, the Warden must determine whether another genuine divine bond remains before treating the soul as unclaimed.&lt;br /&gt;
&lt;br /&gt;
=== The patron&#039;s realm ===&lt;br /&gt;
&lt;br /&gt;
Once a claim is recognised, the soul may pass into the divine realm of its patron deity. The soul remains itself, retaining its identity and memories while living in that realm among the other dead who belong there.&lt;br /&gt;
&lt;br /&gt;
Different divine realms may provide very different existences, depending on the deity and the nature of their plane. Passing into a patron&#039;s realm does not by itself make resurrection more difficult or cause the soul to lose its identity.&lt;br /&gt;
&lt;br /&gt;
== Consent to resurrection ==&lt;br /&gt;
&lt;br /&gt;
Consent must come from the dead person. The desires of family, rulers, churches or adventuring companions cannot replace it. A king cannot order a dead soldier back into service, and a priest cannot decide that grief is proof the dead person would want to return.&lt;br /&gt;
&lt;br /&gt;
The soul receives enough knowledge to recognise who is calling and the life to which it would return. It does not learn every future consequence. It must simply understand the choice and make it without magical compulsion.&lt;br /&gt;
&lt;br /&gt;
A pledge made in life allows resurrection to be considered. It does not serve as permanent consent. The soul is asked again each time.&lt;br /&gt;
&lt;br /&gt;
Threnos is particularly strict about this part of the Pact. His church teaches that refusing resurrection is not betrayal, cowardice or suicide. The dead are allowed to decide that their life is finished.&lt;br /&gt;
&lt;br /&gt;
== The faithless and unclaimed ==&lt;br /&gt;
&lt;br /&gt;
A person who died without a valid divine pledge cannot be released to a patron god and does not qualify for resurrection under the Pact. After their time in Death&#039;s custody ends, the unclaimed are cast into the &#039;&#039;&#039;cosmic wastes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wastes are beyond the protected roads of the dead. A soul may drift there for an immeasurable period, lose its identity or be consumed by cosmic beings. This is one of the worst fates known to mortal religion and one reason why most cultures encourage people to choose a deity even when they are not otherwise devout.&lt;br /&gt;
&lt;br /&gt;
Religions disagree over the smallest details because no living scholar can safely observe the wastes. Some churches claim that a faithless soul may still be found by an unknown power. Others use the fear of the wastes to force conversion. The basic danger is real, but mortal institutions often claim more certainty than they possess.&lt;br /&gt;
&lt;br /&gt;
Someone rejected by one deity is not automatically faithless. The Warden must examine whether another valid pledge exists. A deity also cannot declare a loyal worshipper faithless simply to avoid responsibility for them.&lt;br /&gt;
&lt;br /&gt;
== Fallen and dead gods ==&lt;br /&gt;
&lt;br /&gt;
When a deity falls, disappears or dies, its claimed souls do not immediately enter the cosmic wastes. They remain in the custody of Death while the claim is resolved.&lt;br /&gt;
&lt;br /&gt;
Several outcomes are possible:&lt;br /&gt;
&lt;br /&gt;
* a successor inherits the deity&#039;s domain and accepts its souls;&lt;br /&gt;
* another deity accepts the souls through an old alliance or shared faith;&lt;br /&gt;
* the fallen deity survives in a weakened form and keeps its claim;&lt;br /&gt;
* the souls remain in Death&#039;s protection until the dispute ends;&lt;br /&gt;
* an individual soul chooses a different valid bond when one genuinely existed during life.&lt;br /&gt;
&lt;br /&gt;
No outside power may simply take the abandoned souls. This rule became especially important after the fall of Gorgorath.&lt;br /&gt;
&lt;br /&gt;
== Undeath and necromancy ==&lt;br /&gt;
&lt;br /&gt;
The Pact distinguishes between moving a corpse and imprisoning a soul.&lt;br /&gt;
&lt;br /&gt;
An empty body may be animated without returning its original soul. This is still necromancy and may be illegal, dangerous or religiously forbidden, but it is not resurrection. The moving corpse is not the person who died.&lt;br /&gt;
&lt;br /&gt;
Intelligent undeath usually requires a soul, a fragment of one or another conscious essence to remain attached to the mortal world. If the soul freely chose this condition and retained a valid divine bond, the case is complicated but not automatically a breach of the Pact. If the soul was trapped, divided, consumed or forced to remain, the act directly violates the order of death.&lt;br /&gt;
&lt;br /&gt;
Vampires, liches, ghosts and other intelligent undead should therefore not all be treated as one identical condition. In some cases the original soul remains attached to the body or mortal world, while in others undeath may involve a fragment of a soul or another conscious essence. Whether the soul remained willingly, was trapped or was prevented from reaching Death affects how the Divine Pact applies.&lt;br /&gt;
&lt;br /&gt;
Destroying an undead body does not always destroy the soul. When the binding is broken, a surviving soul should continue its passage to Death unless another force captures it.&lt;br /&gt;
&lt;br /&gt;
== Reincarnation, possession and copies ==&lt;br /&gt;
&lt;br /&gt;
Reincarnation counts as resurrection when the original soul enters a new mortal body. It requires the same pledge, claim and consent.&lt;br /&gt;
&lt;br /&gt;
Possession is not resurrection because the living or dead soul occupies a body which is not properly its own. It may violate other divine laws and becomes a breach of the Pact if another soul is displaced, trapped or destroyed.&lt;br /&gt;
&lt;br /&gt;
Magic which creates a perfect copy of a dead person&#039;s memories does not necessarily return the soul. Unless the original soul crossed from Death, the copy is a new being. Churches and courts often disagree over the legal identity of such a creation.&lt;br /&gt;
&lt;br /&gt;
== Planar bargains and stolen souls ==&lt;br /&gt;
&lt;br /&gt;
Fiends, demons, fey and other planar powers may bargain for service, memory, emotion or a future soul. A freely accepted bargain can create a competing claim, but it does not automatically overrule the Divine Pact.&lt;br /&gt;
&lt;br /&gt;
The Warden examines whether the bargain was informed, whether the being had authority to make it and whether fraud or compulsion was involved. A planar lord cannot lawfully enter the land of Death and seize any soul it desires. This does not prevent such beings from attempting to corrupt, trap or consume a soul before it reaches Death.&lt;br /&gt;
&lt;br /&gt;
Soul prisons are therefore among the most serious forms of forbidden magic. They deny the Warden custody and prevent every valid deity from making a claim.&lt;br /&gt;
&lt;br /&gt;
== Limits of resurrection ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection, but it does not make it easy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Question&lt;br /&gt;
! Rule&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the person worship a deity?&#039;&#039;&#039;&lt;br /&gt;
| Yes. A genuine pledge is required. The faithless cannot use resurrection as a way around their lack of a divine bond.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the soul agree?&#039;&#039;&#039;&lt;br /&gt;
| Yes, on every occasion. Consent given during life is not enough by itself.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can another god return the soul?&#039;&#039;&#039;&lt;br /&gt;
| Only if that god possesses a valid claim accepted by Death. Power alone does not create the claim.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can resurrection be forced?&#039;&#039;&#039;&lt;br /&gt;
| No. A ritual which appears to force it has either created a copy, bound something other than the intended soul or violated cosmic law.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed time limit?&#039;&#039;&#039;&lt;br /&gt;
| The Pact sets no single number of days. Time makes return harder as the soul enters its patron&#039;s realm and changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed number of returns?&#039;&#039;&#039;&lt;br /&gt;
| No universal number is known. Each return still requires a valid claim and new consent, and repeated returns become increasingly rare.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Does the original body matter?&#039;&#039;&#039;&lt;br /&gt;
| Not to the Pact itself. It may matter greatly to the magic being used. Reincarnation proves that the same body is not always required.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can a god ignore the Pact?&#039;&#039;&#039;&lt;br /&gt;
| Not safely. Ordinary gods are bound by it. Elaria may stand above the Pact, but no accepted account proves that she has ever overruled it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threnos ==&lt;br /&gt;
&lt;br /&gt;
Threnos is not opposed to every resurrection. He is opposed to treating the dead as property. His priests are commonly asked to witness resurrection rituals, identify false claims, investigate soul-binding and determine whether an undead creature still contains the person it once was.&lt;br /&gt;
&lt;br /&gt;
The church teaches three short principles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Every soul must reach Death.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every rightful claim must be honoured.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No dead person must be forced to return.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These principles make Threnos respected even by churches which fear him. They also bring his followers into conflict with necromancers, rulers who seek immortal servants, planar soul traders and religious institutions which claim more authority over their dead than the Pact gives them.&lt;br /&gt;
&lt;br /&gt;
== Matters still disputed ==&lt;br /&gt;
&lt;br /&gt;
The following questions are deliberately not resolved:&lt;br /&gt;
&lt;br /&gt;
* The exact appearance and geography of the land of Death.&lt;br /&gt;
* Whether a soul in the cosmic wastes can ever be recovered.&lt;br /&gt;
* The cause of Gorgorath&#039;s fall.&lt;br /&gt;
* Whether Gorgorath died, was imprisoned or lost only the office of Death.&lt;br /&gt;
* How long a soul can remain distinct inside a divine realm.&lt;br /&gt;
* Whether Elaria can override the Pact and whether she has ever done so.&lt;br /&gt;
* Whether the cosmic wastes are part of the Celestial Disarray.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Divine Pact of Souls]]&lt;br /&gt;
* [[Threnos]]&lt;br /&gt;
* [[Gorgorath]]&lt;br /&gt;
* [[Elaria]]&lt;br /&gt;
* [[Chronology of Erindal]]&lt;br /&gt;
* [[Undeath]]&lt;br /&gt;
* [[Cosmic wastes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic and Cosmology]]&lt;br /&gt;
[[Category:Souls Death and Afterlife]]&lt;br /&gt;
[[Category:Divine Law]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Death,_Souls_and_Resurrection&amp;diff=717</id>
		<title>Death, Souls and Resurrection</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Death,_Souls_and_Resurrection&amp;diff=717"/>
		<updated>2026-09-18T11:12:28Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: /* Undeath and necromancy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Death, souls and resurrection&#039;&#039;&#039; in [[Erindal]] are governed by the [[Divine Pact of Souls]]. A dead person does not immediately appear in the realm of whichever god they worshipped. Every soul first passes into the land of Death, where the current God of Death holds it until its identity, divine pledge and final will are known.&lt;br /&gt;
&lt;br /&gt;
The current God of Death is [[Threnos]]. He accepts that resurrection is permitted, but he does not treat death as an inconvenience. His duty is to protect the will of the dead, recognise valid claims and prevent gods, mortals and planar beings from taking souls which do not belong to them.&lt;br /&gt;
&lt;br /&gt;
== The War of Souls ==&lt;br /&gt;
&lt;br /&gt;
The first gods did not agree on whether the dead should ever return. Some wanted to give faithful champions a second chance. Others believed death had to remain final and warned that tampering with it could unravel the balance of the world.&lt;br /&gt;
&lt;br /&gt;
The disagreement became a divine war. Gods took the souls of their followers, stole the followers of rivals and returned chosen servants even when those servants had not agreed to return. A champion killed in one battle could be brought back for the next, while competing deities sometimes attempted to claim the same soul. The damage was not limited to the gods. Mortal lands became haunted, dead people failed to pass on and some souls were damaged or destroyed between rival claims.&lt;br /&gt;
&lt;br /&gt;
The gods eventually accepted that none of them could be allowed to decide the matter alone. Their compromise became the Divine Pact of Souls.&lt;br /&gt;
&lt;br /&gt;
== The Divine Pact of Souls ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection only when all of the following conditions are met:&lt;br /&gt;
&lt;br /&gt;
# The dead person made a genuine pledge to a deity before death.&lt;br /&gt;
# The deity still possesses a valid claim to that soul.&lt;br /&gt;
# The soul understands that it is being called back and freely agrees to return.&lt;br /&gt;
# The resurrection does not require the theft, division or forced confinement of another soul.&lt;br /&gt;
&lt;br /&gt;
The Pact is enforced by higher cosmic forces. Most theologians believe it became part of the order first established by [[Elaria]]. It therefore survived the fall of [[Gorgorath]] and cannot be cancelled by Threnos or by an agreement between younger gods.&lt;br /&gt;
&lt;br /&gt;
Resurrection magic does not overrule the Pact. A spell, ritual or divine act creates a path by which a soul might return. The Pact decides whether the soul may use that path. When the requirements are not met, even perfectly performed magic fails.&lt;br /&gt;
&lt;br /&gt;
== The office of Death ==&lt;br /&gt;
&lt;br /&gt;
The God of Death is the &#039;&#039;&#039;Warden of the Dead&#039;&#039;&#039;, not the owner of all dead people. Death is a cosmic office which carries obligations beyond the personal wishes of its holder.&lt;br /&gt;
&lt;br /&gt;
The Warden must:&lt;br /&gt;
&lt;br /&gt;
* receive souls which have left mortal life;&lt;br /&gt;
* protect them while their identity and claims are examined;&lt;br /&gt;
* recognise valid pledges between souls and deities;&lt;br /&gt;
* allow claimed souls to enter the realm of their deity;&lt;br /&gt;
* ask whether a soul freely accepts resurrection;&lt;br /&gt;
* prevent false, competing or stolen claims;&lt;br /&gt;
* keep dangerous beings from feeding upon souls while they remain under Death&#039;s protection;&lt;br /&gt;
* enforce the Pact even when doing so opposes another god.&lt;br /&gt;
&lt;br /&gt;
The holder of the office may die, fall or be replaced. The office itself continues because death is part of the ordered world. Gorgorath held it before Threnos. Gorgorath&#039;s fall caused a serious disruption, but it did not end death and did not release every soul from the Pact.&lt;br /&gt;
&lt;br /&gt;
== The passage of a soul ==&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
When a person dies, the soul separates from the body. The speed of this separation varies. Sudden violence, strong magic, unfinished oaths or deliberate soul-binding may delay it, but ordinary grief and regret are not enough to imprison someone indefinitely.&lt;br /&gt;
&lt;br /&gt;
=== The land of Death ===&lt;br /&gt;
&lt;br /&gt;
The soul enters the land of Death and comes under the protection of its Warden. Mortal accounts describe gates, black rivers, silent roads, courts and endless halls, but these descriptions may be the mind giving a familiar shape to a place which is not physical in the ordinary sense.&lt;br /&gt;
&lt;br /&gt;
The soul remains itself during this passage. It possesses memory and will, although confusion immediately after death is common. It cannot be lawfully forced to make a new divine pledge after death.&lt;br /&gt;
&lt;br /&gt;
=== Recognition of a claim ===&lt;br /&gt;
&lt;br /&gt;
A divine pledge leaves a mark upon the soul. It is not created by casually speaking a god&#039;s name, attending one ceremony or pretending to believe at the moment of death. A person may genuinely worship several gods during their life, and doing so does not invalidate any of those bonds.&lt;br /&gt;
&lt;br /&gt;
When more than one deity possesses a valid claim, the Warden judges which bond represented the person&#039;s strongest genuine devotion at the time of death. That deity is recognised as the soul&#039;s patron and normally receives the soul. This is not decided simply by church membership, the number of prayers offered or which god was invoked last.&lt;br /&gt;
&lt;br /&gt;
A worshipper may doubt, fail or disagree with their church without losing a genuine bond. Conversion can replace an older patron when the change was sincere. If the strongest claim cannot be fulfilled, the Warden must determine whether another genuine divine bond remains before treating the soul as unclaimed.&lt;br /&gt;
&lt;br /&gt;
=== The patron&#039;s realm ===&lt;br /&gt;
&lt;br /&gt;
Once a claim is recognised, the patron deity may receive the soul into its divine realm. The deity does not gain permission to erase the soul&#039;s identity simply because it was claimed. What happens over very long periods differs between divine realms. Some souls remain distinct, while others gradually join a greater community or become part of the power and memory of their god.&lt;br /&gt;
&lt;br /&gt;
The farther this process has gone, the more difficult resurrection becomes. The Pact contains no universal rule that a person may return only once, but repeated resurrection becomes less likely because the soul changes, the patron deity may refuse another release and the dead person may no longer wish to return.&lt;br /&gt;
&lt;br /&gt;
== Consent to resurrection ==&lt;br /&gt;
&lt;br /&gt;
Consent must come from the dead person. The desires of family, rulers, churches or adventuring companions cannot replace it. A king cannot order a dead soldier back into service, and a priest cannot decide that grief is proof the dead person would want to return.&lt;br /&gt;
&lt;br /&gt;
The soul receives enough knowledge to recognise who is calling and the life to which it would return. It does not learn every future consequence. It must simply understand the choice and make it without magical compulsion.&lt;br /&gt;
&lt;br /&gt;
A pledge made in life allows resurrection to be considered. It does not serve as permanent consent. The soul is asked again each time.&lt;br /&gt;
&lt;br /&gt;
Threnos is particularly strict about this part of the Pact. His church teaches that refusing resurrection is not betrayal, cowardice or suicide. The dead are allowed to decide that their life is finished.&lt;br /&gt;
&lt;br /&gt;
== The faithless and unclaimed ==&lt;br /&gt;
&lt;br /&gt;
A person who died without a valid divine pledge cannot be released to a patron god and does not qualify for resurrection under the Pact. After their time in Death&#039;s custody ends, the unclaimed are cast into the &#039;&#039;&#039;cosmic wastes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wastes are beyond the protected roads of the dead. A soul may drift there for an immeasurable period, lose its identity or be consumed by cosmic beings. This is one of the worst fates known to mortal religion and one reason why most cultures encourage people to choose a deity even when they are not otherwise devout.&lt;br /&gt;
&lt;br /&gt;
Religions disagree over the smallest details because no living scholar can safely observe the wastes. Some churches claim that a faithless soul may still be found by an unknown power. Others use the fear of the wastes to force conversion. The basic danger is real, but mortal institutions often claim more certainty than they possess.&lt;br /&gt;
&lt;br /&gt;
Someone rejected by one deity is not automatically faithless. The Warden must examine whether another valid pledge exists. A deity also cannot declare a loyal worshipper faithless simply to avoid responsibility for them.&lt;br /&gt;
&lt;br /&gt;
== Fallen and dead gods ==&lt;br /&gt;
&lt;br /&gt;
When a deity falls, disappears or dies, its claimed souls do not immediately enter the cosmic wastes. They remain in the custody of Death while the claim is resolved.&lt;br /&gt;
&lt;br /&gt;
Several outcomes are possible:&lt;br /&gt;
&lt;br /&gt;
* a successor inherits the deity&#039;s domain and accepts its souls;&lt;br /&gt;
* another deity accepts the souls through an old alliance or shared faith;&lt;br /&gt;
* the fallen deity survives in a weakened form and keeps its claim;&lt;br /&gt;
* the souls remain in Death&#039;s protection until the dispute ends;&lt;br /&gt;
* an individual soul chooses a different valid bond when one genuinely existed during life.&lt;br /&gt;
&lt;br /&gt;
No outside power may simply take the abandoned souls. This rule became especially important after the fall of Gorgorath.&lt;br /&gt;
&lt;br /&gt;
== Undeath and necromancy ==&lt;br /&gt;
&lt;br /&gt;
The Pact distinguishes between moving a corpse and imprisoning a soul.&lt;br /&gt;
&lt;br /&gt;
An empty body may be animated without returning its original soul. This is still necromancy and may be illegal, dangerous or religiously forbidden, but it is not resurrection. The moving corpse is not the person who died.&lt;br /&gt;
&lt;br /&gt;
Intelligent undeath usually requires a soul, a fragment of one or another conscious essence to remain attached to the mortal world. If the soul freely chose this condition and retained a valid divine bond, the case is complicated but not automatically a breach of the Pact. If the soul was trapped, divided, consumed or forced to remain, the act directly violates the order of death.&lt;br /&gt;
&lt;br /&gt;
Vampires, liches, ghosts and other intelligent undead should therefore not all be treated as one identical condition. In some cases the original soul remains attached to the body or mortal world, while in others undeath may involve a fragment of a soul or another conscious essence. Whether the soul remained willingly, was trapped or was prevented from reaching Death affects how the Divine Pact applies.&lt;br /&gt;
&lt;br /&gt;
Destroying an undead body does not always destroy the soul. When the binding is broken, a surviving soul should continue its passage to Death unless another force captures it.&lt;br /&gt;
&lt;br /&gt;
== Reincarnation, possession and copies ==&lt;br /&gt;
&lt;br /&gt;
Reincarnation counts as resurrection when the original soul enters a new mortal body. It requires the same pledge, claim and consent.&lt;br /&gt;
&lt;br /&gt;
Possession is not resurrection because the living or dead soul occupies a body which is not properly its own. It may violate other divine laws and becomes a breach of the Pact if another soul is displaced, trapped or destroyed.&lt;br /&gt;
&lt;br /&gt;
Magic which creates a perfect copy of a dead person&#039;s memories does not necessarily return the soul. Unless the original soul crossed from Death, the copy is a new being. Churches and courts often disagree over the legal identity of such a creation.&lt;br /&gt;
&lt;br /&gt;
== Planar bargains and stolen souls ==&lt;br /&gt;
&lt;br /&gt;
Fiends, demons, fey and other planar powers may bargain for service, memory, emotion or a future soul. A freely accepted bargain can create a competing claim, but it does not automatically overrule the Divine Pact.&lt;br /&gt;
&lt;br /&gt;
The Warden examines whether the bargain was informed, whether the being had authority to make it and whether fraud or compulsion was involved. A planar lord cannot lawfully enter the land of Death and seize any soul it desires. This does not prevent such beings from attempting to corrupt, trap or consume a soul before it reaches Death.&lt;br /&gt;
&lt;br /&gt;
Soul prisons are therefore among the most serious forms of forbidden magic. They deny the Warden custody and prevent every valid deity from making a claim.&lt;br /&gt;
&lt;br /&gt;
== Limits of resurrection ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection, but it does not make it easy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Question&lt;br /&gt;
! Rule&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the person worship a deity?&#039;&#039;&#039;&lt;br /&gt;
| Yes. A genuine pledge is required. The faithless cannot use resurrection as a way around their lack of a divine bond.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the soul agree?&#039;&#039;&#039;&lt;br /&gt;
| Yes, on every occasion. Consent given during life is not enough by itself.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can another god return the soul?&#039;&#039;&#039;&lt;br /&gt;
| Only if that god possesses a valid claim accepted by Death. Power alone does not create the claim.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can resurrection be forced?&#039;&#039;&#039;&lt;br /&gt;
| No. A ritual which appears to force it has either created a copy, bound something other than the intended soul or violated cosmic law.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed time limit?&#039;&#039;&#039;&lt;br /&gt;
| The Pact sets no single number of days. Time makes return harder as the soul enters its patron&#039;s realm and changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed number of returns?&#039;&#039;&#039;&lt;br /&gt;
| No universal number is known. Each return still requires a valid claim and new consent, and repeated returns become increasingly rare.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Does the original body matter?&#039;&#039;&#039;&lt;br /&gt;
| Not to the Pact itself. It may matter greatly to the magic being used. Reincarnation proves that the same body is not always required.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can a god ignore the Pact?&#039;&#039;&#039;&lt;br /&gt;
| Not safely. Ordinary gods are bound by it. Elaria may stand above the Pact, but no accepted account proves that she has ever overruled it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threnos ==&lt;br /&gt;
&lt;br /&gt;
Threnos is not opposed to every resurrection. He is opposed to treating the dead as property. His priests are commonly asked to witness resurrection rituals, identify false claims, investigate soul-binding and determine whether an undead creature still contains the person it once was.&lt;br /&gt;
&lt;br /&gt;
The church teaches three short principles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Every soul must reach Death.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every rightful claim must be honoured.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No dead person must be forced to return.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These principles make Threnos respected even by churches which fear him. They also bring his followers into conflict with necromancers, rulers who seek immortal servants, planar soul traders and religious institutions which claim more authority over their dead than the Pact gives them.&lt;br /&gt;
&lt;br /&gt;
== Matters still disputed ==&lt;br /&gt;
&lt;br /&gt;
The following questions are deliberately not resolved:&lt;br /&gt;
&lt;br /&gt;
* The exact appearance and geography of the land of Death.&lt;br /&gt;
* Whether a soul in the cosmic wastes can ever be recovered.&lt;br /&gt;
* The cause of Gorgorath&#039;s fall.&lt;br /&gt;
* Whether Gorgorath died, was imprisoned or lost only the office of Death.&lt;br /&gt;
* How long a soul can remain distinct inside a divine realm.&lt;br /&gt;
* Whether Elaria can override the Pact and whether she has ever done so.&lt;br /&gt;
* Whether the cosmic wastes are part of the Celestial Disarray.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Divine Pact of Souls]]&lt;br /&gt;
* [[Threnos]]&lt;br /&gt;
* [[Gorgorath]]&lt;br /&gt;
* [[Elaria]]&lt;br /&gt;
* [[Chronology of Erindal]]&lt;br /&gt;
* [[Undeath]]&lt;br /&gt;
* [[Cosmic wastes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic and Cosmology]]&lt;br /&gt;
[[Category:Souls Death and Afterlife]]&lt;br /&gt;
[[Category:Divine Law]]&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=716</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=716"/>
		<updated>2026-09-18T11:07:52Z</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;
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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;
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=== 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;
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[[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;
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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;
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=== 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;
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== 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;
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=== 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;
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=== Expansion and Settlement ===&lt;br /&gt;
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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;
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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;
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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;
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=== 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;
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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;
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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;
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=== 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;
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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;
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=== 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;
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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;
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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;
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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;
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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;
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Lohmarra disappeared after the war. The official search never determined whether she died, left voluntarily or was taken by an enemy.&lt;br /&gt;
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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;
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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;
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=== 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;
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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;
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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;
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== 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;
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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;
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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;
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=== 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;
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=== Crafts and Workshops ===&lt;br /&gt;
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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;
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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;
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=== 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;
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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;
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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;
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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;
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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;
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=== 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;
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=== 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; &amp;lt;strong&amp;gt;[[Amatsukini]]&amp;lt;/strong&amp;gt; &amp;lt;span class=&amp;quot;relation relation--neutral&amp;quot;&amp;gt;Limited cultural contact&amp;lt;/span&amp;gt; &amp;lt;p&amp;gt;Regular political contact between Alyren Shaeras and Amatsukini remains limited, but the island contains a long-established elven population descended in part from the lost Bladesong expedition. These communities preserve a local dialect of [[Ylvaari&#039;il]] and several elven religious traditions, although centuries of separation have made them culturally distinct from the elves of the modern Holy Kingdom.&amp;lt;/p&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=Dominion_of_Ordanis&amp;diff=715</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=715"/>
		<updated>2026-09-18T11:07:26Z</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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== Government and Law ==&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;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Archon ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== The Council of Balance ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== The Council of Exchange ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Local Administration ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Justicars and Tribunals ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== The Weighing of the Scales ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
== Society and Daily Life ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Education and Service ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Records, Contracts and Ordinary Disputes ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Poverty and Communal Support ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Culture and the Day of Scales ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Agriculture and Temple Land ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Their resilience and high yields make Blessed Crops valuable exports and give foreign merchants another reason to trade with Ordanis.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Trade and the Pacts of Equilibrium ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Skilled merchants and diplomats can sometimes negotiate exemptions or more favourable terms, especially when dealing through Light Pacts.&lt;br /&gt;
&lt;br /&gt;
=== Market of Scales and Revenue ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Aetherium and the Smiths of Balance ===&lt;br /&gt;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Divine Lensmakers and Timekeepers ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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 the Dominion.png|700px|alt=Armoured Solanari soldiers marching beneath the banners of the sundial]]&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 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Professional Forces and Garrisons ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Paladins and Wars of Correction ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Campaign Administration ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Commander-in-Chief ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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; &amp;lt;strong&amp;gt;[[Amatsukini]]&amp;lt;/strong&amp;gt; &amp;lt;span class=&amp;quot;relation relation--guarded&amp;quot;&amp;gt;Religious friction&amp;lt;/span&amp;gt; &amp;lt;p&amp;gt;Ordanis maintains trade and diplomatic contact with Amatsukini, but the Star Council strongly protects local shrine authority and resists attempts by foreign religious institutions to exercise authority over Amatsukini citizens. Solanari merchants and envoys may operate on the island, but Dominion law and the Pacts of Equilibrium have no automatic authority there.&amp;lt;/p&amp;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=Death,_Souls_and_Resurrection&amp;diff=714</id>
		<title>Death, Souls and Resurrection</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Death,_Souls_and_Resurrection&amp;diff=714"/>
		<updated>2026-09-18T11:06:47Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Death, souls and resurrection&#039;&#039;&#039; in [[Erindal]] are governed by the [[Divine Pact of Souls]]. A dead person does not immediately appear in the realm of whichever god they worshipped. Every soul first passes into the land of Death, where the current God of Death holds it until its identity, divine pledge and final will are known.&lt;br /&gt;
&lt;br /&gt;
The current God of Death is [[Threnos]]. He accepts that resurrection is permitted, but he does not treat death as an inconvenience. His duty is to protect the will of the dead, recognise valid claims and prevent gods, mortals and planar beings from taking souls which do not belong to them.&lt;br /&gt;
&lt;br /&gt;
== The War of Souls ==&lt;br /&gt;
&lt;br /&gt;
The first gods did not agree on whether the dead should ever return. Some wanted to give faithful champions a second chance. Others believed death had to remain final and warned that tampering with it could unravel the balance of the world.&lt;br /&gt;
&lt;br /&gt;
The disagreement became a divine war. Gods took the souls of their followers, stole the followers of rivals and returned chosen servants even when those servants had not agreed to return. A champion killed in one battle could be brought back for the next, while competing deities sometimes attempted to claim the same soul. The damage was not limited to the gods. Mortal lands became haunted, dead people failed to pass on and some souls were damaged or destroyed between rival claims.&lt;br /&gt;
&lt;br /&gt;
The gods eventually accepted that none of them could be allowed to decide the matter alone. Their compromise became the Divine Pact of Souls.&lt;br /&gt;
&lt;br /&gt;
== The Divine Pact of Souls ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection only when all of the following conditions are met:&lt;br /&gt;
&lt;br /&gt;
# The dead person made a genuine pledge to a deity before death.&lt;br /&gt;
# The deity still possesses a valid claim to that soul.&lt;br /&gt;
# The soul understands that it is being called back and freely agrees to return.&lt;br /&gt;
# The resurrection does not require the theft, division or forced confinement of another soul.&lt;br /&gt;
&lt;br /&gt;
The Pact is enforced by higher cosmic forces. Most theologians believe it became part of the order first established by [[Elaria]]. It therefore survived the fall of [[Gorgorath]] and cannot be cancelled by Threnos or by an agreement between younger gods.&lt;br /&gt;
&lt;br /&gt;
Resurrection magic does not overrule the Pact. A spell, ritual or divine act creates a path by which a soul might return. The Pact decides whether the soul may use that path. When the requirements are not met, even perfectly performed magic fails.&lt;br /&gt;
&lt;br /&gt;
== The office of Death ==&lt;br /&gt;
&lt;br /&gt;
The God of Death is the &#039;&#039;&#039;Warden of the Dead&#039;&#039;&#039;, not the owner of all dead people. Death is a cosmic office which carries obligations beyond the personal wishes of its holder.&lt;br /&gt;
&lt;br /&gt;
The Warden must:&lt;br /&gt;
&lt;br /&gt;
* receive souls which have left mortal life;&lt;br /&gt;
* protect them while their identity and claims are examined;&lt;br /&gt;
* recognise valid pledges between souls and deities;&lt;br /&gt;
* allow claimed souls to enter the realm of their deity;&lt;br /&gt;
* ask whether a soul freely accepts resurrection;&lt;br /&gt;
* prevent false, competing or stolen claims;&lt;br /&gt;
* keep dangerous beings from feeding upon souls while they remain under Death&#039;s protection;&lt;br /&gt;
* enforce the Pact even when doing so opposes another god.&lt;br /&gt;
&lt;br /&gt;
The holder of the office may die, fall or be replaced. The office itself continues because death is part of the ordered world. Gorgorath held it before Threnos. Gorgorath&#039;s fall caused a serious disruption, but it did not end death and did not release every soul from the Pact.&lt;br /&gt;
&lt;br /&gt;
== The passage of a soul ==&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
When a person dies, the soul separates from the body. The speed of this separation varies. Sudden violence, strong magic, unfinished oaths or deliberate soul-binding may delay it, but ordinary grief and regret are not enough to imprison someone indefinitely.&lt;br /&gt;
&lt;br /&gt;
=== The land of Death ===&lt;br /&gt;
&lt;br /&gt;
The soul enters the land of Death and comes under the protection of its Warden. Mortal accounts describe gates, black rivers, silent roads, courts and endless halls, but these descriptions may be the mind giving a familiar shape to a place which is not physical in the ordinary sense.&lt;br /&gt;
&lt;br /&gt;
The soul remains itself during this passage. It possesses memory and will, although confusion immediately after death is common. It cannot be lawfully forced to make a new divine pledge after death.&lt;br /&gt;
&lt;br /&gt;
=== Recognition of a claim ===&lt;br /&gt;
&lt;br /&gt;
A divine pledge leaves a mark upon the soul. It is not created by casually speaking a god&#039;s name, attending one ceremony or pretending to believe at the moment of death. A person may genuinely worship several gods during their life, and doing so does not invalidate any of those bonds.&lt;br /&gt;
&lt;br /&gt;
When more than one deity possesses a valid claim, the Warden judges which bond represented the person&#039;s strongest genuine devotion at the time of death. That deity is recognised as the soul&#039;s patron and normally receives the soul. This is not decided simply by church membership, the number of prayers offered or which god was invoked last.&lt;br /&gt;
&lt;br /&gt;
A worshipper may doubt, fail or disagree with their church without losing a genuine bond. Conversion can replace an older patron when the change was sincere. If the strongest claim cannot be fulfilled, the Warden must determine whether another genuine divine bond remains before treating the soul as unclaimed.&lt;br /&gt;
&lt;br /&gt;
=== The patron&#039;s realm ===&lt;br /&gt;
&lt;br /&gt;
Once a claim is recognised, the patron deity may receive the soul into its divine realm. The deity does not gain permission to erase the soul&#039;s identity simply because it was claimed. What happens over very long periods differs between divine realms. Some souls remain distinct, while others gradually join a greater community or become part of the power and memory of their god.&lt;br /&gt;
&lt;br /&gt;
The farther this process has gone, the more difficult resurrection becomes. The Pact contains no universal rule that a person may return only once, but repeated resurrection becomes less likely because the soul changes, the patron deity may refuse another release and the dead person may no longer wish to return.&lt;br /&gt;
&lt;br /&gt;
== Consent to resurrection ==&lt;br /&gt;
&lt;br /&gt;
Consent must come from the dead person. The desires of family, rulers, churches or adventuring companions cannot replace it. A king cannot order a dead soldier back into service, and a priest cannot decide that grief is proof the dead person would want to return.&lt;br /&gt;
&lt;br /&gt;
The soul receives enough knowledge to recognise who is calling and the life to which it would return. It does not learn every future consequence. It must simply understand the choice and make it without magical compulsion.&lt;br /&gt;
&lt;br /&gt;
A pledge made in life allows resurrection to be considered. It does not serve as permanent consent. The soul is asked again each time.&lt;br /&gt;
&lt;br /&gt;
Threnos is particularly strict about this part of the Pact. His church teaches that refusing resurrection is not betrayal, cowardice or suicide. The dead are allowed to decide that their life is finished.&lt;br /&gt;
&lt;br /&gt;
== The faithless and unclaimed ==&lt;br /&gt;
&lt;br /&gt;
A person who died without a valid divine pledge cannot be released to a patron god and does not qualify for resurrection under the Pact. After their time in Death&#039;s custody ends, the unclaimed are cast into the &#039;&#039;&#039;cosmic wastes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wastes are beyond the protected roads of the dead. A soul may drift there for an immeasurable period, lose its identity or be consumed by cosmic beings. This is one of the worst fates known to mortal religion and one reason why most cultures encourage people to choose a deity even when they are not otherwise devout.&lt;br /&gt;
&lt;br /&gt;
Religions disagree over the smallest details because no living scholar can safely observe the wastes. Some churches claim that a faithless soul may still be found by an unknown power. Others use the fear of the wastes to force conversion. The basic danger is real, but mortal institutions often claim more certainty than they possess.&lt;br /&gt;
&lt;br /&gt;
Someone rejected by one deity is not automatically faithless. The Warden must examine whether another valid pledge exists. A deity also cannot declare a loyal worshipper faithless simply to avoid responsibility for them.&lt;br /&gt;
&lt;br /&gt;
== Fallen and dead gods ==&lt;br /&gt;
&lt;br /&gt;
When a deity falls, disappears or dies, its claimed souls do not immediately enter the cosmic wastes. They remain in the custody of Death while the claim is resolved.&lt;br /&gt;
&lt;br /&gt;
Several outcomes are possible:&lt;br /&gt;
&lt;br /&gt;
* a successor inherits the deity&#039;s domain and accepts its souls;&lt;br /&gt;
* another deity accepts the souls through an old alliance or shared faith;&lt;br /&gt;
* the fallen deity survives in a weakened form and keeps its claim;&lt;br /&gt;
* the souls remain in Death&#039;s protection until the dispute ends;&lt;br /&gt;
* an individual soul chooses a different valid bond when one genuinely existed during life.&lt;br /&gt;
&lt;br /&gt;
No outside power may simply take the abandoned souls. This rule became especially important after the fall of Gorgorath.&lt;br /&gt;
&lt;br /&gt;
== Undeath and necromancy ==&lt;br /&gt;
&lt;br /&gt;
The Pact distinguishes between moving a corpse and imprisoning a soul.&lt;br /&gt;
&lt;br /&gt;
An empty body may be animated without returning its original soul. This is still necromancy and may be illegal, dangerous or religiously forbidden, but it is not resurrection. The moving corpse is not the person who died.&lt;br /&gt;
&lt;br /&gt;
Intelligent undeath usually requires a soul, a fragment of one or another conscious essence to remain attached to the mortal world. If the soul freely chose this condition and retained a valid divine bond, the case is complicated but not automatically a breach of the Pact. If the soul was trapped, divided, consumed or forced to remain, the act directly violates the order of death.&lt;br /&gt;
&lt;br /&gt;
Vampires, liches, ghosts and other intelligent undead should therefore not all be treated as one identical condition. Their individual articles must state whether the original soul remains, whether it consented and what power prevents it from passing into Death&#039;s custody.&lt;br /&gt;
&lt;br /&gt;
Destroying an undead body does not always destroy the soul. When the binding is broken, a surviving soul should continue its passage to Death unless another force captures it.&lt;br /&gt;
&lt;br /&gt;
== Reincarnation, possession and copies ==&lt;br /&gt;
&lt;br /&gt;
Reincarnation counts as resurrection when the original soul enters a new mortal body. It requires the same pledge, claim and consent.&lt;br /&gt;
&lt;br /&gt;
Possession is not resurrection because the living or dead soul occupies a body which is not properly its own. It may violate other divine laws and becomes a breach of the Pact if another soul is displaced, trapped or destroyed.&lt;br /&gt;
&lt;br /&gt;
Magic which creates a perfect copy of a dead person&#039;s memories does not necessarily return the soul. Unless the original soul crossed from Death, the copy is a new being. Churches and courts often disagree over the legal identity of such a creation.&lt;br /&gt;
&lt;br /&gt;
== Planar bargains and stolen souls ==&lt;br /&gt;
&lt;br /&gt;
Fiends, demons, fey and other planar powers may bargain for service, memory, emotion or a future soul. A freely accepted bargain can create a competing claim, but it does not automatically overrule the Divine Pact.&lt;br /&gt;
&lt;br /&gt;
The Warden examines whether the bargain was informed, whether the being had authority to make it and whether fraud or compulsion was involved. A planar lord cannot lawfully enter the land of Death and seize any soul it desires. This does not prevent such beings from attempting to corrupt, trap or consume a soul before it reaches Death.&lt;br /&gt;
&lt;br /&gt;
Soul prisons are therefore among the most serious forms of forbidden magic. They deny the Warden custody and prevent every valid deity from making a claim.&lt;br /&gt;
&lt;br /&gt;
== Limits of resurrection ==&lt;br /&gt;
&lt;br /&gt;
The Pact permits resurrection, but it does not make it easy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Question&lt;br /&gt;
! Rule&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the person worship a deity?&#039;&#039;&#039;&lt;br /&gt;
| Yes. A genuine pledge is required. The faithless cannot use resurrection as a way around their lack of a divine bond.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Must the soul agree?&#039;&#039;&#039;&lt;br /&gt;
| Yes, on every occasion. Consent given during life is not enough by itself.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can another god return the soul?&#039;&#039;&#039;&lt;br /&gt;
| Only if that god possesses a valid claim accepted by Death. Power alone does not create the claim.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can resurrection be forced?&#039;&#039;&#039;&lt;br /&gt;
| No. A ritual which appears to force it has either created a copy, bound something other than the intended soul or violated cosmic law.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed time limit?&#039;&#039;&#039;&lt;br /&gt;
| The Pact sets no single number of days. Time makes return harder as the soul enters its patron&#039;s realm and changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Is there a fixed number of returns?&#039;&#039;&#039;&lt;br /&gt;
| No universal number is known. Each return still requires a valid claim and new consent, and repeated returns become increasingly rare.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Does the original body matter?&#039;&#039;&#039;&lt;br /&gt;
| Not to the Pact itself. It may matter greatly to the magic being used. Reincarnation proves that the same body is not always required.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can a god ignore the Pact?&#039;&#039;&#039;&lt;br /&gt;
| Not safely. Ordinary gods are bound by it. Elaria may stand above the Pact, but no accepted account proves that she has ever overruled it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Threnos ==&lt;br /&gt;
&lt;br /&gt;
Threnos is not opposed to every resurrection. He is opposed to treating the dead as property. His priests are commonly asked to witness resurrection rituals, identify false claims, investigate soul-binding and determine whether an undead creature still contains the person it once was.&lt;br /&gt;
&lt;br /&gt;
The church teaches three short principles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Every soul must reach Death.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every rightful claim must be honoured.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No dead person must be forced to return.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These principles make Threnos respected even by churches which fear him. They also bring his followers into conflict with necromancers, rulers who seek immortal servants, planar soul traders and religious institutions which claim more authority over their dead than the Pact gives them.&lt;br /&gt;
&lt;br /&gt;
== Matters still disputed ==&lt;br /&gt;
&lt;br /&gt;
The following questions are deliberately not resolved:&lt;br /&gt;
&lt;br /&gt;
* The exact appearance and geography of the land of Death.&lt;br /&gt;
* Whether a soul in the cosmic wastes can ever be recovered.&lt;br /&gt;
* The cause of Gorgorath&#039;s fall.&lt;br /&gt;
* Whether Gorgorath died, was imprisoned or lost only the office of Death.&lt;br /&gt;
* How long a soul can remain distinct inside a divine realm.&lt;br /&gt;
* Whether Elaria can override the Pact and whether she has ever done so.&lt;br /&gt;
* Whether the cosmic wastes are part of the Celestial Disarray.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Divine Pact of Souls]]&lt;br /&gt;
* [[Threnos]]&lt;br /&gt;
* [[Gorgorath]]&lt;br /&gt;
* [[Elaria]]&lt;br /&gt;
* [[Chronology of Erindal]]&lt;br /&gt;
* [[Undeath]]&lt;br /&gt;
* [[Cosmic wastes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic and Cosmology]]&lt;br /&gt;
[[Category:Souls Death and Afterlife]]&lt;br /&gt;
[[Category:Divine Law]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=713</id>
		<title>Amatsukini</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Amatsukini&amp;diff=713"/>
		<updated>2026-09-18T11:05:22Z</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;
Credit within Amatsukini is strongly influenced by clan relationships. Families may guarantee debts, introduce merchants to trusted partners or provide access to storage and transport through relatives and associates. This gives well-connected merchants advantages which clanless traders do not always possess.&lt;br /&gt;
&lt;br /&gt;
Hoshinowa merchants tend to operate more independently because many do not belong to strong clan networks. This gives them greater freedom in choosing partners, but fewer relatives to rely on if a contract fails or a debtor disappears.&lt;br /&gt;
&lt;br /&gt;
Most taxes are collected regionally by clans or local authorities. Part of that revenue supports shared roads, defence, Hoshinowa and the national fleet. The Star Council can impose wider 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=Drogan_Ironheart_III&amp;diff=712</id>
		<title>Drogan Ironheart III</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Drogan_Ironheart_III&amp;diff=712"/>
		<updated>2026-09-18T11:03:28Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character styles}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Drogan Ironheart III page-local colour palette. Character-specific colours stay here, not in MediaWiki:Common.css. --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-page wiki-page--character wiki-page--drogan&amp;quot; style=&amp;quot;--wiki-accent:#34637c;--wiki-accent-light:#83a7b9;--wiki-deep:#142934;--wiki-paper:#f3efe6;--wiki-paper-alt:#e2d9cb;--wiki-ink:#26292a;--wiki-muted:#687278;--wiki-line:rgba(52,79,91,0.24);&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Drogan Ironheart III - Council.jpg|1600px|class=wiki-hero__image|alt=Emperor Drogan Ironheart III studying road and aqueduct plans with his council]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-hero__eyebrow&amp;quot;&amp;gt;Emperor of Kurn Daruhm&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-hero__title&amp;quot;&amp;gt;Drogan Ironheart III&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-hero__subtitle&amp;quot;&amp;gt;A ruler who measures strength in what the realm can keep working&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;wiki-article-layout&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-article-layout__rail&amp;quot;&amp;gt;&lt;br /&gt;
{{Character record&lt;br /&gt;
| name = Imperial Record&lt;br /&gt;
| image = Drogan Ironheart III.jpg&lt;br /&gt;
| image_alt = Formal portrait of Drogan Ironheart III beside architectural plans&lt;br /&gt;
| full_name = Drogan Ironheart III of House Ironheart&lt;br /&gt;
| titles = Emperor of Kurn Daruhm, Protector of the Imperial Roads and Lord of Mal Darum&lt;br /&gt;
| species = Forge dwarf&lt;br /&gt;
| nationality = [[Empire of Kurn Daruhm|Kurnish]]&lt;br /&gt;
| position = Reigning emperor&lt;br /&gt;
| house = [[House Ironheart]]&lt;br /&gt;
| residence = Imperial Citadel, [[Mal Darum]]&lt;br /&gt;
| affiliations = Imperial Court, [[Council of Dwarves]]&lt;br /&gt;
| faith = [[Flameforged]], principally [[Durgadd Fireblessed]]&lt;br /&gt;
| status = Living&lt;br /&gt;
| born = c. 4118 AHF&lt;br /&gt;
| known_for = Roads, aqueducts, public education, archival reform and cautious diplomacy&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-article-layout__main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drogan Ironheart III&#039;&#039;&#039; is the reigning emperor of the [[Empire of Kurn Daruhm]] and the head of [[House Ironheart]]. His reign is associated with road building, aqueduct repair, public schools, archival work and a cautious foreign policy. Drogan prefers negotiation, preparation and long investment over the rapid conquest expected by the most aggressive members of the army.&lt;br /&gt;
&lt;br /&gt;
This caution does not make him weak or peaceful in every matter. He has used imperial authority to force governors to open records, remove tolls from essential roads and surrender local control of failing waterworks. He is willing to send soldiers when he believes the danger is understood and the campaign can be supplied. What he refuses is a war begun because victory looks easy on a map.&lt;br /&gt;
&lt;br /&gt;
Drogan is therefore respected by engineers, teachers, merchants and many common settlements, but criticised by generals who believe Kurn Daruhm has become too careful. His argument with those generals defines much of present imperial politics.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-index&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-index__heading&amp;quot;&amp;gt;Guide to Drogan Ironheart III&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wiki-index__grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Appearance|&amp;lt;span&amp;gt;Appearance&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;The emperor at court and in public&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Personality|&amp;lt;span&amp;gt;Character&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Patient, exacting and stubborn&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Early Life|&amp;lt;span&amp;gt;Origins&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;An heir educated beyond the palace&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Accession and Reign|&amp;lt;span&amp;gt;Reign&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;The programme of repair&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Government and Policy|&amp;lt;span&amp;gt;Policy&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Roads, schools and records&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#The Forgotten Kingdom Question|&amp;lt;span&amp;gt;Conflict&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Why Drogan refuses invasion&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Court and Opposition|&amp;lt;span&amp;gt;Court&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Ministers, clans and generals&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Faith and Personal Beliefs|&amp;lt;span&amp;gt;Faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Durgadd as builder and founder&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Reputation and Possible Legacy|&amp;lt;span&amp;gt;Legacy&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Reformer or emperor of delay&amp;lt;/strong&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;
__TOC__&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;wiki-page__body&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names and Titles ==&lt;br /&gt;
&lt;br /&gt;
Drogan bears the name of earlier rulers of House Ironheart. The numeral is used in imperial records to separate him from Drogan Ironheart I and II, but ordinary speech commonly shortens his name to Emperor Drogan or simply the Ironheart. He does not encourage grand personal titles and rarely adds new ones after a victory or public project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protector of the Imperial Roads&#039;&#039;&#039; was once a ceremonial title. Under Drogan it became a description of policy. He personally chairs the yearly review which determines which bridges, passes and aqueducts receive imperial labour. Provincial rulers sometimes mock this attention to stonework until their own petitions reach the list.&lt;br /&gt;
&lt;br /&gt;
The title &#039;&#039;&#039;Lord of Mal Darum&#039;&#039;&#039; confirms his authority in the capital, although he avoids presenting the city as the property of House Ironheart. Like Durgadd before him, Drogan argues that the capital must belong to the realm before it belongs to the family which currently governs it.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Drogan is a broad Forge dwarf with dark hair, a heavy brown-black beard and a face marked more by age and sleepless work than by battle. His beard is carefully braided for court, but he wears fewer metal rings than fashion expects from an emperor. The rings he does wear mark his house, office and completed public works rather than defeated enemies.&lt;br /&gt;
&lt;br /&gt;
At formal ceremonies he wears dark blue robes over chain and engraved black plate. His circlet is old and deliberately narrow. The imperial crown exists, but Drogan reserves it for coronations, funerals of rulers and the opening of the Council of Dwarves. He dislikes spending an entire day dressed as an object which cannot turn its head.&lt;br /&gt;
&lt;br /&gt;
Outside ceremony, he is often seen in a heavy wool coat with rolled plans, measuring cords or report folders under one arm. This image has become part of imperial art. Supporters show him standing over a bridge model while critics draw him measuring a road as enemies approach behind him.&lt;br /&gt;
&lt;br /&gt;
Drogan walks with a slight stiffness after long travel. Court gossip attributes it to an old injury, but no confirmed account explains how he received it. He is capable with hammer and sword but no longer presents himself as a champion. His authority in a council chamber comes from attention rather than physical display.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Drogan is patient in discussion and difficult to move after he has reached a conclusion. He asks short questions, remembers incomplete answers and often returns to a minor detail days later. Ministers who mistake silence for agreement discover that he was waiting for the next report.&lt;br /&gt;
&lt;br /&gt;
He has little interest in courtly spectacle. This makes him easier to approach than some rulers but not necessarily warmer. Drogan listens carefully to a mason, teacher or village elder when they speak about work they understand. He is far less patient with people who use elaborate language to avoid a direct answer.&lt;br /&gt;
&lt;br /&gt;
His strongest quality is the ability to treat government as connected labour. A school cannot operate if the road closes in winter, a road cannot be repaired without local stone and taxes cannot be collected from a province whose aqueduct has failed. Drogan sees these relationships quickly and expects his council to do the same.&lt;br /&gt;
&lt;br /&gt;
His greatest weakness grows from the same habit. He can continue asking for information after a decision has become urgent. Opponents accuse him of using preparation as a shelter from risk. Even allies admit that he sometimes trusts another report more than the judgment of the person already standing at the danger.&lt;br /&gt;
&lt;br /&gt;
Drogan is not easily insulted, but he does not forget deliberate dishonesty. A minister who admits an expensive failure may survive. One who alters a figure to make the failure look smaller is unlikely to return to office.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
Drogan was born into House Ironheart with the expectation that he would hold high office, although succession was not treated as certain during his youth. Imperial heirs receive military, legal and religious instruction, but Drogan&#039;s education was unusually broad. He spent time with road surveyors, treasury clerks and archivists as well as officers.&lt;br /&gt;
&lt;br /&gt;
Later supporters describe this as proof that he was always destined to reform the empire. The reality was less orderly. Several assignments were intended as punishment for arguing with tutors or questioning ceremonial expenses. Drogan discovered that engineers and record keepers could explain why a decision failed more clearly than nobles who had approved it.&lt;br /&gt;
&lt;br /&gt;
As a young imperial representative, he travelled through provinces affected by the long recovery from the Ash Winter. He found granaries which existed in official records but not in stone, bridges repaired only on paper and local schools dependent on a single aging priest. These journeys shaped his distrust of reports produced by the same officials whose work they praised.&lt;br /&gt;
&lt;br /&gt;
Drogan also served with imperial forces, though he was never the empire&#039;s most gifted field commander. He became known for supply, negotiation and the organisation of winter quarters. A campaign which avoided starvation impressed him more than one which produced a famous charge and required three years of debt afterward.&lt;br /&gt;
&lt;br /&gt;
== Accession and Reign ==&lt;br /&gt;
&lt;br /&gt;
Drogan inherited an empire which remained powerful but uneven. Mal Darum and the largest cities could build great works, while remote settlements depended on roads older than their grandfathers. Provincial governors collected different tolls, archives used incompatible records and some districts had not been inspected by the capital in decades.&lt;br /&gt;
&lt;br /&gt;
His first years were not a dramatic transformation. Drogan ordered surveys, replaced several corrupt road officials and redirected ceremonial funds toward repair. Critics called the work too small for an emperor. The effect became visible only when connected routes began shortening travel between the western ports, central plains and mountain cities.&lt;br /&gt;
&lt;br /&gt;
The reign is often called the &#039;&#039;&#039;Programme of Repair&#039;&#039;&#039;, though the palace does not use the phrase officially. It includes roads, aqueducts, bridge standards, school grants, copied archives and new rules for provincial accounts. Drogan argues that the empire already possesses enough impressive ruins. His concern is whether present structures still carry water.&lt;br /&gt;
&lt;br /&gt;
He has also pursued diplomacy with neighbouring states and trade authorities. Agreements negotiated during his reign usually concern practical matters: river access, safe conduct for merchants, shared maintenance of border roads and the return of fugitives. They lack the glory of territorial treaties but are harder for local officials to ignore.&lt;br /&gt;
&lt;br /&gt;
== Government and Policy ==&lt;br /&gt;
&lt;br /&gt;
=== Roads and bridges ===&lt;br /&gt;
&lt;br /&gt;
Drogan treats the road network as a form of imperial authority. A law which cannot reach a settlement and a settlement which cannot send a petition are only partly inside the state. His government established common measures for bridge width, stone quality and winter storage. Provinces remain responsible for ordinary maintenance, while the capital funds routes important to several regions.&lt;br /&gt;
&lt;br /&gt;
The policy has reduced some local tolls and angered governors who used them as private income. Drogan allows tolls which maintain a specific crossing but requires the accounts to be public. A gate which collects money and repairs nothing may be removed by imperial order.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts and water ===&lt;br /&gt;
&lt;br /&gt;
Aqueduct work began after inspections found serious faults hidden beneath ceremonial repairs. Drogan created mixed teams of local workers and imperial engineers so that a province would not become dependent on experts from the capital. Covered reservoirs and protected wells are also part of the programme, a lesson carried from the Ash Winter and later contamination crises.&lt;br /&gt;
&lt;br /&gt;
=== Schools and literacy ===&lt;br /&gt;
&lt;br /&gt;
Public education under Drogan is practical and limited rather than universal in the modern sense. Grants support reading, basic mathematics, measures, contracts and civic records. Schools are usually attached to temples, guild halls or provincial offices, but the curriculum is inspected by secular clerks as well as priests.&lt;br /&gt;
&lt;br /&gt;
The programme has religious support from many Hearth dwarf communities and from priests who regard useful knowledge as part of public duty. Some nobles oppose it because literate tenants question debts, boundaries and old exemptions. Drogan considers this an argument in favour of the schools.&lt;br /&gt;
&lt;br /&gt;
=== Archives and historical work ===&lt;br /&gt;
&lt;br /&gt;
Drogan funds the copying of damaged records, survey of ruins and comparison of contradictory clan histories. He is not trying to produce one flattering version of the past. His policy requires a copy to preserve disagreement instead of silently replacing it.&lt;br /&gt;
&lt;br /&gt;
This has created conflict with clans whose authority depends on a particular account of an old grant or victory. The imperial archive now marks uncertain records by source and date. Drogan has said in council that an honest uncertainty is more useful than a perfect lie, though the exact wording varies between copies.&lt;br /&gt;
&lt;br /&gt;
== The Forgotten Kingdom Question ==&lt;br /&gt;
&lt;br /&gt;
The most serious criticism of Drogan concerns the [[Forgotten Kingdom]]. Generals including [[Thrain Ironhand]] argue that the empire should seize the ruined territory, secure its mountain approaches and remove the threat before another power enters it. They present the campaign as both defensive necessity and the recovery of valuable land.&lt;br /&gt;
&lt;br /&gt;
Drogan has refused a full invasion. Smaller expeditions receive money, escorts and scholars, but their purpose is reconnaissance, rescue and the recovery of reliable information. Reports from the region describe unstable winter conditions, undead forces, necromancers and settlements whose loyalties are unknown. Drogan considers a large army entering that territory without secure supply roads an invitation to disaster.&lt;br /&gt;
&lt;br /&gt;
His opponents interpret the policy as fear. Drogan answers that a ruler who sends thousands of soldiers into a winter he does not understand is not brave on their behalf. He has ordered plans for fortified depots and retreat routes, which suggests he has not rejected war forever. He has rejected the assumption that Kurn Daruhm can win simply because it is larger than the ruins on a map.&lt;br /&gt;
&lt;br /&gt;
The debate affects every part of the court. Merchants want access to lost routes, priests speak of dangerous remains, mountain clans fear being the first attacked and engineers warn that a single destroyed pass could isolate an army. No decision will satisfy all of them.&lt;br /&gt;
&lt;br /&gt;
== Court and Opposition ==&lt;br /&gt;
&lt;br /&gt;
Drogan&#039;s court is divided less by formal parties than by overlapping interests. Engineers, archivists, school advocates and many western merchants support the Programme of Repair. Military families, expansionist priests and governors threatened by central inspection form much of the opposition. Individual dwarves move between these groups depending on the issue.&lt;br /&gt;
&lt;br /&gt;
[[Thrain Ironhand]] is the clearest military critic. He argues that infrastructure without aggressive defence only builds better roads for an invader. Drogan respects his experience and continues to hear him in council, which prevents the disagreement from becoming a simple purge. Their arguments are famous enough that copied versions circulate in taverns, usually with better insults than either dwarf actually used.&lt;br /&gt;
&lt;br /&gt;
The [[Council of Dwarves]] supports much of Drogan&#039;s domestic programme but resists attempts to make provincial records answer directly to the throne. Some councillors fear corruption; others fear that a future emperor will use the same records for control. Drogan has accepted independent audit panels in exchange for consistent accounts.&lt;br /&gt;
&lt;br /&gt;
He relies heavily on officials who can contradict him without turning disagreement into theatre. This preference produces capable ministers but can also make the palace seem closed to people who do not understand its procedures.&lt;br /&gt;
&lt;br /&gt;
== Faith and Personal Beliefs ==&lt;br /&gt;
&lt;br /&gt;
Drogan worships [[Durgadd Fireblessed]] as founder, builder and protector more strongly than as conqueror. He attends the major imperial rites and has funded forge temples beside public workshops, but he does not present every policy as a divine command.&lt;br /&gt;
&lt;br /&gt;
Martial priests of Durgadd often consider him too cautious. Builder-priests answer that roads, aqueducts and schools are exactly the kind of enduring work the god requires. Drogan does not attempt to resolve the theological argument because it is politically useful and because he appears to believe both sides contain part of the truth.&lt;br /&gt;
&lt;br /&gt;
His private devotions are simple. Before approving a major project, he is said to place an iron nail or rivet on a small anvil in the palace chapel. The object is later used in the first bridge, gate or water channel completed under that order. Whether every project follows this custom is uncertain.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
Drogan&#039;s relationship with the Council is based on frustration and dependence. He needs the clans represented there to carry out policy, while they need the imperial treasury and road network. He is willing to compromise on method more often than on the requirement that results be recorded.&lt;br /&gt;
&lt;br /&gt;
With Thrain Ironhand, respect survives beneath political opposition. Drogan trusts Thrain to describe the army honestly and distrusts the conclusions he draws from that description. Thrain considers Drogan personally brave and strategically overcareful.&lt;br /&gt;
&lt;br /&gt;
Drogan maintains working relations with the major temples of Kurn Daruhm, especially those of Durgadd and [[Doramin]]. Priests of Doramin generally support consistent law and public accounts. Disputes arise when imperial inspectors demand access to temple property.&lt;br /&gt;
&lt;br /&gt;
Foreign rulers often find Drogan easier to negotiate with than to impress. He remembers the maintenance clause of a treaty longer than the feast at which it was signed.&lt;br /&gt;
&lt;br /&gt;
== Reputation and Possible Legacy ==&lt;br /&gt;
&lt;br /&gt;
To supporters, Drogan is the emperor who understood that a realm can decay while its banners remain bright. They credit him with making travel safer, preserving records which would have disappeared and placing useful learning within reach of settlements ignored by older courts.&lt;br /&gt;
&lt;br /&gt;
To critics, he is the emperor of delay. They argue that roads and archives will not matter if the empire misses its chance to secure the Forgotten Kingdom or allows hostile powers to grow along its borders. Some believe his reforms strengthen the throne at the expense of clan independence.&lt;br /&gt;
&lt;br /&gt;
Drogan&#039;s final legacy cannot yet be known. Many of his projects require decades to prove themselves. A bridge becomes important when it survives the flood, an archive when the original burns and a school when its students begin questioning the records placed before them. His reign has been built around those delayed results.&lt;br /&gt;
&lt;br /&gt;
== Depictions and Sayings ==&lt;br /&gt;
&lt;br /&gt;
Official portraits place Drogan beside plans, bridges or aqueduct channels rather than on a battlefield. The choice is deliberate and occasionally criticised as too modest for imperial art. Provincial works often add local details, causing the same emperor to appear beside several different bridges.&lt;br /&gt;
&lt;br /&gt;
Several sayings are attributed to him. The best known is, “A road keeps its promise every day.” The phrase is probably a shortened version of a council speech about maintenance. Another, “Bring me the cost of failure, not only the cost of repair,” appears in treasury copies close enough to his reign to be more credible.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Empire of Kurn Daruhm]]&lt;br /&gt;
* [[Mal Darum]]&lt;br /&gt;
* [[History of Kurn Daruhm]]&lt;br /&gt;
* [[Durgadd Fireblessed]]&lt;br /&gt;
* [[Council of Dwarves]]&lt;br /&gt;
* [[Forgotten Kingdom]]&lt;br /&gt;
* [[Thrain Ironhand]]&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;
[[Category:Characters]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Kurn Daruhm]]&lt;br /&gt;
[[Category:Rulers of Kurn Daruhm]]&lt;br /&gt;
[[Category:Living People]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Aelithia&amp;diff=711</id>
		<title>Aelithia</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Aelithia&amp;diff=711"/>
		<updated>2026-09-18T11:02:46Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Aelithia page-local colour palette. Keep deity-specific colours here, not in MediaWiki:Common.css. --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-page deity-page--aelithia&amp;quot; style=&amp;quot;--deity-accent:#9a7130; --deity-accent-light:#d9bd73; --deity-deep:#1d3041; --deity-deep-alt:#355064; --deity-paper:#f4f1e8; --deity-paper-alt:#e4dfd2; --deity-ink:#252a2c; --deity-muted:#66675f; --deity-line:rgba(49,65,72,0.25); --deity-link:#28556f; --deity-visual-bg:#e7e2d7; --deity-hero-text:#fffaf2; --deity-hero-kicker:#d9bd73; --deity-hero-subtitle:#e8e0cf; --deity-record-heading-text:#fff7ec;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;deity-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Aelithia.jpg|1600px|class=deity-hero__image|alt=Aelithia standing between a corrupt tribunal and the people seeking her protection]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero__eyebrow&amp;quot;&amp;gt;Ascended Goddess of Law and Protection&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero__title&amp;quot;&amp;gt;Aelithia&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero__subtitle&amp;quot;&amp;gt;Law must protect the innocent or be made just&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Deity record&lt;br /&gt;
| name = Divine Record&lt;br /&gt;
| appearance = Divine Appearance of Aelithia.jpg&lt;br /&gt;
| appearance_alt = Aelithia in silver and gold armour with her sword and shield&lt;br /&gt;
| symbol = Symbol of Aelithia.png&lt;br /&gt;
| symbol_alt = A silver shield, upright bastard sword and balanced golden scales&lt;br /&gt;
| divine_status = Ascended goddess&lt;br /&gt;
| titles = The Eternal Sentinel, Lady of the Just Shield, Keeper of Honest Law, The Unyielding Witness&lt;br /&gt;
| portfolio = Just law, protection of the innocent, truth, civic order and strength in service&lt;br /&gt;
| domains = Law, Protection, Might and Truth&lt;br /&gt;
| dogma = Law must be just, truth must be sought and strength must protect those who cannot protect themselves&lt;br /&gt;
| divine_character = Compassionate, disciplined, watchful and uncompromising toward corruption&lt;br /&gt;
| worshippers = Paladins, judges, advocates, guards, rulers, witnesses and the wrongfully accused&lt;br /&gt;
| clergy = Sentinel-priests, temple judges, oath-keepers and travelling advocates&lt;br /&gt;
| holy_symbol = A bastard sword behind a silver shield bearing balanced scales&lt;br /&gt;
| favoured_weapon = Bastard sword&lt;br /&gt;
| principal_temple = High Court of the Sentinel&lt;br /&gt;
| family = No recognised divine family; [[Vorin]] is her divine rival&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-article-layout__main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aelithia&#039;&#039;&#039; is the goddess of Law, Protection, Might and Truth. She is worshipped by paladins, judges, guards, advocates and people who use lawful authority to defend others. Her faith teaches that law is necessary for a healthy society, but a rule does not become just simply because a ruler wrote it. Unjust law must be challenged, changed and, when no honest remedy remains, resisted.&lt;br /&gt;
&lt;br /&gt;
Aelithia appears as a tall elven woman in silver armour with gold filigree, carrying a bastard sword and shield. Her strength is shown as controlled and defensive. She stands before the person in danger and offers surrender before she strikes. This restraint is not weakness. Her followers are expected to fight when delay would allow serious harm to continue.&lt;br /&gt;
&lt;br /&gt;
She was once a mortal elven noble, jurist and warrior. Aelithia exposed corruption, defended communities and was eventually killed during an attack arranged by the thief-lord [[Vorin]]. The previous deity of Law and Protection had also been murdered, leaving the divine mantle without a living bearer. Aelithia inherited that responsibility during her final struggle and rose as a true goddess. Vorin escaped mortal death through a different ascension and became her divine rival.&lt;br /&gt;
&lt;br /&gt;
The faith remembers Aelithia as compassionate but uncompromising. She protects the weak, seeks truth and accepts that law sometimes requires force. It also teaches that anyone who carries a sword in the name of justice must accept stricter judgment than the people they command.&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;deity-index&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-index__heading&amp;quot;&amp;gt;Guide to Aelithia&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-index__grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Names and Titles|&amp;lt;span&amp;gt;Identity&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Sentinel, judge and shield&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Appearance|&amp;lt;span&amp;gt;Form&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Mortal and divine appearance&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Holy Symbol|&amp;lt;span&amp;gt;Symbol&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Sword, shield and scales&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Mortal Life|&amp;lt;span&amp;gt;History&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;The jurist who fought her own class&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Ascension and Vorin|&amp;lt;span&amp;gt;Ascension&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;A murdered mantle and two new gods&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Dogma|&amp;lt;span&amp;gt;Dogma&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Justice must protect&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Church and Clergy|&amp;lt;span&amp;gt;Church&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Judges, paladins and advocates&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Worship and Rites|&amp;lt;span&amp;gt;Practice&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Oaths, hearings and defence&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Relations|&amp;lt;span&amp;gt;Relations&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Galenar, Vorin and the Holy Flame&amp;lt;/strong&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;
__TOC__&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;deity-page__body&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names and Titles ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eternal Sentinel&#039;&#039;&#039; is Aelithia&#039;s most common title. Eternal does not mean that she existed before mortal history. It describes the watch she accepted after her ascension, a duty which does not end because a court closes or a ruler declares a case settled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady of the Just Shield&#039;&#039;&#039; is used by paladins and guards. The title places the shield before the sword. Protection gives lawful force its purpose, and a warrior who enjoys punishment more than defence is told to remember which object appears in front on the holy symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keeper of Honest Law&#039;&#039;&#039; is common among judges, scribes and advocates. Aelithia is not the keeper of every decree. She preserves the idea that law should be known, applied consistently and open to correction. Secret law and rules invented after an accusation are considered offences against her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Unyielding Witness&#039;&#039;&#039; appears in prayers spoken before testimony. It refers both to her devotion to truth and to her willingness to remain present when powerful people would prefer that everyone look away.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
=== Mortal appearance ===&lt;br /&gt;
&lt;br /&gt;
Mortal depictions show Aelithia as a tall elven woman with long golden hair and blue eyes. She wore the armour of a noble guard but often removed its ceremonial cloak while travelling. Her surviving legal seals depict a shield, a straight line and an open hand, suggesting that the modern scales were added after her ascension.&lt;br /&gt;
&lt;br /&gt;
She is frequently shown with ink on one gauntlet or a bundle of petitions beneath one arm. These details distinguish the jurist from later portraits which present only a flawless warrior. Aelithia fought, but much of her mortal work involved hearings, records and convincing frightened witnesses that they could speak safely.&lt;br /&gt;
&lt;br /&gt;
No portrait confirmed from her lifetime survives. Noble houses which later claimed her friendship produced several incompatible images. Temple historians rely more heavily on written descriptions from guards, petitioners and rivals.&lt;br /&gt;
&lt;br /&gt;
=== Divine appearance ===&lt;br /&gt;
&lt;br /&gt;
Aelithia&#039;s divine form retains her elven appearance. She wears silver plate marked with restrained gold filigree, holds a bastard sword and carries a shield. The armour is bright but not untouched. Witnesses sometimes see scratches appear across it when a person under her protection is harmed.&lt;br /&gt;
&lt;br /&gt;
Her eyes are described as clear blue or as the colour of daylight through ice. She rarely appears with obvious supernatural fire or wings. The most common sign of her presence is an unnatural clarity: spoken words are easier to remember, concealed doors cast honest shadows and people become aware of the exact promise they made.&lt;br /&gt;
&lt;br /&gt;
When Aelithia comes as a judge, her sword remains sheathed and the scales on her shield move. When she comes as a protector, the shield grows large enough to cover everyone behind it. In battle, she offers one clear chance to surrender. Temple art considers it disrespectful to show that offer as uncertainty.&lt;br /&gt;
&lt;br /&gt;
== Holy Symbol ==&lt;br /&gt;
&lt;br /&gt;
Aelithia&#039;s symbol is a bastard sword set upright behind a silver or white shield. Balanced scales are displayed on the shield. The sword represents the force required to enforce just law, the shield represents the people protected by it and the scales represent judgment which considers evidence before rank.&lt;br /&gt;
&lt;br /&gt;
The sword is not shown piercing the shield. Lawful force must support protection rather than destroy it. Some military orders simplify the design to a sword and shield, while courts often display only the scales. Temples prefer the full form.&lt;br /&gt;
&lt;br /&gt;
Silver, white enamel and gold are the traditional materials. A poor worshipper may draw the symbol in chalk or wear a simple iron scale. The church teaches that an expensive emblem carried by a corrupt judge has less sacred value than a straight mark cut by an honest witness.&lt;br /&gt;
&lt;br /&gt;
Cracked scales are used during services for a failed court. The symbol is repaired publicly after the judgment is corrected or the victims are compensated. It is not enough to hide the crack beneath new paint.&lt;br /&gt;
&lt;br /&gt;
== Mortal Life ==&lt;br /&gt;
&lt;br /&gt;
Aelithia was born into an elven noble house whose position gave her access to law, military training and political influence. Early temple stories describe her family as either entirely honourable or entirely corrupt, but surviving accounts suggest a more ordinary house which benefited from unjust traditions while considering itself respectable.&lt;br /&gt;
&lt;br /&gt;
She first served as a legal adviser and officer responsible for the protection of petitioners. Aelithia became known for reading property records and tax agreements which other nobles treated as beneath them. Several of her earliest disputes concerned families removed from land through contracts they could not read.&lt;br /&gt;
&lt;br /&gt;
Her work brought her into conflict with merchants, officials and members of her own class. Aelithia did not reject noble authority by itself. She argued that greater authority created greater responsibility and that inherited privilege could not excuse deliberate harm. This distinction won her allies among reformers and enemies among people who preferred criticism to remain abstract.&lt;br /&gt;
&lt;br /&gt;
She later led armed protection for witnesses and settlements threatened after bringing accusations against powerful figures. These campaigns shaped the modern image of Aelithia. She used force when hearings were attacked, but she also insisted that prisoners be returned alive when a fair court was available.&lt;br /&gt;
&lt;br /&gt;
The thief-lord [[Vorin]] became one of her principal enemies. Vorin did not operate only as a common bandit. His network stole evidence, altered records, bribed officials and made truth appear too expensive to pursue. Aelithia dismantled several parts of the network and exposed noble patrons who had used it against rivals.&lt;br /&gt;
&lt;br /&gt;
== Ascension and Vorin ==&lt;br /&gt;
&lt;br /&gt;
The god who previously carried the mantle of Law and Protection was murdered during a wider divine conflict. The exact killer remains disputed, and most churches separate that crime from Vorin&#039;s mortal conspiracy. What matters is that the responsibilities of the mantle remained without a stable bearer.&lt;br /&gt;
&lt;br /&gt;
Vorin arranged Aelithia&#039;s final ambush after she obtained records capable of exposing his surviving patrons. She and her escort were attacked while moving the evidence to a protected court. Aelithia was mortally wounded but continued fighting long enough for witnesses and records to escape.&lt;br /&gt;
&lt;br /&gt;
Temple accounts state that the unclaimed mantle answered her at the moment when she chose to defend others instead of preserving her own life. Law, Protection, Might and Truth gathered around a mortal decision which already expressed them. Aelithia rose, defeated the remaining attackers and found that Vorin had also crossed into divinity through the power, secrets and fear gathered by his network.&lt;br /&gt;
&lt;br /&gt;
The two ascensions are deliberately contrasted. Aelithia inherited responsibility by accepting its cost. Vorin seized opportunity by ensuring that others paid his cost. Their rivalry is not only between law and theft. It is between truth which can be examined and control maintained by uncertainty.&lt;br /&gt;
&lt;br /&gt;
Aelithia did not erase every corrupt law or reveal every secret after becoming a goddess. Her ascension gave her divine power, but it did not make every mortal law or government hers to command. Her influence instead works through clergy, revelation, protection and the courage of people willing to act.&lt;br /&gt;
&lt;br /&gt;
== Portfolio and Divine Nature ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;&#039;&#039; under Aelithia is a public agreement about duties, rights and consequences. A law should be knowable before it is broken, applied without secret exceptions and capable of correction. Tradition may carry wisdom, but age alone does not make a harmful rule just.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection&#039;&#039;&#039; is the purpose which limits the other domains. A court protects people from private violence, a wall protects a city and a shield protects the person behind it. Protection which becomes permanent control can violate Aelithia as surely as open neglect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Might&#039;&#039;&#039; gives law the ability to act. A judgment without anyone willing to enforce it may become a request ignored by the powerful. Aelithia therefore values training, courage and force, but requires those who possess them to accept stricter discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truth&#039;&#039;&#039; allows judgment to distinguish guilt from accusation. Her church does not require every fact to be spoken to every person. A witness can be hidden, a military route can remain secret and private grief need not become public property. Direct lies presented as evidence or law are treated with particular hatred.&lt;br /&gt;
&lt;br /&gt;
== Dogma ==&lt;br /&gt;
&lt;br /&gt;
Aelithia&#039;s followers believe that justice and order are necessary for people to live without being ruled by whoever is strongest nearby. They support clear law, fair hearings and institutions capable of protecting the innocent. They are not taught to obey every authority without thought. A ruler who destroys the purpose of law cannot use the language of order as a defence.&lt;br /&gt;
&lt;br /&gt;
The law should apply equally, but equality does not always mean identical treatment. A child, prisoner or injured person may require greater protection. A powerful official who abuses public trust may deserve a more serious consequence than a desperate person who caused the same material loss. Responsibility grows with the power a person chose to carry.&lt;br /&gt;
&lt;br /&gt;
Truth is essential to justice. Followers are expected to speak honestly in judgment, contracts and oaths. Withholding information can be lawful when revelation would endanger an innocent person or betray a rightful confidence. Lying to make a false accusation, protect corruption or manipulate a court is never accepted.&lt;br /&gt;
&lt;br /&gt;
Protecting the weak is not charity performed only when convenient. It is a duty. A guard cannot ignore violence because the victim is unpopular. A judge cannot make fair process available only to the wealthy. A ruler cannot demand loyalty from a settlement which receives no protection in return.&lt;br /&gt;
&lt;br /&gt;
Might must serve justice. Aelithia&#039;s paladins train to fight because some dangers cannot be persuaded to stop. They are expected to place themselves between the threat and the threatened, offer surrender when it can be accepted safely and use no more force than is required to end the danger.&lt;br /&gt;
&lt;br /&gt;
Finally, unjust law must be changed. Followers begin with petition, evidence, appeal and public argument. If these paths are deliberately closed and the harm continues, resistance may become a lawful duty in Aelithia&#039;s eyes. Such resistance still remains bound by protection of innocents and truth.&lt;br /&gt;
&lt;br /&gt;
== Teachings ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card-grid deity-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Stand before the blow&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Protection begins with presence. Do not demand courage from people while remaining safely behind them.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Hear before you judge&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;An accusation deserves attention, not automatic belief or dismissal. Test it without punishing the speaker for approaching power.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Write the law where it can be read&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A hidden rule is a trap. Duties and consequences must be known to the people expected to obey them.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Strength accepts scrutiny&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The guard, judge and ruler must answer more questions, not fewer, because their decisions can harm more people.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Truth is not cruelty&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Speak honestly, but do not use truth as an excuse to expose a victim or humiliate someone who has done no wrong.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Repair the unjust law&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Obedience is not holy when the law itself attacks the innocent. Change it first by lawful means and resist it when no honest means remain.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Church and Clergy ==&lt;br /&gt;
&lt;br /&gt;
Aelithia&#039;s church is organised around temples, courts and travelling service rather than one universal hierarchy. Large temples maintain legal archives, hearing chambers, secure rooms for witnesses and barracks for paladins. Small shrines are common beside city gates, court entrances and watch houses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentinel-priests&#039;&#039;&#039; lead worship and protection. Many train with armour and weapons, though not all are paladins. &#039;&#039;&#039;Temple judges&#039;&#039;&#039; hear disputes where secular courts request religious arbitration. &#039;&#039;&#039;Oath-keepers&#039;&#039;&#039; record contracts and testimony. &#039;&#039;&#039;Travelling advocates&#039;&#039;&#039; move between isolated settlements, helping people prepare petitions and understand laws written far from them.&lt;br /&gt;
&lt;br /&gt;
Clergy wear white, silver and muted gold. Armour is common but not required. A judge who cannot fight and a paladin who cannot read a law both serve incompletely, so temples encourage cooperation rather than expecting one person to master every duty.&lt;br /&gt;
&lt;br /&gt;
The church keeps records of judgments which were later overturned. These are studied openly in many temples. A court which never admits an error is considered less trustworthy than one which shows how correction occurs.&lt;br /&gt;
&lt;br /&gt;
== Paladins and the Order of the Holy Flame ==&lt;br /&gt;
&lt;br /&gt;
Aelithia sponsors several paladin traditions. The best known is the [[Order of the Holy Flame]], which also follows [[Galenar]]. Aelithia provides its duty of protection, lawful restraint and concern for truth. Galenar provides its refusal to allow proven guilt to disappear without consequence.&lt;br /&gt;
&lt;br /&gt;
Not every priest approves of the partnership. Some fear that revenge will enter the order through Galenar&#039;s teaching. Others argue that Aelithia&#039;s courts require an external force willing to pursue offenders who own the court itself. The order preserves the disagreement inside its Covenant rather than claiming it has been solved.&lt;br /&gt;
&lt;br /&gt;
== Worship and Rites ==&lt;br /&gt;
&lt;br /&gt;
Most prayers to Aelithia are spoken before duty rather than after victory. Guards touch a shield before taking watch, judges wash their hands before opening a hearing and advocates light a white lamp while preparing a difficult petition.&lt;br /&gt;
&lt;br /&gt;
=== Anointing of arms ===&lt;br /&gt;
&lt;br /&gt;
A weapon or shield used in public defence may be anointed with clean oil and a line of silver dust. The priest names whom the object is meant to protect. A weapon blessed only for personal glory is refused.&lt;br /&gt;
&lt;br /&gt;
=== Rite of Justice ===&lt;br /&gt;
&lt;br /&gt;
The Rite of Justice is performed before a major hearing. The scales are tested with standard weights, the law is read aloud and every judge states any personal interest in the case. The rite does not guarantee a correct decision. It removes common excuses for a dishonest one.&lt;br /&gt;
&lt;br /&gt;
=== Rite of Atonement ===&lt;br /&gt;
&lt;br /&gt;
A person seeking atonement must name the harm, hear what can be safely told by those harmed and accept a duty of repair. Prayer without restitution is considered incomplete. Where repair is impossible, the priest assigns service which protects others from similar harm.&lt;br /&gt;
&lt;br /&gt;
=== Battle rite ===&lt;br /&gt;
&lt;br /&gt;
Before battle, paladins form a shield line and name the people, road or settlement they are defending. The rite ends with an offer of surrender spoken loudly enough for the enemy to hear when circumstances permit it.&lt;br /&gt;
&lt;br /&gt;
== Holy Days ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Open Court&#039;&#039;&#039; is observed during Blossomtide. Temples offer hearings, document reading and legal advice without payment. Old judgments are reviewed, especially those involving people unable to appear the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Watch of Silver Lamps&#039;&#039;&#039; is held during Veilshade as nights lengthen. Lamps burn at gates, shelters and court houses while volunteers escort travellers and collect petitions from isolated districts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Day of the Broken Scale&#039;&#039;&#039; has no fixed date. A temple observes it after a serious injustice committed by its own clergy or court. Ordinary ceremony stops while the error is read publicly and plans for repair are recorded.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
[[Galenar]] is Aelithia&#039;s closest difficult ally. She agrees that serious wrongdoing requires consequence, while restraining his tendency to make retribution the centre of judgment. He considers her capable of extending procedure past the point where the guilty can escape. Their churches cooperate most often where corrupt power blocks ordinary law.&lt;br /&gt;
&lt;br /&gt;
[[Vorin]] is her principal divine rival. He rules through theft, secrecy, trickery and the manipulation of trust. Aelithia does not oppose every hidden act or every person who steals to survive. She opposes the use of uncertainty to make truth impossible and the creation of systems in which only the dishonest know the real rules.&lt;br /&gt;
&lt;br /&gt;
Aelithia generally respects [[Doramin]] as a lawgiver, although their traditions differ. Doramin&#039;s clergy often emphasises stable codes and institutional continuity. Aelithia&#039;s clergy places more direct weight on whether the law protects. Their disagreements concern revision, emergency authority and how much a judge may depart from a written rule.&lt;br /&gt;
&lt;br /&gt;
She values [[Durgadd Fireblessed]] as a protector and founder but distrusts conquest justified after the decision has already been made. His better priests accept that a realm strengthened by force acquires legal duties toward those it has taken under rule.&lt;br /&gt;
&lt;br /&gt;
== Depictions and Sacred Art ==&lt;br /&gt;
&lt;br /&gt;
Early mortal art shows Aelithia with petitions, armour and a practical cloak. Later divine art made her taller, cleaner and more distant. Modern temples increasingly restore the written records and witnesses to remind worshippers that law is work performed among people.&lt;br /&gt;
&lt;br /&gt;
Court statues normally show the sword sheathed. Gate and battlefield shrines show it drawn but lowered. A sword raised above a kneeling prisoner is rejected by most temples because it turns protection into domination.&lt;br /&gt;
&lt;br /&gt;
Her shield often contains small engraved lines representing laws amended after injustice. Wealthy temples once filled these with gold. Reforming priests prefer visible silver repairs, arguing that a corrected fault should not pretend it never existed.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Order of the Holy Flame]]&lt;br /&gt;
* [[Galenar]]&lt;br /&gt;
* [[Vorin]]&lt;br /&gt;
* [[Doramin]]&lt;br /&gt;
* [[Religion and Deities]]&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;
[[Category:Religion and Deities]]&lt;br /&gt;
[[Category:Deities]]&lt;br /&gt;
[[Category:Active Deities]]&lt;br /&gt;
[[Category:Elven Deities]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Aelithia&amp;diff=710</id>
		<title>Aelithia</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Aelithia&amp;diff=710"/>
		<updated>2026-09-18T11:02:35Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Aelithia page-local colour palette. Keep deity-specific colours here, not in MediaWiki:Common.css. --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-page deity-page--aelithia&amp;quot; style=&amp;quot;--deity-accent:#9a7130; --deity-accent-light:#d9bd73; --deity-deep:#1d3041; --deity-deep-alt:#355064; --deity-paper:#f4f1e8; --deity-paper-alt:#e4dfd2; --deity-ink:#252a2c; --deity-muted:#66675f; --deity-line:rgba(49,65,72,0.25); --deity-link:#28556f; --deity-visual-bg:#e7e2d7; --deity-hero-text:#fffaf2; --deity-hero-kicker:#d9bd73; --deity-hero-subtitle:#e8e0cf; --deity-record-heading-text:#fff7ec;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Aelithia.jpg|1600px|class=deity-hero__image|alt=Aelithia standing between a corrupt tribunal and the people seeking her protection]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero__eyebrow&amp;quot;&amp;gt;Ascended Goddess of Law and Protection&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero__title&amp;quot;&amp;gt;Aelithia&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-hero__subtitle&amp;quot;&amp;gt;Law must protect the innocent or be made just&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;deity-article-layout&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-article-layout__rail&amp;quot;&amp;gt;&lt;br /&gt;
{{Deity record&lt;br /&gt;
| name = Divine Record&lt;br /&gt;
| appearance = Divine Appearance of Aelithia.jpg&lt;br /&gt;
| appearance_alt = Aelithia in silver and gold armour with her sword and shield&lt;br /&gt;
| symbol = Symbol of Aelithia.png&lt;br /&gt;
| symbol_alt = A silver shield, upright bastard sword and balanced golden scales&lt;br /&gt;
| divine_status = Ascended goddess&lt;br /&gt;
| titles = The Eternal Sentinel, Lady of the Just Shield, Keeper of Honest Law, The Unyielding Witness&lt;br /&gt;
| portfolio = Just law, protection of the innocent, truth, civic order and strength in service&lt;br /&gt;
| domains = Law, Protection, Might and Truth&lt;br /&gt;
| dogma = Law must be just, truth must be sought and strength must protect those who cannot protect themselves&lt;br /&gt;
| divine_character = Compassionate, disciplined, watchful and uncompromising toward corruption&lt;br /&gt;
| worshippers = Paladins, judges, advocates, guards, rulers, witnesses and the wrongfully accused&lt;br /&gt;
| clergy = Sentinel-priests, temple judges, oath-keepers and travelling advocates&lt;br /&gt;
| holy_symbol = A bastard sword behind a silver shield bearing balanced scales&lt;br /&gt;
| favoured_weapon = Bastard sword&lt;br /&gt;
| principal_temple = High Court of the Sentinel&lt;br /&gt;
| family = No recognised divine family; [[Vorin]] is her divine rival&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-article-layout__main&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aelithia&#039;&#039;&#039; is the goddess of Law, Protection, Might and Truth. She is worshipped by paladins, judges, guards, advocates and people who use lawful authority to defend others. Her faith teaches that law is necessary for a healthy society, but a rule does not become just simply because a ruler wrote it. Unjust law must be challenged, changed and, when no honest remedy remains, resisted.&lt;br /&gt;
&lt;br /&gt;
Aelithia appears as a tall elven woman in silver armour with gold filigree, carrying a bastard sword and shield. Her strength is shown as controlled and defensive. She stands before the person in danger and offers surrender before she strikes. This restraint is not weakness. Her followers are expected to fight when delay would allow serious harm to continue.&lt;br /&gt;
&lt;br /&gt;
She was once a mortal elven noble, jurist and warrior. Aelithia exposed corruption, defended communities and was eventually killed during an attack arranged by the thief-lord [[Vorin]]. The previous deity of Law and Protection had also been murdered, leaving the divine mantle without a living bearer. Aelithia inherited that responsibility during her final struggle and rose as a true goddess. Vorin escaped mortal death through a different ascension and became her divine rival.&lt;br /&gt;
&lt;br /&gt;
The faith remembers Aelithia as compassionate but uncompromising. She protects the weak, seeks truth and accepts that law sometimes requires force. It also teaches that anyone who carries a sword in the name of justice must accept stricter judgment than the people they command.&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;deity-index&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-index__heading&amp;quot;&amp;gt;Guide to Aelithia&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-index__grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Names and Titles|&amp;lt;span&amp;gt;Identity&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Sentinel, judge and shield&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Appearance|&amp;lt;span&amp;gt;Form&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Mortal and divine appearance&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Holy Symbol|&amp;lt;span&amp;gt;Symbol&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Sword, shield and scales&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Mortal Life|&amp;lt;span&amp;gt;History&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;The jurist who fought her own class&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Ascension and Vorin|&amp;lt;span&amp;gt;Ascension&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;A murdered mantle and two new gods&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Dogma|&amp;lt;span&amp;gt;Dogma&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Justice must protect&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Church and Clergy|&amp;lt;span&amp;gt;Church&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Judges, paladins and advocates&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Worship and Rites|&amp;lt;span&amp;gt;Practice&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Oaths, hearings and defence&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Relations|&amp;lt;span&amp;gt;Relations&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Galenar, Vorin and the Holy Flame&amp;lt;/strong&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;
__TOC__&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;deity-page__body&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names and Titles ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eternal Sentinel&#039;&#039;&#039; is Aelithia&#039;s most common title. Eternal does not mean that she existed before mortal history. It describes the watch she accepted after her ascension, a duty which does not end because a court closes or a ruler declares a case settled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady of the Just Shield&#039;&#039;&#039; is used by paladins and guards. The title places the shield before the sword. Protection gives lawful force its purpose, and a warrior who enjoys punishment more than defence is told to remember which object appears in front on the holy symbol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keeper of Honest Law&#039;&#039;&#039; is common among judges, scribes and advocates. Aelithia is not the keeper of every decree. She preserves the idea that law should be known, applied consistently and open to correction. Secret law and rules invented after an accusation are considered offences against her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Unyielding Witness&#039;&#039;&#039; appears in prayers spoken before testimony. It refers both to her devotion to truth and to her willingness to remain present when powerful people would prefer that everyone look away.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
=== Mortal appearance ===&lt;br /&gt;
&lt;br /&gt;
Mortal depictions show Aelithia as a tall elven woman with long golden hair and blue eyes. She wore the armour of a noble guard but often removed its ceremonial cloak while travelling. Her surviving legal seals depict a shield, a straight line and an open hand, suggesting that the modern scales were added after her ascension.&lt;br /&gt;
&lt;br /&gt;
She is frequently shown with ink on one gauntlet or a bundle of petitions beneath one arm. These details distinguish the jurist from later portraits which present only a flawless warrior. Aelithia fought, but much of her mortal work involved hearings, records and convincing frightened witnesses that they could speak safely.&lt;br /&gt;
&lt;br /&gt;
No portrait confirmed from her lifetime survives. Noble houses which later claimed her friendship produced several incompatible images. Temple historians rely more heavily on written descriptions from guards, petitioners and rivals.&lt;br /&gt;
&lt;br /&gt;
=== Divine appearance ===&lt;br /&gt;
&lt;br /&gt;
Aelithia&#039;s divine form retains her elven appearance. She wears silver plate marked with restrained gold filigree, holds a bastard sword and carries a shield. The armour is bright but not untouched. Witnesses sometimes see scratches appear across it when a person under her protection is harmed.&lt;br /&gt;
&lt;br /&gt;
Her eyes are described as clear blue or as the colour of daylight through ice. She rarely appears with obvious supernatural fire or wings. The most common sign of her presence is an unnatural clarity: spoken words are easier to remember, concealed doors cast honest shadows and people become aware of the exact promise they made.&lt;br /&gt;
&lt;br /&gt;
When Aelithia comes as a judge, her sword remains sheathed and the scales on her shield move. When she comes as a protector, the shield grows large enough to cover everyone behind it. In battle, she offers one clear chance to surrender. Temple art considers it disrespectful to show that offer as uncertainty.&lt;br /&gt;
&lt;br /&gt;
== Holy Symbol ==&lt;br /&gt;
&lt;br /&gt;
Aelithia&#039;s symbol is a bastard sword set upright behind a silver or white shield. Balanced scales are displayed on the shield. The sword represents the force required to enforce just law, the shield represents the people protected by it and the scales represent judgment which considers evidence before rank.&lt;br /&gt;
&lt;br /&gt;
The sword is not shown piercing the shield. Lawful force must support protection rather than destroy it. Some military orders simplify the design to a sword and shield, while courts often display only the scales. Temples prefer the full form.&lt;br /&gt;
&lt;br /&gt;
Silver, white enamel and gold are the traditional materials. A poor worshipper may draw the symbol in chalk or wear a simple iron scale. The church teaches that an expensive emblem carried by a corrupt judge has less sacred value than a straight mark cut by an honest witness.&lt;br /&gt;
&lt;br /&gt;
Cracked scales are used during services for a failed court. The symbol is repaired publicly after the judgment is corrected or the victims are compensated. It is not enough to hide the crack beneath new paint.&lt;br /&gt;
&lt;br /&gt;
== Mortal Life ==&lt;br /&gt;
&lt;br /&gt;
Aelithia was born into an elven noble house whose position gave her access to law, military training and political influence. Early temple stories describe her family as either entirely honourable or entirely corrupt, but surviving accounts suggest a more ordinary house which benefited from unjust traditions while considering itself respectable.&lt;br /&gt;
&lt;br /&gt;
She first served as a legal adviser and officer responsible for the protection of petitioners. Aelithia became known for reading property records and tax agreements which other nobles treated as beneath them. Several of her earliest disputes concerned families removed from land through contracts they could not read.&lt;br /&gt;
&lt;br /&gt;
Her work brought her into conflict with merchants, officials and members of her own class. Aelithia did not reject noble authority by itself. She argued that greater authority created greater responsibility and that inherited privilege could not excuse deliberate harm. This distinction won her allies among reformers and enemies among people who preferred criticism to remain abstract.&lt;br /&gt;
&lt;br /&gt;
She later led armed protection for witnesses and settlements threatened after bringing accusations against powerful figures. These campaigns shaped the modern image of Aelithia. She used force when hearings were attacked, but she also insisted that prisoners be returned alive when a fair court was available.&lt;br /&gt;
&lt;br /&gt;
The thief-lord [[Vorin]] became one of her principal enemies. Vorin did not operate only as a common bandit. His network stole evidence, altered records, bribed officials and made truth appear too expensive to pursue. Aelithia dismantled several parts of the network and exposed noble patrons who had used it against rivals.&lt;br /&gt;
&lt;br /&gt;
== Ascension and Vorin ==&lt;br /&gt;
&lt;br /&gt;
The god who previously carried the mantle of Law and Protection was murdered during a wider divine conflict. The exact killer remains disputed, and most churches separate that crime from Vorin&#039;s mortal conspiracy. What matters is that the responsibilities of the mantle remained without a stable bearer.&lt;br /&gt;
&lt;br /&gt;
Vorin arranged Aelithia&#039;s final ambush after she obtained records capable of exposing his surviving patrons. She and her escort were attacked while moving the evidence to a protected court. Aelithia was mortally wounded but continued fighting long enough for witnesses and records to escape.&lt;br /&gt;
&lt;br /&gt;
Temple accounts state that the unclaimed mantle answered her at the moment when she chose to defend others instead of preserving her own life. Law, Protection, Might and Truth gathered around a mortal decision which already expressed them. Aelithia rose, defeated the remaining attackers and found that Vorin had also crossed into divinity through the power, secrets and fear gathered by his network.&lt;br /&gt;
&lt;br /&gt;
The two ascensions are deliberately contrasted. Aelithia inherited responsibility by accepting its cost. Vorin seized opportunity by ensuring that others paid his cost. Their rivalry is not only between law and theft. It is between truth which can be examined and control maintained by uncertainty.&lt;br /&gt;
&lt;br /&gt;
Aelithia did not erase every corrupt law or reveal every secret after becoming a goddess. Her ascension gave her divine power, but it did not make every mortal law or government hers to command. Her influence instead works through clergy, revelation, protection and the courage of people willing to act.&lt;br /&gt;
&lt;br /&gt;
DROGAN IRONHEART III — Character Record&lt;br /&gt;
&lt;br /&gt;
== Portfolio and Divine Nature ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;&#039;&#039; under Aelithia is a public agreement about duties, rights and consequences. A law should be knowable before it is broken, applied without secret exceptions and capable of correction. Tradition may carry wisdom, but age alone does not make a harmful rule just.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection&#039;&#039;&#039; is the purpose which limits the other domains. A court protects people from private violence, a wall protects a city and a shield protects the person behind it. Protection which becomes permanent control can violate Aelithia as surely as open neglect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Might&#039;&#039;&#039; gives law the ability to act. A judgment without anyone willing to enforce it may become a request ignored by the powerful. Aelithia therefore values training, courage and force, but requires those who possess them to accept stricter discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truth&#039;&#039;&#039; allows judgment to distinguish guilt from accusation. Her church does not require every fact to be spoken to every person. A witness can be hidden, a military route can remain secret and private grief need not become public property. Direct lies presented as evidence or law are treated with particular hatred.&lt;br /&gt;
&lt;br /&gt;
== Dogma ==&lt;br /&gt;
&lt;br /&gt;
Aelithia&#039;s followers believe that justice and order are necessary for people to live without being ruled by whoever is strongest nearby. They support clear law, fair hearings and institutions capable of protecting the innocent. They are not taught to obey every authority without thought. A ruler who destroys the purpose of law cannot use the language of order as a defence.&lt;br /&gt;
&lt;br /&gt;
The law should apply equally, but equality does not always mean identical treatment. A child, prisoner or injured person may require greater protection. A powerful official who abuses public trust may deserve a more serious consequence than a desperate person who caused the same material loss. Responsibility grows with the power a person chose to carry.&lt;br /&gt;
&lt;br /&gt;
Truth is essential to justice. Followers are expected to speak honestly in judgment, contracts and oaths. Withholding information can be lawful when revelation would endanger an innocent person or betray a rightful confidence. Lying to make a false accusation, protect corruption or manipulate a court is never accepted.&lt;br /&gt;
&lt;br /&gt;
Protecting the weak is not charity performed only when convenient. It is a duty. A guard cannot ignore violence because the victim is unpopular. A judge cannot make fair process available only to the wealthy. A ruler cannot demand loyalty from a settlement which receives no protection in return.&lt;br /&gt;
&lt;br /&gt;
Might must serve justice. Aelithia&#039;s paladins train to fight because some dangers cannot be persuaded to stop. They are expected to place themselves between the threat and the threatened, offer surrender when it can be accepted safely and use no more force than is required to end the danger.&lt;br /&gt;
&lt;br /&gt;
Finally, unjust law must be changed. Followers begin with petition, evidence, appeal and public argument. If these paths are deliberately closed and the harm continues, resistance may become a lawful duty in Aelithia&#039;s eyes. Such resistance still remains bound by protection of innocents and truth.&lt;br /&gt;
&lt;br /&gt;
== Teachings ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card-grid deity-card-grid--three&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Stand before the blow&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Protection begins with presence. Do not demand courage from people while remaining safely behind them.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Hear before you judge&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;An accusation deserves attention, not automatic belief or dismissal. Test it without punishing the speaker for approaching power.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Write the law where it can be read&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A hidden rule is a trap. Duties and consequences must be known to the people expected to obey them.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Strength accepts scrutiny&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The guard, judge and ruler must answer more questions, not fewer, because their decisions can harm more people.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Truth is not cruelty&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Speak honestly, but do not use truth as an excuse to expose a victim or humiliate someone who has done no wrong.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;deity-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Repair the unjust law&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Obedience is not holy when the law itself attacks the innocent. Change it first by lawful means and resist it when no honest means remain.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Church and Clergy ==&lt;br /&gt;
&lt;br /&gt;
Aelithia&#039;s church is organised around temples, courts and travelling service rather than one universal hierarchy. Large temples maintain legal archives, hearing chambers, secure rooms for witnesses and barracks for paladins. Small shrines are common beside city gates, court entrances and watch houses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentinel-priests&#039;&#039;&#039; lead worship and protection. Many train with armour and weapons, though not all are paladins. &#039;&#039;&#039;Temple judges&#039;&#039;&#039; hear disputes where secular courts request religious arbitration. &#039;&#039;&#039;Oath-keepers&#039;&#039;&#039; record contracts and testimony. &#039;&#039;&#039;Travelling advocates&#039;&#039;&#039; move between isolated settlements, helping people prepare petitions and understand laws written far from them.&lt;br /&gt;
&lt;br /&gt;
Clergy wear white, silver and muted gold. Armour is common but not required. A judge who cannot fight and a paladin who cannot read a law both serve incompletely, so temples encourage cooperation rather than expecting one person to master every duty.&lt;br /&gt;
&lt;br /&gt;
The church keeps records of judgments which were later overturned. These are studied openly in many temples. A court which never admits an error is considered less trustworthy than one which shows how correction occurs.&lt;br /&gt;
&lt;br /&gt;
== Paladins and the Order of the Holy Flame ==&lt;br /&gt;
&lt;br /&gt;
Aelithia sponsors several paladin traditions. The best known is the [[Order of the Holy Flame]], which also follows [[Galenar]]. Aelithia provides its duty of protection, lawful restraint and concern for truth. Galenar provides its refusal to allow proven guilt to disappear without consequence.&lt;br /&gt;
&lt;br /&gt;
Not every priest approves of the partnership. Some fear that revenge will enter the order through Galenar&#039;s teaching. Others argue that Aelithia&#039;s courts require an external force willing to pursue offenders who own the court itself. The order preserves the disagreement inside its Covenant rather than claiming it has been solved.&lt;br /&gt;
&lt;br /&gt;
== Worship and Rites ==&lt;br /&gt;
&lt;br /&gt;
Most prayers to Aelithia are spoken before duty rather than after victory. Guards touch a shield before taking watch, judges wash their hands before opening a hearing and advocates light a white lamp while preparing a difficult petition.&lt;br /&gt;
&lt;br /&gt;
=== Anointing of arms ===&lt;br /&gt;
&lt;br /&gt;
A weapon or shield used in public defence may be anointed with clean oil and a line of silver dust. The priest names whom the object is meant to protect. A weapon blessed only for personal glory is refused.&lt;br /&gt;
&lt;br /&gt;
=== Rite of Justice ===&lt;br /&gt;
&lt;br /&gt;
The Rite of Justice is performed before a major hearing. The scales are tested with standard weights, the law is read aloud and every judge states any personal interest in the case. The rite does not guarantee a correct decision. It removes common excuses for a dishonest one.&lt;br /&gt;
&lt;br /&gt;
=== Rite of Atonement ===&lt;br /&gt;
&lt;br /&gt;
A person seeking atonement must name the harm, hear what can be safely told by those harmed and accept a duty of repair. Prayer without restitution is considered incomplete. Where repair is impossible, the priest assigns service which protects others from similar harm.&lt;br /&gt;
&lt;br /&gt;
=== Battle rite ===&lt;br /&gt;
&lt;br /&gt;
Before battle, paladins form a shield line and name the people, road or settlement they are defending. The rite ends with an offer of surrender spoken loudly enough for the enemy to hear when circumstances permit it.&lt;br /&gt;
&lt;br /&gt;
== Holy Days ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Open Court&#039;&#039;&#039; is observed during Blossomtide. Temples offer hearings, document reading and legal advice without payment. Old judgments are reviewed, especially those involving people unable to appear the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Watch of Silver Lamps&#039;&#039;&#039; is held during Veilshade as nights lengthen. Lamps burn at gates, shelters and court houses while volunteers escort travellers and collect petitions from isolated districts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Day of the Broken Scale&#039;&#039;&#039; has no fixed date. A temple observes it after a serious injustice committed by its own clergy or court. Ordinary ceremony stops while the error is read publicly and plans for repair are recorded.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
[[Galenar]] is Aelithia&#039;s closest difficult ally. She agrees that serious wrongdoing requires consequence, while restraining his tendency to make retribution the centre of judgment. He considers her capable of extending procedure past the point where the guilty can escape. Their churches cooperate most often where corrupt power blocks ordinary law.&lt;br /&gt;
&lt;br /&gt;
[[Vorin]] is her principal divine rival. He rules through theft, secrecy, trickery and the manipulation of trust. Aelithia does not oppose every hidden act or every person who steals to survive. She opposes the use of uncertainty to make truth impossible and the creation of systems in which only the dishonest know the real rules.&lt;br /&gt;
&lt;br /&gt;
Aelithia generally respects [[Doramin]] as a lawgiver, although their traditions differ. Doramin&#039;s clergy often emphasises stable codes and institutional continuity. Aelithia&#039;s clergy places more direct weight on whether the law protects. Their disagreements concern revision, emergency authority and how much a judge may depart from a written rule.&lt;br /&gt;
&lt;br /&gt;
She values [[Durgadd Fireblessed]] as a protector and founder but distrusts conquest justified after the decision has already been made. His better priests accept that a realm strengthened by force acquires legal duties toward those it has taken under rule.&lt;br /&gt;
&lt;br /&gt;
== Depictions and Sacred Art ==&lt;br /&gt;
&lt;br /&gt;
Early mortal art shows Aelithia with petitions, armour and a practical cloak. Later divine art made her taller, cleaner and more distant. Modern temples increasingly restore the written records and witnesses to remind worshippers that law is work performed among people.&lt;br /&gt;
&lt;br /&gt;
Court statues normally show the sword sheathed. Gate and battlefield shrines show it drawn but lowered. A sword raised above a kneeling prisoner is rejected by most temples because it turns protection into domination.&lt;br /&gt;
&lt;br /&gt;
Her shield often contains small engraved lines representing laws amended after injustice. Wealthy temples once filled these with gold. Reforming priests prefer visible silver repairs, arguing that a corrected fault should not pretend it never existed.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Order of the Holy Flame]]&lt;br /&gt;
* [[Galenar]]&lt;br /&gt;
* [[Vorin]]&lt;br /&gt;
* [[Doramin]]&lt;br /&gt;
* [[Religion and Deities]]&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;
[[Category:Religion and Deities]]&lt;br /&gt;
[[Category:Deities]]&lt;br /&gt;
[[Category:Active Deities]]&lt;br /&gt;
[[Category:Elven Deities]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Bhornholdir&amp;diff=709</id>
		<title>Bhornholdir</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Bhornholdir&amp;diff=709"/>
		<updated>2026-09-18T11:00:49Z</updated>

		<summary type="html">&lt;p&gt;Miyokari: &lt;/p&gt;
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&lt;div&gt;{{City styles}}&lt;br /&gt;
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&amp;lt;!-- Bhornholdir page-local colour palette. City-specific colours stay here, not in MediaWiki:Common.css. --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-page city-page--bhornholdir&amp;quot; style=&amp;quot;--city-accent:#46788b;--city-accent-light:#8fb6c5;--city-deep:#18303a;--city-paper:#f2efe7;--city-paper-alt:#dfe6e4;--city-ink:#252c2e;--city-muted:#657178;--city-line:rgba(50,76,84,0.24);&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;city-hero&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bhornholdir.jpg|1600px|class=city-hero__image|alt=The river, bridge and stormy harbour of Bhornholdir]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-hero__overlay&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-hero__eyebrow&amp;quot;&amp;gt;Port of the Sea of Storms&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-hero__title&amp;quot;&amp;gt;Bhornholdir&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-hero__subtitle&amp;quot;&amp;gt;The western gate through which foreign wealth and foreign ideas enter the empire&amp;lt;/div&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;city-overview&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-record&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-record__heading&amp;quot;&amp;gt;City Record&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Nation&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;city-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Status&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Major port and trade city&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Region&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Western coast, [[Sea of Storms]]&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Government&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;City council under imperial law&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Main economy&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Shipping, trade, fishing and crafts&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Known for&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Great Bridge, Merchant Guild and independent Mage&#039;s Guild&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-record__row&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Notable inn&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;[[The Beaten Dragon]]&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;city-overview__lead&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bhornholdir&#039;&#039;&#039; is the largest port of the [[Empire of Kurn Daruhm]]. It occupies both banks of a wide river where it reaches the [[Sea of Storms]]. A massive stone bridge connects the northern and southern parts of the city, while docks, shipyards and warehouses extend along the river and the coast.&lt;br /&gt;
&lt;br /&gt;
The city began as a smaller settlement handling river traffic. Many early dwarven clans distrusted the sea and left foreign trade to human and halfling sailors. This changed when the wealth passing through the harbour became too important to ignore. Imperial roads connected Bhornholdir with [[Mal Darum]] and the mountain cities, and the port became one of the main sources of imported grain, spices, textiles and magical goods.&lt;br /&gt;
&lt;br /&gt;
Bhornholdir is more mixed than most cities in Kurn Daruhm. Dwarves remain the majority, but humans, halflings, gnomes, elves and orcs are common around the docks and markets. The city contains a university, an independent Mage&#039;s Guild, a powerful Merchant Guild and districts which differ greatly in wealth.&lt;br /&gt;
&lt;br /&gt;
The same trade which made Bhornholdir wealthy also created corruption, smuggling and organised crime. The city guard protects the bridge, markets and government buildings, but no official claims to control every warehouse, cellar and ship entering the harbour.&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;city-index&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-index__heading&amp;quot;&amp;gt;Guide to Bhornholdir&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-index__grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#River, Coast and Harbour|&amp;lt;span&amp;gt;Land&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;River and Sea of Storms&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Districts|&amp;lt;span&amp;gt;City&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Two banks, many districts&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Government and Influence|&amp;lt;span&amp;gt;Rule&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Council, guilds and nobles&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#People and Daily Life|&amp;lt;span&amp;gt;People&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;The empire&#039;s mixed port&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Trade and Industry|&amp;lt;span&amp;gt;Work&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Ships, markets and workshops&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Faith and Learning|&amp;lt;span&amp;gt;Faith&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Doramin, university and magic&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#Defence and Crime|&amp;lt;span&amp;gt;Danger&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;Storms, smugglers and thieves&amp;lt;/strong&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#History|&amp;lt;span&amp;gt;Past&amp;lt;/span&amp;gt;&amp;lt;strong&amp;gt;From river town to imperial port&amp;lt;/strong&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 class=&amp;quot;city-page__body&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== River, Coast and Harbour ==&lt;br /&gt;
&lt;br /&gt;
Bhornholdir stands where a broad river divides before entering the Sea of Storms. The river is deep enough for large vessels in its lower part, although the strongest sea-going ships usually remain closer to the harbour mouth. Smaller boats move cargo upriver or across the city.&lt;br /&gt;
&lt;br /&gt;
The Great Bridge is the main connection between the two halves of Bhornholdir. It was built with high arches and heavy foundations so that flood water and storm debris can pass beneath it. The road is wide enough for carts and foot traffic, but congestion is common when several caravans reach the city at the same time.&lt;br /&gt;
&lt;br /&gt;
The sea gives Bhornholdir its wealth and much of its danger. Storms can rise quickly, and ships sometimes remain in port for days waiting for safer water. Harbour pilots know the currents, rocks and shifting river mouth better than foreign captains. A vessel which refuses a pilot may be charged a higher docking fee if it survives the approach.&lt;br /&gt;
&lt;br /&gt;
Roads from the south and east meet at the outer gates. The most important route continues toward Mal Darum. Smaller roads reach fishing villages, farms, quarries and timber camps in the coastal hills. Patrols protect the main roads, but cargo which avoids the official gates often travels through less secure paths.&lt;br /&gt;
&lt;br /&gt;
== Districts ==&lt;br /&gt;
&lt;br /&gt;
The river does not divide Bhornholdir into a simple rich side and poor side. Wealth is generally greater in the northern districts, but expensive guild buildings stand close to poor southern streets because trade requires access to the docks. The boundaries change from one road to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;South Gate and Lower Wards&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The main southern entrance opens into crowded streets occupied by labourers, recent arrivals and families unable to afford homes elsewhere. Buildings are repaired repeatedly rather than properly rebuilt. Carters, cheap lodging houses and informal markets gather near the gate.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;The Fishery&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Fishing boats unload here before the larger merchant docks become active. Nets are repaired beside smoking sheds, salting houses and crowded fish markets. The smell reaches several neighbouring districts when the wind blows inland.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Merchant Square&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A white stone fountain marks the centre of the city&#039;s most active public market. Permanent shops surround temporary stalls selling spices, cloth, food, metalwork and foreign goods. Prices change quickly when storms delay a ship or close a road.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Artisan and Leather District&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The Artisan Guild stands among workshops producing jewellery, weapons, tools and carved goods. Tanners and leatherworkers occupy the streets downwind and closer to the river because their work requires water and creates a smell wealthier neighbours do not want.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Temple Grounds and Catacombs&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The Temple of Doramin, graveyard and memorial courts occupy higher southern ground. Catacombs beneath the temple contain important citizens and dwarven heroes. Separate burial passages extend south, and not all remain connected to the maintained temple halls.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Smiths and Jewellers&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Large forge buildings stand near smaller specialist shops. Some jewellers work directly for merchant families, while others buy stones and metal through the guild. The district produces both practical ship fittings and expensive objects intended for export.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Merchant Guild Complex&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The Merchant Guild occupies an entire block around a carved archway and central courtyard. Its lower halls handle trade, while offices, maps and private meeting rooms fill the floors above. Warehouses and a ship-repair yard stand behind the main building.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;The Commoner District&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The first northern district beyond the bridge contains bakers, smiths, inns, taverns and ordinary family homes. It is better maintained than the poorest southern wards but remains crowded. The Beaten Dragon stands near the northwestern road.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;The Noble District&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Old merchant and administrative families maintain walled homes, gardens and guarded courtyards here. They do not officially rule Bhornholdir, but their money and connections influence council votes, guild contracts and appointments.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Guard and Government District&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The council chambers, administrative offices and guard headquarters stand west of the Commoner District. The city theatre is also located here. Public performances, official ceremonies and political meetings often place very different crowds in the same streets.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;University Quarter&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The university includes schools of magic, engineering, history, archaeology and medicine. Its library and hospital serve the city as well as students. The university teaches magic, but it does not control the independent Mage&#039;s Guild.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Mage&#039;s Guild Enclave&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A black stone tower and circular courtyard form an independent magical enclave. Its public library is small compared with the restricted halls above it. The guild cooperates with the city when it chooses, but guards its membership, research and internal law.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Thieves Guild Front&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A southern organisation operates shipping and lending businesses from an ornate building near the sea. The businesses are legal. Claims that the same organisation controls smuggling, extortion and stolen goods have never been proved strongly enough to close it.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-district-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;The Docks&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;Wharves, shipyards and warehouses stretch along the coast and lower river. Different sections handle fishing boats, imperial ships, foreign merchants and dangerous cargo. Work continues at night whenever weather and tide allow it.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Government and Influence ==&lt;br /&gt;
&lt;br /&gt;
Bhornholdir is governed by a city council operating under imperial law. The council controls taxation inside the city, maintenance of the bridge and harbour, the city guard and agreements with local guilds. Imperial officials supervise customs, military matters and trade which affects the rest of Kurn Daruhm.&lt;br /&gt;
&lt;br /&gt;
The Merchant Guild has great influence because the city cannot function without its warehouses, credit and shipping contracts. Noble families own land and fund public projects. The university provides experts needed by the government. None of these groups formally controls the council, but all of them attempt to influence its decisions.&lt;br /&gt;
&lt;br /&gt;
The Mage&#039;s Guild is the most difficult institution for the government to control. It existed under agreements granting it internal independence in exchange for magical protection and assistance during serious threats. The exact limits of those agreements are disputed. City officials say the guild must follow ordinary law outside its tower, while guild members argue that magical matters cannot be judged by officials who do not understand them.&lt;br /&gt;
&lt;br /&gt;
Corruption is common but not equally accepted. A small gift to make an inspection happen sooner is treated differently from allowing dangerous cargo through the harbour. The problem is deciding where one becomes the other.&lt;br /&gt;
&lt;br /&gt;
== People and Daily Life ==&lt;br /&gt;
&lt;br /&gt;
Bhornholdir contains the largest permanent foreign population in Kurn Daruhm. Dwarves are still the majority, but many dock crews, merchants and craftspeople are human, halfling, gnome, elf or orc. Several languages can be heard around Merchant Square on a busy day.&lt;br /&gt;
&lt;br /&gt;
The city changes with the arrival of ships. When the harbour is full, lodging becomes expensive and the taverns remain crowded. When storms close the sea, sailors spend money they expected to use elsewhere and merchants argue over delayed cargo. A long closure can cause prices to rise across the empire.&lt;br /&gt;
&lt;br /&gt;
Wealth is visible. A merchant family may live behind a guarded courtyard while the workers handling its cargo sleep several people to one room. The districts depend on one another, but they do not receive the same protection or repairs. Flooding in a poor ward can remain for days while water is removed from a guild warehouse within hours.&lt;br /&gt;
&lt;br /&gt;
The Beaten Dragon is one of the best-known taverns in the Commoner District. It serves local workers, travellers and adventurers without pretending to be a noble establishment. Its sign shows a battered dragon with spread wings, while the walls inside carry hunting trophies and marks left by years of use.&lt;br /&gt;
&lt;br /&gt;
== Trade and Industry ==&lt;br /&gt;
&lt;br /&gt;
The port handles grain, spices, textiles, timber, magical goods, ore, tools, weapons and luxury items. Exports from the empire include metalwork, armour, machinery and stone. Imports are inspected at the docks before being moved to guild warehouses or loaded onto river boats and wagons.&lt;br /&gt;
&lt;br /&gt;
Fishing remains important even beside foreign trade. Poorer families depend on fish which never enters the expensive markets. Salting, smoking, rope-making, sail repair and ship carpentry employ many inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Merchant Guild provides storage, contracts, credit and information about distant markets. Its members range from wealthy ship owners to traders with one cart. Membership offers protection, but fees and obligations make it difficult for a new merchant to remain independent.&lt;br /&gt;
&lt;br /&gt;
Smuggling follows the same routes as legal trade. Untaxed goods, stolen objects and restricted magical materials can be hidden among ordinary cargo. The government searches ships, but every delay costs money and gives merchants another reason to pressure inspectors.&lt;br /&gt;
&lt;br /&gt;
== Faith and Learning ==&lt;br /&gt;
&lt;br /&gt;
The Temple of Doramin is the most important religious building in Bhornholdir. Merchants ask priests to witness agreements, sailors pray for an orderly return and families bring disputes which they do not want settled by a guild or court. The graveyard and catacombs make the temple an important place of memory as well.&lt;br /&gt;
&lt;br /&gt;
Durgadd, Belrielle and Melkum are also widely worshipped. Sailors have smaller shrines which are not always recognised by the main temples. Foreign residents maintain their own places of worship as long as they follow imperial law.&lt;br /&gt;
&lt;br /&gt;
The university is divided into several schools. Its School of Magic teaches recognised forms of spellcasting, while engineering students study construction, ships and machines. The School of History and Archaeology maintains a large library, and the School of Medicine operates a hospital used by people from across the city.&lt;br /&gt;
&lt;br /&gt;
The Mage&#039;s Guild possesses a separate collection of magical texts and objects. Only its entrance library is generally accessible. Membership or direct permission is required to enter the higher levels.&lt;br /&gt;
&lt;br /&gt;
== Defence and Crime ==&lt;br /&gt;
&lt;br /&gt;
The South Gate, Great Bridge and harbour are the main defensive points. Towers protect the road entrances, and bridge positions can prevent one half of the city from being used to attack the other. Harbour chains and fortified quays can restrict ships during a threat.&lt;br /&gt;
&lt;br /&gt;
The city guard patrols markets and main roads, investigates ordinary crime and protects government buildings. Dock guards concentrate on theft, fighting and cargo disputes. Imperial soldiers reinforce them during war, but Bhornholdir is not intended to contain an army as large as Khimtaruhr.&lt;br /&gt;
&lt;br /&gt;
Storms are as serious as an enemy. Flood gates, drainage channels and high warehouses protect valuable goods. Poor districts receive less protection and are usually the first to be damaged.&lt;br /&gt;
&lt;br /&gt;
The so-called Thieves Guild is blamed for much of the organised crime in the city. Its legal businesses make investigation difficult. Some officials are paid, some are threatened and some simply prefer a criminal organisation they understand over many smaller gangs fighting openly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-note city-note--danger&amp;quot;&amp;gt;&#039;&#039;&#039;The lower catacombs:&#039;&#039;&#039; The maintained passages beneath the Temple of Doramin are guarded and recorded. Older passages connect with forgotten chambers, drains and parts of the city which no longer exist. Grave robbers, cultists and creatures have all been found there.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Bhornholdir grew where river traffic could meet the sea. The first settlement was smaller and depended heavily on foreign sailors. As the empire expanded west, the crown invested in docks, roads and warehouses.&lt;br /&gt;
&lt;br /&gt;
Permanent foreign quarters changed the city. They brought wealth and knowledge, but conservative clans accused Bhornholdir of allowing outsiders too much influence. Similar arguments continue whenever a foreign guild or magical organisation gains power.&lt;br /&gt;
&lt;br /&gt;
The city became essential during the Ash Winter. Imperial ships purchased grain abroad while the empire&#039;s own fields failed. This saved lives, but it also allowed merchants to charge high prices. Several warehouses were attacked after accusations that food was being hidden.&lt;br /&gt;
&lt;br /&gt;
The War of Endless Storms damaged trade even when fighting remained far from the port. Elven goods disappeared, ships avoided dangerous waters and the cost of food increased. After the war, Bhornholdir expanded its docks as Kurn Daruhm relied more heavily on distant trade during reconstruction.&lt;br /&gt;
&lt;br /&gt;
More recently, Bhornholdir became involved in Kurn Daruhm&#039;s military partnership with the [[Dominion of Ordanis]]. The city was placed under Dominion administration and used as a bastion while Ordanis supported the empire in its ongoing war. Dominion soldiers and officials introduced their own contracts, permits and administrative requirements during this period. The Dominion later withdrew, and Bhornholdir returned to Kurn Daruhm control.&lt;br /&gt;
&lt;br /&gt;
Modern Bhornholdir remains one of the richest cities in the empire, but that wealth is not evenly shared. The port continues growing along the coast, while the council argues over whether to rebuild the poorer southern wards or move their inhabitants farther from valuable harbour land.&lt;br /&gt;
&lt;br /&gt;
== Important Locations ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-location-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-location-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Great Bridge&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The main connection between both halves of Bhornholdir and one of the strongest points in the city&#039;s defences.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-location-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Merchant Guild&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A market, contract hall, warehouse complex and political centre for the city&#039;s traders.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-location-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Temple of Doramin&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;The principal temple, legal witness hall and entrance to the maintained catacombs.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-location-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Bhornholdir University&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A major institution divided into schools of magic, engineering, history, archaeology and medicine.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-location-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;Mage&#039;s Guild&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;An independent black stone tower protected by wards and controlled by its own secretive membership.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-location-card&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;The Beaten Dragon&amp;lt;/h3&amp;gt;&amp;lt;p&amp;gt;A well-known working tavern near the northwestern gate of the Commoner District.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Problems ==&lt;br /&gt;
&lt;br /&gt;
Bhornholdir&#039;s largest problems are inequality, corruption and space. The harbour needs more warehouses, but nearly every section of suitable land is already occupied. Merchant families want poorer districts moved. Residents answer that their labour created the wealth being used to remove them.&lt;br /&gt;
&lt;br /&gt;
The independence of the Mage&#039;s Guild creates repeated disputes. The city needs its protection and knowledge, but the council cannot easily investigate what occurs inside the tower.&lt;br /&gt;
&lt;br /&gt;
Storm damage is becoming more expensive as docks expand into exposed water. Engineers can strengthen the harbour, but every project interrupts trade and causes arguments over who must pay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;city-note&amp;quot;&amp;gt;&#039;&#039;&#039;For visitors:&#039;&#039;&#039; Bhornholdir is the easiest place in Kurn Daruhm for a foreign traveller to disappear into a crowd, but it is also the easiest place to lose money, cargo or documents. Merchants should record agreements with the guild or a temple rather than depending on a spoken promise made in a dockside tavern.&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;
[[Category:Locations]]&lt;br /&gt;
[[Category:Cities of Kurn Daruhm]]&lt;br /&gt;
[[Category:Kurn Daruhm]]&lt;br /&gt;
[[Category:Cities and Settlements]]&lt;/div&gt;</summary>
		<author><name>Miyokari</name></author>
	</entry>
	<entry>
		<id>https://erindal.com/mediawiki/index.php?title=Kurn_Daruhm&amp;diff=708</id>
		<title>Kurn Daruhm</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Kurn_Daruhm&amp;diff=708"/>
		<updated>2026-09-18T10:59:25Z</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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
Kurn Daruhm is currently involved in another war, during which the [[Dominion of Ordanis]] sent forces in support of the empire. As part of that cooperation, [[Bhornholdir]] was placed under Dominion administration and used as a bastion. Dominion soldiers and officials have since withdrawn, and the city has returned to direct Kurn Daruhm control. The wider partnership between the empire and Ordanis continues.&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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; &amp;lt;strong&amp;gt;[[Dominion of Ordanis|Ordanis]]&amp;lt;/strong&amp;gt; &amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Formal partnership&amp;lt;/span&amp;gt; &amp;lt;p&amp;gt;Ordanis recently sent forces to support Kurn Daruhm in its ongoing war. During that cooperation, Bhornholdir was placed under Dominion administration and used as a bastion. The Dominion has since withdrawn from the city, but the wider partnership between the two states remains in place.&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=Kurn_Daruhm&amp;diff=707</id>
		<title>Kurn Daruhm</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Kurn_Daruhm&amp;diff=707"/>
		<updated>2026-09-18T10:58:49Z</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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
Kurn Daruhm is currently involved in another war, during which the [[Dominion of Ordanis]] sent forces in support of the empire. As part of that cooperation, [[Bhornholdir]] was placed under Dominion administration and used as a bastion. Dominion soldiers and officials have since withdrawn, and the city has returned to direct Kurn Daruhm control. The wider partnership between the empire and Ordanis continues.&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&amp;lt;div&amp;gt; &amp;lt;strong&amp;gt;[[Dominion of Ordanis|Ordanis]]&amp;lt;/strong&amp;gt; &amp;lt;span class=&amp;quot;relation relation--friendly&amp;quot;&amp;gt;Formal partnership&amp;lt;/span&amp;gt; &amp;lt;p&amp;gt;Ordanis recently sent forces to support Kurn Daruhm in its ongoing war. During that cooperation, Bhornholdir was placed under Dominion administration and used as a bastion. The Dominion has since withdrawn from the city, but the wider partnership between the two states remains in place.&amp;lt;/p&amp;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=Kurn_Daruhm&amp;diff=706</id>
		<title>Kurn Daruhm</title>
		<link rel="alternate" type="text/html" href="https://erindal.com/mediawiki/index.php?title=Kurn_Daruhm&amp;diff=706"/>
		<updated>2026-09-18T10:58:04Z</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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
Kurn Daruhm is currently involved in another war, during which the [[Dominion of Ordanis]] sent forces in support of the empire. As part of that cooperation, [[Bhornholdir]] was placed under Dominion administration and used as a bastion. Dominion soldiers and officials have since withdrawn, and the city has returned to direct Kurn Daruhm control. The wider partnership between the empire and Ordanis continues.&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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>
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		<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;
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&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;
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&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;
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&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;
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&amp;lt;div class=&amp;quot;ew-recent-loading&amp;quot;&amp;gt;Loading recent changes…&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&lt;br /&gt;
&amp;lt;!-- ERINDAL WIKI MAIN PAGE - MediaWiki-safe markup --&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;ew-home&amp;quot;&amp;gt;&lt;br /&gt;
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&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;
&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;
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&amp;lt;div class=&amp;quot;ew-home-left&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 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;
&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 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;
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&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;
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&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;
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&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;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END LEFT COLUMN --&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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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-home-left&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;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;
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}&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;
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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-home-left&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;
&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;
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&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;
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&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;
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&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;
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&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;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;ew-home-right&amp;quot;&amp;gt;&lt;br /&gt;
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&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>
</feed>