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	<id>https://reveia.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aleph</id>
	<title>Reveia Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://reveia.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aleph"/>
	<link rel="alternate" type="text/html" href="https://reveia.net/Special:Contributions/Aleph"/>
	<updated>2026-04-19T06:33:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://reveia.net/index.php?title=World_Lore&amp;diff=249</id>
		<title>World Lore</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=World_Lore&amp;diff=249"/>
		<updated>2024-09-15T22:22:26Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== Civilizations == Below you will find a list of civilizations that populate the world outside of the Reveian Continent.   ==== Notable Civilizations ====  * Sadafi Empire * Rizgoandarian Empire * Vrallorn Empire * Vemlyin&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Civilizations ==&lt;br /&gt;
Below you will find a list of civilizations that populate the world outside of the Reveian Continent. &lt;br /&gt;
&lt;br /&gt;
==== Notable Civilizations ====&lt;br /&gt;
&lt;br /&gt;
* [[Sadafi Empire]]&lt;br /&gt;
* [[Rizgoandarian Empire]]&lt;br /&gt;
* [[Vrallorn Empire]]&lt;br /&gt;
* [[Vemlyin]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Sadafi_Empire&amp;diff=248</id>
		<title>Sadafi Empire</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Sadafi_Empire&amp;diff=248"/>
		<updated>2024-09-15T22:22:17Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== Introduction == The Sadafi Empire is the principle rival of the Reveian State, commanding control over the vast northern deserts of Sadafeia, and the coastline up to Pheranthos. They are ruled under the brutal iron fist of the Taezaanid Dynasty, a family adhering to the Muthanna Sahl Sect of the Faith of the Flame. In recent history, they&amp;#039;ve been responsible for the destruction of Daxis and the conquest of the southern Primean territories in Northern Sadafeia.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The Sadafi Empire is the principle rival of the Reveian State, commanding control over the vast northern deserts of Sadafeia, and the coastline up to Pheranthos. They are ruled under the brutal iron fist of the Taezaanid Dynasty, a family adhering to the Muthanna Sahl Sect of the Faith of the Flame. In recent history, they&#039;ve been responsible for the destruction of Daxis and the conquest of the southern Primean territories in Northern Sadafeia.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=MediaWiki:Sidebar&amp;diff=247</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=MediaWiki:Sidebar&amp;diff=247"/>
		<updated>2024-09-15T21:58:33Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
&lt;br /&gt;
* Lore&lt;br /&gt;
** Cultures | Cultures&lt;br /&gt;
** Religions | Religions&lt;br /&gt;
** Afflictions | Afflictions&lt;br /&gt;
** Reveian_History | Reveian History&lt;br /&gt;
** Laws_Of_Arandous | Laws&lt;br /&gt;
** Great_Houses | Great Houses&lt;br /&gt;
** World_Lore | World Lore&lt;br /&gt;
&lt;br /&gt;
* Systems&lt;br /&gt;
** Reveia_Class_Selection | Skill System&lt;br /&gt;
** Magic | Magic&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Faith_Of_The_Flame&amp;diff=246</id>
		<title>Faith Of The Flame</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Faith_Of_The_Flame&amp;diff=246"/>
		<updated>2024-09-15T21:54:25Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;“By his light our ways are preserved, and the forces of darkness crushed under heel.” - Proverb of the Sadafeian Codex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Faith of the Flame dominates the sands of the south, and the savannas found deeper therein. A creed that commands virtue, measured brutality, and an evangelist spirit thrives where the cold cannot touch. &lt;br /&gt;
&lt;br /&gt;
== Key Beliefs ==&lt;br /&gt;
The Sadafi who believe in the faith generally hold to one of two conceptions of their god, Alnaari. Those of the mainline sect, or the Akramists, believe Alnaari to be a supreme deity who preceded all others. In this view, Alnaari is supremely powerful, all knowledgeable, and benevolent. Akramists dominate in the former holdings of the Hashid Family, and across the sea in the Kingdom of Girolusia. In the south, the Fahmid Sultanate holds to a flavor of Akramism, but differs in that they possess their own concept of Walliahah, a process by which key defenders of the faith are afforded special status in paradise. This small difference in belief rarely leads to violence, though the schism that brought about this difference resulted in the rebellion of the Fahmid family and their eventual independence.&lt;br /&gt;
&lt;br /&gt;
The second of these conceptions is far more radical, and more dependent on the devotion of Alnaari’s followers. The Black Sun Sect, also known as the Muthanna Sahl, believe Alnaari is capable of death. They believe that Alnaari was once a mage of great power, manifesting his soul into the sun to light the path of his people the Sadafi. They hold that Alnaari requires daily acts of devotion from his followers in order to maintain his power. This has led to the creation of a violent creed known to the prophets as the Muthanna Kitabat. The Muthanna Kitabat decrees that to kill a heathen who threatens the faith is justified, and the very act of doing so will empower Alnaari to protect his people and the world at large from darkness. Daily prayer, sacrifices of wealth or possessions, and acts of service to fellow believers are said to empower Alnaari directly. &lt;br /&gt;
&lt;br /&gt;
The Akramists and the Muthanna Sahl differ on another fundamental issue, the allowance of slavery. Akramists allow it, relying on an old tradition alleged to have begun with the first Sadafi tribespeople of enslaving captives during war. The Muthanna Sahl dispute this, asserting to the contrary that slavery restrains the ability of individuals to accept the light of Alnaari. They believe Alnaari laid out these tenets in the first age, when he lived among the Sadafi as a prophet. This issue has led to several wars and raids. The followers of the Black Sun Sect are known to engage in savage attacks on Akramist polities, targeting slave caravans and freeing slaves to join their faith. &lt;br /&gt;
&lt;br /&gt;
The Almasaa, or the tragedy, was the holy war that defined this difference of belief in its most bloody flashpoint, a massive holy war between the Sultanates and the desert tribes. This war led to the uniting of the Sultanates behind the Hashid family, and the routing of the desert militias. The militias were never truly defeated, and their presence in Sadafeia would continue to haunt Sultans up until the collapse. &lt;br /&gt;
&lt;br /&gt;
== Creation Story ==&lt;br /&gt;
The Sadafi generally align on one fundamental premise, believing that Alnaari is the shield that protects the world from darkness. Unlike the Reveians however, the Sadafi believe that threats derive from all who are not followers of Alnaari. The Mother, Valthour, and even the druid spirits are seen as manifestations of this darkness. “Malthhambra” is the name they gave to describe this darkness, an all-malevolent being capable of great power, stronger than Alnaari before his ascension. The Akramist tale of creation believes that Alnaari is and will always reign supreme over Malthhambra, and that there was no moment of ascension.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prior to the beginning of the world, it is believed among the Akramists that Alnaari ruled in the void. To the Muthanna Sect, Alnaari was a human prophet of unfathomable power who exists simultaneously as creator and created. The theology of the Muthanna rely on the belief that Alnaari is a temporally restrained being, mortal yet endowed with power from creation itself. It is believed that he created Aethoris and spent his power to do so, as a gift to his people. That great act of sacrifice separates the Muthanna from the Akramists, the latter believing Alnaari to be detached and supremely omnipotent. These differences in belief have often led to violence, and even religious conflicts.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=245</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=245"/>
		<updated>2024-09-15T21:47:02Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Old History (5,000 BR - 100 BR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Old History (5,000 BR - 100 BR)&#039;&#039;&#039; ==&lt;br /&gt;
Old history encompasses the vast records of Reveian events prior to the Empire&#039;s formation under House Corinfyre. Stories of Elves, fae spirits, great beings and mages of power populate the thousands of years prior to recent history. Each event is recorded in the perspective of Corinfyre historians, who spent night and day to compile tomes from ancient civilizations, and is public knowledge to people today. Some of these events are rumors, and are listed as such, and may record places or other rumored happenings.  &lt;br /&gt;
&lt;br /&gt;
==== Notable Events ====&lt;br /&gt;
&lt;br /&gt;
==== Notable Locations ====&lt;br /&gt;
&lt;br /&gt;
* [[The World Trees]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Notable Events&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* [[Elven Genocide]] (10 A.R. - 20 A.R.)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reveian Empire is in grave turmoil following the death of Emperor Bakous IV. New political winds blow throughout the realm, prompting calls for crusade and independence alike. In the Capital City of Arandous, fears stirred over the bankruptcy of imperial coffers, leading to mass unrest throughout the Empire&#039;s feudal lords. Primeans, upset by the instability of the Empire, threaten independence entirely and the formation of a new Primean State under the control of the House of Kodaxes. East of the Reveian mainland, Perenian families squabble over the old claims of the Cult of Alexander and the Zusko Royal Family. Two claimants of the same blood arise, building the Gold and Black coalitions respectively. &lt;br /&gt;
&lt;br /&gt;
Still, the winds of magical forces do not remain dormant long in times of crisis. Who could say what omens such a crisis could bring. &lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;br /&gt;
* [[Reveian Financial Crisis]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Political Shifts ===&lt;br /&gt;
&lt;br /&gt;
* [[Rotheleyism]]&lt;br /&gt;
* [[The Montaliers]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_World_Trees&amp;diff=244</id>
		<title>The World Trees</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_World_Trees&amp;diff=244"/>
		<updated>2024-09-15T21:46:19Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== Description == The World Trees are believed to be the light before light, beacons that guided Elf and Man alike before the rise of the sun. There are believed to have been seven of these world trees before unexplained events led to their demise. Today, only one is believed to exist somewhere within the Greenwood and shrouded by magic.   The World Trees are a magical phenomenon revered by the Elves and Fae, believed to protect those that live under it. They are powered...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The World Trees are believed to be the light before light, beacons that guided Elf and Man alike before the rise of the sun. There are believed to have been seven of these world trees before unexplained events led to their demise. Today, only one is believed to exist somewhere within the Greenwood and shrouded by magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The World Trees are a magical phenomenon revered by the Elves and Fae, believed to protect those that live under it. They are powered by light magic, believed to be created by the god Ithryn.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=240</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=240"/>
		<updated>2024-09-14T00:34:48Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Notable Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Old History (5,000 BR - 100 BR)&#039;&#039;&#039; ==&lt;br /&gt;
Old history encompasses the vast records of Reveian events prior to the Empire&#039;s formation under House Corinfyre. Stories of Elves, fae spirits, great beings and mages of power populate the thousands of years prior to recent history. Each event is recorded in the perspective of Corinfyre historians, who spent night and day to compile tomes from ancient civilizations, and is public knowledge to people today. &lt;br /&gt;
&lt;br /&gt;
==== Notable Events ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Notable Events&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* [[Elven Genocide]] (10 A.R. - 20 A.R.)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reveian Empire is in grave turmoil following the death of Emperor Bakous IV. New political winds blow throughout the realm, prompting calls for crusade and independence alike. In the Capital City of Arandous, fears stirred over the bankruptcy of imperial coffers, leading to mass unrest throughout the Empire&#039;s feudal lords. Primeans, upset by the instability of the Empire, threaten independence entirely and the formation of a new Primean State under the control of the House of Kodaxes. East of the Reveian mainland, Perenian families squabble over the old claims of the Cult of Alexander and the Zusko Royal Family. Two claimants of the same blood arise, building the Gold and Black coalitions respectively. &lt;br /&gt;
&lt;br /&gt;
Still, the winds of magical forces do not remain dormant long in times of crisis. Who could say what omens such a crisis could bring. &lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;br /&gt;
* [[Reveian Financial Crisis]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Political Shifts ===&lt;br /&gt;
&lt;br /&gt;
* [[Rotheleyism]]&lt;br /&gt;
* [[The Montaliers]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Elven_Genocide&amp;diff=239</id>
		<title>Elven Genocide</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Elven_Genocide&amp;diff=239"/>
		<updated>2024-09-14T00:28:53Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The Elven Genocide occurred in the years following the Restoration, in the year 10 A.R. Led by Ehmyr Friedrich and an army of the now emboldened Church, the genocide was conducted first on the edges of the Greenwood where the Illamnian Kingdom had stood for thousands of years. Still the tales record the brutality of the Friedrich howitzers, laying their fiery volleys against the ancient woods and torching all within it. Villages of Elves that once marked the contours of a great empire were reduced to ashes, and the inquisitors followed up on the Friedrich achievements by destroying any remaining ruins they could find along the way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The war between Elves and Man lasted for a decade, and ended with the destruction of Ilamnia&#039;s capital city. By that point, thousands had died on both sides and in the years following, thousands of elves would be put to the sword by zealous inquisitors.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=238</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=238"/>
		<updated>2024-09-14T00:25:30Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Old History (5,000 BR - 100 BR)&#039;&#039;&#039; ==&lt;br /&gt;
Old history encompasses the vast records of Reveian events prior to the Empire&#039;s formation under House Corinfyre. Stories of Elves, fae spirits, great beings and mages of power populate the thousands of years prior to recent history. Each event is recorded in the perspective of Corinfyre historians, who spent night and day to compile tomes from ancient civilizations, and is public knowledge to people today. &lt;br /&gt;
&lt;br /&gt;
==== Notable Events ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Notable Events&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* [[Elven Genocide]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reveian Empire is in grave turmoil following the death of Emperor Bakous IV. New political winds blow throughout the realm, prompting calls for crusade and independence alike. In the Capital City of Arandous, fears stirred over the bankruptcy of imperial coffers, leading to mass unrest throughout the Empire&#039;s feudal lords. Primeans, upset by the instability of the Empire, threaten independence entirely and the formation of a new Primean State under the control of the House of Kodaxes. East of the Reveian mainland, Perenian families squabble over the old claims of the Cult of Alexander and the Zusko Royal Family. Two claimants of the same blood arise, building the Gold and Black coalitions respectively. &lt;br /&gt;
&lt;br /&gt;
Still, the winds of magical forces do not remain dormant long in times of crisis. Who could say what omens such a crisis could bring. &lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;br /&gt;
* [[Reveian Financial Crisis]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Political Shifts ===&lt;br /&gt;
&lt;br /&gt;
* [[Rotheleyism]]&lt;br /&gt;
* [[The Montaliers]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=237</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=237"/>
		<updated>2024-09-14T00:25:02Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Old History (5,000 BR - 100 BR)&#039;&#039;&#039; ==&lt;br /&gt;
Old history encompasses the vast records of Reveian events prior to the Empire&#039;s formation under House Corinfyre. Stories of Elves, fae spirits, great beings and mages of power populate the thousands of years prior to recent history. Each event is recorded in the perspective of Corinfyre historians, who spent night and day to compile tomes from ancient civilizations, and is public knowledge to people today. &lt;br /&gt;
&lt;br /&gt;
==== Notable Events ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Notable Events&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reveian Empire is in grave turmoil following the death of Emperor Bakous IV. New political winds blow throughout the realm, prompting calls for crusade and independence alike. In the Capital City of Arandous, fears stirred over the bankruptcy of imperial coffers, leading to mass unrest throughout the Empire&#039;s feudal lords. Primeans, upset by the instability of the Empire, threaten independence entirely and the formation of a new Primean State under the control of the House of Kodaxes. East of the Reveian mainland, Perenian families squabble over the old claims of the Cult of Alexander and the Zusko Royal Family. Two claimants of the same blood arise, building the Gold and Black coalitions respectively. &lt;br /&gt;
&lt;br /&gt;
Still, the winds of magical forces do not remain dormant long in times of crisis. Who could say what omens such a crisis could bring. &lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;br /&gt;
* [[Reveian Financial Crisis]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Political Shifts ===&lt;br /&gt;
&lt;br /&gt;
* [[Rotheleyism]]&lt;br /&gt;
* [[The Montaliers]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Elven_Genocide&amp;diff=236</id>
		<title>Elven Genocide</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Elven_Genocide&amp;diff=236"/>
		<updated>2024-09-14T00:24:55Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Great_Houses&amp;diff=235</id>
		<title>Great Houses</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Great_Houses&amp;diff=235"/>
		<updated>2024-08-30T01:57:48Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== House Orsinian == House Orsinian is the ruling family of Reveia, and has been since the conclusion of the Iron and Gold Civil War. Their sigil is the golden lion, and their bloodline is defined by the marriage union of Houses Thul and Corinfyre, through Velkoryn Thul and Lucilla Corinfyre. The current patriarch of House Orsinian is Bessarion Orsinian, who ascended as Emperor after the death of his brother Alexios, and the death of Alexios&amp;#039; father Bakous the Fourth....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== House Orsinian ==&lt;br /&gt;
House Orsinian is the ruling family of Reveia, and has been since the conclusion of the Iron and Gold Civil War. Their sigil is the golden lion, and their bloodline is defined by the marriage union of Houses Thul and Corinfyre, through Velkoryn Thul and Lucilla Corinfyre. The current patriarch of House Orsinian is Bessarion Orsinian, who ascended as Emperor after the death of his brother Alexios, and the death of Alexios&#039; father Bakous the Fourth. &lt;br /&gt;
&lt;br /&gt;
== House Thul ==&lt;br /&gt;
House Thul is a major family in the history of Reveia, an outgrowth cadet family of House Fel who colonized the Greenwood after the destruction of the Elves. In recent years they have fallen into obscurity after Velkoryn&#039;s founding of the Orsinian line. Their current patriarch Caius Thul serves as the Bloodsworn&#039;s Lord Commander. &lt;br /&gt;
&lt;br /&gt;
== House Friedrich ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== House d&#039;Eluise ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== House Kodaxes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== House Visegrad ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== House Rykov ==&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=MediaWiki:Sidebar&amp;diff=234</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=MediaWiki:Sidebar&amp;diff=234"/>
		<updated>2024-08-30T01:40:29Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
&lt;br /&gt;
* Lore&lt;br /&gt;
** Cultures | Cultures&lt;br /&gt;
** Religions | Religions&lt;br /&gt;
** Afflictions | Afflictions&lt;br /&gt;
** Reveian_History | Reveian History&lt;br /&gt;
** Laws_Of_Arandous | Laws&lt;br /&gt;
** Great_Houses | Great Houses&lt;br /&gt;
&lt;br /&gt;
* Systems&lt;br /&gt;
** Reveia_Class_Selection | Skill System&lt;br /&gt;
** Magic | Magic&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=233</id>
		<title>The Heir&#039;s War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=233"/>
		<updated>2024-08-30T01:26:27Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
The Heir&#039;s War represents the rise of the Avesarian Autokrata against the Reveian Empire, and the former&#039;s attempt to achieve independence. The War began in 354 A.C. and has already seen some of the bloodiest battles in Reveian history.  &lt;br /&gt;
&lt;br /&gt;
The war officially reached its conclusion during the year 355 A.C., with a pyyrhic victory for House Orsinian and the reintegration of House Kodaxes under the Empire.  &lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
[[Zeno Katakaloan (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Theodora Philes (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Cois Ajax (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Thalian of Delios (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Ludovicus (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Nicanoneus Kodaxes (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Of Castellazi]]&lt;br /&gt;
* [[Battle For The Lakian Strait]]&lt;br /&gt;
* [[Battle Of The Somerdell Fork]]&lt;br /&gt;
* [[Second Battle Of Vextoi]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=232</id>
		<title>The Heir&#039;s War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=232"/>
		<updated>2024-08-30T00:59:04Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Key Battles and Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
The Heir&#039;s War represents the rise of the Avesarian Autokrata against the Reveian Empire, and the former&#039;s attempt to achieve independence. The War began in 354 A.C. and has already seen some of the bloodiest battles in Reveian history. &lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
[[Zeno Katakaloan (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Theodora Philes (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Cois Ajax (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Thalian of Delios (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Ludovicus (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
[[Nicanoneus Kodaxes (Aversaria)]]&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Of Castellazi]]&lt;br /&gt;
* [[Battle For The Lakian Strait]]&lt;br /&gt;
* [[Battle Of The Somerdell Fork]]&lt;br /&gt;
* [[Second Battle Of Vextoi]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Battle_Of_The_Somerdell_Fork&amp;diff=231</id>
		<title>Battle Of The Somerdell Fork</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Battle_Of_The_Somerdell_Fork&amp;diff=231"/>
		<updated>2024-08-30T00:58:48Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== Introduction == The Battle of the Somerdell Fork was a turning point in the war, and the first time the destructive power of gunpowder had truly been unleashed. House Orsinian would go on to win the war largely due to their advantage in firepower shown below.  == Course of the Battle == The Summer heat cracked down upon the souls unfortunate enough to be found on the battlefield that day, a field positioned near the fortified castle of Somerdell, next to the end of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The Battle of the Somerdell Fork was a turning point in the war, and the first time the destructive power of gunpowder had truly been unleashed. House Orsinian would go on to win the war largely due to their advantage in firepower shown below.&lt;br /&gt;
&lt;br /&gt;
== Course of the Battle ==&lt;br /&gt;
The Summer heat cracked down upon the souls unfortunate enough to be found on the battlefield that day, a field positioned near the fortified castle of Somerdell, next to the end of the Grapevine river that passes by Vextoi. Lord Morton Blount, known for his many triumphs at Castellazi, now stood atop his walls in Somerdell, looking out upon the field where blood would once again be spilled. Beside him, his heir and son, and beside him the Lord who held the seat. Of the same commanders who fought at Castellazi, many joined the retinues for a second exchange. Laurent Crevier had been promoted to Bessarion’s personal commander, leading the contingent of cavalry in his stead. Today, Crevier would bear the lion’s helm for the injured Prince. &lt;br /&gt;
&lt;br /&gt;
New figures joined the retinue, that would alter the tide. Captain Pavellus stood beside a long, proud line of cannon artillery, each manned by men who wore strange but practical new uniforms. Each handpicked and recruited from Arandous’ stock of Blacktower guard and trained for a new purpose. In front of their cannon lines, the brave fusiliers prepared their gunpowder stores for another successful volley on their foes. Unbeknownst to either side, another host marched southward behind them, the horns and purple flags bearing salvation for one, and death to the other. &lt;br /&gt;
&lt;br /&gt;
Prince Bessarion stood amongst the cannon crews, forgoing armor for traditional royal garb. At his side rested a sabre, and he was guarded by Raynar Visegrad. The vanguard for the Orsinian Army saw Sir Constantius of Philippoi leading its retinue. Surrounded by bold knights and vanguard troops, they were reinforced in vigor by the knight’s appearance, knowing the Emperor was not far behind. The core territories mustered their captains and knights for the battle. Sirs Tremir of Ageira, Armand Haillet, and Principius of Virtus joined the flanks on either side. &lt;br /&gt;
&lt;br /&gt;
The foe did not leave its ranks bereft of command. Terrifying names of high repute during Castellazi’s bloody scrap reappeared for a second attempt at crushing the Orsinian line. Chalcon would not let his brother take the glory, taking the front alongside Thalion of Delios who was charged with command of the vanguard. Lamochus rode amongst his horse archers, his quiver well endowed and his bowstring fresh. He had a single target in his sights. Phylacus and the other Avesarian heroes joined in the overwhelming mass of Primean might, and several new men of note would make their name today. &lt;br /&gt;
&lt;br /&gt;
No mention is made of the Emperor himself, who stood among his men with a single bodyguard to keep him company. It mattered not to him the danger of his position. The battle would begin on his terms. &lt;br /&gt;
&lt;br /&gt;
And so it did. Twenty-four cannons, sounding off in stratified blasts, dispatched their ammunition in impressive fashion across the green fields that would come to taste blood and power. The Primeans certainly knew of this possibility, but the sight and sounds rattled many even under the protection of shield and formation. Flesh ripped from bone and smoke filled the air as the Primean battle lines took their first casualties. Many heroes who survived a bout of steel in Castellazi died unceremoniously and without any foreknowledge save the sound of pierced air and explosion. Young conscripts from Valedorion, Triav, and Cheradon who would know the embrace of their old gods. &lt;br /&gt;
&lt;br /&gt;
Bessarion stood unwavering beside his emplacements, arms folded across his chest. Cannonballs continued to scream across the field as the lines drew closer. Meanwhile, Thalion commanded and drew the loyalty of his men to him, as he reached for his weapon. The aforementioned Orsinian Prince removed his own sabre, but for a different purpose. As he raised his sword high above his shoulder, point directed at the sky, a shout emanated,&lt;br /&gt;
&lt;br /&gt;
“Line, open fire!” &lt;br /&gt;
&lt;br /&gt;
In a disorganized but admirable procession, the fusiliers opened their first volley. Musket lead streaked across the muggy air, and dealt death wherever they struck. Legionnaires fell from their horses, and men were slain where they stood. An entirely different war, an entirely different opening strategy. Primeans looked aside as Phylacus lay dead in a pool of his own blood, caught by a stray bullet. &lt;br /&gt;
&lt;br /&gt;
Momentum favored the lion, yet the Avesarian black sun would have its day. Thalion and his vanguard charged forth with spear and sword, clashing into that of the Reveians. His sword flashed like lightning, and it was said of him in the tales that Tirocles himself blessed his swing. Chalcon stood beside him, slaying many men. Still, the tide of morale favored the lion, and would remain so. The Primeans waited for a trap that never came, a naval salvation that never materialized. To make matters worse, the cannons continued to assail the lines not engaged in battle, and the fusiliers continued their onslaught.&lt;br /&gt;
&lt;br /&gt;
Lamochus rode along the flanks, loosing arrows and inflicting death where he could make progress. Alas, even he and his horse archers could not draw too close before they were met by cataphracts. Cavalry charges and countercharges attempted to sway the course of battle, and Captain Laurent made his fame known. He crossed swords with the Primean rider Cisseus, slaying him upon his black horse and turning back his retinue. The edge of his iron blade lay within the broken skull and broken gold helm of the Primean rider, as the Knight Captain now rode without his weapon back to camp. Cisseus’ sworn sword Cleonus attempted to avenge him, only to be taken by a stray arrow and trampled under foot by a Reveian rider. &lt;br /&gt;
&lt;br /&gt;
Casualties piled for the Primeans, only to be made worse. A force deployed by House d’Orsini, composed of mercenaries and Cumonese troops alike, landed in Coinautum. They marched under mortar fire that announced their entry, mortar fire that would devastate the Primean lines. Still, the Primeans were able to counter at least these reinforcements with calculated harassment from superior cavalry. Prince Bessarion’s aggressive tactics were focused on artillery, and thus he was not there to contest the Primean cavalry who swept into the Orsini troops. Blood would saturate the dirt of Coinautum, as it would Somerdell. &lt;br /&gt;
&lt;br /&gt;
Artillery made king, but the Primean captains wouldn’t let that rule the day without at least attempting to reach their prize. Riding in intense fury, blood of his comrades covering his light armor as he breezed past infantry lines, the horse archer contingent with Lamochus at its head charged the cannon lines to reach Bessarion. Leaping off one of the horses, the champion Ephialtes drew his short sword to take a swipe at the Prince, only for his bodyguard Raynar to meet him with his own. On his backfoot, Bessarion rushed to the safety of his men before an arrow struck one of them, downing him to the grass. &lt;br /&gt;
&lt;br /&gt;
The Prince saw no other option as another Primean leapt from his horse, swinging his blade wildly to take credit for the kill. A man of no repute, no name worthy of the books, from a town near Kelae to challenge the Emperor’s brother. Such is the equality of war. Steel matched steel as the fusiliers reformed to begin firing on the cavalry who attempted their flank, downing horse and rider alike. Bessarion eventually felled his foe, sauntering forward on his wounded leg and finding the neck of another with an adept swing. Filled with rage at the death of his men, he sought out Ephialtes and grabbed him around the throat with his black lion crest gauntlets, interrupting his fight with Raynar. As the horse archers made their retreat in the face of gunpowder, poor Ephialtes felt his windpipes crushed as his life was slowly ripped from him. Lamochus lived to tell the tale, saving his army from more of the same cycle cannon volleys. &lt;br /&gt;
&lt;br /&gt;
In the midst of fighting, the battle turned on the Primeans drastically. While the cannons were briefly interrupted, their volleys proved too much. Soon, the Aversarian army turned back and began to retreat, fleeing in haste for their camp in Castellazi. Only due to the discipline of their generals did the retreat fare well, while the Orsinian army refused to pursue.&lt;br /&gt;
&lt;br /&gt;
In the distance, tens of thousands of soldiers from Dunlow, Visegrad, and Rykov marched. With their arrival, the tide turned as the numbers turned starkly against the rebels.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Second_Battle_Of_Vextoi&amp;diff=230</id>
		<title>Second Battle Of Vextoi</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Second_Battle_Of_Vextoi&amp;diff=230"/>
		<updated>2024-08-30T00:54:13Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== Introduction == The Second Battle of Vextoi marked the end of the Heir&amp;#039;s War and the victory of House Orsinian. It was the most decisive result of the war, destroying much of the Aversarian army and its command structure.   == Course of the Battle == The battle of converging fates, as a great host of Kodaxes soldiers marched north in a last ditch effort to save the war. Twenty-four thousand men from the colonies, battered and weary yet formidable, marched alongside th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The Second Battle of Vextoi marked the end of the Heir&#039;s War and the victory of House Orsinian. It was the most decisive result of the war, destroying much of the Aversarian army and its command structure. &lt;br /&gt;
&lt;br /&gt;
== Course of the Battle ==&lt;br /&gt;
The battle of converging fates, as a great host of Kodaxes soldiers marched north in a last ditch effort to save the war. Twenty-four thousand men from the colonies, battered and weary yet formidable, marched alongside the great Primean legions of Houses Kodaxes and Atronius. The latter two faced inner tensions, as they had just fought not a month or so before. Large war elephants lumbered alongside their handlers, and among them a noteworthy rank of Sadafi raiders who lived in Southern Primea. &lt;br /&gt;
&lt;br /&gt;
The large anti-Orsinian coalition marched toward Vextoi with renewed morale, even as the first of the vanguard suffered cannonfire from all directions. Indeed, the Orsinian army had taken a defensive position, laying stakes and other defensive constructions around their artillery positions. Their artillery crews were still catching up in discipline, firing volley after volley in cyclical shifts. Among their ranks stood not the Prince, but the Emperor himself. He wore a pressed uniform with an armored chest plate over top of it, and his head was covered by his notable lion helm. Lord Caius Thul rode with the rank of commanders chosen for the battle, arriving at the frontlines to join the foray of fusiliers, vanguard, and other infantrymen. &lt;br /&gt;
&lt;br /&gt;
Lord Atronius and Lord Kodaxes rode at the front, surrounded by colonial commanders who pledged to his cause. Cannonballs screamed across the sky, striking the ground and obliterating flesh unfortunate enough to find itself in their way. Lord Katakaloan rode at the head of his cataphracts, riding at breakneck speed to prepare for an assault on the riflemen, who were concentrated in the center of the Emperor’s army. As the Primeans marched from Castellazi, the Visegrad army marched from the flanks, basing from Pearford. The scouts were late in tracking their movement, and by the time the pieces were moved into place, it was too late. A large Dornovan host reached Brie by the time the first infantry ranks clashed together. &lt;br /&gt;
&lt;br /&gt;
From the northeast, marching from Coinautum, a brigade of five thousand peasant riflemen marched under the command of Prince Bessarion, with an escort of infantrymen and cataphracts to keep them under guard. Such firepower had hardly been mustered, but even with their superiority of arms, these were not trained professionals. Many had been plucked from their homesteads, handed a new weapon, and told to march southward. Only a select few managed to learn the proper way to hold or fire the weapon at all. &lt;br /&gt;
&lt;br /&gt;
Veterans of prior battles lost their own glory to the cause. The dead weighed upon their minds, intent now on surviving for the sake of their families rather than achieving the ends of their delusion. &lt;br /&gt;
&lt;br /&gt;
All the talk of tales and stories faded, only the determined instinct and desire to kill prevailed. &lt;br /&gt;
&lt;br /&gt;
The Primeans were on the clock, and they knew it. The first of the legions marched forward, meeting the gunpowder-powered weapons of the fusiliers head on. Men fell upon the grass, lifeless or screaming. Musketballs had finally proven the great equalizer, as the great swordsmen of yesteryear were stopped immediately by the percussion of rigid formation and disciplined volleys. &lt;br /&gt;
&lt;br /&gt;
Lythander and Nicononaeus were among them, with Ludovicus and his guard not far behind. Their blades carved through loyal Orsinian flesh, meeting challenge after challenge and overcoming it, until the first setback. A pull of the index finger, the strike of flint against the plate of the rifle, and the musket ball screamed across the battlefield until it borrowed its way into Lythander’s right shoulder, decimating his armor and knocking him flat against the field’s grass. As the physicians and medics dragged his bleeding body away from further danger, Ludovicus and Nicononaeus were alone to cut through the deluge of man and beast. &lt;br /&gt;
&lt;br /&gt;
Despite the early challenges, the Primeans proved victorious on the field, and quickly. Their sheer quantity, the quality of their legions, and the mettle of their command structure proved decisive. Lord Caius Thul crossed blades with Lord Zeno Katakaloan as the latter led his cataphracts into the flank of the fusilier ranks. The two danced in what would be remembered as a notable duel in the course of the war, the men clearing out to allow the two titans of swordsmanship and training to fight honorably. Trading blow for blow, it was the southern Ephetros discipline versus the northern Dornovan training from Imperius. A mix of spear and sword against the twin blades of a seasoned Bloodsworn. Nearby, Raynar Visegrad fought off a pair of Ephetros zealots who cornered him against a stack of corpses, just missing the swipe of a spear that would have taken his eye. &lt;br /&gt;
&lt;br /&gt;
House Orsinian stood to lose many men that day, with their fusilier brigade utterly crushed. It wasn’t until the arrival of reinforcements that the battle began to shift. From Pearford and Brie, the combined force of Visegrad and Rykovite troops looked to hammer the backside of the Primean formation. Chants among the janissaries, molded into the cold steel of their armor under the dreaded leadership of Lord Drakth Klinokpavla. Khudaks had not marched to war with such force and power since the Demontide, and under General Drakth’s leadership they would show their worth. Lord Kazimir similarly, untested in months past as Dornova saw a period of peace, now thrust into a bloody melee that would decide the future of the Empire. His army would come to blows with the soldiers of Houses Philes and Katakaloan. &lt;br /&gt;
&lt;br /&gt;
Prince Bessarion was the first to arrive, heralding his arrival with the gunfire of thousands of untrained peasant riflemen. While friendly fire was a concern, the flanks of the Primeans were exposed and exploited. Hundreds of legionaries and cataphracts were downed, and it was recorded that a single musket ball grazed the armor of Zeno Katakaloan as he rode past. Clutching the wound given to him by the Lord Commander, he returned to the safety of camp just before the Prince could reach him. House Kodaxes was safe from a second volley, as the peasant fusiliers struggled to figure out their own ordinance. This allowed a crucial regrouping to pass just as the Dornovan and Rykovite armies smashed into their rear. Thousands of Knightsbane, Khudak janissaries, and rangers streamed through the medical camps of the Aversarians, butchering the wounded and slaying physicians where they stood. Lythander was fortunate, saved by his own men and taken away from the field to safe territory in Serjax. &lt;br /&gt;
&lt;br /&gt;
Total chaos ensued. As House Orsinian licked their wounds and began a reformation of their own, the Kodaxes host made up of a diverse array of soldiers was thrown into utter disarray. Primean legionaries were able to escape in many cases, as were the fast horsemen, but the traitor Reveian legions were subdued or massacred. A second reload heralded the end of Nicononaeus’ command at Vextoi, as his men began to retreat. However, the sight of a lion’s helm granted one last chance at reprieve. &lt;br /&gt;
&lt;br /&gt;
To spare but a brief moment to describe the duel is to undersell its importance. Nicononaeus and Alexios clashed blades with such fervor and passion that the whole of battle seemed to draw to a quiet stillness in response to it. With a swipe to the Emperor’s neck, Alexios responded by leaning on his back foot and retaliating with a quicker thrust, met with a tactful push from the Aversarian. A sound of metal mixed with the spirited shout of two men fighting to the death, the two demonstrated the true brutality of the war with every swing. Finally, as Alexios surged to swing for a killing blow, the Aversarian Autokrat pushed aside the swing with a gentle push of momentum, spinning off his pivot foot and driving his blade up into the neck of the Emperor of Reveia. Blood sprayed from the wound, coating the Aversarian Lord in a thick crimson liquid. A still silence befell the field, as the lifeless body of Alexios struck the grass with a loud thud, a pool forming at his neck. Nicononaues stood above him, his boot now covering the neck of his foe even as his army behind him was butchered and routed to the hills. &lt;br /&gt;
&lt;br /&gt;
Lord Kazimir had just finished slaying another legionary when his sight found his dead liege, and the bloodlusted vision of Prince Bessarion nearby. It would be Lord Visegrad and Prince Bessarion who restored order to the field, as Nicononaeus was allowed to honorably depart the field with the shattered remains of his Primean army. That day, thousands of Reveian traitors were executed, the first use of flintlock rifles for such a purpose. When the smoke cleared, the Kodaxes army had been reduced to less than twenty thousand men, with the armies of Atronius and the other Primeans utterly neutralized. As the executions concluded, the Reveian traitor legion had been utterly wiped out to a man.&lt;br /&gt;
&lt;br /&gt;
Prince Bessarion, Lord Kazimir Visegrad, and General Drakth were remembered for their prowess that day, earning Alexios in his dying remains the moniker of “the Forgotten”. His often detached style of ruling, his focus on the war to the detriment of meeting with nobility, had earned him a poor place in the annals of history.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=229</id>
		<title>Reveia Class Selection</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=229"/>
		<updated>2024-08-21T23:31:27Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Proficiency System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those new to Reveia, welcome! For those experienced with Reveia, welcome back! This is the Reveia Class Selection, and will contain most relevant information for player character stats. This document is to help assist players in learning and creating their characters as desired.&lt;br /&gt;
&lt;br /&gt;
== Character Skill Points ==&lt;br /&gt;
Every character has skill points that reflect their capabilities both in and out of combat. Any character age 25 and over is allowed 15 Skill Points total, to be spent on individual skills. &lt;br /&gt;
&lt;br /&gt;
Any character under the age of 25, but over 18, is considered to have 8 points maximum. Minors require permission from Staff to play and have no points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Note: Characters should only change Skills every 3 OOC months and with proof of appropriate rp provided to staff. Points reflect time spent to learn and develop skills, and as a consequence, characters lose some capability in other skills due to falling out of practice. Characters need approval from the Lore Staff who approved their application to make any changes to it, regardless of this guideline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skill Levels ==&lt;br /&gt;
If you invest points into a skill, the maximum amount of points that can be put into it is 4. Having levels in a skill is then labelled as thus:&lt;br /&gt;
&lt;br /&gt;
[1] = Amateur&lt;br /&gt;
&lt;br /&gt;
[2] = Trained&lt;br /&gt;
&lt;br /&gt;
[3] = Veteran&lt;br /&gt;
&lt;br /&gt;
[4] = Expert&lt;br /&gt;
&lt;br /&gt;
[5] = Mastery &lt;br /&gt;
&lt;br /&gt;
[6] = Virtuoso (Conditional on staff approval for grand feats associated with a skill) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat System&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat system relies on two systems, defaulting to rolling. Honor combat is possible only with the consent of both parties. When honor combat is not agreed to, a system of rolling based on the point investments put into skills is used. With each investment, the modifier used in combat is increased by 2. A character with a virtuoso in one handed melee combat will roll with a +10. The combat begins with the players rolling initiative, a d20. When the turn order is established, each player will take their turn and emote their action. Barring special actions, the traditional exchange will see a player emote attacking their opponent, and subsequently roll the modifier associated with their attack action. The defending player will then roll to defend against the attack. If the attacking roll prevails, the hit will land. Players are expected to treat wounds realistically, and not to power game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement:&#039;&#039;&#039; Each character can move a base 6 blocks barring special skills that modify or alter it. Athleticism for example increases the number of blocks a character can move, while using a shield will slow a character down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappling/Restraining:&#039;&#039;&#039; Characters are able to grapple, restrain, or contest the strength of their opponent by using this special action. During their turn, an attacker will roll their modifier in unarmed proficiency against the defender&#039;s defensive skill. If the attacker prevails with a difference of 8 or more, the defender is considered grappled and is unable to move or attack on the next turn. To break free of the grapple, the grappled character is forced to roll their strength training modifier against the grappler. If the grappled character prevails with a difference of 4, they are able to break free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retreating:&#039;&#039;&#039; Characters are able to flee combat using their athleticism skill. To flee, the retreating character must roll their athleticism skill and prevail with a difference of 8 to successfully escape an opponent within 8 blocks. If the roll succeeds, the character must prevail with an additional athleticism check to flee combat successfully. Once both steps are complete, the character is free to leave the roleplay. If the character is already 8 blocks away, they are able to skip step 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engagement/Disengagement:&#039;&#039;&#039; Characters are considered engaged in melee combat if they are within 1-2 blocks of their opponent, or 3 if one of the participants is using a heavy weapon. Unless allowed to disengage, the player is forced to roll a base d20 against their opponent, who will also roll a base d20. If the disengaging player beats the roll, they are able to disengage from combat and freely move elsewhere. A tie defaults to a stopped disengagement. &lt;br /&gt;
&lt;br /&gt;
== Skill Template ==&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Each character is given 15 points to invest in the following skills. Only one skill is able to be leveled to virtuoso. Further, once a character invests a skill at mastery, other skills are capped at expert.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One-handed Melee - 5 points (mastery) &lt;br /&gt;
&lt;br /&gt;
Shielding - 4 points (expert)&lt;br /&gt;
&lt;br /&gt;
Strength Training - 3 points (veteran)&lt;br /&gt;
&lt;br /&gt;
Athleticism - 3 points (veteran)&lt;br /&gt;
&lt;br /&gt;
== Proficiency System ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Combat Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in one hand, I.E daggers, arming swords, rapiers, messers, etcetera. Each successful hit scores one wound. These can be paired with a shield for defensive bonuses, or with another one handed weapon to deal an additional wound with each successful blow. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in two hands, I.E longswords, greatswords, mauls, greataxes, etcetera. Each successful hit scores two wounds. Characters forgo shields while wielding these. Each point investment adds +2 to roll. Heavy weapons users are able to swing one block outside of the normal 1-2 block range, able to reach an opponent that is three blocks away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Proficiency&#039;&#039;&#039; - Proficiency with shields. Shields are able to be used in tandem with a one-handed weapon, and provide a defensive bonus to the character. In addition to the weapon’s roll, add one additional bonus for each tier of shielding invested in. A character with a virtuoso in shields can add 5 to their defensive roll. Shields negate part of a character’s movement, reducing their movement by half. Each point investment adds +1 to roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Proficiency&#039;&#039;&#039; - Proficiency with non-powder based ranged or thrown weapons, I.E bows, crossbows, slings, javelins and darts. Each successful hit scores two wounds, and requires a full turn to reload. Each point investment adds +2 to roll. Ranged proficiency cannot be used at 4 block range or lower.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firearms Proficiency&#039;&#039;&#039; - Proficiency with powder-based ranged weapons, I.E pistols and muskets. Each successful hit scores three wounds, and requires two full turns to reload. Additional firearms may not come pre-loaded in combat. Unmodified rolls below five result in a misfire and deal one wound to the user. Each point investment adds +2 to roll. Firearms have a 15 block range, and the character using them must stand still to reload.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat Proficiency&#039;&#039;&#039; - Proficiency with unarmed combat styles, I.E bare-knuckle brawling, martial arts, grappling, etc. Each successful hit scores one wound. This proficiency may be used to initiate grapple checks, which roll against a defense roll and when successful, disable a character from taking combat turns as long as the grapple is maintained. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Physical Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength Proficiency&#039;&#039;&#039; - Proficiency with physical feats such as endurance, lifting, climbing, etcetera. With each two investments, a character gains an additional wound on top of the base 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics Proficiency&#039;&#039;&#039; - Proficiency with athletic feats such as sprinting, jumping, gymnastics, etcetera. With each investment, a character may move an additional block on top of the base 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Command Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategist Proficiency&#039;&#039;&#039; - Proficiency with large-scale military command, I.E the command of a force larger than one thousand men. Strategist proficiency encompasses battle order and strategy, the ability to command and delegate, and an understanding of military strategy and logistics. If three points are invested in Strategist Proficiency, no more than two may be invested into Tactician Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactician Proficiency&#039;&#039;&#039; - Proficiency with small-scale military command, I.E the command of a force smaller than one thousand men. Tactician proficiency encompasses battlefield leadership and tactics, the ability to directly lead men, and an understanding of battlefield tactics and command within the scope of a larger force. If three points are invested in Tactician Proficiency, no more than two may be invested into Strategist Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral Proficiency&#039;&#039;&#039; - Proficiency with large-scale naval command, I.E the command of multiple maritime vessels. Admiral proficiency encompasses naval battle order and fleet maneuvers, the ability to command and delegate, and an understanding of naval strategy and logistics. If three points are invested in Admiral Proficiency, no more than two may be invested into Captaincy Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captaincy Proficiency&#039;&#039;&#039; - Proficiency with small-scale naval command, I.E the command of a single maritime vessel. Captaincy proficiency encompasses naval combat leadership and tactics, the ability to directly captain a ship, and an understanding of naval tactics and command within the scope of a larger fleet. If three points are invested in Captaincy Proficiency, no more than two may be invested into Admiral Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free. Naval proficiencies are mutually exclusive with land proficiencies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Statesman Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomatic Proficiency&#039;&#039;&#039; - Proficiency with diplomacy, both internal and external. Diplomatic proficiency encompasses the ability to entreat, persuade and coerce non-player character entities within and without the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Economic Proficiency&#039;&#039;&#039; - Proficiency with economic and monetary development. Economic proficiency encompasses the ability to improve upon infrastructure, manage economic assets such as local industry, commerce or banks, and can reduce the costs of certain investments. At each level, an economist can reduce the cost of a building by 10 ducats, maxing out at 50 ducats. Additionally, each level offers the ability to cover the cost of one resource. For example, a master economist could reduce a building&#039;s cost by 40 ducats and a single resource, or 30 ducats and two resources. This skill cannot be used for troop production.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intrigue Proficiency -&#039;&#039;&#039; Proficiency with intrigue and subterfuge. Intrigue proficiency encompasses the ability and know-how to engage in espionage, sabotage and forgery. Characters with this proficiency may engage in actions broadly related to subterfuge in progressions and may forge documents with supervision and approval of lore staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Proficiency&#039;&#039;&#039; - Proficiency with theology. Religious proficiency encompasses the ability to understand religious theology of a character’s own faith and others, the ability to participate in religious institutions and the persuasive rhetoric to evangelize to non-believers, allowing for conversions of NPC populations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Historical Proficiency&#039;&#039;&#039; - Proficiency with historiography. Historical proficiency encompasses the innate knowledge of history, and with varying degrees of proficiency, may uncover insights which are not readily available to other characters. Characters with historical proficiency may consult with lore staff for knowledge drops once per progression cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Common Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Art Proficiency&#039;&#039;&#039; - Proficiency with art. Art Proficiency encompasses an understanding of the practice and methods of creating works of art, including but not limited to; painting, sculpture, printmaking, architectural design, metalwork. Characters with this proficiency may utilize it to create works which may be given as gifts, or sold, through progression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music Proficiency&#039;&#039;&#039; - Proficiency with music. Music proficiency encompasses an understanding of the practice of writing and creating music, and skill with any range of instruments. Characters with this proficiency may utilize it to earn renown and influence with their talents through progression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Proficiency&#039;&#039;&#039; - Proficiency with medicine. Medical proficiency encompasses the understanding of medicine, medical procedures and comprehensive first aid and surgery. Characters with this proficiency may utilize it to patch the wounds of characters who have suffered injuries in combat, as long as they are not actively engaged, by making a roll against the number of wounds x 3. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smithing Proficiency&#039;&#039;&#039; - Proficiency with smithing. Smithing proficiency encompasses the understanding and creation of mundane weapons and armors, as well as other objects which require metallurgical knowledge to craft. Characters with this proficiency may utilize it to create weapons and armors with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunsmithing Proficiency&#039;&#039;&#039; - Proficiency with gunsmithing. Gunsmithing proficiency encompasses the understanding and creation of gunpowder and gunpowder-based arms, as well as explosives. Characters with this proficiency may utilize it to create firearms and explosives with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy Proficiency&#039;&#039;&#039; - Proficiency with alchemy. Alchemy proficiency encompasses the understanding and creation of potions, poultices, oils and alchemical explosives such as smoke bombs, nafta, etcetera. Characters with this proficiency may utilize it to create the aforementioned alchemical concoctions with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifice Proficiency&#039;&#039;&#039; - Proficiency with artifice. Artifice proficiency encompasses the understanding and creation of artifacts that are imbued with magical or otherworldly properties. Characters with this proficiency may utilize it to create artifacts with supervision and approval by the lore team. Without mage approval, a character with the artificing skill can produce enchantments for items and weapons that can be used for the completion of non-mechanically relevant tasks. For example, a broom could be made to sweep the floor without a person to hold it, or a sword may drip icicles from its tip. Ultimately, these will be confined to boons and enchantments that confer no mechanical benefit. With mage approval, characters with the artificing skill may apply through ticket to enchant weapons with a specific mechanical property, enhancing its abilities in combat encounters. It should be noted that in both cases, this sort of magic is considered anathema by the Church and Empire and is outlawed completely. To make an application for a lored item from a mage character, use the following template: &lt;br /&gt;
&lt;br /&gt;
Lore Item Name: &lt;br /&gt;
&lt;br /&gt;
Lore Item Type: (Weapon, Tool, Other) &lt;br /&gt;
&lt;br /&gt;
Proposed Mechanics: &lt;br /&gt;
&lt;br /&gt;
How this will be used to forward roleplay: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunting Proficiency&#039;&#039;&#039; - Proficiency at tracking and pursuing prey, whether it be animals or people. This proficiency encompasses the characters who have a feel for the movements of others, able to pursue them across long distances. Characters with this proficiency may use it to assist in scouting for armies, but also hunting important targets in progressions. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Languages&#039;&#039;&#039; ===&lt;br /&gt;
Characters can both learn the Common Tongue for free and gain the language of their parents, if applicable. Every other language costs 1 Skill Point to master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Common Tongue &amp;lt;C&amp;gt; –&#039;&#039;&#039; Native to the Wolvards, available to all. Inspired by English&lt;br /&gt;
* &#039;&#039;&#039;Primean &amp;lt;nowiki&amp;gt;&amp;lt;P&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by Old Primeans. Inspired by Classical Latin and Ancient Greek&lt;br /&gt;
* &#039;&#039;&#039;Neo-Primean &amp;lt;N-P&amp;gt; –&#039;&#039;&#039; Spoken by Modern Primeans and some Cliffmen. Inspired by Vulgar Latin and Italian&lt;br /&gt;
* &#039;&#039;&#039;Aracellian &amp;lt;A&amp;gt; –&#039;&#039;&#039; Spoken by Urban Grapelanders. Inspired by French and Occitan&lt;br /&gt;
* &#039;&#039;&#039;Entenorian &amp;lt;E&amp;gt; –&#039;&#039;&#039; Spoken by Entenorians. Inspired by Spanish and Portuguese &#039;&#039;&#039;(Vedero &amp;lt;VE&amp;gt;)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drachensprak &amp;lt;DC&amp;gt; –&#039;&#039;&#039; Spoken by Fellmen. Inspired by German&lt;br /&gt;
* &#039;&#039;&#039;Neebrachts &amp;lt;NE&amp;gt; –&#039;&#039;&#039; Spoken by Neebrachters. Inspired by Dutch&lt;br /&gt;
* &#039;&#039;&#039;Dornovan &amp;lt;D&amp;gt; –&#039;&#039;&#039; Spoken by Dornovans&lt;br /&gt;
* &#039;&#039;&#039;Findwyr &amp;lt;F&amp;gt; –&#039;&#039;&#039; Spoken by the Felks. Inspired by Celtic tongues&lt;br /&gt;
* &#039;&#039;&#039;Vodska &amp;lt;V&amp;gt; –&#039;&#039;&#039; Spoken by the Skeydans. Inspired by Nordic tongues&lt;br /&gt;
* &#039;&#039;&#039;Kosnik &amp;lt;K&amp;gt; –&#039;&#039;&#039; Spoken by the Kremiyans and Beroskians. Inspired by East Slavic tongues&lt;br /&gt;
* &#039;&#039;&#039;Perenski &amp;lt;PI&amp;gt; –&#039;&#039;&#039; Spoken by Perenians. Inspired by Czech and Polish&lt;br /&gt;
* &#039;&#039;&#039;Rostul &amp;lt;RU&amp;gt; –&#039;&#039;&#039; Spoken by Rosti. Inspired by Steppe languages.&lt;br /&gt;
* &#039;&#039;&#039;Troll Speak &amp;lt;nowiki&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;/nowiki&amp;gt; –&#039;&#039;&#039; Spoken by Trolls and Goblins&lt;br /&gt;
* &#039;&#039;&#039;Khudaki &amp;lt;KH&amp;gt; –&#039;&#039;&#039; Spoken by Khudaks&lt;br /&gt;
* &#039;&#039;&#039;Kralm Tongue &amp;lt;KR&amp;gt; –&#039;&#039;&#039; Spoken by Dwarves&lt;br /&gt;
* &#039;&#039;&#039;Q’omsharic &amp;lt;nowiki&amp;gt;&amp;lt;Q&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by the Sadafi. Inspired by Arabic and Persian languages&lt;br /&gt;
* &#039;&#039;&#039;Khappulic &amp;lt;KP&amp;gt; –&#039;&#039;&#039; Spoken by the Khappulians. Inspired by Akkadian&lt;br /&gt;
* &#039;&#039;&#039;Ghanarosa &amp;lt;GH&amp;gt; –&#039;&#039;&#039; Spoken by the Unnadassans&lt;br /&gt;
* &#039;&#039;&#039;Vemish &amp;lt;VM&amp;gt; –&#039;&#039;&#039; Spoken by Vemics. Inspired by Romanian&lt;br /&gt;
* &#039;&#039;&#039;Farspeech &amp;lt;FAR&amp;gt; –&#039;&#039;&#039; Spoken by Farstriders. Inspired by East Asian languages&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Rotheleyism&amp;diff=226</id>
		<title>Rotheleyism</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Rotheleyism&amp;diff=226"/>
		<updated>2024-07-20T15:58:32Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Founding of Rotheleyism ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lord Clement Rotheley expends great wealth on the construction of a new university, intended to foster a grand space of ideological and political education. Despite making no exclusionary rules, the school is successful at attracting thinkers and theorists. No new boon to immigration is seen due to this decision, as peasants broadly do not care or are not informed enough to care about some pompous noble engaging in political dialog with his peers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately, politics of this kind without restrictions on the type of ideas being taught can lead to undue consequences. Lord Rotheley received exactly what he wanted. New theorists from the liberal school, building on the ideas of their new sponsor, create a resurgent strain of pro-democratic and anti absolutist thought. They name it Rotheleyism, and many of them begin building new social institutions to debate and expand support for their mode of thought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Among these new theorists are the intellectual heirs to the Plaitignon Family, republicans full of fervor who desire to legally bring about the Reveian Republic. The Rotheley School quickly earns a reputation for jacobinism across the Heartlands, and the nobles fear it. While Clement Rotheley enjoys popular support, the ideas of his school proliferate in the lands of House Verrador, where a young man by the name of Nathan Hayes founded the Second Cohort, a group devoted to the debate of new political ideas. Sine’s courtiers plead that the Second Cohort be shut down, and House Rotheley reprimanded for their open promotion of these ideas. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Second Cohort attracted the support of many in the Rotheley School as an organization lobbying for republicanism in the Empire’s subsidiaries. They compile a platform based on regionalism, where each region is granted semi-independence from the Emperor, who they see as unable to effectively govern the whole of his territories. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most backlash is felt north of the Veridian, where inquisitors seek open war with these figures and ideas. They seek their prosecution for heresy and questioning the divine ordination of the nobility. Specifically, they wish to target the following thinkers:&lt;br /&gt;
&lt;br /&gt;
Nathan Hayes&lt;br /&gt;
&lt;br /&gt;
Eloi Pelletier&lt;br /&gt;
&lt;br /&gt;
Charles Favre&lt;br /&gt;
&lt;br /&gt;
Nicholas Chambers&lt;br /&gt;
&lt;br /&gt;
Philip Cooke&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has taken a public position in favor of new Rotheleyist ideals. In the Greenwood several Dornovan lords express their concern, publicly rebuking the Rotheleyist ideas and requesting that House Visegrad take a similar public stance against it. &lt;br /&gt;
&lt;br /&gt;
The Comingswell Barons excise House Rotheley from their alliance coalition. They grow closer to House Verrador who approached them regarding the recent moves from House Rotheley. While Clement draws new support from partisan militias, he now stands diplomatically isolated as the aristocrats entrench to stop him.&lt;br /&gt;
&lt;br /&gt;
== The Theorists and their Theories ==&lt;br /&gt;
&lt;br /&gt;
=== Nathan Hayes and the Morney Boys ===&lt;br /&gt;
Nathan Hayes grew up a man of poor means, a peasant in the Heartlands doomed to till the fields of his ancestors. His education when compared to the others of the Rotheleyist School is lacking, and some of the more elitist voices often cast him aside as a rabble rouser and a savage opportunist. What he is known for is the establishment of the Morney Commune, a collective farming venture greenlit by the local fief. His skill in demonstrating the self-managing virtue of private property has informed the viability of the Rotheleyist movement as a long term societal fix. &lt;br /&gt;
&lt;br /&gt;
=== Eloi Pelletier, the Heir of Plaitignon ===&lt;br /&gt;
Eloi descends from the Plaitignon Movement, a truly educated radical when compared to his peers. Yet, he eschews the pragmatism of the School in favor of targeted violence. Much of the disapproval from the landed peerage stems from Eloi&#039;s inclusion and position. Still, Eloi attracts partisan support from across the realm, from the mountains in the Cliffs to the Grapeland fields. Many  who share the sympathy for democracy cheer on his name in the quiet corners of taverns and households.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Rotheleyism&amp;diff=225</id>
		<title>Rotheleyism</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Rotheleyism&amp;diff=225"/>
		<updated>2024-07-20T15:40:00Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Founding of Rotheleyism ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lord Clement Rotheley expends great wealth on the construction of a new university, intended to foster a grand space of ideological and political education. Despite making no exclusionary rules, the school is successful at attracting thinkers and theorists. No new boon to immigration is seen due to this decision, as peasants broadly do not care or are not informed enough to care about some pompous noble engaging in political dialog with his peers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately, politics of this kind without restrictions on the type of ideas being taught can lead to undue consequences. Lord Rotheley received exactly what he wanted. New theorists from the liberal school, building on the ideas of their new sponsor, create a resurgent strain of pro-democratic and anti absolutist thought. They name it Rotheleyism, and many of them begin building new social institutions to debate and expand support for their mode of thought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Among these new theorists are the intellectual heirs to the Plaitignon Family, republicans full of fervor who desire to legally bring about the Reveian Republic. The Rotheley School quickly earns a reputation for jacobinism across the Heartlands, and the nobles fear it. While Clement Rotheley enjoys popular support, the ideas of his school proliferate in the lands of House Verrador, where a young man by the name of Nathan Hayes founded the Second Cohort, a group devoted to the debate of new political ideas. Sine’s courtiers plead that the Second Cohort be shut down, and House Rotheley reprimanded for their open promotion of these ideas. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Second Cohort attracted the support of many in the Rotheley School as an organization lobbying for republicanism in the Empire’s subsidiaries. They compile a platform based on regionalism, where each region is granted semi-independence from the Emperor, who they see as unable to effectively govern the whole of his territories. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most backlash is felt north of the Veridian, where inquisitors seek open war with these figures and ideas. They seek their prosecution for heresy and questioning the divine ordination of the nobility. Specifically, they wish to target the following thinkers:&lt;br /&gt;
&lt;br /&gt;
Nathan Hayes&lt;br /&gt;
&lt;br /&gt;
Eloi Pelletier&lt;br /&gt;
&lt;br /&gt;
Charles Favre&lt;br /&gt;
&lt;br /&gt;
Nicholas Chambers&lt;br /&gt;
&lt;br /&gt;
Philip Cooke&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each has taken a public position in favor of new Rotheleyist ideals. In the Greenwood several Dornovan lords express their concern, publicly rebuking the Rotheleyist ideas and requesting that House Visegrad take a similar public stance against it. &lt;br /&gt;
&lt;br /&gt;
The Comingswell Barons excise House Rotheley from their alliance coalition. They grow closer to House Verrador who approached them regarding the recent moves from House Rotheley. While Clement draws new support from partisan militias, he now stands diplomatically isolated as the aristocrats entrench to stop him.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=224</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=224"/>
		<updated>2024-07-20T15:38:33Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Notable Political Shifts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reveian Empire is in grave turmoil following the death of Emperor Bakous IV. New political winds blow throughout the realm, prompting calls for crusade and independence alike. In the Capital City of Arandous, fears stirred over the bankruptcy of imperial coffers, leading to mass unrest throughout the Empire&#039;s feudal lords. Primeans, upset by the instability of the Empire, threaten independence entirely and the formation of a new Primean State under the control of the House of Kodaxes. East of the Reveian mainland, Perenian families squabble over the old claims of the Cult of Alexander and the Zusko Royal Family. Two claimants of the same blood arise, building the Gold and Black coalitions respectively. &lt;br /&gt;
&lt;br /&gt;
Still, the winds of magical forces do not remain dormant long in times of crisis. Who could say what omens such a crisis could bring. &lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;br /&gt;
* [[Reveian Financial Crisis]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Political Shifts ===&lt;br /&gt;
&lt;br /&gt;
* [[Rotheleyism]]&lt;br /&gt;
* [[The Montaliers]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Montaliers&amp;diff=223</id>
		<title>The Montaliers</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Montaliers&amp;diff=223"/>
		<updated>2024-07-20T15:38:19Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=222</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=222"/>
		<updated>2024-07-20T15:37:36Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Current Scene (354 AR - Present Day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reveian Empire is in grave turmoil following the death of Emperor Bakous IV. New political winds blow throughout the realm, prompting calls for crusade and independence alike. In the Capital City of Arandous, fears stirred over the bankruptcy of imperial coffers, leading to mass unrest throughout the Empire&#039;s feudal lords. Primeans, upset by the instability of the Empire, threaten independence entirely and the formation of a new Primean State under the control of the House of Kodaxes. East of the Reveian mainland, Perenian families squabble over the old claims of the Cult of Alexander and the Zusko Royal Family. Two claimants of the same blood arise, building the Gold and Black coalitions respectively. &lt;br /&gt;
&lt;br /&gt;
Still, the winds of magical forces do not remain dormant long in times of crisis. Who could say what omens such a crisis could bring. &lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;br /&gt;
* [[Reveian Financial Crisis]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Political Shifts ===&lt;br /&gt;
&lt;br /&gt;
* [[Rotheleyism]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Rotheleyism&amp;diff=221</id>
		<title>Rotheleyism</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Rotheleyism&amp;diff=221"/>
		<updated>2024-07-20T15:37:33Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Cleansing_Of_Kelae&amp;diff=220</id>
		<title>Cleansing Of Kelae</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Cleansing_Of_Kelae&amp;diff=220"/>
		<updated>2024-07-15T00:21:07Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== Introduction ==  The Heir&amp;#039;s War saw the ambition of the Sadafi Empire come to independent fruition. Great armies marching under the Holy Emperor attacked and laid siege to Kelae, as battles were conducted in the north. Scholars disagree as to the truth of whether the Reveians colluded with the Sadafi to punish the Primeans, but the evidence is scarce.    == Course of the Battle ==   Finally, ethnic tensions boiled over to worse. A great horn call sounded from Typhos t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Heir&#039;s War saw the ambition of the Sadafi Empire come to independent fruition. Great armies marching under the Holy Emperor attacked and laid siege to Kelae, as battles were conducted in the north. Scholars disagree as to the truth of whether the Reveians colluded with the Sadafi to punish the Primeans, but the evidence is scarce. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Course of the Battle == &lt;br /&gt;
&lt;br /&gt;
Finally, ethnic tensions boiled over to worse. A great horn call sounded from Typhos to Tesephernis, and the first to arrive was the Emperor himself. Atop a great worm, he led a great host first to Kelea. Several villages were captured or put to the torch, where zealots led by the Sadafi clergy conducted forced conversions and executions of the local officials. A truly barbaric affair. It was recorded in one town that a group of elders who were trusted for wisdom, numbering ten, were burned collectively at the stake in the center of their town square. &lt;br /&gt;
&lt;br /&gt;
Emperor Taezaanid IV lavished in his dream finally realized. Great fire rained from his hands, torching any resistance in his path before finally his magic relented. His army came to clash with a mercenary band given the charge of defending the southern border. Outside of Kelea, the Grapeland Cheveliers charged into the ranks of Sadafi guerillas. Camel cavalry attempted to match them but failed to best them in skill or equipment. A zealot captain recorded the battle was a truly bloody scuffle, even for mercenaries. Their zeal was noteworthy, and they assumed that the Chevaliers likely saw their role as the last stopgap against a true Sadafi invasion. From the hilltop, Sadafi fire dancers put several cavalry groups to the torch, turning horse and knight alike to ash and cooking both in their heavy armor. They fared poorly in the heat. &lt;br /&gt;
&lt;br /&gt;
The Siege of Kelea began in earnest. Fireballs were thrown into the walls and gates, and the worms ripped stone from its entrenchment. The first assault on the gates was repelled, only to succeed with the second. Great elephants crushed the pike levy within, splattering Primean blood against the stone as the Sadafi put the first of Triumite churches to the torch. Hakam Al-Nasser was a veteran of the Sadafi Unification War, and was the first to enter the Apella where the remaining government members were kept in sanctuary. He spared no expense in slaying many in the eyes of Alnaari. &lt;br /&gt;
&lt;br /&gt;
Outside, the Chevaliers were forced to the hills, fleeing the field of battle with many losses. The use of fire magic on the field rendered their casualties more severe. A Grapeland captain, carried by his brothers in arms, saw burns he would likely never recover from.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=219</id>
		<title>The Heir&#039;s War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=219"/>
		<updated>2024-07-15T00:18:24Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
The Heir&#039;s War represents the rise of the Avesarian Autokrata against the Reveian Empire, and the former&#039;s attempt to achieve independence. The War began in 354 A.C. and has already seen some of the bloodiest battles in Reveian history. &lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Of Castellazi]]&lt;br /&gt;
* [[Battle For The Lakian Strait]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=218</id>
		<title>The Heir&#039;s War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=218"/>
		<updated>2024-07-15T00:16:33Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Of Castellazi]]&lt;br /&gt;
* [[Battle For The Lakian Strait]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heathen_War&amp;diff=217</id>
		<title>The Heathen War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heathen_War&amp;diff=217"/>
		<updated>2024-07-15T00:16:09Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Of Vranik Forest]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Battle_For_The_Lakian_Strait&amp;diff=216</id>
		<title>Battle For The Lakian Strait</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Battle_For_The_Lakian_Strait&amp;diff=216"/>
		<updated>2024-07-15T00:15:52Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
As the Battle of Castellazi raged in the north, the House of d&#039;Orsini began the war with an attack on Valedorion, attempting to seize the Strait and land a decisive blow early on. While the attack failed to take the city itself, significant damage prevented the Valedorion garrison from celebrating, as the Kodaxes Navy suffered casualties in their attempt to counter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Course of the Battle ==&lt;br /&gt;
&lt;br /&gt;
A great fleet bearing the dual sigils of d’Orsini and Orsinian sailed into the Lakian Strait, beating the drums of the former’s desire to take control of a key economic center and earn the first victory of the war. The Kodaxes fleet prepared to face them, only to find that the attackers had other goals. They desired not to do battle with the fleet if they did not need to, instead firing their fiery volleys on the city itself and its docks. &lt;br /&gt;
&lt;br /&gt;
Mercedes stood on the deck of the ship responsible for the initial volley, guarded by Sir Roland of the Bloodsworn. Within their contingent fought several mercenary captains on hire from the nearby territories. Soldiers of the Cheradon Phalanx and the Swordbrothers prepared to land and match their steel against the Valedorion defenders. Notably, Jose Santolaria the Duelist commanded the Swordbrothers, and Antenion the Elder commanded the Phalanx. &lt;br /&gt;
&lt;br /&gt;
At night the light of the hwachas announced the opening of the siege. Fiery rockets fell in clusters on the wooden dockyards, burning civilian and garrison defenders alike. Man o’ wars from the Orsinian Fleet fired volley after volley from their cannons, striking the walls and gates with respectable fervor. Jose Santolaria and the Swordbrothers were the first to attempt their landing. Sailing into the port proper, arrows welcomed them into the great Primean City. Many of Jose’s comrades fell before they disembarked, until finally the boats ran up against the sand and rubble of the damaged dock. Waiting for them was a strong garrison, battle hardened Primeans and citizens alike who knew very well the value of their city. &lt;br /&gt;
&lt;br /&gt;
The first engagement fared poorly, only saved in large part by the hwachas. Their devastation caused many to flee the field, either by sheer fear of the sound or the subsequent fires they wrought. Fortunately, the uncontested firepower of the Orsini Fleet led to the destruction of the portside gate. Even though the Swordbrothers were crippled by the garrison’s valiant efforts, a breach had been made in Valedorion’s defenses. &lt;br /&gt;
&lt;br /&gt;
Mercedes was not yet satisfied. The drums beat once more as the cannons continued, only now contested by a ballista that had been prepared for other plans. One of the Orsini ships suffered heavy damage, and eventually sank. A caravel manned by the brave sailors of House d’Orsini, now would give company to the sea creatures of the Lakian Strait. &lt;br /&gt;
&lt;br /&gt;
The second attempt arrived with the landing of the Phalanx. Antenion remained with Mercedes, sending his son Antenion the Younger to accompany the band. They faced similar problems. With the Swordbrothers already present, the two groups synchronized their tactics well. The legionaries protected the flanks of the scolepti, who fired rounds at the pikemen defending the breach. Within minutes, the pikemen were dispatched and scoured by the offensive firepower brought to the table by the Royal Coalition. Sir Roland was the next to disembark, leading a contingent of Orsinian marines and successfully routing a group of citizen militia organized to fill the breach. Losses were heavy, and the strategists called the first phase a loss even though they had established a beachhead. &lt;br /&gt;
&lt;br /&gt;
That was not the end of the battle. Finally, the fleet of House Kodaxes arrived to defend the city, after the planned trap failed to materialize. Cannons from the Orsinian ships announced the beginning of the skirmish, striking water and hull alike. As the Primean vessels drew nearer, the frigates of d’Orsini unleashed a fiery cone of oathfire upon the water’s surface. Immediately, one of the caravels saw its mast turned to ash, and its hull burning rapidly. Another, attempting to change course quickly, barely escaped but lost many sailors who screamed aloud in agony from the fire. One of the d’Orsini captains, a man named Gilberto Montani who would go on to draw great infamy among the Primeans for his performance in the battle, pressed the immediate advantage with support from Mercedes. With his sabre draw, he routed another caravel and boarded it, locking it in place and butchering the sailors aboard. &lt;br /&gt;
&lt;br /&gt;
Unfortunately for House d’Orsini, the arrival of the Kodaxes fleet injured their ability to maintain the blockade. They were forced to retreat under heavy fire from the city itself, fortunate to escape with its soldiers largely intact. The day went in favor of House Kodaxes, though not without heavy losses both in their fleet and the garrison of Valedorion which suffered heavily from the attack.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heathen_War&amp;diff=215</id>
		<title>The Heathen War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heathen_War&amp;diff=215"/>
		<updated>2024-07-15T00:11:38Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Of Vranik Forest]]&lt;br /&gt;
* [[Battle for the Lakian Strait]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Battle_For_The_Lakian_Strait&amp;diff=214</id>
		<title>Battle For The Lakian Strait</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Battle_For_The_Lakian_Strait&amp;diff=214"/>
		<updated>2024-07-15T00:11:11Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== Introduction ==     == Course of the Battle ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Course of the Battle ==&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=213</id>
		<title>The Heir&#039;s War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=213"/>
		<updated>2024-07-15T00:10:07Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Of Castellazi]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Battle_Of_Castellazi&amp;diff=212</id>
		<title>Battle Of Castellazi</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Battle_Of_Castellazi&amp;diff=212"/>
		<updated>2024-07-15T00:09:03Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;== Introduction ==  The Battle of Castellazi marked the beginning of the Heir&amp;#039;s War, the first clash between Emperor Alexios of House Orsinian and the Aversarian Autokrata. Below describes the course of the battle, which ended in a convincing victory for the Aversarian armies. The Emperor&amp;#039;s silence in the wake of the loss describes the severity of the war within Reveian history.   == Course of the Battle ==   Great horns signaled their arrival, the grand host of House Or...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Battle of Castellazi marked the beginning of the Heir&#039;s War, the first clash between Emperor Alexios of House Orsinian and the Aversarian Autokrata. Below describes the course of the battle, which ended in a convincing victory for the Aversarian armies. The Emperor&#039;s silence in the wake of the loss describes the severity of the war within Reveian history. &lt;br /&gt;
&lt;br /&gt;
== Course of the Battle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great horns signaled their arrival, the grand host of House Orsinian. Banners displaying the golden lion marched in tandem with the families of the Crownlands. Among them, the Captain Dannis Lanser of the House Lanser, and he led the levies from Brie. He was known and given captaincy of the rearguard for his sacrifice in retreating from the borderland to join with the rest of the army. Lord Armand Haillet of Coinautum rode alongside the Prince Bessarion, as did his Knight Captain Laurent Crevier. Armand was only eighteen taking the flank of the royal liege as his bodyguard. Within the command tent, several notable lords and knights made their mark. Lord Commander Caius Thul and Sir Raynar Visegrad stood beside his royal grace Emperor Alexios, as his personal swords. &lt;br /&gt;
&lt;br /&gt;
Lord Morton Blount from Somerdell, not the Lord of the Hall but rather a noble courtier in the Crownlands rode among the cavalry. He who had once come to blows with the Lord Parren of a small fief near Somerdell, now rode alongside him as a friend. Both deadly warriors in their craft, their steel would be tested in time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the side of the Primeans marched the great legions of Keriokois and Helaclossan men. Great heroes of the skirmishes with Sadaf stood in their vanguard, a note spared to describe the names and their feats. Phylacus of the Ephetros, a bold and noble warrior known for his skill with spear and shield, took command of the right flank. Today, he carried a longer pike to lead the pikemen contingent. Lamachos of skilled shot rode alongside his brother Chalcon of Thenea, both well known in the Apella of Kelea. They would lead the initial assault, with both arrow and spear thrust from their appendages. &lt;br /&gt;
&lt;br /&gt;
It came to pass that Areibacus the Giant marched among them, a hero in Typhos who is said to have taken the head of several Sadafi zealots during the Empire’s invasion. A great javelin sat in his grasp, and a great mace awaited its bloody fate in the distance on those Crownland fields. &lt;br /&gt;
&lt;br /&gt;
The battle began with a most detestable move. Displaying their quarry, the army of House Kodaxes attempted to, but failed to bait the Princes into a foolish attack. However, the arrows were soon to fly afterward. Leading their number, Lamachos and his brother surged along the flanks and began to harry the Orsinian number with volleys of arrows. They struck shield, flesh, and plate as the first blood spilled on the fields of the Crownlands. Lamachos’ aim found the breastplate and armpit of many unfortunate infantrymen. Captain Catell, of merchant background, commanded the ranks of fusiliers, pressed and confident to display their prowess. The first smoke of gunpowder filled the air as musketball screamed across the empty air of Castellazi. Several men atop their horses were felled or wounded. Lamachos mourned as they returned to their lines the men who were lost, many of whom friends who he had known. Many a father’s son were lost that day, and more to come. &lt;br /&gt;
&lt;br /&gt;
The cataphracts were the next to join the battle, as the Reveians marched under the support of cannonfire and artillery shot. Each side traded blow for blow as the cataphracts rounded the corner of the forest line. In the distance, Prince Bessarion and his bodyguard rode to meet them with the support of their knights. Leading the cataphracts, a veteran of the Ephetros and Ephors named Tebaeus of the Scythas lineage saw the prey that his liege desired, lacking good judgement and only a bloodlust characteristic of his background. He blew the horn and their grand flank was conducted. Much to the chagrin of the Emperor, the skill and tactics of the veteran Tebaeus prevailed. The horses clashed and fell upon one another with such intensity that they were felled merely from the collision. In the first bout, Tebaeus crossed blades with Laurent Crevier as another knight rushed from the flank to end the Primean captain’s triumph before it could begin. Alas, the veteran was no fool. A swift pivot and the knight was felled upon his spear, and he quickly escaped the wrath of Sir Laurent into the safety of his men. &lt;br /&gt;
&lt;br /&gt;
Tebaeus’ attack prevailed and the Prince Bessarion was turned back to his lines, as the battle drew to full force and intensity. A contingent of a thousand Reveian infantrymen clashed against the line of Primean pikeman. Areibacus swung his mace into the lead Reveian soldier, crushing his skull against the dirt, while a victim of his deadly javelin lay lifeless just nearby. They were nameless peasants, hailing from Mallery. They too would grace the homes of their children no longer. The Emperor did not fear battle like his predecessor. His sword flashed with almost demonic speed, cutting down several Primeans in his path and clearing out a deadly pikeman’s trap for his men to traverse. Nicanonaeus rode into battle himself, his spear catching with misfortune laden in its metal the Lord Parren of Somerdell. In an instant the small and noble House of Parren lost its patriarch, and the family would go onto to fade away with the yet unknown death of his only heir at the hands of Phylacus. The heir, foolishly rushing as a mere squire to save his father, slowly faded from life’s grip as his blood seeped into the muddy ground from a grievous wound across his torso and deep in his liver. Lord Caius Thul raised a sword in Lord Parren’s defense, leaping from his horse and bringing sword to cause against the Ephetros’ finest. Phylacus thrust his secondary blade forward to catch that of Caius, who quickly parried with his well recognized twin blade wield. Another thrust, glancing off the Bloodsworn’s armor with a loud scrape, prompting Caius to lean forward and headbut his foe with the crown of his helm. Blood streamed from the nasal cavity as Phylacus fell into lustful rage, swinging wildly and meeting his opponent’s guard with each maneuver. Each time, expertly countering Caius’ counterattacks when they were levied. Let it not be said that the Lord Commander was not outmatched, and he found himself at death’s door that day with but a prayer to preserve him. &lt;br /&gt;
&lt;br /&gt;
Elsewhere, arrows flew from either side to aid in the push of their infantry, as the dead were secreted in the mud of the floodplains. Dannis Lanser fought among his men, leading a competent contingent of infantry to break the lines of Primean legionaries attempting to reach the Emperor. In a striking lack of luck the Captain was dropped by arrow fire, as Lamachos rode by and let fly his shaft. He continued riding, unbeknownst of the sorrow his shot would wreak on the men and women of Brie who were endeared to him. His charge had failed and the Primean legionaries pounced on their opportunity. &lt;br /&gt;
&lt;br /&gt;
Phylacus stood triumphant, as his sword found the shoulder of the Lord Commander Thul after several minutes of distracted fighting in the midst of their men. Caius was led back to camp to tend to his wounds, leaving the Emperor with only Raynar to guard him. A silent prayer was uttered from his squire, as the Lord Commander’s pained yell reinforced his fear of death. &lt;br /&gt;
&lt;br /&gt;
Raynar drove forward to stave off Areibacus who had seen and desired to deal the killing blow upon the Emperor who fought but a few feet away. He almost broke under the weight of the giant’s first swing, as the mace broke through his guard. With a swift drive of his blade, he pivoted off from the swing and thrust his blade through the brave Primean’s thigh. In a desperate grasp for life and salvation the Giant of the Primeans grabbed Raynar and wrested his sword from his hands, tossing the man against the dirt. Areibacus roared as blood dripped from his grievous blow, before his head was suddenly taken from him. Alexios, covered in blood that obscured even the shimmer of the golden lion, stood and offered a hand to his bodyguard, and the two regrouped. &lt;br /&gt;
&lt;br /&gt;
The battle subsided, and the Orsinian army retreated under the buckling of their morale. Prince Bessarion suffered a wound and was taken from the field, and the Lord Commander’s injuries dealt a blow to the men that could not be repaired. House Kodaxes claimed the day, and successfully marched to Vixtoi. The army of House Orsinian meanwhile retreated to Somerdell where they would regroup.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Battle_Of_Vranik_Forest&amp;diff=211</id>
		<title>Battle Of Vranik Forest</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Battle_Of_Vranik_Forest&amp;diff=211"/>
		<updated>2024-07-01T23:14:30Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;u&amp;gt;Introduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Battle of Vranik Forest is considered by many to be the opening skirmish of the Heathen&#039;s War, opening up in force the tension between Skeydan Paganism and Rykov Conclavism. Lord Volkshearth mustered his army at the edge of the Vranik Forest, preparing to ambush the Rykov army as it marched to the aid of House Norinn and their invasion army. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Course of the Battle&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volkshearth army mobilized in force, marching south to secure the territory of its ally. At the head of it, the symbol of the Skeydan resistance to Church repression and the oldest rivalry to grace the north. In the snows of the Beroskian wood is where the doom or ascendance of the Skeydans would be decided. Marching from the opposition, the determined forces of House Rykov under the banner of Lord Pavel Rykov who had successfully united them behind the cultural creed of the Conclavist creeds. &lt;br /&gt;
&lt;br /&gt;
In the south at Silvershore, an army raised in House Visegrad marched in due fervor in defense of their ally. Despite the noble cause, they were only able to muster 22,000 men for the war. Standing at the border, the captains remain restless in their desire to engage the enemies in the north. &lt;br /&gt;
&lt;br /&gt;
The battle for the Vranik Forest began with the vicious assault by House Volkshearth armies on those of Rykov, who were attempting to join the Norinn siege. Large, burly huskarls rushed from the treeline, arrows striking the hardened Kremiyan lines as the first sign of blood heralded commensurate lust from the warriors who sought it. The first clash saw the Rykov army unprepared for such a sudden attack, as the Volkshearth army fell into them with great intensity. &lt;br /&gt;
&lt;br /&gt;
Great axes struck shield, as holy battle missionaries rallied the Rykov ranks in valiant holy crusade. Blood drenched the snow as the battle lines drew away just to clash once more, horsemen getting caught and butchered among the bushes and trees. Kaiyusa Takeda fell upon the frontline of House Visegrad, leading a remarkable counter charge that ended in the death of several large huskarl infantry. Chants invigorated the lines as the holy armies of the north brought the blessed sword and the ecclesiastical rod. Still, on the flanks the Rykov army could not consolidate in time to effectively stave off a prepared ambush. Heavy infantry clawed their way through Rykov lines, spraying blood with each swing as the backlines featured a mixture of lighter armored units and supply lines. The poor morale of the Janissaries suffered under the brutal attack, and their Commander Takeda knew this. A horn blew, and soon the Rykovs began their retreat. &lt;br /&gt;
&lt;br /&gt;
The first bout went in favor of Volkshearth, as Kaiyusa Takeda expertly rallied the army away from further disaster. In all, 6,000 janissaries and 3,000 Rykov troops were slain, to 1,000 of Volshearth’s army. New skirmishes marked the snowy fields and woods, as House Volkshearth began to press their advantage. Takeda’s army, numbering in the tens of thousands, finally stabilized their position in northeastern Wielzebjin. Well supplied and with the support of Norinn’s army, they faced a precarious situation with the Visegrad army to the south and an invigorated foe to the north.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Battle_Of_Vranik_Forest&amp;diff=210</id>
		<title>Battle Of Vranik Forest</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Battle_Of_Vranik_Forest&amp;diff=210"/>
		<updated>2024-07-01T23:08:50Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Course of the Battle&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volkshearth army mobilized in force, marching south to secure the territory of its ally. At the head of it, the symbol of the Skeydan resistance to Church repression and the oldest rivalry to grace the north. In the snows of the Beroskian wood is where the doom or ascendance of the Skeydans would be decided. Marching from the opposition, the determined forces of House Rykov under the banner of Lord Pavel Rykov who had successfully united them behind the cultural creed of the Conclavist creeds. &lt;br /&gt;
&lt;br /&gt;
In the south at Silvershore, an army raised in House Visegrad marched in due fervor in defense of their ally. Despite the noble cause, they were only able to muster 22,000 men for the war. Standing at the border, the captains remain restless in their desire to engage the enemies in the north. &lt;br /&gt;
&lt;br /&gt;
The battle for the Vranik Forest began with the vicious assault by House Volkshearth armies on those of Rykov, who were attempting to join the Norinn siege. Large, burly huskarls rushed from the treeline, arrows striking the hardened Kremiyan lines as the first sign of blood heralded commensurate lust from the warriors who sought it. The first clash saw the Rykov army unprepared for such a sudden attack, as the Volkshearth army fell into them with great intensity. &lt;br /&gt;
&lt;br /&gt;
Great axes struck shield, as holy battle missionaries rallied the Rykov ranks in valiant holy crusade. Blood drenched the snow as the battle lines drew away just to clash once more, horsemen getting caught and butchered among the bushes and trees. Kaiyusa Takeda fell upon the frontline of House Visegrad, leading a remarkable counter charge that ended in the death of several large huskarl infantry. Chants invigorated the lines as the holy armies of the north brought the blessed sword and the ecclesiastical rod. Still, on the flanks the Rykov army could not consolidate in time to effectively stave off a prepared ambush. Heavy infantry clawed their way through Rykov lines, spraying blood with each swing as the backlines featured a mixture of lighter armored units and supply lines. The poor morale of the Janissaries suffered under the brutal attack, and their Commander Takeda knew this. A horn blew, and soon the Rykovs began their retreat. &lt;br /&gt;
&lt;br /&gt;
The first bout went in favor of Volkshearth, as Kaiyusa Takeda expertly rallied the army away from further disaster. In all, 6,000 janissaries and 3,000 Rykov troops were slain, to 1,000 of Volshearth’s army. New skirmishes marked the snowy fields and woods, as House Volkshearth began to press their advantage. Takeda’s army, numbering in the tens of thousands, finally stabilized their position in northeastern Wielzebjin. Well supplied and with the support of Norinn’s army, they faced a precarious situation with the Visegrad army to the south and an invigorated foe to the north.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Battle_Of_Vranik_Forest&amp;diff=209</id>
		<title>Battle Of Vranik Forest</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Battle_Of_Vranik_Forest&amp;diff=209"/>
		<updated>2024-07-01T23:02:43Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;Placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heathen_War&amp;diff=208</id>
		<title>The Heathen War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heathen_War&amp;diff=208"/>
		<updated>2024-07-01T23:02:32Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Key Battles and Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Of Vranik Forest]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=207</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=207"/>
		<updated>2024-07-01T22:59:33Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Current Scene (354 AR - Present Day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reveian Empire is in grave turmoil following the death of Emperor Bakous IV. New political winds blow throughout the realm, prompting calls for crusade and independence alike. In the Capital City of Arandous, fears stirred over the bankruptcy of imperial coffers, leading to mass unrest throughout the Empire&#039;s feudal lords. Primeans, upset by the instability of the Empire, threaten independence entirely and the formation of a new Primean State under the control of the House of Kodaxes. East of the Reveian mainland, Perenian families squabble over the old claims of the Cult of Alexander and the Zusko Royal Family. Two claimants of the same blood arise, building the Gold and Black coalitions respectively. &lt;br /&gt;
&lt;br /&gt;
Still, the winds of magical forces do not remain dormant long in times of crisis. Who could say what omens such a crisis could bring. &lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;br /&gt;
* [[Reveian Financial Crisis]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=206</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=206"/>
		<updated>2024-07-01T22:55:10Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Current Scene (354 AR - Present Day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;br /&gt;
* [[Reveian Financial Crisis]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_Financial_Crisis&amp;diff=205</id>
		<title>Reveian Financial Crisis</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_Financial_Crisis&amp;diff=205"/>
		<updated>2024-07-01T22:54:48Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;Placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=204</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=204"/>
		<updated>2024-07-01T22:51:13Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Current Scene (354 AR - Present Day)&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Notable Events ===&lt;br /&gt;
&lt;br /&gt;
* [[The Heathen War]]&lt;br /&gt;
* [[The Heir&#039;s War]]&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=203</id>
		<title>The Heir&#039;s War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heir%27s_War&amp;diff=203"/>
		<updated>2024-07-01T22:50:58Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;Placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=202</id>
		<title>Reveia Class Selection</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=202"/>
		<updated>2024-07-01T22:46:29Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those new to Reveia, welcome! For those experienced with Reveia, welcome back! This is the Reveia Class Selection, and will contain most relevant information for player character stats. This document is to help assist players in learning and creating their characters as desired.&lt;br /&gt;
&lt;br /&gt;
== Character Skill Points ==&lt;br /&gt;
Every character has skill points that reflect their capabilities both in and out of combat. Any character age 25 and over is allowed 15 Skill Points total, to be spent on individual skills. &lt;br /&gt;
&lt;br /&gt;
Any character under the age of 25, but over 18, is considered to have 8 points maximum. Minors require permission from Staff to play and have no points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Note: Characters should only change Skills every 3 OOC months and with proof of appropriate rp provided to staff. Points reflect time spent to learn and develop skills, and as a consequence, characters lose some capability in other skills due to falling out of practice. Characters need approval from the Lore Staff who approved their application to make any changes to it, regardless of this guideline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skill Levels ==&lt;br /&gt;
If you invest points into a skill, the maximum amount of points that can be put into it is 4. Having levels in a skill is then labelled as thus:&lt;br /&gt;
&lt;br /&gt;
[1] = Amateur&lt;br /&gt;
&lt;br /&gt;
[2] = Trained&lt;br /&gt;
&lt;br /&gt;
[3] = Veteran&lt;br /&gt;
&lt;br /&gt;
[4] = Expert&lt;br /&gt;
&lt;br /&gt;
[5] = Mastery &lt;br /&gt;
&lt;br /&gt;
[6] = Virtuoso (Conditional on staff approval for grand feats associated with a skill) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat System&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat system relies on two systems, defaulting to rolling. Honor combat is possible only with the consent of both parties. When honor combat is not agreed to, a system of rolling based on the point investments put into skills is used. With each investment, the modifier used in combat is increased by 2. A character with a virtuoso in one handed melee combat will roll with a +10. The combat begins with the players rolling initiative, a d20. When the turn order is established, each player will take their turn and emote their action. Barring special actions, the traditional exchange will see a player emote attacking their opponent, and subsequently roll the modifier associated with their attack action. The defending player will then roll to defend against the attack. If the attacking roll prevails, the hit will land. Players are expected to treat wounds realistically, and not to power game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement:&#039;&#039;&#039; Each character can move a base 6 blocks barring special skills that modify or alter it. Athleticism for example increases the number of blocks a character can move, while using a shield will slow a character down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappling/Restraining:&#039;&#039;&#039; Characters are able to grapple, restrain, or contest the strength of their opponent by using this special action. During their turn, an attacker will roll their modifier in unarmed proficiency against the defender&#039;s defensive skill. If the attacker prevails with a difference of 8 or more, the defender is considered grappled and is unable to move or attack on the next turn. To break free of the grapple, the grappled character is forced to roll their strength training modifier against the grappler. If the grappled character prevails with a difference of 4, they are able to break free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retreating:&#039;&#039;&#039; Characters are able to flee combat using their athleticism skill. To flee, the retreating character must roll their athleticism skill and prevail with a difference of 8 to successfully escape an opponent within 8 blocks. If the roll succeeds, the character must prevail with an additional athleticism check to flee combat successfully. Once both steps are complete, the character is free to leave the roleplay. If the character is already 8 blocks away, they are able to skip step 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engagement/Disengagement:&#039;&#039;&#039; Characters are considered engaged in melee combat if they are within 1-2 blocks of their opponent, or 3 if one of the participants is using a heavy weapon. Unless allowed to disengage, the player is forced to roll a base d20 against their opponent, who will also roll a base d20. If the disengaging player beats the roll, they are able to disengage from combat and freely move elsewhere. A tie defaults to a stopped disengagement. &lt;br /&gt;
&lt;br /&gt;
== Skill Template ==&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Each character is given 15 points to invest in the following skills. Only one skill is able to be leveled to virtuoso. Further, once a character invests a skill at mastery, other skills are capped at expert.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One-handed Melee - 5 points (mastery) &lt;br /&gt;
&lt;br /&gt;
Shielding - 4 points (expert)&lt;br /&gt;
&lt;br /&gt;
Strength Training - 3 points (veteran)&lt;br /&gt;
&lt;br /&gt;
Athleticism - 3 points (veteran)&lt;br /&gt;
&lt;br /&gt;
== Proficiency System ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Combat Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in one hand, I.E daggers, arming swords, rapiers, messers, etcetera. Each successful hit scores one wound. These can be paired with a shield for defensive bonuses, or with another one handed weapon to deal an additional wound with each successful blow. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in two hands, I.E longswords, greatswords, mauls, greataxes, etcetera. Each successful hit scores two wounds. Characters forgo shields while wielding these. Each point investment adds +2 to roll. Heavy weapons users are able to swing one block outside of the normal 1-2 block range, able to reach an opponent that is three blocks away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Proficiency&#039;&#039;&#039; - Proficiency with shields. Shields are able to be used in tandem with a one-handed weapon, and provide a defensive bonus to the character. In addition to the weapon’s roll, add one additional bonus for each tier of shielding invested in. A character with a virtuoso in shields can add 5 to their defensive roll. Shields negate part of a character’s movement, reducing their movement by half. Each point investment adds +1 to roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Proficiency&#039;&#039;&#039; - Proficiency with non-powder based ranged or thrown weapons, I.E bows, crossbows, slings, javelins and darts. Each successful hit scores two wounds, and requires a full turn to reload. Each point investment adds +2 to roll. Ranged proficiency cannot be used at 4 block range or lower.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firearms Proficiency&#039;&#039;&#039; - Proficiency with powder-based ranged weapons, I.E pistols and muskets. Each successful hit scores three wounds, and requires two full turns to reload. Additional firearms may not come pre-loaded in combat. Unmodified rolls below five result in a misfire and deal one wound to the user. Each point investment adds +2 to roll. Firearms have a 15 block range, and the character using them must stand still to reload.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat Proficiency&#039;&#039;&#039; - Proficiency with unarmed combat styles, I.E bare-knuckle brawling, martial arts, grappling, etc. Each successful hit scores one wound. This proficiency may be used to initiate grapple checks, which roll against a defense roll and when successful, disable a character from taking combat turns as long as the grapple is maintained. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Physical Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength Proficiency&#039;&#039;&#039; - Proficiency with physical feats such as endurance, lifting, climbing, etcetera. With each two investments, a character gains an additional wound on top of the base 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics Proficiency&#039;&#039;&#039; - Proficiency with athletic feats such as sprinting, jumping, gymnastics, etcetera. With each investment, a character may move an additional block on top of the base 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Command Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategist Proficiency&#039;&#039;&#039; - Proficiency with large-scale military command, I.E the command of a force larger than one thousand men. Strategist proficiency encompasses battle order and strategy, the ability to command and delegate, and an understanding of military strategy and logistics. If three points are invested in Strategist Proficiency, no more than two may be invested into Tactician Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactician Proficiency&#039;&#039;&#039; - Proficiency with small-scale military command, I.E the command of a force smaller than one thousand men. Tactician proficiency encompasses battlefield leadership and tactics, the ability to directly lead men, and an understanding of battlefield tactics and command within the scope of a larger force. If three points are invested in Tactician Proficiency, no more than two may be invested into Strategist Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral Proficiency&#039;&#039;&#039; - Proficiency with large-scale naval command, I.E the command of multiple maritime vessels. Admiral proficiency encompasses naval battle order and fleet maneuvers, the ability to command and delegate, and an understanding of naval strategy and logistics. If three points are invested in Admiral Proficiency, no more than two may be invested into Captaincy Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captaincy Proficiency&#039;&#039;&#039; - Proficiency with small-scale naval command, I.E the command of a single maritime vessel. Captaincy proficiency encompasses naval combat leadership and tactics, the ability to directly captain a ship, and an understanding of naval tactics and command within the scope of a larger fleet. If three points are invested in Captaincy Proficiency, no more than two may be invested into Admiral Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free. Naval proficiencies are mutually exclusive with land proficiencies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Statesman Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomatic Proficiency&#039;&#039;&#039; - Proficiency with diplomacy, both internal and external. Diplomatic proficiency encompasses the ability to entreat, persuade and coerce non-player character entities within and without the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Economic Proficiency&#039;&#039;&#039; - Proficiency with economic and monetary development. Economic proficiency encompasses the ability to improve upon infrastructure, manage economic assets such as local industry, commerce or banks, and can reduce the costs of certain investments. At each level, an economist can reduce the cost of a building by 10 ducats, maxing out at 50 ducats. Additionally, each level offers the ability to cover the cost of one resource. For example, a master economist could reduce a building&#039;s cost by 40 ducats and a single resource, or 30 ducats and two resources. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intrigue Proficiency -&#039;&#039;&#039; Proficiency with intrigue and subterfuge. Intrigue proficiency encompasses the ability and know-how to engage in espionage, sabotage and forgery. Characters with this proficiency may engage in actions broadly related to subterfuge in progressions and may forge documents with supervision and approval of lore staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Proficiency&#039;&#039;&#039; - Proficiency with theology. Religious proficiency encompasses the ability to understand religious theology of a character’s own faith and others, the ability to participate in religious institutions and the persuasive rhetoric to evangelize to non-believers, allowing for conversions of NPC populations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Historical Proficiency&#039;&#039;&#039; - Proficiency with historiography. Historical proficiency encompasses the innate knowledge of history, and with varying degrees of proficiency, may uncover insights which are not readily available to other characters. Characters with historical proficiency may consult with lore staff for knowledge drops once per progression cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Common Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Art Proficiency&#039;&#039;&#039; - Proficiency with art. Art Proficiency encompasses an understanding of the practice and methods of creating works of art, including but not limited to; painting, sculpture, printmaking, architectural design, metalwork. Characters with this proficiency may utilize it to create works which may be given as gifts, or sold, through progression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music Proficiency&#039;&#039;&#039; - Proficiency with music. Music proficiency encompasses an understanding of the practice of writing and creating music, and skill with any range of instruments. Characters with this proficiency may utilize it to earn renown and influence with their talents through progression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Proficiency&#039;&#039;&#039; - Proficiency with medicine. Medical proficiency encompasses the understanding of medicine, medical procedures and comprehensive first aid and surgery. Characters with this proficiency may utilize it to patch the wounds of characters who have suffered injuries in combat, as long as they are not actively engaged, by making a roll against the number of wounds x 3. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smithing Proficiency&#039;&#039;&#039; - Proficiency with smithing. Smithing proficiency encompasses the understanding and creation of mundane weapons and armors, as well as other objects which require metallurgical knowledge to craft. Characters with this proficiency may utilize it to create weapons and armors with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunsmithing Proficiency&#039;&#039;&#039; - Proficiency with gunsmithing. Gunsmithing proficiency encompasses the understanding and creation of gunpowder and gunpowder-based arms, as well as explosives. Characters with this proficiency may utilize it to create firearms and explosives with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy Proficiency&#039;&#039;&#039; - Proficiency with alchemy. Alchemy proficiency encompasses the understanding and creation of potions, poultices, oils and alchemical explosives such as smoke bombs, nafta, etcetera. Characters with this proficiency may utilize it to create the aforementioned alchemical concoctions with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifice Proficiency&#039;&#039;&#039; - Proficiency with artifice. Artifice proficiency encompasses the understanding and creation of artifacts that are imbued with magical or otherworldly properties. Characters with this proficiency may utilize it to create artifacts with supervision and approval by the lore team. Without mage approval, a character with the artificing skill can produce enchantments for items and weapons that can be used for the completion of non-mechanically relevant tasks. For example, a broom could be made to sweep the floor without a person to hold it, or a sword may drip icicles from its tip. Ultimately, these will be confined to boons and enchantments that confer no mechanical benefit. With mage approval, characters with the artificing skill may apply through ticket to enchant weapons with a specific mechanical property, enhancing its abilities in combat encounters. It should be noted that in both cases, this sort of magic is considered anathema by the Church and Empire and is outlawed completely. To make an application for a lored item from a mage character, use the following template: &lt;br /&gt;
&lt;br /&gt;
Lore Item Name: &lt;br /&gt;
&lt;br /&gt;
Lore Item Type: (Weapon, Tool, Other) &lt;br /&gt;
&lt;br /&gt;
Proposed Mechanics: &lt;br /&gt;
&lt;br /&gt;
How this will be used to forward roleplay: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunting Proficiency&#039;&#039;&#039; - Proficiency at tracking and pursuing prey, whether it be animals or people. This proficiency encompasses the characters who have a feel for the movements of others, able to pursue them across long distances. Characters with this proficiency may use it to assist in scouting for armies, but also hunting important targets in progressions. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Languages&#039;&#039;&#039; ===&lt;br /&gt;
Characters can both learn the Common Tongue for free and gain the language of their parents, if applicable. Every other language costs 1 Skill Point to master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Common Tongue &amp;lt;C&amp;gt; –&#039;&#039;&#039; Native to the Wolvards, available to all. Inspired by English&lt;br /&gt;
* &#039;&#039;&#039;Primean &amp;lt;nowiki&amp;gt;&amp;lt;P&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by Old Primeans. Inspired by Classical Latin and Ancient Greek&lt;br /&gt;
* &#039;&#039;&#039;Neo-Primean &amp;lt;N-P&amp;gt; –&#039;&#039;&#039; Spoken by Modern Primeans and some Cliffmen. Inspired by Vulgar Latin and Italian&lt;br /&gt;
* &#039;&#039;&#039;Aracellian &amp;lt;A&amp;gt; –&#039;&#039;&#039; Spoken by Urban Grapelanders. Inspired by French and Occitan&lt;br /&gt;
* &#039;&#039;&#039;Entenorian &amp;lt;E&amp;gt; –&#039;&#039;&#039; Spoken by Entenorians. Inspired by Spanish and Portuguese &#039;&#039;&#039;(Vedero &amp;lt;VE&amp;gt;)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drachensprak &amp;lt;DC&amp;gt; –&#039;&#039;&#039; Spoken by Fellmen. Inspired by German&lt;br /&gt;
* &#039;&#039;&#039;Neebrachts &amp;lt;NE&amp;gt; –&#039;&#039;&#039; Spoken by Neebrachters. Inspired by Dutch&lt;br /&gt;
* &#039;&#039;&#039;Dornovan &amp;lt;D&amp;gt; –&#039;&#039;&#039; Spoken by Dornovans&lt;br /&gt;
* &#039;&#039;&#039;Findwyr &amp;lt;F&amp;gt; –&#039;&#039;&#039; Spoken by the Felks. Inspired by Celtic tongues&lt;br /&gt;
* &#039;&#039;&#039;Vodska &amp;lt;V&amp;gt; –&#039;&#039;&#039; Spoken by the Skeydans. Inspired by Nordic tongues&lt;br /&gt;
* &#039;&#039;&#039;Kosnik &amp;lt;K&amp;gt; –&#039;&#039;&#039; Spoken by the Kremiyans and Beroskians. Inspired by East Slavic tongues&lt;br /&gt;
* &#039;&#039;&#039;Perenski &amp;lt;PI&amp;gt; –&#039;&#039;&#039; Spoken by Perenians. Inspired by Czech and Polish&lt;br /&gt;
* &#039;&#039;&#039;Rostul &amp;lt;RU&amp;gt; –&#039;&#039;&#039; Spoken by Rosti. Inspired by Steppe languages.&lt;br /&gt;
* &#039;&#039;&#039;Troll Speak &amp;lt;nowiki&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;/nowiki&amp;gt; –&#039;&#039;&#039; Spoken by Trolls and Goblins&lt;br /&gt;
* &#039;&#039;&#039;Khudaki &amp;lt;KH&amp;gt; –&#039;&#039;&#039; Spoken by Khudaks&lt;br /&gt;
* &#039;&#039;&#039;Kralm Tongue &amp;lt;KR&amp;gt; –&#039;&#039;&#039; Spoken by Dwarves&lt;br /&gt;
* &#039;&#039;&#039;Q’omsharic &amp;lt;nowiki&amp;gt;&amp;lt;Q&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by the Sadafi. Inspired by Arabic and Persian languages&lt;br /&gt;
* &#039;&#039;&#039;Khappulic &amp;lt;KP&amp;gt; –&#039;&#039;&#039; Spoken by the Khappulians. Inspired by Akkadian&lt;br /&gt;
* &#039;&#039;&#039;Ghanarosa &amp;lt;GH&amp;gt; –&#039;&#039;&#039; Spoken by the Unnadassans&lt;br /&gt;
* &#039;&#039;&#039;Vemish &amp;lt;VM&amp;gt; –&#039;&#039;&#039; Spoken by Vemics. Inspired by Romanian&lt;br /&gt;
* &#039;&#039;&#039;Farspeech &amp;lt;FAR&amp;gt; –&#039;&#039;&#039; Spoken by Farstriders. Inspired by East Asian languages&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heathen_War&amp;diff=201</id>
		<title>The Heathen War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heathen_War&amp;diff=201"/>
		<updated>2024-07-01T21:46:33Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Timeline (354 A.C. - Present Day) ======&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Key Battles and Events ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=The_Heathen_War&amp;diff=200</id>
		<title>The Heathen War</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=The_Heathen_War&amp;diff=200"/>
		<updated>2024-07-01T21:45:06Z</updated>

		<summary type="html">&lt;p&gt;Aleph: Created page with &amp;quot;Placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=199</id>
		<title>Reveia Class Selection</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=199"/>
		<updated>2024-05-20T00:15:10Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Skill Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those new to Reveia, welcome! For those experienced with Reveia, welcome back! This is the Reveia Class Selection, and will contain most relevant information for player character stats. This document is to help assist players in learning and creating their characters as desired.&lt;br /&gt;
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== Character Skill Points ==&lt;br /&gt;
Every character has skill points that reflect their capabilities both in and out of combat. Any character age 25 and over is allowed 15 Skill Points total, to be spent on individual skills. &lt;br /&gt;
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Any character under the age of 25, but over 18, is considered to have 8 points maximum. Minors require permission from Staff to play and have no points.&lt;br /&gt;
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&#039;&#039;*Note: Characters should only change Skills every 3 OOC months and with proof of appropriate rp provided to staff. Points reflect time spent to learn and develop skills, and as a consequence, characters lose some capability in other skills due to falling out of practice. Characters need approval from the Lore Staff who approved their application to make any changes to it, regardless of this guideline.&#039;&#039;&lt;br /&gt;
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== Skill Levels ==&lt;br /&gt;
If you invest points into a skill, the maximum amount of points that can be put into it is 4. Having levels in a skill is then labelled as thus:&lt;br /&gt;
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[1] = Amateur&lt;br /&gt;
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[2] = Trained&lt;br /&gt;
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[3] = Veteran&lt;br /&gt;
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[4] = Expert&lt;br /&gt;
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[5] = Mastery &lt;br /&gt;
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[6] = Virtuoso (Conditional on staff approval for grand feats associated with a skill) &lt;br /&gt;
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&#039;&#039;&#039;Combat System&#039;&#039;&#039;&lt;br /&gt;
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The combat system relies on two systems, defaulting to rolling. Honor combat is possible only with the consent of both parties. When honor combat is not agreed to, a system of rolling based on the point investments put into skills is used. With each investment, the modifier used in combat is increased by 2. A character with a virtuoso in one handed melee combat will roll with a +10. The combat begins with the players rolling initiative, a d20. When the turn order is established, each player will take their turn and emote their action. Barring special actions, the traditional exchange will see a player emote attacking their opponent, and subsequently roll the modifier associated with their attack action. The defending player will then roll to defend against the attack. If the attacking roll prevails, the hit will land. Players are expected to treat wounds realistically, and not to power game. &lt;br /&gt;
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&#039;&#039;&#039;Movement:&#039;&#039;&#039; Each character can move a base 6 blocks barring special skills that modify or alter it. Athleticism for example increases the number of blocks a character can move, while using a shield will slow a character down.&lt;br /&gt;
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&#039;&#039;&#039;Grappling/Restraining:&#039;&#039;&#039; Characters are able to grapple, restrain, or contest the strength of their opponent by using this special action. During their turn, an attacker will roll their modifier in unarmed proficiency against the defender&#039;s defensive skill. If the attacker prevails with a difference of 8 or more, the defender is considered grappled and is unable to move or attack on the next turn. To break free of the grapple, the grappled character is forced to roll their strength training modifier against the grappler. If the grappled character prevails with a difference of 4, they are able to break free.&lt;br /&gt;
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&#039;&#039;&#039;Retreating:&#039;&#039;&#039; Characters are able to flee combat using their athleticism skill. To flee, the retreating character must roll their athleticism skill and prevail with a difference of 8 to successfully escape an opponent within 8 blocks. If the roll succeeds, the character must prevail with an additional athleticism check to flee combat successfully. Once both steps are complete, the character is free to leave the roleplay. If the character is already 8 blocks away, they are able to skip step 1.&lt;br /&gt;
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&#039;&#039;&#039;Engagement/Disengagement:&#039;&#039;&#039; Characters are considered engaged in melee combat if they are within 1-2 blocks of their opponent, or 3 if one of the participants is using a heavy weapon. Unless allowed to disengage, the player is forced to roll a base d20 against their opponent, who will also roll a base d20. If the disengaging player beats the roll, they are able to disengage from combat and freely move elsewhere. A tie defaults to a stopped disengagement. &lt;br /&gt;
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== Skill Template ==&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Each character is given 15 points to invest in the following skills. Only one skill is able to be leveled to virtuoso. Further, once a character invests a skill at mastery, other skills are capped at expert.   &lt;br /&gt;
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&#039;&#039;&#039;Example Proficiencies&#039;&#039;&#039;&lt;br /&gt;
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One-handed Melee - 5 points (mastery) &lt;br /&gt;
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Shielding - 4 points (expert)&lt;br /&gt;
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Strength Training - 3 points (veteran)&lt;br /&gt;
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Athleticism - 3 points (veteran)&lt;br /&gt;
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== Proficiency System ==&lt;br /&gt;
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&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Combat Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Light Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in one hand, I.E daggers, arming swords, rapiers, messers, etcetera. Each successful hit scores one wound. These can be paired with a shield for defensive bonuses, or with another one handed weapon to deal an additional wound with each successful blow. Each point investment adds +2 to roll.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in two hands, I.E longswords, greatswords, mauls, greataxes, etcetera. Each successful hit scores two wounds. Characters forgo shields while wielding these. Each point investment adds +2 to roll. Heavy weapons users are able to swing one block outside of the normal 1-2 block range, able to reach an opponent that is three blocks away. &lt;br /&gt;
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&#039;&#039;&#039;Shield Proficiency&#039;&#039;&#039; - Proficiency with shields. Shields are able to be used in tandem with a one-handed weapon, and provide a defensive bonus to the character. In addition to the weapon’s roll, add one additional bonus for each tier of shielding invested in. A character with a virtuoso in shields can add 5 to their defensive roll. Shields negate part of a character’s movement, reducing their movement by half. Each point investment adds +1 to roll. &lt;br /&gt;
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&#039;&#039;&#039;Ranged Proficiency&#039;&#039;&#039; - Proficiency with non-powder based ranged or thrown weapons, I.E bows, crossbows, slings, javelins and darts. Each successful hit scores two wounds, and requires a full turn to reload. Each point investment adds +2 to roll. Ranged proficiency cannot be used at 4 block range or lower.  &lt;br /&gt;
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&#039;&#039;&#039;Firearms Proficiency&#039;&#039;&#039; - Proficiency with powder-based ranged weapons, I.E pistols and muskets. Each successful hit scores three wounds, and requires two full turns to reload. Additional firearms may not come pre-loaded in combat. Unmodified rolls below five result in a misfire and deal one wound to the user. Each point investment adds +2 to roll. Firearms have a 15 block range, and the character using them must stand still to reload.  &lt;br /&gt;
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&#039;&#039;&#039;Unarmed Combat Proficiency&#039;&#039;&#039; - Proficiency with unarmed combat styles, I.E bare-knuckle brawling, martial arts, grappling, etc. Each successful hit scores one wound. This proficiency may be used to initiate grapple checks, which roll against a defense roll and when successful, disable a character from taking combat turns as long as the grapple is maintained. Each point investment adds +2 to roll.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Physical Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Strength Proficiency&#039;&#039;&#039; - Proficiency with physical feats such as endurance, lifting, climbing, etcetera. With each two investments, a character gains an additional wound on top of the base 6.&lt;br /&gt;
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&#039;&#039;&#039;Athletics Proficiency&#039;&#039;&#039; - Proficiency with athletic feats such as sprinting, jumping, gymnastics, etcetera. With each investment, a character may move an additional block on top of the base 6.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Command Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Strategist Proficiency&#039;&#039;&#039; - Proficiency with large-scale military command, I.E the command of a force larger than one thousand men. Strategist proficiency encompasses battle order and strategy, the ability to command and delegate, and an understanding of military strategy and logistics. If three points are invested in Strategist Proficiency, no more than two may be invested into Tactician Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
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&#039;&#039;&#039;Tactician Proficiency&#039;&#039;&#039; - Proficiency with small-scale military command, I.E the command of a force smaller than one thousand men. Tactician proficiency encompasses battlefield leadership and tactics, the ability to directly lead men, and an understanding of battlefield tactics and command within the scope of a larger force. If three points are invested in Tactician Proficiency, no more than two may be invested into Strategist Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Proficiency&#039;&#039;&#039; - Proficiency with large-scale naval command, I.E the command of multiple maritime vessels. Admiral proficiency encompasses naval battle order and fleet maneuvers, the ability to command and delegate, and an understanding of naval strategy and logistics. If three points are invested in Admiral Proficiency, no more than two may be invested into Captaincy Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
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&#039;&#039;&#039;Captaincy Proficiency&#039;&#039;&#039; - Proficiency with small-scale naval command, I.E the command of a single maritime vessel. Captaincy proficiency encompasses naval combat leadership and tactics, the ability to directly captain a ship, and an understanding of naval tactics and command within the scope of a larger fleet. If three points are invested in Captaincy Proficiency, no more than two may be invested into Admiral Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free. Naval proficiencies are mutually exclusive with land proficiencies.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Statesman Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Diplomatic Proficiency&#039;&#039;&#039; - Proficiency with diplomacy, both internal and external. Diplomatic proficiency encompasses the ability to entreat, persuade and coerce non-player character entities within and without the Empire.&lt;br /&gt;
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&#039;&#039;&#039;Economic Proficiency&#039;&#039;&#039; - Proficiency with economic and monetary development. Economic proficiency encompasses the ability to improve upon infrastructure, manage economic assets such as local industry, commerce or banks, and can reduce the costs of certain investments.&lt;br /&gt;
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&#039;&#039;&#039;Intrigue Proficiency -&#039;&#039;&#039; Proficiency with intrigue and subterfuge. Intrigue proficiency encompasses the ability and know-how to engage in espionage, sabotage and forgery. Characters with this proficiency may engage in actions broadly related to subterfuge in progressions and may forge documents with supervision and approval of lore staff.&lt;br /&gt;
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&#039;&#039;&#039;Religious Proficiency&#039;&#039;&#039; - Proficiency with theology. Religious proficiency encompasses the ability to understand religious theology of a character’s own faith and others, the ability to participate in religious institutions and the persuasive rhetoric to evangelize to non-believers, allowing for conversions of NPC populations.&lt;br /&gt;
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&#039;&#039;&#039;Historical Proficiency&#039;&#039;&#039; - Proficiency with historiography. Historical proficiency encompasses the innate knowledge of history, and with varying degrees of proficiency, may uncover insights which are not readily available to other characters. Characters with historical proficiency may consult with lore staff for knowledge drops once per progression cycle.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Common Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Art Proficiency&#039;&#039;&#039; - Proficiency with art. Art Proficiency encompasses an understanding of the practice and methods of creating works of art, including but not limited to; painting, sculpture, printmaking, architectural design, metalwork. Characters with this proficiency may utilize it to create works which may be given as gifts, or sold, through progression.&lt;br /&gt;
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&#039;&#039;&#039;Music Proficiency&#039;&#039;&#039; - Proficiency with music. Music proficiency encompasses an understanding of the practice of writing and creating music, and skill with any range of instruments. Characters with this proficiency may utilize it to earn renown and influence with their talents through progression.&lt;br /&gt;
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&#039;&#039;&#039;Medical Proficiency&#039;&#039;&#039; - Proficiency with medicine. Medical proficiency encompasses the understanding of medicine, medical procedures and comprehensive first aid and surgery. Characters with this proficiency may utilize it to patch the wounds of characters who have suffered injuries in combat, as long as they are not actively engaged, by making a roll against the number of wounds x 3. Each point investment adds +2 to roll.&lt;br /&gt;
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&#039;&#039;&#039;Smithing Proficiency&#039;&#039;&#039; - Proficiency with smithing. Smithing proficiency encompasses the understanding and creation of mundane weapons and armors, as well as other objects which require metallurgical knowledge to craft. Characters with this proficiency may utilize it to create weapons and armors with supervision and approval by the lore team.&lt;br /&gt;
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&#039;&#039;&#039;Gunsmithing Proficiency&#039;&#039;&#039; - Proficiency with gunsmithing. Gunsmithing proficiency encompasses the understanding and creation of gunpowder and gunpowder-based arms, as well as explosives. Characters with this proficiency may utilize it to create firearms and explosives with supervision and approval by the lore team.&lt;br /&gt;
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&#039;&#039;&#039;Alchemy Proficiency&#039;&#039;&#039; - Proficiency with alchemy. Alchemy proficiency encompasses the understanding and creation of potions, poultices, oils and alchemical explosives such as smoke bombs, nafta, etcetera. Characters with this proficiency may utilize it to create the aforementioned alchemical concoctions with supervision and approval by the lore team.&lt;br /&gt;
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&#039;&#039;&#039;Artifice Proficiency&#039;&#039;&#039; - Proficiency with artifice. Artifice proficiency encompasses the understanding and creation of artifacts that are imbued with magical or otherworldly properties. Characters with this proficiency may utilize it to create artifacts with supervision and approval by the lore team. Without mage approval, a character with the artificing skill can produce enchantments for items and weapons that can be used for the completion of non-mechanically relevant tasks. For example, a broom could be made to sweep the floor without a person to hold it, or a sword may drip icicles from its tip. Ultimately, these will be confined to boons and enchantments that confer no mechanical benefit. With mage approval, characters with the artificing skill may apply through ticket to enchant weapons with a specific mechanical property, enhancing its abilities in combat encounters. It should be noted that in both cases, this sort of magic is considered anathema by the Church and Empire and is outlawed completely. To make an application for a lored item from a mage character, use the following template: &lt;br /&gt;
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Lore Item Name: &lt;br /&gt;
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Lore Item Type: (Weapon, Tool, Other) &lt;br /&gt;
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Proposed Mechanics: &lt;br /&gt;
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How this will be used to forward roleplay: &lt;br /&gt;
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&#039;&#039;&#039;Hunting Proficiency&#039;&#039;&#039; - Proficiency at tracking and pursuing prey, whether it be animals or people. This proficiency encompasses the characters who have a feel for the movements of others, able to pursue them across long distances. Characters with this proficiency may use it to assist in scouting for armies, but also hunting important targets in progressions. &lt;br /&gt;
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=== &#039;&#039;&#039;Languages&#039;&#039;&#039; ===&lt;br /&gt;
Characters can both learn the Common Tongue for free and gain the language of their parents, if applicable. Every other language costs 1 Skill Point to master.&lt;br /&gt;
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* &#039;&#039;&#039;Common Tongue &amp;lt;C&amp;gt; –&#039;&#039;&#039; Native to the Wolvards, available to all. Inspired by English&lt;br /&gt;
* &#039;&#039;&#039;Primean &amp;lt;nowiki&amp;gt;&amp;lt;P&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by Old Primeans. Inspired by Classical Latin and Ancient Greek&lt;br /&gt;
* &#039;&#039;&#039;Neo-Primean &amp;lt;N-P&amp;gt; –&#039;&#039;&#039; Spoken by Modern Primeans and some Cliffmen. Inspired by Vulgar Latin and Italian&lt;br /&gt;
* &#039;&#039;&#039;Aracellian &amp;lt;A&amp;gt; –&#039;&#039;&#039; Spoken by Urban Grapelanders. Inspired by French and Occitan&lt;br /&gt;
* &#039;&#039;&#039;Entenorian &amp;lt;E&amp;gt; –&#039;&#039;&#039; Spoken by Entenorians. Inspired by Spanish and Portuguese &#039;&#039;&#039;(Vedero &amp;lt;VE&amp;gt;)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drachensprak &amp;lt;DC&amp;gt; –&#039;&#039;&#039; Spoken by Fellmen. Inspired by German&lt;br /&gt;
* &#039;&#039;&#039;Neebrachts &amp;lt;NE&amp;gt; –&#039;&#039;&#039; Spoken by Neebrachters. Inspired by Dutch&lt;br /&gt;
* &#039;&#039;&#039;Dornovan &amp;lt;D&amp;gt; –&#039;&#039;&#039; Spoken by Dornovans&lt;br /&gt;
* &#039;&#039;&#039;Findwyr &amp;lt;F&amp;gt; –&#039;&#039;&#039; Spoken by the Felks. Inspired by Celtic tongues&lt;br /&gt;
* &#039;&#039;&#039;Vodska &amp;lt;V&amp;gt; –&#039;&#039;&#039; Spoken by the Skeydans. Inspired by Nordic tongues&lt;br /&gt;
* &#039;&#039;&#039;Kosnik &amp;lt;K&amp;gt; –&#039;&#039;&#039; Spoken by the Kremiyans and Beroskians. Inspired by East Slavic tongues&lt;br /&gt;
* &#039;&#039;&#039;Perenski &amp;lt;PI&amp;gt; –&#039;&#039;&#039; Spoken by Perenians. Inspired by Czech and Polish&lt;br /&gt;
* &#039;&#039;&#039;Rostul &amp;lt;RU&amp;gt; –&#039;&#039;&#039; Spoken by Rosti. Inspired by Steppe languages.&lt;br /&gt;
* &#039;&#039;&#039;Troll Speak &amp;lt;nowiki&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;/nowiki&amp;gt; –&#039;&#039;&#039; Spoken by Trolls and Goblins&lt;br /&gt;
* &#039;&#039;&#039;Khudaki &amp;lt;KH&amp;gt; –&#039;&#039;&#039; Spoken by Khudaks&lt;br /&gt;
* &#039;&#039;&#039;Kralm Tongue &amp;lt;KR&amp;gt; –&#039;&#039;&#039; Spoken by Dwarves&lt;br /&gt;
* &#039;&#039;&#039;Q’omsharic &amp;lt;nowiki&amp;gt;&amp;lt;Q&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by the Sadafi. Inspired by Arabic and Persian languages&lt;br /&gt;
* &#039;&#039;&#039;Khappulic &amp;lt;KP&amp;gt; –&#039;&#039;&#039; Spoken by the Khappulians. Inspired by Akkadian&lt;br /&gt;
* &#039;&#039;&#039;Ghanarosa &amp;lt;GH&amp;gt; –&#039;&#039;&#039; Spoken by the Unnadassans&lt;br /&gt;
* &#039;&#039;&#039;Vemish &amp;lt;VM&amp;gt; –&#039;&#039;&#039; Spoken by Vemics. Inspired by Romanian&lt;br /&gt;
* &#039;&#039;&#039;Farspeech &amp;lt;FAR&amp;gt; –&#039;&#039;&#039; Spoken by Farstriders. Inspired by East Asian languages&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Vampirism&amp;diff=198</id>
		<title>Vampirism</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Vampirism&amp;diff=198"/>
		<updated>2024-05-20T00:09:38Z</updated>

		<summary type="html">&lt;p&gt;Aleph: /* Physical Appearance/Biology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Introduction =&lt;br /&gt;
The vampire bloodlines of the east are as mysterious as they are novel. Prior to the age of the Demontide, the Vemics carried the orders of the dark gods, particularly in their devotion to Fedryn. The idea of a lower vemic, or a creature of such potent bloodlust that could be construed for a human, was unthinkable. Nonetheless, they have now become entangled in the Reveian political landscape. Lords and ladies revealed as vampires, having infiltrated families and spread their rot, have become an issue in areas as devout as the Fells, and as remote as the Dragon Isles. &lt;br /&gt;
&lt;br /&gt;
= Physical Appearance/Biology =&lt;br /&gt;
Vampiric physiology is altered entirely from their former self. Their skin, with few exceptions, will begin to pale. Their eyes, with few exceptions, will begin to morph into a crimson red color that pierces and glows even in the dark of night. What changes about their appearance pales in comparison to the changes taking effect in their mind. Vampires are dark creatures, servile to the Creed and blessed by Fedryn to subsist off of blood for eternity. They are consistently hungry for it, and their bloodline determines how feral this hunger will render them overtime. All vampires share in delayed aging, most able to live beyond the normal range for their race, and they certainly do not show age in their physical appearance. Some bloodlines add specific boons or drawbacks depending on the nature of how they were designed, but it is common to see vampires rely on increased strength and vitality in most situations. &lt;br /&gt;
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The vampiric mindset is one based in domination and supremacy. They see non-vampires as entities to be enslaved and used as cattle, and hardly waiver from this. Bloodlines differ in how this goal is achieved, but most agree that covens should seek to conquer the lands of non-vampires for their own influence and power.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fedryn&#039;s Gift -&#039;&#039;&#039;&#039;&#039; &#039;&#039;Across all vampire bloodlines, Fedryn has granted the ability to disguise their red eyes during mundane affairs and interactions. This overrides any bloodline that would otherwise be noticeable to the naked eye. If the vampire enters combat, this ability will subside and the red eyes will return to normal.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
= Bloodlines =&lt;br /&gt;
&lt;br /&gt;
== The Vernost Bloodline ==&lt;br /&gt;
The Vernost Bloodline is the crown of the vampiric bloodlines, deriving its aristocratic bloodlust from the Fells Province of Vernostgrau. Vernost Vampires are hidden among the normal aristocracy, as an adaptation to the harsh and unforgiving populace of the Fells. They only display the characteristic red eyes when they are feeding, and otherwise do not show any unique features that would give them away. Vernost covens are discreet, hiding in plain sight, and as such do not possess the grand combative abilities of their more violent counterparts. Below are a list of tangible mechanics they follow:&lt;br /&gt;
&lt;br /&gt;
=== Vernost Mechanics ===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Vernost Illusions -&#039;&#039;&#039;&#039;&#039; &#039;&#039;Vernost Vampires are able to conjure and manipulate illusion to their advantage. They are capable of producing a copycat version of themselves, able to manipulate its appearance  to their desire and specifications. To all who look upon it, the copycat will appear normal, and is able to speak and act as a normal human would. It is also capable of combat, though will disappear at three wounds instead of six, like an apparition.&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Vernost Blood Poison -&#039;&#039;&#039;&#039;&#039; &#039;&#039;Vernost Vampires are able to mix their blood in drinks as a sort of poison, able to infect a willing individual with the Vernost bloodline, or poison them. When poisoned, the victim is knocked unconscious.&#039;&#039; &lt;br /&gt;
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== The Marovan Bloodline ==&lt;br /&gt;
Marovan Vampires are contrasted to the Vernost by their lack of an ability to hide. They rule covens in an aristocratic posture, and rule where the guards of cities and villages are unable to reach. They are known for their increased strength, pale white skin, and blood red eyes, and are an infamous bloodline known throughout the lands of Reveia. Marovans take an antagonistic stance toward the Vernost, who they believe to be cowards. Instead, the Marovans wage wars in the criminal underground, seizing towns by the brute force of their vampiric power. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Marovan Mechanics&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Marovan Strength -&#039;&#039;&#039;&#039;&#039; &#039;&#039;Moravan Vampires are powerful forces to reckon with. Without any point investment, they are granted 2 points in strength.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Marovan Blood Sword -&#039;&#039;&#039;&#039;&#039; &#039;&#039;Moravan Vampires are capable of forming a melee weapon made of solidified blood. Whatever their melee weapons skill is, the Marovan is able to roll as if they were at the next level. If a Marovan has mastered the melee skill, then they will roll with a +12.&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Shroud of the Marovans -&#039;&#039;&#039;&#039;&#039; &#039;&#039;Marovan Vampires are capable of protecting their coven bases with a shroud, only able to be pierced by light mages of adept or higher. While within the shroud, all non-vampires suffer negatives to their health, losing two of their max wounds.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== The Abendroth Bloodline ==&lt;br /&gt;
Abendroth vampires are the ravenous soldiers of vampiric covens, beastly and hard to control when under the influence of their curse. They are said to have the strength of ten men, capable of holding their own against groups of enemies. Their curse of great strength and physical capability trades any semblance of rationality for hunger and pointed violence. Abendroth vampires are combative, hard to control, but still smart enough to navigate against groups of foes. In coven hierarchy, the Abendroth are respected warriors and commanders, despite their beastial appearance.&lt;br /&gt;
&lt;br /&gt;
=== Abendroth Mechanics ===&lt;br /&gt;
&#039;&#039;&#039;Abendroth Curse -&#039;&#039;&#039; Abendroth Vampires are blessed with increased strength, vested with veteran skill in both unarmed and strength combat without requiring a skill point investment. Further, they are capable of breaking the mastery cap, able to master both unarmed combat and strength combat if they invest accordingly. While Abendroth Vampires retain the normal vampiric pale skin and red eyes, this changes under the influence of the curse, which will slowly morph them into a strigoi-esque beast. Their talons are as sharp as blades, and while under the Abendroth shift they will wildly attack any non-vampires in their vicinity. This curse can be activated instantaneously, and is active until the Abendroth is knocked out. They are then unable to use the curse for a period of two hours. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abendroth Leap -&#039;&#039;&#039; Abendroth are capable, while under the curse, of leaping great distances to escape combat. When using this ability, the Abendroth will roll their agility modifier and move that amount away from combat. After one use, the ability will go on cooldown for the rest of the combat encounter. &lt;br /&gt;
&lt;br /&gt;
== The Vallenwald Bloodline ==&lt;br /&gt;
The Vallenwald Vampires are dangerous rogues inhabiting the southern lands of Reveia, hailing from the Greater Vampire Pierre Vallenwald&#039;s lineage. Pierre Vallenwald preaches subversion of the non-vampires, or inferiors, from the shadows. They are quite aggressive still, operating a rogue role within covens who recruit them. Inquisitors lament dealing with the shrouded figures passing unseen even under their watch. Vallenwald Vampires maintain pale skin and red eyes akin to their vampiric counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Vallenwald Mechanics ===&lt;br /&gt;
&#039;&#039;&#039;Vallenwald Cloak -&#039;&#039;&#039; Vallenwald Vampires are capable of shielding themselves from sight entirely, using the shadows to hide and move unseen. If used mid combat, the cloak will last for two turns, otherwise the Vallenwald is capable of moving in dark places without being seen for as long as they deem necessary. In the daylight, the Vallenwald is capable of disappearing for limited amounts of time, but when around other characters, is forced to roll a normal d20. If they roll below a 10, they will be seen and the cloak will dissipate. If a Vallenwald attacks from a cloaked state, they are able to land a surprise attack by rolling against their target&#039;s defensive modifier. If they succeed, the target will suffer three wounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vallenwald Curse -&#039;&#039;&#039; Vallenwald Vampires are uniquely cursed with the death by daylight. If caught in the sun&#039;s gaze, the Vallenwald will have their max wounds reduced by three. By contrast, a Vallenwald is most empowered in the darkness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vallenwald Trance -&#039;&#039;&#039; A Vallenwald Vampire is capable of putting a target under a form of trance-like influence, by rolling a normal d20 against a target&#039;s d20. If successful by a margin of 6, the target falls into a trance and will follow the vampire where led. This trance only applies in that the target will follow the vampire, unable to take commands or commit any complex actions. As such, it is very easy to tell when someone is under the Vallenwald trance, and their eyes will glow red too to signify the magical influence. The trance lasts for 5 turns, during which the victim may roll to break free. A d20 vs d20 is rolled, with a 8 point margin required to break free.&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=196</id>
		<title>Reveia Class Selection</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=196"/>
		<updated>2024-05-06T23:40:49Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those new to Reveia, welcome! For those experienced with Reveia, welcome back! This is the Reveia Class Selection, and will contain most relevant information for player character stats. This document is to help assist players in learning and creating their characters as desired.&lt;br /&gt;
&lt;br /&gt;
== Character Skill Points ==&lt;br /&gt;
Every character has skill points that reflect their capabilities both in and out of combat. Any character age 25 and over is allowed 15 Skill Points total, to be spent on individual skills. &lt;br /&gt;
&lt;br /&gt;
Any character under the age of 25, but over 18, is considered to have 8 points maximum. Minors require permission from Staff to play and have no points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Note: Characters should only change Skills every 3 OOC months and with proof of appropriate rp provided to staff. Points reflect time spent to learn and develop skills, and as a consequence, characters lose some capability in other skills due to falling out of practice. Characters need approval from the Lore Staff who approved their application to make any changes to it, regardless of this guideline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skill Levels ==&lt;br /&gt;
If you invest points into a skill, the maximum amount of points that can be put into it is 4. Having levels in a skill is then labelled as thus:&lt;br /&gt;
&lt;br /&gt;
[1] = Amateur&lt;br /&gt;
&lt;br /&gt;
[2] = Trained&lt;br /&gt;
&lt;br /&gt;
[3] = Veteran&lt;br /&gt;
&lt;br /&gt;
[4] = Expert&lt;br /&gt;
&lt;br /&gt;
[5] = Mastery &lt;br /&gt;
&lt;br /&gt;
[6] = Virtuoso (Conditional on staff approval for grand feats associated with a skill) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat System&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat system relies on two systems, defaulting to rolling. Honor combat is possible only with the consent of both parties. When honor combat is not agreed to, a system of rolling based on the point investments put into skills is used. With each investment, the modifier used in combat is increased by 2. A character with a virtuoso in one handed melee combat will roll with a +10. The combat begins with the players rolling initiative, a d20. When the turn order is established, each player will take their turn and emote their action. Barring special actions, the traditional exchange will see a player emote attacking their opponent, and subsequently roll the modifier associated with their attack action. The defending player will then roll to defend against the attack. If the attacking roll prevails, the defender will take a singular wound. Once a player reaches 6 wounds, they are considered knocked unconscious and can no longer continue the fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement:&#039;&#039;&#039; Each character can move a base 6 blocks barring special skills that modify or alter it. Athleticism for example increases the number of blocks a character can move, while using a shield will slow a character down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappling/Restraining:&#039;&#039;&#039; Characters are able to grapple, restrain, or contest the strength of their opponent by using this special action. During their turn, an attacker will roll their modifier in unarmed proficiency against the defender&#039;s defensive skill. If the attacker prevails with a difference of 8 or more, the defender is considered grappled and is unable to move or attack on the next turn. To break free of the grapple, the grappled character is forced to roll their strength training modifier against the grappler. If the grappled character prevails with a difference of 4, they are able to break free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retreating:&#039;&#039;&#039; Characters are able to flee combat using their athleticism skill. To flee, the retreating character must roll their athleticism skill and prevail with a difference of 8 to successfully escape an opponent within 8 blocks. If the roll succeeds, the character must prevail with an additional athleticism check to flee combat successfully. Once both steps are complete, the character is free to leave the roleplay. If the character is already 8 blocks away, they are able to skip step 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engagement/Disengagement:&#039;&#039;&#039; Characters are considered engaged in melee combat if they are within 1-2 blocks of their opponent, or 3 if one of the participants is using a heavy weapon. Unless allowed to disengage, the player is forced to roll a base d20 against their opponent, who will also roll a base d20. If the disengaging player beats the roll, they are able to disengage from combat and freely move elsewhere. A tie defaults to a stopped disengagement. &lt;br /&gt;
&lt;br /&gt;
== Skill Template ==&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Each character is given 15 points to invest in the following skills. Only one skill is able to be leveled to virtuoso. Further, once a character invests a skill at mastery, other skills are capped at expert.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One-handed Melee - 5 points (mastery) &lt;br /&gt;
&lt;br /&gt;
Shielding - 4 points (expert)&lt;br /&gt;
&lt;br /&gt;
Strength Training - 3 points (veteran)&lt;br /&gt;
&lt;br /&gt;
Athleticism - 3 points (veteran)&lt;br /&gt;
&lt;br /&gt;
== Proficiency System ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Combat Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in one hand, I.E daggers, arming swords, rapiers, messers, etcetera. Each successful hit scores one wound. These can be paired with a shield for defensive bonuses, or with another one handed weapon to deal an additional wound with each successful blow. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in two hands, I.E longswords, greatswords, mauls, greataxes, etcetera. Each successful hit scores two wounds. Characters forgo shields while wielding these. Each point investment adds +2 to roll. Heavy weapons users are able to swing one block outside of the normal 1-2 block range, able to reach an opponent that is three blocks away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Proficiency&#039;&#039;&#039; - Proficiency with shields. Shields are able to be used in tandem with a one-handed weapon, and provide a defensive bonus to the character. In addition to the weapon’s roll, add one additional bonus for each tier of shielding invested in. A character with a virtuoso in shields can add 5 to their defensive roll. Shields negate part of a character’s movement, reducing their movement by half. Each point investment adds +1 to roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Proficiency&#039;&#039;&#039; - Proficiency with non-powder based ranged or thrown weapons, I.E bows, crossbows, slings, javelins and darts. Each successful hit scores two wounds, and requires a full turn to reload. Each point investment adds +2 to roll. Ranged proficiency cannot be used at 4 block range or lower.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firearms Proficiency&#039;&#039;&#039; - Proficiency with powder-based ranged weapons, I.E pistols and muskets. Each successful hit scores three wounds, and requires two full turns to reload. Additional firearms may not come pre-loaded in combat. Unmodified rolls below five result in a misfire and deal one wound to the user. Each point investment adds +2 to roll. Firearms have a 15 block range, and the character using them must stand still to reload.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat Proficiency&#039;&#039;&#039; - Proficiency with unarmed combat styles, I.E bare-knuckle brawling, martial arts, grappling, etc. Each successful hit scores one wound. This proficiency may be used to initiate grapple checks, which roll against a defense roll and when successful, disable a character from taking combat turns as long as the grapple is maintained. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Physical Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength Proficiency&#039;&#039;&#039; - Proficiency with physical feats such as endurance, lifting, climbing, etcetera. With each two investments, a character gains an additional wound on top of the base 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics Proficiency&#039;&#039;&#039; - Proficiency with athletic feats such as sprinting, jumping, gymnastics, etcetera. With each investment, a character may move an additional block on top of the base 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Command Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategist Proficiency&#039;&#039;&#039; - Proficiency with large-scale military command, I.E the command of a force larger than one thousand men. Strategist proficiency encompasses battle order and strategy, the ability to command and delegate, and an understanding of military strategy and logistics. If three points are invested in Strategist Proficiency, no more than two may be invested into Tactician Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactician Proficiency&#039;&#039;&#039; - Proficiency with small-scale military command, I.E the command of a force smaller than one thousand men. Tactician proficiency encompasses battlefield leadership and tactics, the ability to directly lead men, and an understanding of battlefield tactics and command within the scope of a larger force. If three points are invested in Tactician Proficiency, no more than two may be invested into Strategist Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral Proficiency&#039;&#039;&#039; - Proficiency with large-scale naval command, I.E the command of multiple maritime vessels. Admiral proficiency encompasses naval battle order and fleet maneuvers, the ability to command and delegate, and an understanding of naval strategy and logistics. If three points are invested in Admiral Proficiency, no more than two may be invested into Captaincy Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captaincy Proficiency&#039;&#039;&#039; - Proficiency with small-scale naval command, I.E the command of a single maritime vessel. Captaincy proficiency encompasses naval combat leadership and tactics, the ability to directly captain a ship, and an understanding of naval tactics and command within the scope of a larger fleet. If three points are invested in Captaincy Proficiency, no more than two may be invested into Admiral Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free. Naval proficiencies are mutually exclusive with land proficiencies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Statesman Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomatic Proficiency&#039;&#039;&#039; - Proficiency with diplomacy, both internal and external. Diplomatic proficiency encompasses the ability to entreat, persuade and coerce non-player character entities within and without the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Economic Proficiency&#039;&#039;&#039; - Proficiency with economic and monetary development. Economic proficiency encompasses the ability to improve upon infrastructure, manage economic assets such as local industry, commerce or banks, and can reduce the costs of certain investments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intrigue Proficiency -&#039;&#039;&#039; Proficiency with intrigue and subterfuge. Intrigue proficiency encompasses the ability and know-how to engage in espionage, sabotage and forgery. Characters with this proficiency may engage in actions broadly related to subterfuge in progressions and may forge documents with supervision and approval of lore staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Proficiency&#039;&#039;&#039; - Proficiency with theology. Religious proficiency encompasses the ability to understand religious theology of a character’s own faith and others, the ability to participate in religious institutions and the persuasive rhetoric to evangelize to non-believers, allowing for conversions of NPC populations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Historical Proficiency&#039;&#039;&#039; - Proficiency with historiography. Historical proficiency encompasses the innate knowledge of history, and with varying degrees of proficiency, may uncover insights which are not readily available to other characters. Characters with historical proficiency may consult with lore staff for knowledge drops once per progression cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Common Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Art Proficiency&#039;&#039;&#039; - Proficiency with art. Art Proficiency encompasses an understanding of the practice and methods of creating works of art, including but not limited to; painting, sculpture, printmaking, architectural design, metalwork. Characters with this proficiency may utilize it to create works which may be given as gifts, or sold, through progression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music Proficiency&#039;&#039;&#039; - Proficiency with music. Music proficiency encompasses an understanding of the practice of writing and creating music, and skill with any range of instruments. Characters with this proficiency may utilize it to earn renown and influence with their talents through progression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Proficiency&#039;&#039;&#039; - Proficiency with medicine. Medical proficiency encompasses the understanding of medicine, medical procedures and comprehensive first aid and surgery. Characters with this proficiency may utilize it to patch the wounds of characters who have suffered injuries in combat, as long as they are not actively engaged, by making a roll against the number of wounds x 3. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smithing Proficiency&#039;&#039;&#039; - Proficiency with smithing. Smithing proficiency encompasses the understanding and creation of mundane weapons and armors, as well as other objects which require metallurgical knowledge to craft. Characters with this proficiency may utilize it to create weapons and armors with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunsmithing Proficiency&#039;&#039;&#039; - Proficiency with gunsmithing. Gunsmithing proficiency encompasses the understanding and creation of gunpowder and gunpowder-based arms, as well as explosives. Characters with this proficiency may utilize it to create firearms and explosives with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy Proficiency&#039;&#039;&#039; - Proficiency with alchemy. Alchemy proficiency encompasses the understanding and creation of potions, poultices, oils and alchemical explosives such as smoke bombs, nafta, etcetera. Characters with this proficiency may utilize it to create the aforementioned alchemical concoctions with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifice Proficiency&#039;&#039;&#039; - Proficiency with artifice. Artifice proficiency encompasses the understanding and creation of artifacts that are imbued with magical or otherworldly properties. Characters with this proficiency may utilize it to create artifacts with supervision and approval by the lore team. Without mage approval, a character with the artificing skill can produce enchantments for items and weapons that can be used for the completion of non-mechanically relevant tasks. For example, a broom could be made to sweep the floor without a person to hold it, or a sword may drip icicles from its tip. Ultimately, these will be confined to boons and enchantments that confer no mechanical benefit. With mage approval, characters with the artificing skill may apply through ticket to enchant weapons with a specific mechanical property, enhancing its abilities in combat encounters. It should be noted that in both cases, this sort of magic is considered anathema by the Church and Empire and is outlawed completely. To make an application for a lored item from a mage character, use the following template: &lt;br /&gt;
&lt;br /&gt;
Lore Item Name: &lt;br /&gt;
&lt;br /&gt;
Lore Item Type: (Weapon, Tool, Other) &lt;br /&gt;
&lt;br /&gt;
Proposed Mechanics: &lt;br /&gt;
&lt;br /&gt;
How this will be used to forward roleplay: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunting Proficiency&#039;&#039;&#039; - Proficiency at tracking and pursuing prey, whether it be animals or people. This proficiency encompasses the characters who have a feel for the movements of others, able to pursue them across long distances. Characters with this proficiency may use it to assist in scouting for armies, but also hunting important targets in progressions. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Languages&#039;&#039;&#039; ===&lt;br /&gt;
Characters can both learn the Common Tongue for free and gain the language of their parents, if applicable. Every other language costs 1 Skill Point to master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Common Tongue &amp;lt;C&amp;gt; –&#039;&#039;&#039; Native to the Wolvards, available to all. Inspired by English&lt;br /&gt;
* &#039;&#039;&#039;Primean &amp;lt;nowiki&amp;gt;&amp;lt;P&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by Old Primeans. Inspired by Classical Latin and Ancient Greek&lt;br /&gt;
* &#039;&#039;&#039;Neo-Primean &amp;lt;N-P&amp;gt; –&#039;&#039;&#039; Spoken by Modern Primeans and some Cliffmen. Inspired by Vulgar Latin and Italian&lt;br /&gt;
* &#039;&#039;&#039;Aracellian &amp;lt;A&amp;gt; –&#039;&#039;&#039; Spoken by Urban Grapelanders. Inspired by French and Occitan&lt;br /&gt;
* &#039;&#039;&#039;Entenorian &amp;lt;E&amp;gt; –&#039;&#039;&#039; Spoken by Entenorians. Inspired by Spanish and Portuguese &#039;&#039;&#039;(Vedero &amp;lt;VE&amp;gt;)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drachensprak &amp;lt;DC&amp;gt; –&#039;&#039;&#039; Spoken by Fellmen. Inspired by German&lt;br /&gt;
* &#039;&#039;&#039;Neebrachts &amp;lt;NE&amp;gt; –&#039;&#039;&#039; Spoken by Neebrachters. Inspired by Dutch&lt;br /&gt;
* &#039;&#039;&#039;Dornovan &amp;lt;D&amp;gt; –&#039;&#039;&#039; Spoken by Dornovans&lt;br /&gt;
* &#039;&#039;&#039;Findwyr &amp;lt;F&amp;gt; –&#039;&#039;&#039; Spoken by the Felks. Inspired by Celtic tongues&lt;br /&gt;
* &#039;&#039;&#039;Vodska &amp;lt;V&amp;gt; –&#039;&#039;&#039; Spoken by the Skeydans. Inspired by Nordic tongues&lt;br /&gt;
* &#039;&#039;&#039;Kosnik &amp;lt;K&amp;gt; –&#039;&#039;&#039; Spoken by the Kremiyans and Beroskians. Inspired by East Slavic tongues&lt;br /&gt;
* &#039;&#039;&#039;Perenski &amp;lt;PI&amp;gt; –&#039;&#039;&#039; Spoken by Perenians. Inspired by Czech and Polish&lt;br /&gt;
* &#039;&#039;&#039;Rostul &amp;lt;RU&amp;gt; –&#039;&#039;&#039; Spoken by Rosti. Inspired by Steppe languages.&lt;br /&gt;
* &#039;&#039;&#039;Troll Speak &amp;lt;nowiki&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;/nowiki&amp;gt; –&#039;&#039;&#039; Spoken by Trolls and Goblins&lt;br /&gt;
* &#039;&#039;&#039;Khudaki &amp;lt;KH&amp;gt; –&#039;&#039;&#039; Spoken by Khudaks&lt;br /&gt;
* &#039;&#039;&#039;Kralm Tongue &amp;lt;KR&amp;gt; –&#039;&#039;&#039; Spoken by Dwarves&lt;br /&gt;
* &#039;&#039;&#039;Q’omsharic &amp;lt;nowiki&amp;gt;&amp;lt;Q&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by the Sadafi. Inspired by Arabic and Persian languages&lt;br /&gt;
* &#039;&#039;&#039;Khappulic &amp;lt;KP&amp;gt; –&#039;&#039;&#039; Spoken by the Khappulians. Inspired by Akkadian&lt;br /&gt;
* &#039;&#039;&#039;Ghanarosa &amp;lt;GH&amp;gt; –&#039;&#039;&#039; Spoken by the Unnadassans&lt;br /&gt;
* &#039;&#039;&#039;Vemish &amp;lt;VM&amp;gt; –&#039;&#039;&#039; Spoken by Vemics. Inspired by Romanian&lt;br /&gt;
* &#039;&#039;&#039;Farspeech &amp;lt;FAR&amp;gt; –&#039;&#039;&#039; Spoken by Farstriders. Inspired by East Asian languages&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=195</id>
		<title>Reveia Class Selection</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveia_Class_Selection&amp;diff=195"/>
		<updated>2024-05-05T13:54:12Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those new to Reveia, welcome! For those experienced with Reveia, welcome back! This is the Reveia Class Selection, and will contain most relevant information for player character stats. This document is to help assist players in learning and creating their characters as desired.&lt;br /&gt;
&lt;br /&gt;
== Character Skill Points ==&lt;br /&gt;
Every character has skill points that reflect their capabilities both in and out of combat. Any character age 25 and over is allowed 15 Skill Points total, to be spent on individual skills. &lt;br /&gt;
&lt;br /&gt;
Any character under the age of 25, but over 18, is considered to have 8 points maximum. Minors require permission from Staff to play and have no points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Note: Characters should only change Skills every 3 OOC months and with proof of appropriate rp provided to staff. Points reflect time spent to learn and develop skills, and as a consequence, characters lose some capability in other skills due to falling out of practice. Characters need approval from the Lore Staff who approved their application to make any changes to it, regardless of this guideline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skill Levels ==&lt;br /&gt;
If you invest points into a skill, the maximum amount of points that can be put into it is 4. Having levels in a skill is then labelled as thus:&lt;br /&gt;
&lt;br /&gt;
[1] = Amateur&lt;br /&gt;
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[2] = Trained&lt;br /&gt;
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[3] = Veteran&lt;br /&gt;
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[4] = Expert&lt;br /&gt;
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[5] = Mastery &lt;br /&gt;
&lt;br /&gt;
[6] = Virtuoso (Conditional on staff approval for grand feats associated with a skill) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat System&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat system relies on two systems, defaulting to rolling. Honor combat is possible only with the consent of both parties. When honor combat is not agreed to, a system of rolling based on the point investments put into skills is used. With each investment, the modifier used in combat is increased by 2. A character with a virtuoso in one handed melee combat will roll with a +10. The combat begins with the players rolling initiative, a d20. When the turn order is established, each player will take their turn and emote their action. Barring special actions, the traditional exchange will see a player emote attacking their opponent, and subsequently roll the modifier associated with their attack action. The defending player will then roll to defend against the attack. If the attacking roll prevails, the defender will take a singular wound. Once a player reaches 6 wounds, they are considered knocked unconscious and can no longer continue the fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement:&#039;&#039;&#039; Each character can move a base 6 blocks barring special skills that modify or alter it. Athleticism for example increases the number of blocks a character can move, while using a shield will slow a character down.&lt;br /&gt;
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&#039;&#039;&#039;Grappling/Restraining:&#039;&#039;&#039; Characters are able to grapple, restrain, or contest the strength of their opponent by using this special action. During their turn, an attacker will roll their modifier in unarmed proficiency against the defender&#039;s defensive skill. If the attacker prevails with a difference of 8 or more, the defender is considered grappled and is unable to move or attack on the next turn. To break free of the grapple, the grappled character is forced to roll their strength training modifier against the grappler. If the grappled character prevails with a difference of 4, they are able to break free.&lt;br /&gt;
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&#039;&#039;&#039;Retreating:&#039;&#039;&#039; Characters are able to flee combat using their athleticism skill. To flee, the retreating character must roll their athleticism skill and prevail with a difference of 8 to successfully escape an opponent within 8 blocks. If the roll succeeds, the character must prevail with an additional athleticism check to flee combat successfully. Once both steps are complete, the character is free to leave the roleplay. If the character is already 8 blocks away, they are able to skip step 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engagement/Disengagement:&#039;&#039;&#039; Characters are considered engaged in melee combat if they are within 1-2 blocks of their opponent, or 3 if one of the participants is using a heavy weapon. Unless allowed to disengage, the player is forced to roll a base d20 against their opponent, who will also roll a base d20. If the disengaging player beats the roll, they are able to disengage from combat and freely move elsewhere. A tie defaults to a stopped disengagement. &lt;br /&gt;
&lt;br /&gt;
== Skill Template ==&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Each character is given 15 points to invest in the following skills. Only one skill is able to be leveled to virtuoso. Further, once a character invests a skill at mastery, other skills are capped at expert.   &lt;br /&gt;
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&#039;&#039;&#039;Example Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One-handed Melee - 5 points (mastery) &lt;br /&gt;
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Shielding - 4 points (expert)&lt;br /&gt;
&lt;br /&gt;
Strength Training - 3 points (veteran)&lt;br /&gt;
&lt;br /&gt;
Athleticism - 3 points (veteran)&lt;br /&gt;
&lt;br /&gt;
== Proficiency System ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Combat Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in one hand, I.E daggers, arming swords, rapiers, messers, etcetera. Each successful hit scores one wound. These can be paired with a shield for defensive bonuses, or with another one handed weapon to deal an additional wound with each successful blow. Each point investment adds +2 to roll.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Weapon Proficiency&#039;&#039;&#039; - Proficiency with weapons capable of being wielded in two hands, I.E longswords, greatswords, mauls, greataxes, etcetera. Each successful hit scores two wounds. Characters forgo shields while wielding these. Each point investment adds +2 to roll. Heavy weapons users are able to swing one block outside of the normal 1-2 block range, able to reach an opponent that is three blocks away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Proficiency&#039;&#039;&#039; - Proficiency with shields. Shields are able to be used in tandem with a one-handed weapon, and provide a defensive bonus to the character. In addition to the weapon’s roll, add one additional bonus for each tier of shielding invested in. A character with a virtuoso in shields can add 5 to their defensive roll. Shields negate part of a character’s movement, reducing their movement by half. Each point investment adds +1 to roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Proficiency&#039;&#039;&#039; - Proficiency with non-powder based ranged or thrown weapons, I.E bows, crossbows, slings, javelins and darts. Each successful hit scores two wounds, and requires a full turn to reload. Each point investment adds +2 to roll. Ranged proficiency cannot be used at 4 block range or lower.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firearms Proficiency&#039;&#039;&#039; - Proficiency with powder-based ranged weapons, I.E pistols and muskets. Each successful hit scores three wounds, and requires two full turns to reload. Additional firearms may not come pre-loaded in combat. Unmodified rolls below five result in a misfire and deal one wound to the user. Each point investment adds +2 to roll. Firearms have a 15 block range, and the character using them must stand still to reload.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat Proficiency&#039;&#039;&#039; - Proficiency with unarmed combat styles, I.E bare-knuckle brawling, martial arts, grappling, etc. Each successful hit scores one wound. This proficiency may be used to initiate grapple checks, which roll against a defense roll and when successful, disable a character from taking combat turns as long as the grapple is maintained. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Physical Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength Proficiency&#039;&#039;&#039; - Proficiency with physical feats such as endurance, lifting, climbing, etcetera. With each two investments, a character gains an additional wound on top of the base 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics Proficiency&#039;&#039;&#039; - Proficiency with athletic feats such as sprinting, jumping, gymnastics, etcetera. With each investment, a character may move an additional block on top of the base 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Command Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategist Proficiency&#039;&#039;&#039; - Proficiency with large-scale military command, I.E the command of a force larger than one thousand men. Strategist proficiency encompasses battle order and strategy, the ability to command and delegate, and an understanding of military strategy and logistics. If three points are invested in Strategist Proficiency, no more than two may be invested into Tactician Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactician Proficiency&#039;&#039;&#039; - Proficiency with small-scale military command, I.E the command of a force smaller than one thousand men. Tactician proficiency encompasses battlefield leadership and tactics, the ability to directly lead men, and an understanding of battlefield tactics and command within the scope of a larger force. If three points are invested in Tactician Proficiency, no more than two may be invested into Strategist Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral Proficiency&#039;&#039;&#039; - Proficiency with large-scale naval command, I.E the command of multiple maritime vessels. Admiral proficiency encompasses naval battle order and fleet maneuvers, the ability to command and delegate, and an understanding of naval strategy and logistics. If three points are invested in Admiral Proficiency, no more than two may be invested into Captaincy Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captaincy Proficiency&#039;&#039;&#039; - Proficiency with small-scale naval command, I.E the command of a single maritime vessel. Captaincy proficiency encompasses naval combat leadership and tactics, the ability to directly captain a ship, and an understanding of naval tactics and command within the scope of a larger fleet. If three points are invested in Captaincy Proficiency, no more than two may be invested into Admiral Proficiency, except in the case of virtuoso, whereupon an investment to master proficiency is gained for free. Naval proficiencies are mutually exclusive with land proficiencies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Statesman Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomatic Proficiency&#039;&#039;&#039; - Proficiency with diplomacy, both internal and external. Diplomatic proficiency encompasses the ability to entreat, persuade and coerce non-player character entities within and without the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Economic Proficiency&#039;&#039;&#039; - Proficiency with economic and monetary development. Economic proficiency encompasses the ability to improve upon infrastructure, manage economic assets such as local industry, commerce or banks, and can reduce the costs of certain investments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intrigue Proficiency -&#039;&#039;&#039; Proficiency with intrigue and subterfuge. Intrigue proficiency encompasses the ability and know-how to engage in espionage, sabotage and forgery. Characters with this proficiency may engage in actions broadly related to subterfuge in progressions and may forge documents with supervision and approval of lore staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Proficiency&#039;&#039;&#039; - Proficiency with theology. Religious proficiency encompasses the ability to understand religious theology of a character’s own faith and others, the ability to participate in religious institutions and the persuasive rhetoric to evangelize to non-believers, allowing for conversions of NPC populations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Historical Proficiency&#039;&#039;&#039; - Proficiency with historiography. Historical proficiency encompasses the innate knowledge of history, and with varying degrees of proficiency, may uncover insights which are not readily available to other characters. Characters with historical proficiency may consult with lore staff for knowledge drops once per progression cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Common Proficiencies&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Art Proficiency&#039;&#039;&#039; - Proficiency with art. Art Proficiency encompasses an understanding of the practice and methods of creating works of art, including but not limited to; painting, sculpture, printmaking, architectural design, metalwork. Characters with this proficiency may utilize it to create works which may be given as gifts, or sold, through progression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music Proficiency&#039;&#039;&#039; - Proficiency with music. Music proficiency encompasses an understanding of the practice of writing and creating music, and skill with any range of instruments. Characters with this proficiency may utilize it to earn renown and influence with their talents through progression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Proficiency&#039;&#039;&#039; - Proficiency with medicine. Medical proficiency encompasses the understanding of medicine, medical procedures and comprehensive first aid and surgery. Characters with this proficiency may utilize it to patch the wounds of characters who have suffered injuries in combat, as long as they are not actively engaged, by making a roll against the number of wounds x 3. Each point investment adds +2 to roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smithing Proficiency&#039;&#039;&#039; - Proficiency with smithing. Smithing proficiency encompasses the understanding and creation of mundane weapons and armors, as well as other objects which require metallurgical knowledge to craft. Characters with this proficiency may utilize it to create weapons and armors with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunsmithing Proficiency&#039;&#039;&#039; - Proficiency with gunsmithing. Gunsmithing proficiency encompasses the understanding and creation of gunpowder and gunpowder-based arms, as well as explosives. Characters with this proficiency may utilize it to create firearms and explosives with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy Proficiency&#039;&#039;&#039; - Proficiency with alchemy. Alchemy proficiency encompasses the understanding and creation of potions, poultices, oils and alchemical explosives such as smoke bombs, nafta, etcetera. Characters with this proficiency may utilize it to create the aforementioned alchemical concoctions with supervision and approval by the lore team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifice Proficiency&#039;&#039;&#039; - Proficiency with artifice. Artifice proficiency encompasses the understanding and creation of artifacts that are imbued with magical or otherworldly properties. Characters with this proficiency may utilize it to create artifacts with supervision and approval by the lore team. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunting Proficiency&#039;&#039;&#039; - Proficiency at tracking and pursuing prey, whether it be animals or people. This proficiency encompasses the characters who have a feel for the movements of others, able to pursue them across long distances. Characters with this proficiency may use it to assist in scouting for armies, but also hunting important targets in progressions. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Languages&#039;&#039;&#039; ===&lt;br /&gt;
Characters can both learn the Common Tongue for free and gain the language of their parents, if applicable. Every other language costs 1 Skill Point to master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Common Tongue &amp;lt;C&amp;gt; –&#039;&#039;&#039; Native to the Wolvards, available to all. Inspired by English&lt;br /&gt;
* &#039;&#039;&#039;Primean &amp;lt;nowiki&amp;gt;&amp;lt;P&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by Old Primeans. Inspired by Classical Latin and Ancient Greek&lt;br /&gt;
* &#039;&#039;&#039;Neo-Primean &amp;lt;N-P&amp;gt; –&#039;&#039;&#039; Spoken by Modern Primeans and some Cliffmen. Inspired by Vulgar Latin and Italian&lt;br /&gt;
* &#039;&#039;&#039;Aracellian &amp;lt;A&amp;gt; –&#039;&#039;&#039; Spoken by Urban Grapelanders. Inspired by French and Occitan&lt;br /&gt;
* &#039;&#039;&#039;Entenorian &amp;lt;E&amp;gt; –&#039;&#039;&#039; Spoken by Entenorians. Inspired by Spanish and Portuguese &#039;&#039;&#039;(Vedero &amp;lt;VE&amp;gt;)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drachensprak &amp;lt;DC&amp;gt; –&#039;&#039;&#039; Spoken by Fellmen. Inspired by German&lt;br /&gt;
* &#039;&#039;&#039;Neebrachts &amp;lt;NE&amp;gt; –&#039;&#039;&#039; Spoken by Neebrachters. Inspired by Dutch&lt;br /&gt;
* &#039;&#039;&#039;Dornovan &amp;lt;D&amp;gt; –&#039;&#039;&#039; Spoken by Dornovans&lt;br /&gt;
* &#039;&#039;&#039;Findwyr &amp;lt;F&amp;gt; –&#039;&#039;&#039; Spoken by the Felks. Inspired by Celtic tongues&lt;br /&gt;
* &#039;&#039;&#039;Vodska &amp;lt;V&amp;gt; –&#039;&#039;&#039; Spoken by the Skeydans. Inspired by Nordic tongues&lt;br /&gt;
* &#039;&#039;&#039;Kosnik &amp;lt;K&amp;gt; –&#039;&#039;&#039; Spoken by the Kremiyans and Beroskians. Inspired by East Slavic tongues&lt;br /&gt;
* &#039;&#039;&#039;Perenski &amp;lt;PI&amp;gt; –&#039;&#039;&#039; Spoken by Perenians. Inspired by Czech and Polish&lt;br /&gt;
* &#039;&#039;&#039;Rostul &amp;lt;RU&amp;gt; –&#039;&#039;&#039; Spoken by Rosti. Inspired by Steppe languages.&lt;br /&gt;
* &#039;&#039;&#039;Troll Speak &amp;lt;nowiki&amp;gt;&amp;lt;TR&amp;gt;&amp;lt;/nowiki&amp;gt; –&#039;&#039;&#039; Spoken by Trolls and Goblins&lt;br /&gt;
* &#039;&#039;&#039;Khudaki &amp;lt;KH&amp;gt; –&#039;&#039;&#039; Spoken by Khudaks&lt;br /&gt;
* &#039;&#039;&#039;Kralm Tongue &amp;lt;KR&amp;gt; –&#039;&#039;&#039; Spoken by Dwarves&lt;br /&gt;
* &#039;&#039;&#039;Q’omsharic &amp;lt;nowiki&amp;gt;&amp;lt;Q&amp;gt; –&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; Spoken by the Sadafi. Inspired by Arabic and Persian languages&lt;br /&gt;
* &#039;&#039;&#039;Khappulic &amp;lt;KP&amp;gt; –&#039;&#039;&#039; Spoken by the Khappulians. Inspired by Akkadian&lt;br /&gt;
* &#039;&#039;&#039;Ghanarosa &amp;lt;GH&amp;gt; –&#039;&#039;&#039; Spoken by the Unnadassans&lt;br /&gt;
* &#039;&#039;&#039;Vemish &amp;lt;VM&amp;gt; –&#039;&#039;&#039; Spoken by Vemics. Inspired by Romanian&lt;br /&gt;
* &#039;&#039;&#039;Farspeech &amp;lt;FAR&amp;gt; –&#039;&#039;&#039; Spoken by Farstriders. Inspired by East Asian languages&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
	<entry>
		<id>https://reveia.net/index.php?title=Reveian_History&amp;diff=190</id>
		<title>Reveian History</title>
		<link rel="alternate" type="text/html" href="https://reveia.net/index.php?title=Reveian_History&amp;diff=190"/>
		<updated>2024-04-24T00:23:56Z</updated>

		<summary type="html">&lt;p&gt;Aleph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Recent History (100 BR - 354 AR)&#039;&#039;&#039; ==&lt;br /&gt;
The 450 year period leading up to the current day is a period marked by war, strife, and mass instability. The Year of Restoration, 1 AR, marked the Kingdom&#039;s return from a brutal demonic invasion. Thousands of demonic monsters, led by the titular deity of their faith, Valthour, invaded and ravaged most of the continent. After their subsequent retreat from the known world, the Empire began to pick up the pieces. You can find more lore on the demontide invasion here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One hundred years after the Demontide Invasion and the Year of Restoration, another conflict would grip the continent. King Oweth II of the House Corinfyre faced a problem of succession, and with his ailing health, the matter of who would take the throne came to ahead between three factions. The Irons, led by Velkoryn Thul and a support base for Prince Arthur, led a militarist wing of the dispute. The Golds, led by the twin Princesses Emiliane and Lucilla Corinfyre, were largely backed by House Piedmont. Finally, House Bronfyre led the third faction as a pariah force, and were rumored to have sided with the Irons near the end of the conflict. That civil war ended with the Plaitignon Crisis, a brutal republican revolution that threatened to uproot the Empire. You can find more lore on the Iron/Gold Conflict [[Iron Gold Conflict|here]].&lt;/div&gt;</summary>
		<author><name>Aleph</name></author>
	</entry>
</feed>