<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[Uros Roleplay Forums - All Forums]]></title>
		<link>https://www.urosrp.co.uk/</link>
		<description><![CDATA[Uros Roleplay Forums - https://www.urosrp.co.uk]]></description>
		<pubDate>Wed, 26 Aug 2026 15:00:51 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Arrival of the Thalassari]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=86</link>
			<pubDate>Sun, 23 Aug 2026 01:02:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=47">max1mvz</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=86</guid>
			<description><![CDATA[<div style="text-align: justify;" class="mycode_align"><div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="color: #999999;" class="mycode_color"><img src="https://txt.1001fonts.net/img/txt/b3RmLjk2LjBkNjc5My5RWEp5YVhaaGJDQnZaaUIwYUdVZ1ZHaGhiR0Z6YzJGeWFRLCwuMA,,/house-of-the-dragon-personal.deco.webp" loading="lazy"  alt="[Image: house-of-the-dragon-personal.deco.webp]" class="mycode_img" /></span><br />
<span style="color: #999999;" class="mycode_color">FROM THE SEAS COME THE SPOILS, AND THE TIDES BRING NEW ARRIVALS</span><br />
<br />
<span style="color: #999999;" class="mycode_color">  <img src="https://i.pinimg.com/1200x/b1/f1/d7/b1f1d7b9aae14d34e006c356defceb5a.jpg" loading="lazy"  width="368" height="462" alt="[Image: b1f1d7b9aae14d34e006c356defceb5a.jpg]" class="mycode_img" /></span><br />
<br />
<span style="color: #dddddd;" class="mycode_color">“Adrift were we, but now free from the shackles of the old world are we born anew.”</span><br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #0b4f9c;" class="mycode_color">–Constantine Thalassar</span></span></span></span></div>
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><br />
In the southern reaches of Astrya, not far from the great city of Caldris, there lived a seafaring family by the name of Thalassar. They were neither lords nor great merchants, nor did their name carry the weight of the ancient houses of the Southern Kingdom. They were, however, a family accustomed to the sea, with enough wealth to maintain their vessels, their households, and the men and women who had chosen to sail beneath their colors.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">For generations, the Thalassar had made their living upon the waters. Trade, fishing, privateering, and the occasional venture beyond the safer routes had become as much a part of their lives as the land itself.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">That life would come to an end with a dream.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">The dream came to the mother of Constantine. Its meaning was never fully understood, nor was its every detail spoken of beyond the family. What mattered was the certainty it left behind: something terrible was coming for the Thalassar family, a doom that could not be escaped by remaining where they were.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">To most, such a dream might have been dismissed as nothing more than a troubled night.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">The Thalassar did not dismiss it.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">With what possessions they could carry, the family gathered those closest to them and prepared to leave Astrya behind. Constantine and Aurelia Thalassar led their kin and followers aboard their vessels, joined by Martin and Helen, as well as those who had bound their fortunes to the family: Lucian Narvian, Decimus Cethegarne, and Uriel Sinon.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">There was no grand fleet behind them, nor an army waiting upon the shore. They departed with what ships, provisions, coin, weapons, and loyal hands they possessed. They left behind familiar waters, familiar shores, and whatever future might have awaited them in the Southern Kingdom.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">The voyage proved far more difficult than any among them had imagined.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Storms found them in open waters. Winds drove their ships from their intended course, provisions dwindled, and the sea seemed determined to test every soul aboard. There were days when the sky offered nothing but black clouds and endless rain, and nights when the ships creaked beneath waves large enough to swallow them whole.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Yet the fleet endured.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Through storms and calm alike, through uncertainty and exhaustion, the Thalassar and their companions continued, carried onward by little more than their determination and the belief that whatever awaited them could not be worse than what they had left behind.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Then, after weeks upon the sea, land appeared upon the horizon.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"><span style="color: #dddddd;" class="mycode_color">Alpher.</span></span></span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">An island far removed from the shores of Astrya, its coasts unfamiliar and its interior unknown to them. To the Thalassar, it was not a promised kingdom or a land of riches. It was simply land.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Land enough to begin again.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Their vessels came ashore with sails worn and hulls weathered by the journey. What remained of their provisions was unloaded alongside their possessions, weapons, and whatever else had survived the voyage. There were no banners of conquest raised upon the beaches, nor claims of lordship made.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Only the quiet beginning of something new.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">The Thalassar had left Astrya to escape a doom foretold in a dream.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Upon Alpher, they would build a life of their own.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">And in time, the family and those who had followed them would come to discover that leaving the old world behind did not mean leaving its troubles behind with it.</span></span></span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: justify;" class="mycode_align"><div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="color: #999999;" class="mycode_color"><img src="https://txt.1001fonts.net/img/txt/b3RmLjk2LjBkNjc5My5RWEp5YVhaaGJDQnZaaUIwYUdVZ1ZHaGhiR0Z6YzJGeWFRLCwuMA,,/house-of-the-dragon-personal.deco.webp" loading="lazy"  alt="[Image: house-of-the-dragon-personal.deco.webp]" class="mycode_img" /></span><br />
<span style="color: #999999;" class="mycode_color">FROM THE SEAS COME THE SPOILS, AND THE TIDES BRING NEW ARRIVALS</span><br />
<br />
<span style="color: #999999;" class="mycode_color">  <img src="https://i.pinimg.com/1200x/b1/f1/d7/b1f1d7b9aae14d34e006c356defceb5a.jpg" loading="lazy"  width="368" height="462" alt="[Image: b1f1d7b9aae14d34e006c356defceb5a.jpg]" class="mycode_img" /></span><br />
<br />
<span style="color: #dddddd;" class="mycode_color">“Adrift were we, but now free from the shackles of the old world are we born anew.”</span><br />
<span style="font-style: italic;" class="mycode_i"><span style="color: #0b4f9c;" class="mycode_color">–Constantine Thalassar</span></span></span></span></div>
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><br />
In the southern reaches of Astrya, not far from the great city of Caldris, there lived a seafaring family by the name of Thalassar. They were neither lords nor great merchants, nor did their name carry the weight of the ancient houses of the Southern Kingdom. They were, however, a family accustomed to the sea, with enough wealth to maintain their vessels, their households, and the men and women who had chosen to sail beneath their colors.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">For generations, the Thalassar had made their living upon the waters. Trade, fishing, privateering, and the occasional venture beyond the safer routes had become as much a part of their lives as the land itself.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">That life would come to an end with a dream.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">The dream came to the mother of Constantine. Its meaning was never fully understood, nor was its every detail spoken of beyond the family. What mattered was the certainty it left behind: something terrible was coming for the Thalassar family, a doom that could not be escaped by remaining where they were.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">To most, such a dream might have been dismissed as nothing more than a troubled night.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">The Thalassar did not dismiss it.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">With what possessions they could carry, the family gathered those closest to them and prepared to leave Astrya behind. Constantine and Aurelia Thalassar led their kin and followers aboard their vessels, joined by Martin and Helen, as well as those who had bound their fortunes to the family: Lucian Narvian, Decimus Cethegarne, and Uriel Sinon.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">There was no grand fleet behind them, nor an army waiting upon the shore. They departed with what ships, provisions, coin, weapons, and loyal hands they possessed. They left behind familiar waters, familiar shores, and whatever future might have awaited them in the Southern Kingdom.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">The voyage proved far more difficult than any among them had imagined.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Storms found them in open waters. Winds drove their ships from their intended course, provisions dwindled, and the sea seemed determined to test every soul aboard. There were days when the sky offered nothing but black clouds and endless rain, and nights when the ships creaked beneath waves large enough to swallow them whole.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Yet the fleet endured.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Through storms and calm alike, through uncertainty and exhaustion, the Thalassar and their companions continued, carried onward by little more than their determination and the belief that whatever awaited them could not be worse than what they had left behind.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Then, after weeks upon the sea, land appeared upon the horizon.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"><span style="color: #dddddd;" class="mycode_color">Alpher.</span></span></span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">An island far removed from the shores of Astrya, its coasts unfamiliar and its interior unknown to them. To the Thalassar, it was not a promised kingdom or a land of riches. It was simply land.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Land enough to begin again.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Their vessels came ashore with sails worn and hulls weathered by the journey. What remained of their provisions was unloaded alongside their possessions, weapons, and whatever else had survived the voyage. There were no banners of conquest raised upon the beaches, nor claims of lordship made.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Only the quiet beginning of something new.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">The Thalassar had left Astrya to escape a doom foretold in a dream.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">Upon Alpher, they would build a life of their own.</span></span></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #999999;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">And in time, the family and those who had followed them would come to discover that leaving the old world behind did not mean leaving its troubles behind with it.</span></span></span></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ishlian, Cradle of the Sister Tree]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=85</link>
			<pubDate>Wed, 19 Aug 2026 08:31:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=51">Elaris</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=85</guid>
			<description><![CDATA[Ishlian is the first <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=11" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">elfin</span></a> settlement established on <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=18" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">Alphos</span></a> and the center of their growing presence within Umbria. Its founders arrived carrying something more precious than all the tools, provisions, and records of even their entire old kingdom: a cutting taken from the great tree at the heart of <a href="https://www.urosrp.co.uk/showthread.php?tid=51" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">Elyiore</span></a>—the Mother Tree. Rather than simply seeking land upon which they might survive, the elfin searched Alphos for a place where the cutting would flourish, even if it was more difficult for them to do so. Eventually they found a broad stretch of dense forest supplied by clean water with enough area outside the thick canopy to give sunlight. There, the cutting was planted and carefully tended until it took root, becoming the young Sister Tree around which Ishlian has since begun to grow.<br />
<br />
Unlike the nearby <a href="https://www.urosrp.co.uk/showthread.php?tid=84" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">elthari Grove</span></a>, Ishlian does not attempt to simply disappear into the wilderness. The elfin construct permanent homes, workshops, bridges, paths, gardens, and communal spaces, but simply do so working alongside the landscape, rather than forcing the world into submission like the humans would.<br />
<br />
At the heart of all stands the Sister Tree. Though still young compared with the ancient Great Tree from which its cutting was taken, it serves as the spiritual, cultural, and increasingly physical center of Ishlian. Important paths and communal spaces naturally gather around it, and its health is watched closely by those who remember what <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=19" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">the Fading</span></a> did to Elyiore. For many elfin, the tree represents far more than the founding of a new settlement. It is living proof that something of their homeland survived the crossing of the Great Sea and can take root in unfamiliar soil. Ishlian is not intended to replace Elyiore, nor could its people easily forget what was left behind; it exists so that, whatever becomes of the Old Lands, something of Elyiore may continue to grow.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Founding and History</span></span></span><br />
Ishlian was founded shortly after the first wave of elfin arrivals reached Alphos, following a deliberate search for somewhere suitable to plant the young Sister Tree carried all the way from Elyiore. Once the tree took root, the elfin began establishing their settlement around it, viewing its continued growth as proof that at least part of their homeland could survive beyond the reach of the Fading.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Location and Surroundings</span></span></span><br />
Ishlian rests within one of Alphos's dense forests, where plentiful water, woodland, and fertile soil provide ideal conditions necessary both for the settlement and the Tree to flourish.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Layout and Architecture</span></span></span><br />
Ishlian radiates loosely outward from the Sister Tree, and the most important communal and spiritual spaces are naturally close to it. Roads and paths follow the terrain, while homes and workshops occupy the spaces between existing trees, waterways, and landscape features. Elfin architecture combines timber and stone with the existing landscape rather than replacing it.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 14pt;" class="mycode_size">Districts and Important Locations</span></span></span></span><br />
Ishlian more or less has circular districts, with the religious sectors being nearest the tree, then the homes, then workshops, then anything that requires immense space on the most outside spots.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Government and Authority</span></span></span><br />
Authority within Ishlian follows traditional elfin ideas of stewardship over rule. Leadership is granted to individuals trusted for their wisdom, service, and ability to protect the community, with major decisions expected to consider both the immediate and long-term needs of Ishlian and the land around it. The Sister Tree is always the highest priority, even above the lives of the people themselves.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">People and Daily Life</span></span></span><br />
Daily life in Ishlian is generally calm, split between crafts, cultivation, construction, study, gathering, hunting, and anything else necessary for the continued establishment of the young settlement. As a result, the elfin of Alphos are far less aloof than those of Elyiore due to the necessity for survival above comfort and time.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Economy and Resources</span></span></span><br />
Ishlian relies upon a mixture of carefully managed woodland resources, small-scale cultivation, hunting, gathering, and skilled craftsmanship. Fine woodworking, textiles, carved goods, medicines, and other specialized crafts provide useful trade with neighboring settlements.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Defense and Security</span></span></span><br />
Ishlian lacks heavy fortifications, but has more than the Grove does still. Elfin hunters often work as the defense force of the settlement as well, skilled with their bows for taking out foes from long distances. Protection of the SIster Tree is especially important. A serious threat to it would be treated not merely as an attack upon property, but upon one of the most important living connections between the elfin of Alphos and Elyiore, tantamount to an attempt at genocide of the elfin people of Alphos.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Culture and Faith</span></span></span><br />
WIP<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Relations</span></span></span><br />
Ishlian maintains close relations with the nearby Grove, regarding the elthari as ancient kin despite their cultural differences and independent customs. Movvement between the two settlements is relatively common, though the elthari remain outside Ishlian's government and generally prefer the deeper wilderness.<br />
<br />
Relations with the other peoples of Alphos are generally peaceful, with trade and shared concern over the dangers of the island encouraging cooperation. Ishlian nevertheless remains strongly focused upon preserving Elfin culture and ensuring that the traditions carried from Elyiore are not gradually lost in the necessities of settlement, knowing all too well that the death of one's native culture will lead to the death of one's people, whether physically or otherwise.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Current Issues and Rumors</span></span></span><br />
Ishlian's greatest concern remains the Sister Tree. Its growth is watched carefully for any indication that Alphos's unfamiliar soil, climate, or other conditions may affect it detrimentally. The settlement must also balance its continued expansion with the elfin desire to avoid unnecessarily altering the world around them.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Notable People</span></span></span><br />
WIP<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Settlement Identity</span></span></span><br />
Ishlian is defined by continuity above all else.Its people accept that Alphos is not and never will be Elyiore, but they refuse to allow distance or the Fading to sever them completely from their homeland. At Ishlian's heart grows a living piece of the old world, and around it the elfin intend to ensure that their people, culture, and traditions continue to grow as well.]]></description>
			<content:encoded><![CDATA[Ishlian is the first <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=11" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">elfin</span></a> settlement established on <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=18" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">Alphos</span></a> and the center of their growing presence within Umbria. Its founders arrived carrying something more precious than all the tools, provisions, and records of even their entire old kingdom: a cutting taken from the great tree at the heart of <a href="https://www.urosrp.co.uk/showthread.php?tid=51" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">Elyiore</span></a>—the Mother Tree. Rather than simply seeking land upon which they might survive, the elfin searched Alphos for a place where the cutting would flourish, even if it was more difficult for them to do so. Eventually they found a broad stretch of dense forest supplied by clean water with enough area outside the thick canopy to give sunlight. There, the cutting was planted and carefully tended until it took root, becoming the young Sister Tree around which Ishlian has since begun to grow.<br />
<br />
Unlike the nearby <a href="https://www.urosrp.co.uk/showthread.php?tid=84" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">elthari Grove</span></a>, Ishlian does not attempt to simply disappear into the wilderness. The elfin construct permanent homes, workshops, bridges, paths, gardens, and communal spaces, but simply do so working alongside the landscape, rather than forcing the world into submission like the humans would.<br />
<br />
At the heart of all stands the Sister Tree. Though still young compared with the ancient Great Tree from which its cutting was taken, it serves as the spiritual, cultural, and increasingly physical center of Ishlian. Important paths and communal spaces naturally gather around it, and its health is watched closely by those who remember what <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=19" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12a20e;" class="mycode_color">the Fading</span></a> did to Elyiore. For many elfin, the tree represents far more than the founding of a new settlement. It is living proof that something of their homeland survived the crossing of the Great Sea and can take root in unfamiliar soil. Ishlian is not intended to replace Elyiore, nor could its people easily forget what was left behind; it exists so that, whatever becomes of the Old Lands, something of Elyiore may continue to grow.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Founding and History</span></span></span><br />
Ishlian was founded shortly after the first wave of elfin arrivals reached Alphos, following a deliberate search for somewhere suitable to plant the young Sister Tree carried all the way from Elyiore. Once the tree took root, the elfin began establishing their settlement around it, viewing its continued growth as proof that at least part of their homeland could survive beyond the reach of the Fading.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Location and Surroundings</span></span></span><br />
Ishlian rests within one of Alphos's dense forests, where plentiful water, woodland, and fertile soil provide ideal conditions necessary both for the settlement and the Tree to flourish.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Layout and Architecture</span></span></span><br />
Ishlian radiates loosely outward from the Sister Tree, and the most important communal and spiritual spaces are naturally close to it. Roads and paths follow the terrain, while homes and workshops occupy the spaces between existing trees, waterways, and landscape features. Elfin architecture combines timber and stone with the existing landscape rather than replacing it.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 14pt;" class="mycode_size">Districts and Important Locations</span></span></span></span><br />
Ishlian more or less has circular districts, with the religious sectors being nearest the tree, then the homes, then workshops, then anything that requires immense space on the most outside spots.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Government and Authority</span></span></span><br />
Authority within Ishlian follows traditional elfin ideas of stewardship over rule. Leadership is granted to individuals trusted for their wisdom, service, and ability to protect the community, with major decisions expected to consider both the immediate and long-term needs of Ishlian and the land around it. The Sister Tree is always the highest priority, even above the lives of the people themselves.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">People and Daily Life</span></span></span><br />
Daily life in Ishlian is generally calm, split between crafts, cultivation, construction, study, gathering, hunting, and anything else necessary for the continued establishment of the young settlement. As a result, the elfin of Alphos are far less aloof than those of Elyiore due to the necessity for survival above comfort and time.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Economy and Resources</span></span></span><br />
Ishlian relies upon a mixture of carefully managed woodland resources, small-scale cultivation, hunting, gathering, and skilled craftsmanship. Fine woodworking, textiles, carved goods, medicines, and other specialized crafts provide useful trade with neighboring settlements.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Defense and Security</span></span></span><br />
Ishlian lacks heavy fortifications, but has more than the Grove does still. Elfin hunters often work as the defense force of the settlement as well, skilled with their bows for taking out foes from long distances. Protection of the SIster Tree is especially important. A serious threat to it would be treated not merely as an attack upon property, but upon one of the most important living connections between the elfin of Alphos and Elyiore, tantamount to an attempt at genocide of the elfin people of Alphos.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Culture and Faith</span></span></span><br />
WIP<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Relations</span></span></span><br />
Ishlian maintains close relations with the nearby Grove, regarding the elthari as ancient kin despite their cultural differences and independent customs. Movvement between the two settlements is relatively common, though the elthari remain outside Ishlian's government and generally prefer the deeper wilderness.<br />
<br />
Relations with the other peoples of Alphos are generally peaceful, with trade and shared concern over the dangers of the island encouraging cooperation. Ishlian nevertheless remains strongly focused upon preserving Elfin culture and ensuring that the traditions carried from Elyiore are not gradually lost in the necessities of settlement, knowing all too well that the death of one's native culture will lead to the death of one's people, whether physically or otherwise.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Current Issues and Rumors</span></span></span><br />
Ishlian's greatest concern remains the Sister Tree. Its growth is watched carefully for any indication that Alphos's unfamiliar soil, climate, or other conditions may affect it detrimentally. The settlement must also balance its continued expansion with the elfin desire to avoid unnecessarily altering the world around them.<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Notable People</span></span></span><br />
WIP<br />
<span style="color: #12a20e;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Settlement Identity</span></span></span><br />
Ishlian is defined by continuity above all else.Its people accept that Alphos is not and never will be Elyiore, but they refuse to allow distance or the Fading to sever them completely from their homeland. At Ishlian's heart grows a living piece of the old world, and around it the elfin intend to ensure that their people, culture, and traditions continue to grow as well.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Elthari Grove]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=84</link>
			<pubDate>Wed, 19 Aug 2026 08:23:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=51">Elaris</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=84</guid>
			<description><![CDATA[The Grove is the first permanent <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=28" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">elthari</span></a> settlement established on <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=18" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">Alphos</span></a>, located within a naturally sheltered stretch of woodland near the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=11" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">elfin</span></a> settlement of <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=85" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">Ishlian</span></a>. Among the latest peoples to arrive upon the island, the elthari sought neither the open ground of the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=10" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">humans</span></a> and <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=27" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">merrin</span></a>, nor the easily defensible and rocky ridges of the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=13" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">turuk</span></a> and <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=12" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">grokon</span></a>. Instead, they searched for a place where the existing forest already provided much of what they needed—dense vegetation, strong mature trees, fresh water springs, natural shelter, and enough undisturbed growth to eventually shape into something resembling the communities that were ripped from them by <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=19" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">the Fading</span></a>. To an unfamiliar eye, the Grove can appear less like a settlement than a particularly well-traveled patch of forest, with its inhabitants scattered beneath and among the trees rather than gathered behind walls or along streets.<br />
<br />
In time, the elthari intend for even the few constructed structures of the Grove to largely disappear. Their traditional homes are cultivated from living plants, with trees, branches, roots, and vines patiently guided into useful shapes over many years. Alas, the elthari—or truly any folk known to them—have not been on Alphs long enough for such architecture to mature, leaving the Grove in an unusual state between wilderness and settlement. Simple timber shelters, platforms, bridges, ladders, and other temporary work made solely of wood that can be overtaken and composted in time provide what the forest cannot yet offer, while young trees and other plants are carefully tended into the beginnings of future homes and communal spaces. What looks to an outside like an oddly positions sapling or a tangled collection of vines may instead to an elthari be obviously a part of a structure whose finished form will not exist for years or decades.<br />
<br />
The Grove is therefore much more something to be grown than traditionally build. Alphos is unfamiliar land even to a people as accustomed to wilderness as the Elthari, and its plants do not always behave like those they knew before crossing the Great Sea. Their first months have consequently been spent learning the forest as much as shaping it, discovering which species can be guided, which should be left untouched, and how their old practices must adapt to their new surroundings. Assistance and exchanged knowledge from nearby people, particularly the merrin of <a href="https://www.urosrp.co.uk/showthread.php?tid=83" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">Bramley</span></a>, have helped with this process, while elthari knowledge of Alphos's increasinly familiar wilderness has begun flowing outward in return. The Grove they envision is surely many years away, but its foundations are already literally taking root.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Founding and History</span></span></span><br />
The Grove was established very recently due to the elthari arriving relatively late in the settlement of Alphos. Rather than clear land, they searched the forests near Ishlian until finding a naturally sheltered region suitable for the slow cultivation of a traditional elthari community. The settlement is young, and thus nearly all of its living architecture remains only recently planted or guided into early usable forms, such as living leaf sleeping spaces until the open sky.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Location and Surroundings</span></span></span><br />
The Grove lies within dense woodland near Ishlian, surrounded by massive mature trees, springs, thick undergrowth, and relatively undisturbed wilderness. The elthari deliberately maintain this environment rather than clear it, leaving few obvious boundaries between the Grove and the forest beyond.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Layout and Architecture</span></span></span><br />
There are no streets or visible districts of the Grove, instead following natural clearings, waterways, trees, and terrains. Temporary structures are made almost entirely from untreated or minimally worked wood so that they can eventually rot, compost, or be overtaken by the living structures intended to replace them. The area is filled with young trees, vines, roots, and other plants that are already being carefully trimmed and groomed into future homes, platforms, bridges, and numerous other shapes and forms.<br />
<br />
<span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 14pt;" class="mycode_size">Districts and Important Locations</span></span></span></span></span><br />
The Grove has no formal districts. Places are instead distinguished between by natural landmarks, clan occupation, or simply by their general purpose within the community as a whole.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Government and Authority</span></span></span><br />
The Grove doesn't necessarily have any singular ruler. The elthari are somewhat solitary by nature, and tend to be highly aloof. While they do form into clans, these are loose and primarily just led by those that are wise, typically elders, due to that wisdom rather than any divine right or other reasoning claimed by others. Authority is borne by those with the experience and knowledge to make best use of it.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">People and Daily Life</span></span></span><br />
Daily life revolves around maintenance and husbandry, keeping the Grove collected and guiding it toward the future. Individuals gather food and materials, hunt, cultivate useful plants, explore the surrounding forest, and tend to the structures that will one day become their homes, gardens, and even furniture. Time is often measured more by daylight, weather, and seasonal changes than strict schedules, often leading to difficulties when speaking to others that have stricter time, as 'after the next rainfall' is rarely exact enough for humans who would prefer a time in days or hours, and nearly useless for the subterranean grokon.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Economy and Resources</span></span></span><br />
The elthari largely lack any sort of proper economy, instead relying heavily on what the surrounding world can sustainably provide. In particular, this includes herbs, foraging, game, timber, fibers, and medicinal plants. Herblore is among the Grove's most valuable specialties, and knowledge, medicines, gathered materials, and woodland products provide useful goods for trade when they do interact with outsiders.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Defenses and Security</span></span></span><br />
The Grove possesses no walls and few conventional fortifications. Its greatest defense is the forest itself and the elthari's familiarity with it. Scouts watch the surrounding woodland while concealed paths and dense vegetation make approaching unnoticed considerably harder than the settlement's open appearance. When threatened, the elthari favor bows, ambushes, concealment, traps—particularly with natural toxins, and their much easier movement through the undergrowth to confound, confuse, and outpace any foes they may have.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Culture, Faith, and Traditions</span></span></span><br />
WIP<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Relations</span></span></span><br />
The Grove maintains close relations with nearby Ishlian, whose elfin inhabitants share ancient ancestry and many cultural traditions with the elthari despite the differences that have developed between them. The Grove remains culturally and internally independent from them, however, and they don't take to elfin law, instead self-governing.<br />
<br />
Bramley has also become an unexpectedly close neighbor. The merrin produce a huge surplus of food that, while the elthari wouldn't grow it themselves as it is too disruptive to the natural plant life, they will gladly trade for. In return, the elthari have taught many merrin the art of herblore, creating concoctions, tonics, salves, and all sorts of naturalistic remedies. Merrin cooking has even become increasingly popular among the elthari, though reproducing it often requires ingredients obtained directly from Bramley, thus continuing their trade.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Current Issues and Rumors</span></span></span><br />
The largest difficulty the elthari are facing is a lack of time and knowledge. Not every Alphosian plant responds to traditional elthari cultivation techniques, forcing experimentations while they are already behind in the growth of their settlement.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Notable People</span></span></span><br />
WIP<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Settlement Identity</span></span></span><br />
The Grove is defined by patience and a respect for the natural world above all else. The elthari refuse to damage the environment, particularly by establishing massive structures such as walls that would impede the growth of the world, but also understand that they must allow some compromise until they can properly grow their shelters.]]></description>
			<content:encoded><![CDATA[The Grove is the first permanent <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=28" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">elthari</span></a> settlement established on <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=18" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">Alphos</span></a>, located within a naturally sheltered stretch of woodland near the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=11" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">elfin</span></a> settlement of <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=85" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">Ishlian</span></a>. Among the latest peoples to arrive upon the island, the elthari sought neither the open ground of the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=10" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">humans</span></a> and <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=27" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">merrin</span></a>, nor the easily defensible and rocky ridges of the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=13" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">turuk</span></a> and <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=12" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">grokon</span></a>. Instead, they searched for a place where the existing forest already provided much of what they needed—dense vegetation, strong mature trees, fresh water springs, natural shelter, and enough undisturbed growth to eventually shape into something resembling the communities that were ripped from them by <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=19" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">the Fading</span></a>. To an unfamiliar eye, the Grove can appear less like a settlement than a particularly well-traveled patch of forest, with its inhabitants scattered beneath and among the trees rather than gathered behind walls or along streets.<br />
<br />
In time, the elthari intend for even the few constructed structures of the Grove to largely disappear. Their traditional homes are cultivated from living plants, with trees, branches, roots, and vines patiently guided into useful shapes over many years. Alas, the elthari—or truly any folk known to them—have not been on Alphs long enough for such architecture to mature, leaving the Grove in an unusual state between wilderness and settlement. Simple timber shelters, platforms, bridges, ladders, and other temporary work made solely of wood that can be overtaken and composted in time provide what the forest cannot yet offer, while young trees and other plants are carefully tended into the beginnings of future homes and communal spaces. What looks to an outside like an oddly positions sapling or a tangled collection of vines may instead to an elthari be obviously a part of a structure whose finished form will not exist for years or decades.<br />
<br />
The Grove is therefore much more something to be grown than traditionally build. Alphos is unfamiliar land even to a people as accustomed to wilderness as the Elthari, and its plants do not always behave like those they knew before crossing the Great Sea. Their first months have consequently been spent learning the forest as much as shaping it, discovering which species can be guided, which should be left untouched, and how their old practices must adapt to their new surroundings. Assistance and exchanged knowledge from nearby people, particularly the merrin of <a href="https://www.urosrp.co.uk/showthread.php?tid=83" target="_blank" rel="noopener" class="mycode_url"><span style="color: #0e420c;" class="mycode_color">Bramley</span></a>, have helped with this process, while elthari knowledge of Alphos's increasinly familiar wilderness has begun flowing outward in return. The Grove they envision is surely many years away, but its foundations are already literally taking root.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Founding and History</span></span></span><br />
The Grove was established very recently due to the elthari arriving relatively late in the settlement of Alphos. Rather than clear land, they searched the forests near Ishlian until finding a naturally sheltered region suitable for the slow cultivation of a traditional elthari community. The settlement is young, and thus nearly all of its living architecture remains only recently planted or guided into early usable forms, such as living leaf sleeping spaces until the open sky.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Location and Surroundings</span></span></span><br />
The Grove lies within dense woodland near Ishlian, surrounded by massive mature trees, springs, thick undergrowth, and relatively undisturbed wilderness. The elthari deliberately maintain this environment rather than clear it, leaving few obvious boundaries between the Grove and the forest beyond.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Layout and Architecture</span></span></span><br />
There are no streets or visible districts of the Grove, instead following natural clearings, waterways, trees, and terrains. Temporary structures are made almost entirely from untreated or minimally worked wood so that they can eventually rot, compost, or be overtaken by the living structures intended to replace them. The area is filled with young trees, vines, roots, and other plants that are already being carefully trimmed and groomed into future homes, platforms, bridges, and numerous other shapes and forms.<br />
<br />
<span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 14pt;" class="mycode_size">Districts and Important Locations</span></span></span></span></span><br />
The Grove has no formal districts. Places are instead distinguished between by natural landmarks, clan occupation, or simply by their general purpose within the community as a whole.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Government and Authority</span></span></span><br />
The Grove doesn't necessarily have any singular ruler. The elthari are somewhat solitary by nature, and tend to be highly aloof. While they do form into clans, these are loose and primarily just led by those that are wise, typically elders, due to that wisdom rather than any divine right or other reasoning claimed by others. Authority is borne by those with the experience and knowledge to make best use of it.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">People and Daily Life</span></span></span><br />
Daily life revolves around maintenance and husbandry, keeping the Grove collected and guiding it toward the future. Individuals gather food and materials, hunt, cultivate useful plants, explore the surrounding forest, and tend to the structures that will one day become their homes, gardens, and even furniture. Time is often measured more by daylight, weather, and seasonal changes than strict schedules, often leading to difficulties when speaking to others that have stricter time, as 'after the next rainfall' is rarely exact enough for humans who would prefer a time in days or hours, and nearly useless for the subterranean grokon.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Economy and Resources</span></span></span><br />
The elthari largely lack any sort of proper economy, instead relying heavily on what the surrounding world can sustainably provide. In particular, this includes herbs, foraging, game, timber, fibers, and medicinal plants. Herblore is among the Grove's most valuable specialties, and knowledge, medicines, gathered materials, and woodland products provide useful goods for trade when they do interact with outsiders.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Defenses and Security</span></span></span><br />
The Grove possesses no walls and few conventional fortifications. Its greatest defense is the forest itself and the elthari's familiarity with it. Scouts watch the surrounding woodland while concealed paths and dense vegetation make approaching unnoticed considerably harder than the settlement's open appearance. When threatened, the elthari favor bows, ambushes, concealment, traps—particularly with natural toxins, and their much easier movement through the undergrowth to confound, confuse, and outpace any foes they may have.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Culture, Faith, and Traditions</span></span></span><br />
WIP<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Relations</span></span></span><br />
The Grove maintains close relations with nearby Ishlian, whose elfin inhabitants share ancient ancestry and many cultural traditions with the elthari despite the differences that have developed between them. The Grove remains culturally and internally independent from them, however, and they don't take to elfin law, instead self-governing.<br />
<br />
Bramley has also become an unexpectedly close neighbor. The merrin produce a huge surplus of food that, while the elthari wouldn't grow it themselves as it is too disruptive to the natural plant life, they will gladly trade for. In return, the elthari have taught many merrin the art of herblore, creating concoctions, tonics, salves, and all sorts of naturalistic remedies. Merrin cooking has even become increasingly popular among the elthari, though reproducing it often requires ingredients obtained directly from Bramley, thus continuing their trade.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Current Issues and Rumors</span></span></span><br />
The largest difficulty the elthari are facing is a lack of time and knowledge. Not every Alphosian plant responds to traditional elthari cultivation techniques, forcing experimentations while they are already behind in the growth of their settlement.<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Notable People</span></span></span><br />
WIP<br />
<span style="font-size: 16pt;" class="mycode_size"><span style="color: #0e420c;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Settlement Identity</span></span></span><br />
The Grove is defined by patience and a respect for the natural world above all else. The elthari refuse to damage the environment, particularly by establishing massive structures such as walls that would impede the growth of the world, but also understand that they must allow some compromise until they can properly grow their shelters.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bramley, Home of the Merrin]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=83</link>
			<pubDate>Wed, 19 Aug 2026 08:06:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=51">Elaris</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=83</guid>
			<description><![CDATA[Bramley is the first <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=27" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">merrin</span></a> settlement established on <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=18" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Alphos</span></a>, founded by families seeking to rebuild something of the life they once knew in their old homeland of Merrinvale. Though the merrin do share their genetic ancestry with the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=10" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">humans</span></a> of <a href="https://www.urosrp.co.uk/showthread.php?tid=48" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Astrya</span></a>—and many initially arrives through the growing human foothold on the island—they sought out land of their own where they could work fields, plant gardens, and keep close-knit communities rebuild in accordance with their own traditions. Other settlers looked at the wilderness of Alphos and saw territory to explore or resources to claim, while the first merrin saw fertile earth and the possibility of a true home. What began as scattered farmsteads and cultivated plots gradually grew into Bramley as neighboring families gathered together for security, cooperation, and a sense of companionship.<br />
<br />
Bramley remains largely an agricultural community, surrounded by worked fields, gardens, graving land, and the countryside upon which much of its livelihood depends. Its homes and paths are build for comfort and practicality, with the settlement growing gradually as families require more space rather than according to some prior laid out plan. Daily life follows the needs of the land and the people: planting, harvesting, tending animals, maintaining homes, preparing food, and lending a hand whenever a neighbor requires one. Gatherings, communal meals, music, and storytelling provide a rhythm beyond the hum-drum work, and help to preserve the traditions carried from Merrinvale in the minds of the people which began slowly intermingling with new traditions emerging from life on Alphos. The true end goal of Bramley is simply to build a good place in which to live, whatever that means to the people.<br />
<br />
For the merrin who call it home, that simplicity is precisely what makes Bramley important. <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=19" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">The Fading</span></a> had not merely threatened kingdoms and cities in the <a href="https://www.urosrp.co.uk/showthread.php?tid=47" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Old Lands</span></a>; it withered fields, spoiled the soil, and threatened even the most ordinary lands build upon them. Merrin culture has long found meaning in good earth, family, hearth, and the small comforts shared between neighbors, making the loss of Merrinvale something felt as deeply at a common dinner table as it was by those in governmental positions. Bramley represents the possibility that those things need not disappear with the homeland that created them. Every sowed field, warm hearth, shared meal, and child raised in a comfortable home is a quiet declaration that the merrin did not cross the Great Sea merely to survive, they did so that they might live again.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Founding and History</span></span></span><br />
Bramley owes its existence to the success of the first Astryan expeditions to Alphos, but its beginnings were considerably quieter than those of <a href="https://www.urosrp.co.uk/showthread.php?tid=82" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Headsted Encampment</span></a>. Among the later peoples to make the journey across the Great Sea were merrin families from Merrinvale, many carrying little more than their household possessions, tools, seeds, and whatever reminders of home could survive the crossing. Headsted offered them safety upon their arrival, but the growing encampment was not the sort of place most merrin wished to call home forever. They had come from a countryside of farms and close-knit rural communities, and once the immediate dangers of arrival had passed, groups began looking beyond Headsted for land upon which that life might be rebuilt.<br />
<br />
Their search eventually brought them to the calm countryside that would become Bramley. They found a place not of strategic importance or command, but rather simply, good soil, open ground, reliable fresh water, and enough surrounding wilderness to provide for the growth of the homesteads that would soon take root. The first families established homesteads close enough to one another that tools, labor, food, company, and anything else of need or want could be shared. Fields were cleared, gardens planted, animals brought in, and paths formed between neighboring homes. There was no single moment in which a collection of farms suddenly became a village; Bramley simply grew as more merrin arrived and more families chose to settle beside those already there. In time, communal buildings and gathering places appeared among the homesteads, and what had begun as an attempt to recover something of Merrinvale became a community with an identity of its own.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Location and Surroundings</span></span></span><br />
Bramley sits among some of the gentler countryside of Alphos, where the island's rolling land provides enough open and workable ground for farming without entirely escaping from the forests that dominate much of the island. Numerous cultivated fields and grazing land surround the village, broken apart by countless personal gardens, trimmed hedgerows, small copses of trees, and paths leading between neighboring homesteads. Fresh water and fertile soil were among the most important considerations for the first settlers as they support their way of life, and the merrin have steadily transformed the nearby countryside into productive land without attempting to clear everything beyond their immediate needs. The result is a gradual boundary between settlement and wilderness rather than the hard division created by Headsted's palisades.<br />
<br />
Beyond the farms, Alphos quickly becomes wild again. Dense woodland remains close enough to provide timber, forage, game, and other resources, while the island's hills provide natural boundaries between different stretches of cultivated land. The merrin are generally content to leave much of this wilderness alone so long as it poses no threat to their homes or crops. To them, the countryside surrounding Bramley is not empty land waiting to be claimed, but something to be worked carefully and made useful over time. Even so, Alphos remains unpredictable. Sudden storms can threaten fields and livestock, unfamiliar plants and animals are still being understood, and the safety of Bramley's cultivated countryside can make it easy to forget how little of the island beyond it has truly been settled.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Layout and Architecture</span></span></span><br />
Bramley has little in the way of formal planning. Rather than beginning from a central road or defensive position, the village developed outward from its earliest homesteads, with new homes built where families found good ground and sufficient room for gardens, animals, and storage. Paths curve between fields and houses according to the shape of the land, widening where carts travel regularly and narrowing into footpaths where they do not. Buildings gather more closely toward the communal heart of Bramley, while farms become increasingly scattered toward its edges. There is consequently no obvious point at which the village ends; homes simply grow farther apart until cultivated land gives way once again to the countryside.<br />
<br />
Merrin architecture is similarly modest. Homes are built low and comfortably proportioned to their inhabitants, favoring local timber, stone, plaster, thatch, and other materials that can be gathered or produced without relying heavily upon shipments from Astrya. A merrin house is expected to be lived in rather than admired from afar, and considerable attention is given to kitchens, hearths, pantries, gardens, storage spaces, and sheltered places where families and neighbors can gather. Flowers, climbing plants, painted doors, carved signs, and small personal decorations distinguish otherwise practical buildings from one another. As Bramley has grown, some structures have become larger and more specialized, but even its most important buildings retain the comfortable proportions and rural character of the homes surrounding them.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size">Districts and Important Locations</span></span></span><br />
Bramley has no formally recognized districts, and most merrin would find the idea of drawing administrative lines through their neighbors' farms unnecessarily complicated or even straight out rude. Nevertheless, several informal areas have emerged naturally as the settlement has grown. The village center contains its greatest concentration of homes and communal buildings and serves as the usual gathering place for markets, celebrations, announcements, and shared meals. Beyond it lies a loose patchwork of family farms, gardens, orchards, grazing fields, barns, and workshops connected by winding lanes. These areas are more often identified by the families who live there or by familiar landmarks than by any official name.<br />
<br />
The most important places in Bramley are defined by their use alone. A central gathering place provides room for markets, seasonal celebrations, music, and communal meals, while shared storehouses protect portions of the harvest against poor weather or lean seasons. A mill, bakehouse, smithy, or similar workshop naturally becomes important because the people rely on the productions from such places. Wells and other sources of fresh water serve as both necessities and everyday meeting places. Bramley lacks any true administrative buildings, with most problems and difficulties being solved through neighbors coming together, or by the elders should it require them.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Government and Authority</span></span></span><br />
Bramley possesses little formal government by Astryan standards. Most matters are handled between the families concerned, with neighbors, respected elders, and other members of the community stepping in when disagreements cannot be settled privately. Decisions affecting the village as a whole are discussed openly among its households, particularly those concerning shared land, harvest stores, roads, water, or the construction and maintenance of communal spaces. Age alone does not grant authority, but those who have spent decades tending the land and serving their neighbors are generally afforded considerable respect.<br />
<br />
In Bramley, reputation carries considerable weight, and someone who repeatedly refuses to help their neighbors or acts against the interests of the village will quickly find that remembered. Most responsibilities are handled through custom and expectation rather than written law, with families expected to maintain their own property while contributing when shared work is required. Matters beyond Bramley's experience or authority may still be taken to human officials elsewhere on Alphos, but within the village there is a strong preference for solving merrin problems among the people who must continue living beside one another afterward.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">People and Daily Life</span></span></span><br />
Daily life in Bramley follows the land far more closely than any clock. Mornings begin early for farmers and herders, particularly during planting and harvest, while craftspeople open workshops and households tend gardens, prepare meals, mend clothing, preserve food, and perform the countless smaller tasks required to keep a rural community functioning. Work changes with the seasons, and so does the pace of the village. Some parts of the year bring long days in the fields and little time for anything beyond necessity, while others allow more time for repairs, craft, visiting neighbors, storytelling, music, and preparations for the season ahead.<br />
<br />
For all the labor involved, the merrin do not consider work to be the sole purpose of life. Meals are rarely treated as something to be hurried through when company is available, and an unexpected visitor is more likely to result in another place being found at the table than questions about why they have arrived. Evenings around hearths, conversations over fences, shared food, music, and stories are as characteristic of Bramley as its fields. Privacy is certainly possible, but anonymity is not. Neighbors tend to know who is ill, whose roof needs repairing, which household has had a particularly good harvest, and who has recently received news from across the Great Sea. To outsiders this familiarity can occasionally feel intrusive; to most merrin, it is simply what living in a community means.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Economy and Resources</span></span></span><br />
Agriculture is the backbone of Bramley's economy. Fields, gardens, orchards, and livestock produce most of the food consumed within the village, while surrounding woodland supplies timber, forage, game, and other useful materials. Individual families generally work their own land, but large tasks often become communal affairs when extra hands are needed. Planting, harvest, construction, and recovery after severe weather can draw neighbors together for days at a time, with assistance expected to be returned when another household eventually requires it.<br />
<br />
What Bramley produces beyond its own needs naturally finds its way elsewhere on Alphos. Food is its most obvious contribution, particularly grain, vegetables, fruit, preserved goods, and animal products, while merrin craftspeople provide practical goods made for everyday use rather than luxury. In return, Bramley depends upon other settlements and arrivals from Astrya for materials and specialized goods it cannot easily produce itself, particularly worked metal, certain tools, and anything requiring industries too large for a rural village to maintain. Coin has its uses in this wider trade, but within Bramley exchanges of goods, favors, labor, and informal debts between neighbors remain common. A repaired fence, borrowed cart, basket of produce, or day's help at harvest may pass between households without anyone feeling the need to assign it a precise price.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Defense and Security</span></span></span><br />
Bramley was not founded with defense as its first concern, and unlike Headsted it possesses no great palisade separating settlement from wilderness. Its scattered farms would make such fortifications impractical even if the merrin desired them. Security instead begins with familiarity. Farmers know the land surrounding their homes, neighbors notice strangers quickly, and unusual movement through fields or woodland rarely remains unnoticed for long. Dogs, fences, lanterns, bells, and simple precautions intended primarily for livestock and property provide an informal network of warning across the countryside. The openness of Bramley may appear vulnerable, but anyone approaching it is likely to be seen by several households before ever reaching its center.<br />
<br />
When genuine danger threatens, the merrin rely upon one another. Hunting bows, axes, farm tools, and whatever proper weapons are available can be turned toward defense, while able members of the community gather to protect homes, livestock, and neighbors. Merrin do not generally celebrate warfare, but neither does their preference for peaceful rural life make them unwilling to defend it. Their small stature is accompanied by a natural sturdiness, and generations of physical agricultural work produce people more capable than outsiders sometimes assume. For threats beyond what the village can reasonably handle, Bramley relies upon warning, evacuation where necessary, and assistance from its neighbors elsewhere on Alphos. The merrin see little shame in this: the purpose of defending Bramley is to preserve the people and homes within it, not to prove how bravely they can die for them.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Culture, Faith, and Traditions</span></span></span><br />
WIP<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Relations</span></span></span><br />
Bramley maintains particularly close relations with Headsted Encampment, owing both to their shared Astryan heritage and to the role Headsted played in the arrival and safety of many of Bramley's first settlers. People, goods, and news regularly pass between the two settlements, with Bramley's agricultural surplus dividedbetween settlement, defense, and exploration. In return, Headsted provides access to numerous imported goods, specialized crafts, and new arrivals from across the Great Sea. Where Headsted tends to concern itself with expansion, exploration, and the broader future of Astrya on Alphos and beyond, the merrin of Bramley are usually more interested in what is happening within the next few fields around their farmstead.<br />
<br />
Relations with Alphos's non-human settlements are less deeply established but generally peaceful. The merrin have little interest in territorial expansion beyond the land necessary to sustain their community, reducing many of the disputes that might otherwise arise between neihboring peoples. Trade and personal relationships are welcomes, particularly when the flow of new crop seeds, crafts, livestock, or knowledge passes. Bramley does have a close relationship with the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=28" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">elthari</span></a> of the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=NUMBERHERE" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Grove</span></a>, who similarly live as one with nature, and numerous  bits of farming and herblore information have passed between them. Of note, the merrin homely cooking has grown popular amongst the elthari, with some even taking it up themselves, though this often requires merrin ingredients to properly make.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Current Issues and Rumors</span></span></span><br />
Bramley's concerns are rarely as dramatic as other settlements, typically relating simply to a single family or two, outside of harmful droughts or poor harvests which do affect the entirety of Bramley and beyond with the loss of their surplus crops for trading. The greatest threats to them are sudden storms that tear apart living spaces and farms, or dangerous creatures of the wilderness that they are less equipped to defend against than other races.<br />
<br />
Rumors in Bramley tend to travel considerably faster than the people responsible for them. Travelers bring stories from Headsted and beyond, farmers return with accounts of strange tracks, and children inevitably discover things in the woods that become considerably more impressive by the time they reach the dinner table. The close-knit communities invariably spread these tales quickly, sometimes mutating them as they grow, until the stag tracks have grown into a monstrous chimeric creature.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Notable People</span></span></span><br />
WIP<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Settlement Identity</span></span></span><br />
Bramley is defined by the restoration of ordinary life. It possesses no grand fortifications, monumental architecture, great political amibition, or desire to become the center of a new realm. Its achievements are measures instead in fields harvested, homes kept warm through winter, children raised safely, pantries filled before storms, and tables made long enough to make room for another guest around it. The merrin are simple folk, and they desire a simple life.]]></description>
			<content:encoded><![CDATA[Bramley is the first <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=27" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">merrin</span></a> settlement established on <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=18" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Alphos</span></a>, founded by families seeking to rebuild something of the life they once knew in their old homeland of Merrinvale. Though the merrin do share their genetic ancestry with the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=10" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">humans</span></a> of <a href="https://www.urosrp.co.uk/showthread.php?tid=48" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Astrya</span></a>—and many initially arrives through the growing human foothold on the island—they sought out land of their own where they could work fields, plant gardens, and keep close-knit communities rebuild in accordance with their own traditions. Other settlers looked at the wilderness of Alphos and saw territory to explore or resources to claim, while the first merrin saw fertile earth and the possibility of a true home. What began as scattered farmsteads and cultivated plots gradually grew into Bramley as neighboring families gathered together for security, cooperation, and a sense of companionship.<br />
<br />
Bramley remains largely an agricultural community, surrounded by worked fields, gardens, graving land, and the countryside upon which much of its livelihood depends. Its homes and paths are build for comfort and practicality, with the settlement growing gradually as families require more space rather than according to some prior laid out plan. Daily life follows the needs of the land and the people: planting, harvesting, tending animals, maintaining homes, preparing food, and lending a hand whenever a neighbor requires one. Gatherings, communal meals, music, and storytelling provide a rhythm beyond the hum-drum work, and help to preserve the traditions carried from Merrinvale in the minds of the people which began slowly intermingling with new traditions emerging from life on Alphos. The true end goal of Bramley is simply to build a good place in which to live, whatever that means to the people.<br />
<br />
For the merrin who call it home, that simplicity is precisely what makes Bramley important. <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=19" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">The Fading</span></a> had not merely threatened kingdoms and cities in the <a href="https://www.urosrp.co.uk/showthread.php?tid=47" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Old Lands</span></a>; it withered fields, spoiled the soil, and threatened even the most ordinary lands build upon them. Merrin culture has long found meaning in good earth, family, hearth, and the small comforts shared between neighbors, making the loss of Merrinvale something felt as deeply at a common dinner table as it was by those in governmental positions. Bramley represents the possibility that those things need not disappear with the homeland that created them. Every sowed field, warm hearth, shared meal, and child raised in a comfortable home is a quiet declaration that the merrin did not cross the Great Sea merely to survive, they did so that they might live again.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Founding and History</span></span></span><br />
Bramley owes its existence to the success of the first Astryan expeditions to Alphos, but its beginnings were considerably quieter than those of <a href="https://www.urosrp.co.uk/showthread.php?tid=82" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Headsted Encampment</span></a>. Among the later peoples to make the journey across the Great Sea were merrin families from Merrinvale, many carrying little more than their household possessions, tools, seeds, and whatever reminders of home could survive the crossing. Headsted offered them safety upon their arrival, but the growing encampment was not the sort of place most merrin wished to call home forever. They had come from a countryside of farms and close-knit rural communities, and once the immediate dangers of arrival had passed, groups began looking beyond Headsted for land upon which that life might be rebuilt.<br />
<br />
Their search eventually brought them to the calm countryside that would become Bramley. They found a place not of strategic importance or command, but rather simply, good soil, open ground, reliable fresh water, and enough surrounding wilderness to provide for the growth of the homesteads that would soon take root. The first families established homesteads close enough to one another that tools, labor, food, company, and anything else of need or want could be shared. Fields were cleared, gardens planted, animals brought in, and paths formed between neighboring homes. There was no single moment in which a collection of farms suddenly became a village; Bramley simply grew as more merrin arrived and more families chose to settle beside those already there. In time, communal buildings and gathering places appeared among the homesteads, and what had begun as an attempt to recover something of Merrinvale became a community with an identity of its own.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Location and Surroundings</span></span></span><br />
Bramley sits among some of the gentler countryside of Alphos, where the island's rolling land provides enough open and workable ground for farming without entirely escaping from the forests that dominate much of the island. Numerous cultivated fields and grazing land surround the village, broken apart by countless personal gardens, trimmed hedgerows, small copses of trees, and paths leading between neighboring homesteads. Fresh water and fertile soil were among the most important considerations for the first settlers as they support their way of life, and the merrin have steadily transformed the nearby countryside into productive land without attempting to clear everything beyond their immediate needs. The result is a gradual boundary between settlement and wilderness rather than the hard division created by Headsted's palisades.<br />
<br />
Beyond the farms, Alphos quickly becomes wild again. Dense woodland remains close enough to provide timber, forage, game, and other resources, while the island's hills provide natural boundaries between different stretches of cultivated land. The merrin are generally content to leave much of this wilderness alone so long as it poses no threat to their homes or crops. To them, the countryside surrounding Bramley is not empty land waiting to be claimed, but something to be worked carefully and made useful over time. Even so, Alphos remains unpredictable. Sudden storms can threaten fields and livestock, unfamiliar plants and animals are still being understood, and the safety of Bramley's cultivated countryside can make it easy to forget how little of the island beyond it has truly been settled.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Layout and Architecture</span></span></span><br />
Bramley has little in the way of formal planning. Rather than beginning from a central road or defensive position, the village developed outward from its earliest homesteads, with new homes built where families found good ground and sufficient room for gardens, animals, and storage. Paths curve between fields and houses according to the shape of the land, widening where carts travel regularly and narrowing into footpaths where they do not. Buildings gather more closely toward the communal heart of Bramley, while farms become increasingly scattered toward its edges. There is consequently no obvious point at which the village ends; homes simply grow farther apart until cultivated land gives way once again to the countryside.<br />
<br />
Merrin architecture is similarly modest. Homes are built low and comfortably proportioned to their inhabitants, favoring local timber, stone, plaster, thatch, and other materials that can be gathered or produced without relying heavily upon shipments from Astrya. A merrin house is expected to be lived in rather than admired from afar, and considerable attention is given to kitchens, hearths, pantries, gardens, storage spaces, and sheltered places where families and neighbors can gather. Flowers, climbing plants, painted doors, carved signs, and small personal decorations distinguish otherwise practical buildings from one another. As Bramley has grown, some structures have become larger and more specialized, but even its most important buildings retain the comfortable proportions and rural character of the homes surrounding them.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size">Districts and Important Locations</span></span></span><br />
Bramley has no formally recognized districts, and most merrin would find the idea of drawing administrative lines through their neighbors' farms unnecessarily complicated or even straight out rude. Nevertheless, several informal areas have emerged naturally as the settlement has grown. The village center contains its greatest concentration of homes and communal buildings and serves as the usual gathering place for markets, celebrations, announcements, and shared meals. Beyond it lies a loose patchwork of family farms, gardens, orchards, grazing fields, barns, and workshops connected by winding lanes. These areas are more often identified by the families who live there or by familiar landmarks than by any official name.<br />
<br />
The most important places in Bramley are defined by their use alone. A central gathering place provides room for markets, seasonal celebrations, music, and communal meals, while shared storehouses protect portions of the harvest against poor weather or lean seasons. A mill, bakehouse, smithy, or similar workshop naturally becomes important because the people rely on the productions from such places. Wells and other sources of fresh water serve as both necessities and everyday meeting places. Bramley lacks any true administrative buildings, with most problems and difficulties being solved through neighbors coming together, or by the elders should it require them.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Government and Authority</span></span></span><br />
Bramley possesses little formal government by Astryan standards. Most matters are handled between the families concerned, with neighbors, respected elders, and other members of the community stepping in when disagreements cannot be settled privately. Decisions affecting the village as a whole are discussed openly among its households, particularly those concerning shared land, harvest stores, roads, water, or the construction and maintenance of communal spaces. Age alone does not grant authority, but those who have spent decades tending the land and serving their neighbors are generally afforded considerable respect.<br />
<br />
In Bramley, reputation carries considerable weight, and someone who repeatedly refuses to help their neighbors or acts against the interests of the village will quickly find that remembered. Most responsibilities are handled through custom and expectation rather than written law, with families expected to maintain their own property while contributing when shared work is required. Matters beyond Bramley's experience or authority may still be taken to human officials elsewhere on Alphos, but within the village there is a strong preference for solving merrin problems among the people who must continue living beside one another afterward.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">People and Daily Life</span></span></span><br />
Daily life in Bramley follows the land far more closely than any clock. Mornings begin early for farmers and herders, particularly during planting and harvest, while craftspeople open workshops and households tend gardens, prepare meals, mend clothing, preserve food, and perform the countless smaller tasks required to keep a rural community functioning. Work changes with the seasons, and so does the pace of the village. Some parts of the year bring long days in the fields and little time for anything beyond necessity, while others allow more time for repairs, craft, visiting neighbors, storytelling, music, and preparations for the season ahead.<br />
<br />
For all the labor involved, the merrin do not consider work to be the sole purpose of life. Meals are rarely treated as something to be hurried through when company is available, and an unexpected visitor is more likely to result in another place being found at the table than questions about why they have arrived. Evenings around hearths, conversations over fences, shared food, music, and stories are as characteristic of Bramley as its fields. Privacy is certainly possible, but anonymity is not. Neighbors tend to know who is ill, whose roof needs repairing, which household has had a particularly good harvest, and who has recently received news from across the Great Sea. To outsiders this familiarity can occasionally feel intrusive; to most merrin, it is simply what living in a community means.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Economy and Resources</span></span></span><br />
Agriculture is the backbone of Bramley's economy. Fields, gardens, orchards, and livestock produce most of the food consumed within the village, while surrounding woodland supplies timber, forage, game, and other useful materials. Individual families generally work their own land, but large tasks often become communal affairs when extra hands are needed. Planting, harvest, construction, and recovery after severe weather can draw neighbors together for days at a time, with assistance expected to be returned when another household eventually requires it.<br />
<br />
What Bramley produces beyond its own needs naturally finds its way elsewhere on Alphos. Food is its most obvious contribution, particularly grain, vegetables, fruit, preserved goods, and animal products, while merrin craftspeople provide practical goods made for everyday use rather than luxury. In return, Bramley depends upon other settlements and arrivals from Astrya for materials and specialized goods it cannot easily produce itself, particularly worked metal, certain tools, and anything requiring industries too large for a rural village to maintain. Coin has its uses in this wider trade, but within Bramley exchanges of goods, favors, labor, and informal debts between neighbors remain common. A repaired fence, borrowed cart, basket of produce, or day's help at harvest may pass between households without anyone feeling the need to assign it a precise price.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Defense and Security</span></span></span><br />
Bramley was not founded with defense as its first concern, and unlike Headsted it possesses no great palisade separating settlement from wilderness. Its scattered farms would make such fortifications impractical even if the merrin desired them. Security instead begins with familiarity. Farmers know the land surrounding their homes, neighbors notice strangers quickly, and unusual movement through fields or woodland rarely remains unnoticed for long. Dogs, fences, lanterns, bells, and simple precautions intended primarily for livestock and property provide an informal network of warning across the countryside. The openness of Bramley may appear vulnerable, but anyone approaching it is likely to be seen by several households before ever reaching its center.<br />
<br />
When genuine danger threatens, the merrin rely upon one another. Hunting bows, axes, farm tools, and whatever proper weapons are available can be turned toward defense, while able members of the community gather to protect homes, livestock, and neighbors. Merrin do not generally celebrate warfare, but neither does their preference for peaceful rural life make them unwilling to defend it. Their small stature is accompanied by a natural sturdiness, and generations of physical agricultural work produce people more capable than outsiders sometimes assume. For threats beyond what the village can reasonably handle, Bramley relies upon warning, evacuation where necessary, and assistance from its neighbors elsewhere on Alphos. The merrin see little shame in this: the purpose of defending Bramley is to preserve the people and homes within it, not to prove how bravely they can die for them.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Culture, Faith, and Traditions</span></span></span><br />
WIP<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Relations</span></span></span><br />
Bramley maintains particularly close relations with Headsted Encampment, owing both to their shared Astryan heritage and to the role Headsted played in the arrival and safety of many of Bramley's first settlers. People, goods, and news regularly pass between the two settlements, with Bramley's agricultural surplus dividedbetween settlement, defense, and exploration. In return, Headsted provides access to numerous imported goods, specialized crafts, and new arrivals from across the Great Sea. Where Headsted tends to concern itself with expansion, exploration, and the broader future of Astrya on Alphos and beyond, the merrin of Bramley are usually more interested in what is happening within the next few fields around their farmstead.<br />
<br />
Relations with Alphos's non-human settlements are less deeply established but generally peaceful. The merrin have little interest in territorial expansion beyond the land necessary to sustain their community, reducing many of the disputes that might otherwise arise between neihboring peoples. Trade and personal relationships are welcomes, particularly when the flow of new crop seeds, crafts, livestock, or knowledge passes. Bramley does have a close relationship with the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=28" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">elthari</span></a> of the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=NUMBERHERE" target="_blank" rel="noopener" class="mycode_url"><span style="color: #12AAD8;" class="mycode_color">Grove</span></a>, who similarly live as one with nature, and numerous  bits of farming and herblore information have passed between them. Of note, the merrin homely cooking has grown popular amongst the elthari, with some even taking it up themselves, though this often requires merrin ingredients to properly make.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Current Issues and Rumors</span></span></span><br />
Bramley's concerns are rarely as dramatic as other settlements, typically relating simply to a single family or two, outside of harmful droughts or poor harvests which do affect the entirety of Bramley and beyond with the loss of their surplus crops for trading. The greatest threats to them are sudden storms that tear apart living spaces and farms, or dangerous creatures of the wilderness that they are less equipped to defend against than other races.<br />
<br />
Rumors in Bramley tend to travel considerably faster than the people responsible for them. Travelers bring stories from Headsted and beyond, farmers return with accounts of strange tracks, and children inevitably discover things in the woods that become considerably more impressive by the time they reach the dinner table. The close-knit communities invariably spread these tales quickly, sometimes mutating them as they grow, until the stag tracks have grown into a monstrous chimeric creature.<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Notable People</span></span></span><br />
WIP<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="color: #12AAD8;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size">Settlement Identity</span></span></span><br />
Bramley is defined by the restoration of ordinary life. It possesses no grand fortifications, monumental architecture, great political amibition, or desire to become the center of a new realm. Its achievements are measures instead in fields harvested, homes kept warm through winter, children raised safely, pantries filled before storms, and tables made long enough to make room for another guest around it. The merrin are simple folk, and they desire a simple life.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Headsted Encampment, Home of Humankind]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=82</link>
			<pubDate>Wed, 19 Aug 2026 07:29:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=51">Elaris</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=82</guid>
			<description><![CDATA[Headsted Encampment is the first <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=10" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">human</span></a> settlement established on <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=18" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">Alphos</span></a> and the earliest permanent foothold of <a href="https://www.urosrp.co.uk/showthread.php?tid=48" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">Astrya</span></a>'s people in Umbria as a whole. Founded under the direction of House Headsted following the first of the migrations across the <a href="https://www.urosrp.co.uk/showthread.php?tid=47" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">Great Sea</span></a>, the settlement began as nothing more than a practical refuge for those escaping <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=19" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">The Fading</span></a>. Its earliest inhabitants were primarily families, farmers, carpenters, scholars, and tradespeople chosen to give the expedition the means to survive independently. Only later did soldiers and explorers arrive. The first shelters and palisades on Alphos became the beginnings of a community meant to endure and receive any who would follow those first brave souls.<br />
<br />
Despite its name, Headsted Encampment has grown beyond a simple collection of temporary shelters. Nowadays, it serves as the principal human foothold on Alphos and a point of arrival for people and goods making the dangerous crossing from <a href="https://www.urosrp.co.uk/showthread.php?tid=47" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">the Old Lands</span></a>. Its position within the island's untamed wilderness makes it simultaneously a settlement, staging ground, and refuge. It has become a place from which the surrounding country can be explored and resources gathered while newcomers can find relative safety. The encampment is organized with survival depending upon coordinated labor, established authority, and careful planning and usage of the resources the island can provide. Alphos itself remains rugged and incompletely mapped, covered in dense forests, rocky coasts, hills, caves, and sudden sea-storms that surround the fledgling settlements but provide ample material goods to supplement that which arrives with new individuals from Astrya.<br />
<br />
For many humans, the encampment represents much more than the success of a single expedition. Astrya still survives across the Great Sea, but the Fading continues to threaten the Old Lands. While passage between the two regions remains incredibly dangerous and uncertain, Headsted stands as the beginning of something whose eventual scale remains unknown and something far more important than just some buildings and tents: a hope of a land safe from the dreadful deterioration of the land and civilization itself.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Founding and History</span></span></span></span><br />
Headsted Encampment was founded before even the first timber was cut on the island. As the Fading spread throughout Astrya, the continued survival of its people became increasingly uncertain. House Headsted was among those who looked beyond the Great Sea for an answer, helping organize one of the first great expeditions away from the Old Lands. Unlike later voyages, these first ships could not rely on any sort of established ports, roads, storehouses, or friendly faces or storehouses awaiting them when they arrived. Those aboard therefore carried with them not only provisions, but the people and knowledge necessary to create such things themselves. Families crossed alongside farmers, carpenters, scholars, and tradespeople, carrying what records, tools, heirlooms, seeds, and supplies could be spared from the homeland.<br />
<br />
When the expedition touched down on Alphos and found fertile land apparently untouched by the Fading, House Headsted directed the establishment of a foothold settlement.  With this declaration, Eddard Headsted drove his banner into the ground, declaring it land of Astrya. Soon after, trees were cleared, shelters raised, and a palisade constructed around the fledgling community to keep out any creatures of the wilderness. What had initially been build to keep the first arrivals alive soon acquired another purpose as word of Alphos returned across the Great Sea and further migrations followed. New buildings replaced the tents, supplies began moving between the homeland and the island outpost, and soldiers and explorers arrived to protect and expand the settlement's reach. The name nevertheless endured even as it grew.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Location and Surroundings</span></span></span><br />
Headsted Encampment occupies a portion of Alphos chosen as much for its practicality as it was for its beauty. The surrounding countryside provides timber, workable land, wildlife and fresh water for food and drink, and access to the wilderness beyond while still being suitable for the construction of permanent structures. Much of this land is still only partially explored, as the survival of the people came before any outward push. Dense forests can quickly swallow established trails, rolling hills and ridges break sightlines across the island, and shallow caves descend beneath portions of the countryside. Beyond them lies a rocky coast subjected to the shifting winds and sudden storms that made the journey so dangerous to begin with.<br />
<br />
The wilderness is therefore both the encampment's greatest resources and one of its greatest dangers all at once. Timber, stone, game, and fertile ground provide much of what the settlers need, reducing their dependence upon shipments from Astrya. However, the same forests and hills remain largely unknown, and every expedition beyond regularly traveled paths pushes into territory for which no map exists. Headsted has consequently become the point at which the familiar ends: roads, cleared ground, and cultivated land gradually surrender to an Alphos that remains considerably larger in the minds of its settlers than its actual shores suggest.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Layout and Architecture</span></span></span><br />
Headsted was never designed as a complete settlement. Its layout is instead the product of repeated necessity, with each stage of construction reflecting what its inhabitants required at the time of their arrival. The oldest portions remain clustered around the original landing and communal areas, where temporary shelters, supply storage sites, early workshops, and defensive works could be kept close together. Later construction has pushed outward from this early core as the population and needs of the settlement have grown. Paths that previously connected simple tents and temporary work sites have gradually become established thoroughfares. Meanwhile spaces originally left empty for supply drops or livestock have since been claimed by workshops and permanent dwellings.<br />
<br />
The encampment remains practical above all else. Local timber, whatever nearby stone and workable materials, and anything else that can be gathered or brought across the sea fills out the buildings. Buildings tend toward sturdy forms that can be repaired quickly with local and unskilled labor, particularly with the unpredictable storms of Alphos. There is little of the monumentality associated with Astrya's great cities; Headsted has neither the labor nor the security to waste simply for grandeur. Even so, increasingly permanent construction suggests that its inhabitants no longer build as though they expect to leave any moment.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Districts and Important Locations</span></span></span><br />
Headsted is too small to be properly divided into formal districts in the manner of an established Astryan city. Instead, its inhabitants commonly describe different portions of the encampment according to their purpose. The oldest central area remains the heart of communal activity and administration, while workshops and storage areas occupy plaes where noise, fire, and constant movement are less disruptive to residents. Agricultural land spreads all around the dense construction, taking ample advantage of whatever ground can be safely cleared and worked. The approaches to the settlement remain utilitarian.<br />
<br />
The closest thing to a separate district that Headsted has is the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=27" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">merrin</span></a> settlement of <span style="color: #6e089f;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><a href="https://www.urosrp.co.uk/showthread.php?tid=83" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">Bramley</span></a></span></span>. While not officially a part of the Encampment, it is nearby enough and falls under the shared territory of Windshire.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Government and Authority</span></span></span><br />
Authority within Headsted remains centered upon House Headsted itself, whose leadership of the original expedition naturally continued after landfall. The House coordinates the larger needs  of the settlement, such as the allocation of labor and supplies, organization of construction, reception of new arrivals, defense, and expeditions into the surrounding countryside. At the same time, Headsted is separated from Astrya by the Great Sea, forcing decisions that might once have passed through established institutions and courts to be made locally and often quickly.<br />
<br />
House Headsted's authority should not, however, be mistaken for sovereignty over Astrya or all Humans in Umbria. Astryan noble legitimacy ultimately derives from the High Crown of House Windmere, and the old political order has not formally ceased merely because the Fading and migration have weakened its reach. Eddard does not claim a title of sovereignty, just as the others of his house have shunned.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">People and Daily Life</span></span></span><br />
Life in Headsted is defined by work. Few inhabitants can afford to practice only a single skill or responsibility when so much of the settlement remains unfinished and uncertain Farmers often assist with harvest, storage, or palisade repairs; carpenters help unload ships and bring in hauls; and ordinary families maintain gardens, livestock, tools, and homes alongside whatever trade brought them across the sea. The first settlers were specifically selected for their combined knowledge, which could sustain an isolated community, and that cooperative expectation has remained even as later arrivals have broadened the population. Soldiers and explorers are increasingly visible, but Headsted remains fundamentally a civilian community rather than a military camp.<br />
<br />
Daily life is difficult, but not deadly. Meals, conversation, worship, craft, and recreation continue whenever and wherever work permits, and each new permanent roof or successful harvest makes the settlement feel that much less temporary. New arrivals bring news from the homeland, possessions, customs, creature comforts, and sometimes surviving relatives, ensuring Headsted never feels fully disconnected from Astrya.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Economy and Resources</span></span></span><br />
Headsted's economy is built almost solely around survival. Agriculture, logging, construction, hunting, fishing, and the repair of tools occupy much of its working population. Local resources are particularly valuable because everything produced on Alphos is something that does not need to survive the Great Sea. Timber and food are therefore as strategically important to the settlement as coin, while skilled labor can be even more valuable still. Astryan trade remains important, bringing tools, finished goods, records, livestock, seed stock, and other supplies that the young settlement cannot yet reliably provide for itself. The trade of goods and services for Astryan coin has been emerging more as people become more settled, the precious metals changing hands nearly as often as it had back in the homeland and helping to establish true prices and necessities for those that wish to trade with others outside the settlement.<br />
<br />
With production steadily increasing, Headsted is slowly changing from a settlement that merely consumes imported supplies into one capable of supporting further expansion. Surpluses can provision explorers, assist new arrivals, and potentially be exchanged with Alphos's other settlements.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Defense and Security</span></span></span><br />
Headsted's earliest defenses were the palisades raised alongside its first shelters, intended to place a physical boundary between exhausted settlers and an unknown wilderness. Timber barriers, controlled approaches, watches, and cleared ground provide warning and protection while allowing damaged sections to be readily repaired with native materials. As soldiers arrives, responsibility for security became more organized, freeing the original settlers from having to serve simultaneously as laborers and the settlement's only defenders.<br />
<br />
The greatest difficulty for Headsted is not an identified enemy but rather uncertainty. Much of Alphos remains unmapped, and its landscape provide countless places from which danger could emerge unnoticed. Storms create another threat, damaging structures and potentially cutting the settlement off from seaborne support if the need arose.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Culture, Faith, and Traditions</span></span></span><br />
WIP<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Relations</span></span></span><br />
Headsted's most important relationship remains with Astrya. Ships crossing the Great Sea carry migrants, supplies, correspondence, and news between the two lands, maintaining a connection between the two that links them much like a mother and child. Many inhabitants still have relatives in the Old Lands, and House Headsted's own authority exists within the broader traditions of Astryan nobility. The continued danger of the crossing means this relationship is never entirely reliable; weeks of silence can leave the encampment uncertain whether a delayed ship is merely late or if it will never arrive at all.<br />
<br />
The establishment of <span style="text-decoration: underline;" class="mycode_u"><span style="color: #6e089f;" class="mycode_color">Gúldir</span></span> and <span style="text-decoration: underline;" class="mycode_u"><span style="color: #6e089f;" class="mycode_color">Ishlian</span></span> means humans are no longer along on Alphos. These settlements represent <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=12" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">grokon</span></a> and <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=11" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">elfin</span></a> attempts to survive the same catastrophe that drove Astrya's people across the sea, providing an obvious basis for cooperation even where their cultures differ considerable.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Current Issues and Rumors</span></span></span><br />
Headsted's most immediate concerns are those expected of a settlement growing faster than the land around it can be understood. New arrivals require shelter and food, cultivated ground must expand without stripping the nearby country of useful resources, defenses must keep pace with construction, and the settlement must steadily reduce its reliance upon unpredictable shipments from Astrya. Every newly mapped stretch of Alphos makes travel safer and reveals new resources, but it also carries settlers farther from the protection of Headsted.<br />
<br />
Rumor fills whatever knowledge does not. Stories brought back by travelers inevitably gather around Alphos's stranger places, particularly the ruined stronghold that predated the first arrivals and the fog-covered Willowmire surrounding the Great Willow. No known people claim the ruined keep and no surviving records explain who constructed it.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Notable People</span></span></span><br />
WIP<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Settlement Identity</span></span></span><br />
Headsted Encampment is defined by permanence. It was not founded by conquerors seeking territory or merchants seeking wealth, but by ordinary people who needed somewhere their families could continue to exist. Its palisades, workshops, fields, storehouses, and homes are consequently expressions of the same idea: survival made permanent through organization and labor.]]></description>
			<content:encoded><![CDATA[Headsted Encampment is the first <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=10" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">human</span></a> settlement established on <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=18" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">Alphos</span></a> and the earliest permanent foothold of <a href="https://www.urosrp.co.uk/showthread.php?tid=48" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">Astrya</span></a>'s people in Umbria as a whole. Founded under the direction of House Headsted following the first of the migrations across the <a href="https://www.urosrp.co.uk/showthread.php?tid=47" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">Great Sea</span></a>, the settlement began as nothing more than a practical refuge for those escaping <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=19" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">The Fading</span></a>. Its earliest inhabitants were primarily families, farmers, carpenters, scholars, and tradespeople chosen to give the expedition the means to survive independently. Only later did soldiers and explorers arrive. The first shelters and palisades on Alphos became the beginnings of a community meant to endure and receive any who would follow those first brave souls.<br />
<br />
Despite its name, Headsted Encampment has grown beyond a simple collection of temporary shelters. Nowadays, it serves as the principal human foothold on Alphos and a point of arrival for people and goods making the dangerous crossing from <a href="https://www.urosrp.co.uk/showthread.php?tid=47" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">the Old Lands</span></a>. Its position within the island's untamed wilderness makes it simultaneously a settlement, staging ground, and refuge. It has become a place from which the surrounding country can be explored and resources gathered while newcomers can find relative safety. The encampment is organized with survival depending upon coordinated labor, established authority, and careful planning and usage of the resources the island can provide. Alphos itself remains rugged and incompletely mapped, covered in dense forests, rocky coasts, hills, caves, and sudden sea-storms that surround the fledgling settlements but provide ample material goods to supplement that which arrives with new individuals from Astrya.<br />
<br />
For many humans, the encampment represents much more than the success of a single expedition. Astrya still survives across the Great Sea, but the Fading continues to threaten the Old Lands. While passage between the two regions remains incredibly dangerous and uncertain, Headsted stands as the beginning of something whose eventual scale remains unknown and something far more important than just some buildings and tents: a hope of a land safe from the dreadful deterioration of the land and civilization itself.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Founding and History</span></span></span></span><br />
Headsted Encampment was founded before even the first timber was cut on the island. As the Fading spread throughout Astrya, the continued survival of its people became increasingly uncertain. House Headsted was among those who looked beyond the Great Sea for an answer, helping organize one of the first great expeditions away from the Old Lands. Unlike later voyages, these first ships could not rely on any sort of established ports, roads, storehouses, or friendly faces or storehouses awaiting them when they arrived. Those aboard therefore carried with them not only provisions, but the people and knowledge necessary to create such things themselves. Families crossed alongside farmers, carpenters, scholars, and tradespeople, carrying what records, tools, heirlooms, seeds, and supplies could be spared from the homeland.<br />
<br />
When the expedition touched down on Alphos and found fertile land apparently untouched by the Fading, House Headsted directed the establishment of a foothold settlement.  With this declaration, Eddard Headsted drove his banner into the ground, declaring it land of Astrya. Soon after, trees were cleared, shelters raised, and a palisade constructed around the fledgling community to keep out any creatures of the wilderness. What had initially been build to keep the first arrivals alive soon acquired another purpose as word of Alphos returned across the Great Sea and further migrations followed. New buildings replaced the tents, supplies began moving between the homeland and the island outpost, and soldiers and explorers arrived to protect and expand the settlement's reach. The name nevertheless endured even as it grew.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Location and Surroundings</span></span></span><br />
Headsted Encampment occupies a portion of Alphos chosen as much for its practicality as it was for its beauty. The surrounding countryside provides timber, workable land, wildlife and fresh water for food and drink, and access to the wilderness beyond while still being suitable for the construction of permanent structures. Much of this land is still only partially explored, as the survival of the people came before any outward push. Dense forests can quickly swallow established trails, rolling hills and ridges break sightlines across the island, and shallow caves descend beneath portions of the countryside. Beyond them lies a rocky coast subjected to the shifting winds and sudden storms that made the journey so dangerous to begin with.<br />
<br />
The wilderness is therefore both the encampment's greatest resources and one of its greatest dangers all at once. Timber, stone, game, and fertile ground provide much of what the settlers need, reducing their dependence upon shipments from Astrya. However, the same forests and hills remain largely unknown, and every expedition beyond regularly traveled paths pushes into territory for which no map exists. Headsted has consequently become the point at which the familiar ends: roads, cleared ground, and cultivated land gradually surrender to an Alphos that remains considerably larger in the minds of its settlers than its actual shores suggest.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Layout and Architecture</span></span></span><br />
Headsted was never designed as a complete settlement. Its layout is instead the product of repeated necessity, with each stage of construction reflecting what its inhabitants required at the time of their arrival. The oldest portions remain clustered around the original landing and communal areas, where temporary shelters, supply storage sites, early workshops, and defensive works could be kept close together. Later construction has pushed outward from this early core as the population and needs of the settlement have grown. Paths that previously connected simple tents and temporary work sites have gradually become established thoroughfares. Meanwhile spaces originally left empty for supply drops or livestock have since been claimed by workshops and permanent dwellings.<br />
<br />
The encampment remains practical above all else. Local timber, whatever nearby stone and workable materials, and anything else that can be gathered or brought across the sea fills out the buildings. Buildings tend toward sturdy forms that can be repaired quickly with local and unskilled labor, particularly with the unpredictable storms of Alphos. There is little of the monumentality associated with Astrya's great cities; Headsted has neither the labor nor the security to waste simply for grandeur. Even so, increasingly permanent construction suggests that its inhabitants no longer build as though they expect to leave any moment.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Districts and Important Locations</span></span></span><br />
Headsted is too small to be properly divided into formal districts in the manner of an established Astryan city. Instead, its inhabitants commonly describe different portions of the encampment according to their purpose. The oldest central area remains the heart of communal activity and administration, while workshops and storage areas occupy plaes where noise, fire, and constant movement are less disruptive to residents. Agricultural land spreads all around the dense construction, taking ample advantage of whatever ground can be safely cleared and worked. The approaches to the settlement remain utilitarian.<br />
<br />
The closest thing to a separate district that Headsted has is the <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=27" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">merrin</span></a> settlement of <span style="color: #6e089f;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><a href="https://www.urosrp.co.uk/showthread.php?tid=83" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">Bramley</span></a></span></span>. While not officially a part of the Encampment, it is nearby enough and falls under the shared territory of Windshire.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Government and Authority</span></span></span><br />
Authority within Headsted remains centered upon House Headsted itself, whose leadership of the original expedition naturally continued after landfall. The House coordinates the larger needs  of the settlement, such as the allocation of labor and supplies, organization of construction, reception of new arrivals, defense, and expeditions into the surrounding countryside. At the same time, Headsted is separated from Astrya by the Great Sea, forcing decisions that might once have passed through established institutions and courts to be made locally and often quickly.<br />
<br />
House Headsted's authority should not, however, be mistaken for sovereignty over Astrya or all Humans in Umbria. Astryan noble legitimacy ultimately derives from the High Crown of House Windmere, and the old political order has not formally ceased merely because the Fading and migration have weakened its reach. Eddard does not claim a title of sovereignty, just as the others of his house have shunned.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">People and Daily Life</span></span></span><br />
Life in Headsted is defined by work. Few inhabitants can afford to practice only a single skill or responsibility when so much of the settlement remains unfinished and uncertain Farmers often assist with harvest, storage, or palisade repairs; carpenters help unload ships and bring in hauls; and ordinary families maintain gardens, livestock, tools, and homes alongside whatever trade brought them across the sea. The first settlers were specifically selected for their combined knowledge, which could sustain an isolated community, and that cooperative expectation has remained even as later arrivals have broadened the population. Soldiers and explorers are increasingly visible, but Headsted remains fundamentally a civilian community rather than a military camp.<br />
<br />
Daily life is difficult, but not deadly. Meals, conversation, worship, craft, and recreation continue whenever and wherever work permits, and each new permanent roof or successful harvest makes the settlement feel that much less temporary. New arrivals bring news from the homeland, possessions, customs, creature comforts, and sometimes surviving relatives, ensuring Headsted never feels fully disconnected from Astrya.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Economy and Resources</span></span></span><br />
Headsted's economy is built almost solely around survival. Agriculture, logging, construction, hunting, fishing, and the repair of tools occupy much of its working population. Local resources are particularly valuable because everything produced on Alphos is something that does not need to survive the Great Sea. Timber and food are therefore as strategically important to the settlement as coin, while skilled labor can be even more valuable still. Astryan trade remains important, bringing tools, finished goods, records, livestock, seed stock, and other supplies that the young settlement cannot yet reliably provide for itself. The trade of goods and services for Astryan coin has been emerging more as people become more settled, the precious metals changing hands nearly as often as it had back in the homeland and helping to establish true prices and necessities for those that wish to trade with others outside the settlement.<br />
<br />
With production steadily increasing, Headsted is slowly changing from a settlement that merely consumes imported supplies into one capable of supporting further expansion. Surpluses can provision explorers, assist new arrivals, and potentially be exchanged with Alphos's other settlements.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Defense and Security</span></span></span><br />
Headsted's earliest defenses were the palisades raised alongside its first shelters, intended to place a physical boundary between exhausted settlers and an unknown wilderness. Timber barriers, controlled approaches, watches, and cleared ground provide warning and protection while allowing damaged sections to be readily repaired with native materials. As soldiers arrives, responsibility for security became more organized, freeing the original settlers from having to serve simultaneously as laborers and the settlement's only defenders.<br />
<br />
The greatest difficulty for Headsted is not an identified enemy but rather uncertainty. Much of Alphos remains unmapped, and its landscape provide countless places from which danger could emerge unnoticed. Storms create another threat, damaging structures and potentially cutting the settlement off from seaborne support if the need arose.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Culture, Faith, and Traditions</span></span></span><br />
WIP<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Relations</span></span></span><br />
Headsted's most important relationship remains with Astrya. Ships crossing the Great Sea carry migrants, supplies, correspondence, and news between the two lands, maintaining a connection between the two that links them much like a mother and child. Many inhabitants still have relatives in the Old Lands, and House Headsted's own authority exists within the broader traditions of Astryan nobility. The continued danger of the crossing means this relationship is never entirely reliable; weeks of silence can leave the encampment uncertain whether a delayed ship is merely late or if it will never arrive at all.<br />
<br />
The establishment of <span style="text-decoration: underline;" class="mycode_u"><span style="color: #6e089f;" class="mycode_color">Gúldir</span></span> and <span style="text-decoration: underline;" class="mycode_u"><span style="color: #6e089f;" class="mycode_color">Ishlian</span></span> means humans are no longer along on Alphos. These settlements represent <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=12" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">grokon</span></a> and <a href="https://www.urosrp.co.uk/forumdisplay.php?fid=11" target="_blank" rel="noopener" class="mycode_url"><span style="color: #6e089f;" class="mycode_color">elfin</span></a> attempts to survive the same catastrophe that drove Astrya's people across the sea, providing an obvious basis for cooperation even where their cultures differ considerable.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Current Issues and Rumors</span></span></span><br />
Headsted's most immediate concerns are those expected of a settlement growing faster than the land around it can be understood. New arrivals require shelter and food, cultivated ground must expand without stripping the nearby country of useful resources, defenses must keep pace with construction, and the settlement must steadily reduce its reliance upon unpredictable shipments from Astrya. Every newly mapped stretch of Alphos makes travel safer and reveals new resources, but it also carries settlers farther from the protection of Headsted.<br />
<br />
Rumor fills whatever knowledge does not. Stories brought back by travelers inevitably gather around Alphos's stranger places, particularly the ruined stronghold that predated the first arrivals and the fog-covered Willowmire surrounding the Great Willow. No known people claim the ruined keep and no surviving records explain who constructed it.<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Notable People</span></span></span><br />
WIP<br />
<span style="color: #6e089f;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Settlement Identity</span></span></span><br />
Headsted Encampment is defined by permanence. It was not founded by conquerors seeking territory or merchants seeking wealth, but by ordinary people who needed somewhere their families could continue to exist. Its palisades, workshops, fields, storehouses, and homes are consequently expressions of the same idea: survival made permanent through organization and labor.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Uros Holidays]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=81</link>
			<pubDate>Wed, 19 Aug 2026 01:03:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=33">Abi</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=81</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #1769aa;" class="mycode_color"><span style="font-size: 20pt;" class="mycode_size"><span style="color: #e0aaff;" class="mycode_color"><span style="font-family: 'Cinzel Decorative', serif;" class="mycode_font">Common Holidays</span></span></span></span></div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="color: #1769aa;" class="mycode_color"><span style="color: #1769aa;" class="mycode_color">Aurora 28th</span>, <span style="color: #1769aa;" class="mycode_color">Aura 1st</span> , <span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">Happy new years</span></span></span>,</span> <span style="color: #dddddd;" class="mycode_color">celebrated differently in each culture. The changing of the years calendar is found mentioned in many history books as a fresh start and a way to refresh the soul.</span></div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">Mothers Day</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Bloom 7th</span>, celebrating The mother, and mothers, early festival often using flowers, lots of prayers, lots of honor and reverence for mothers, some cultures ceremonially parade their women around to receive gifts from every child in the town, immense respect.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">Fathers day</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Scorch 13th</span>, celebrating The father, and fathers, summer festival often decorated with fire and water features, lots of dancing and adoration and exalting of the male figure, some cultures have their men take their children with them outside their towns and make play of the day, a sort of intimate bonding time is reserved when so often its denied by life and work.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">Harvest</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Gloom 1st</span>, this festival is practical as well as celebratory, during the day it is spent as a community preserving food for the winter, surrounded by decorations made by children such as multicolored leaves, acorns, and jewel corn bouquets. Late in the evening, after the streettorches are lit there is a large feast in a central location, usually with bonfires and drinking. No one works Gloom 2nd in most cultures as it's considered a large day of rest before the crops start their required winterization and maintenances.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="color: #1769aa;" class="mycode_color">Gloom 30th</span>, <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Day of Whispers</span></span></span>, this holiday is a contradiction of mood. During the daytime it is a day of mourning, a yearly remembrance of those who have passed. The temples fill with people offering prayers to the Black Bird asking for gentle swift travels and care for the souls he is going to take the coming cycle. At nighttime it becomes a festival for children. An offset of the somber setting. Naturally, since the day is about the dead it stands to reason that they are nearer to us on this day. Over time it developed into a way to let children have a safe way to explore spooky things and their relationship with death in a way their growing minds understood. The evening is filled with masked children running door to door with a short ‘ghost story’ on their lips, ready to recite in exchange for treats.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">The Great Flip</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Hearth 15th</span>, <span style="color: #dddddd;" class="mycode_color">when the days start to be longer than the night again. While this days celebrations vary culture to culture, many of them have events this day surrounding light in general, such as a ‘drown the dark’ party in some cities, where everyone lights extra torches, and they style themselves as the sun in bright colors. There is mingling and socializing for a small time in the middle of the night as they celebrate the light via coming back to the world with an exchanging of gifts amongst friends and family. Most don’t retire to bed until nearly sunrise.</span><br />
<span style="color: #111111;" class="mycode_color">.</span><br />
<div class="uros-rule uros-rule--dots" role="separator" aria-hidden="true"><span></span></div>
<span style="font-size: 20pt;" class="mycode_size"><span style="color: #e0aaff;" class="mycode_color"><span style="font-family: 'Cinzel Decorative', serif;" class="mycode_font">Racial Holidays</span></span></span></div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align">Turuk, <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Blood day</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Apex 1st</span>, children coming of age who have been through their trainings and are now considered adults have a battle royal to first blood with their community watching. The victor is lauded and fed rare meats and is the representative of the next years children who will compete on blood day for their entry into adulthood.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align">Humans, <span style="color: #1769aa;" class="mycode_color">Dewfall 14th</span>,<span style="color: #9b2226;" class="mycode_color"> <span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Lovers Day</span></span></span><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">,</span></span> never is there another day of the year when so many young people decide to get married. Humans have chosen to make an entire holiday around one of the most paramount emotions. The day commonly has multiple weddings, engagements, and young lovers around their towns with most businesses having sales and special events.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align">Elfin, <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Summertide</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Apex 1st</span>, This party is more outlandish than anyone would ever expect to see any other time from the Eflin. This summer festival is largely a fertility festival, with celebration centered on the wild growth of Mother Tree. There is wine, elaborate animal costumes and full body paint, music, dance competitions and well paid babysitters as the Elfin do not let their young attend this festival for its unusual displays of fertility embellishments and ornamentations.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align">Grokon, <span style="color: #1769aa;" class="mycode_color">Squall 25th</span>, <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Wildbrew</span></span></span>, alcoholic drinking festival where the years ales and malty lagers that have been aged are rotated out for sale. A festival with lots of free samples, classes on home micro brewing, drunken games, charity auctions, and live music. This is considered one of the most important holidays to the Grokon. Even some vendors of other races come to peddle their wares in Grokon cities. Not so often the Elfin though as wines are not to Grokon taste buds, and Grokon brews are a bit too much for Elfin staminas.<br />
<span style="color: #111111;" class="mycode_color">.</span><br />
<div class="uros-rule uros-rule--dots" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #e0aaff;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">Deity Specific Holidays</span></span> </span><span style="color: #dddddd;" class="mycode_color">(outside the big 3 that most folks worship)</span><br />
<span style="color: #111111;" class="mycode_color">.</span><br />
<span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="color: #9b2226;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Water day</span></span></span><span style="color: #dddddd;" class="mycode_color">,</span> <span style="color: #dddddd;" class="mycode_color">ocean communities, even towns by large rivers bc all water flows back to the source, celebrated by swimming and handmade offerings of crafts made by using water based things like driftwood, shells, and fishscales. They thank her for clean water, and for the salt from the ocean our bodies also need. <span style="color: #1769aa;" class="mycode_color"><span style="color: #1769aa;" class="mycode_color">Bloom 29th</span></span>. </span><br />
<span style="color: #111111;" class="mycode_color">.</span><br />
<span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color">Fire day</span><span style="color: #dddddd;" class="mycode_color">,</span><span style="color: #9b2226;" class="mycode_color"> </span></span></span><span style="color: #dddddd;" class="mycode_color">is for celebrating Kimini and Hodoko. Many customs are celebrated in tandem with couples, of prayer, offerings, and celebrations as their way of honoring the pair. As these deities are seen as more domestic, their days are often done as such; offerings burned in a fire, the smoke spread about the house with accompanying hymns as a way of purification of the space, and blessings for those who dwell in them, a wreath made of the last years worth of collected horseshoes, ornate and hung on the stable door as thanks for continued support of the fire, and other customs strongly tied to the home. </span><span style="color: #1769aa;" class="mycode_color">Cinder 19th</span><span style="color: #dddddd;" class="mycode_color">.</span><br />
<span style="color: #111111;" class="mycode_color">.</span><br />
The Caretaker is often celebrated with a seafood feast as a nod to the feline nature Koci presents himself as. People feed stray cats on <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cats Day</span></span></span> more than usual because you never know if one of them is Koci come to watch the people. Worship is often done as deeds in lieu of offerings, people helping one another however they can as praise via emulation. <span style="color: #1769aa;" class="mycode_color">Gale 4th</span>. <br />
<span style="color: #111111;" class="mycode_color">.</span><br />
Those involved in service with their militaries and guardsmen as well often celebrate<span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"> <span style="font-weight: bold;" class="mycode_b">War Day</span></span></span>. Ondolf is praised and his shrines become covered in small gifts, often arrows, sometimes swords, daggers, and other instruments of war. His followers often celebrate with dueling or boxing, and any blood shed is used as war makeup for the day, to look more ferocious. Though uncommon, some women also celebrate War Day if they happen to be with child during its occurrence, as their battles on the birthing bed are just as valid as those wars men wage When women are invited into men's circles for War Day there is often ritual shouting amongst them, screams to mimic her screams that will come as a form of respect for the women's fight. The father of the baby uses his blood for her warpaint, on both her face and exposed belly. <span style="color: #1769aa;" class="mycode_color">Rime 10th</span>.</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #1769aa;" class="mycode_color"><span style="font-size: 20pt;" class="mycode_size"><span style="color: #e0aaff;" class="mycode_color"><span style="font-family: 'Cinzel Decorative', serif;" class="mycode_font">Common Holidays</span></span></span></span></div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="color: #1769aa;" class="mycode_color"><span style="color: #1769aa;" class="mycode_color">Aurora 28th</span>, <span style="color: #1769aa;" class="mycode_color">Aura 1st</span> , <span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">Happy new years</span></span></span>,</span> <span style="color: #dddddd;" class="mycode_color">celebrated differently in each culture. The changing of the years calendar is found mentioned in many history books as a fresh start and a way to refresh the soul.</span></div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">Mothers Day</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Bloom 7th</span>, celebrating The mother, and mothers, early festival often using flowers, lots of prayers, lots of honor and reverence for mothers, some cultures ceremonially parade their women around to receive gifts from every child in the town, immense respect.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">Fathers day</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Scorch 13th</span>, celebrating The father, and fathers, summer festival often decorated with fire and water features, lots of dancing and adoration and exalting of the male figure, some cultures have their men take their children with them outside their towns and make play of the day, a sort of intimate bonding time is reserved when so often its denied by life and work.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">Harvest</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Gloom 1st</span>, this festival is practical as well as celebratory, during the day it is spent as a community preserving food for the winter, surrounded by decorations made by children such as multicolored leaves, acorns, and jewel corn bouquets. Late in the evening, after the streettorches are lit there is a large feast in a central location, usually with bonfires and drinking. No one works Gloom 2nd in most cultures as it's considered a large day of rest before the crops start their required winterization and maintenances.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="color: #1769aa;" class="mycode_color">Gloom 30th</span>, <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Day of Whispers</span></span></span>, this holiday is a contradiction of mood. During the daytime it is a day of mourning, a yearly remembrance of those who have passed. The temples fill with people offering prayers to the Black Bird asking for gentle swift travels and care for the souls he is going to take the coming cycle. At nighttime it becomes a festival for children. An offset of the somber setting. Naturally, since the day is about the dead it stands to reason that they are nearer to us on this day. Over time it developed into a way to let children have a safe way to explore spooky things and their relationship with death in a way their growing minds understood. The evening is filled with masked children running door to door with a short ‘ghost story’ on their lips, ready to recite in exchange for treats.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font">The Great Flip</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Hearth 15th</span>, <span style="color: #dddddd;" class="mycode_color">when the days start to be longer than the night again. While this days celebrations vary culture to culture, many of them have events this day surrounding light in general, such as a ‘drown the dark’ party in some cities, where everyone lights extra torches, and they style themselves as the sun in bright colors. There is mingling and socializing for a small time in the middle of the night as they celebrate the light via coming back to the world with an exchanging of gifts amongst friends and family. Most don’t retire to bed until nearly sunrise.</span><br />
<span style="color: #111111;" class="mycode_color">.</span><br />
<div class="uros-rule uros-rule--dots" role="separator" aria-hidden="true"><span></span></div>
<span style="font-size: 20pt;" class="mycode_size"><span style="color: #e0aaff;" class="mycode_color"><span style="font-family: 'Cinzel Decorative', serif;" class="mycode_font">Racial Holidays</span></span></span></div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align">Turuk, <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Blood day</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Apex 1st</span>, children coming of age who have been through their trainings and are now considered adults have a battle royal to first blood with their community watching. The victor is lauded and fed rare meats and is the representative of the next years children who will compete on blood day for their entry into adulthood.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align">Humans, <span style="color: #1769aa;" class="mycode_color">Dewfall 14th</span>,<span style="color: #9b2226;" class="mycode_color"> <span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Lovers Day</span></span></span><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">,</span></span> never is there another day of the year when so many young people decide to get married. Humans have chosen to make an entire holiday around one of the most paramount emotions. The day commonly has multiple weddings, engagements, and young lovers around their towns with most businesses having sales and special events.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align">Elfin, <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Summertide</span></span></span>, <span style="color: #1769aa;" class="mycode_color">Apex 1st</span>, This party is more outlandish than anyone would ever expect to see any other time from the Eflin. This summer festival is largely a fertility festival, with celebration centered on the wild growth of Mother Tree. There is wine, elaborate animal costumes and full body paint, music, dance competitions and well paid babysitters as the Elfin do not let their young attend this festival for its unusual displays of fertility embellishments and ornamentations.</div>
<span style="color: #111111;" class="mycode_color">.</span><br />
<div style="text-align: center;" class="mycode_align">Grokon, <span style="color: #1769aa;" class="mycode_color">Squall 25th</span>, <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Wildbrew</span></span></span>, alcoholic drinking festival where the years ales and malty lagers that have been aged are rotated out for sale. A festival with lots of free samples, classes on home micro brewing, drunken games, charity auctions, and live music. This is considered one of the most important holidays to the Grokon. Even some vendors of other races come to peddle their wares in Grokon cities. Not so often the Elfin though as wines are not to Grokon taste buds, and Grokon brews are a bit too much for Elfin staminas.<br />
<span style="color: #111111;" class="mycode_color">.</span><br />
<div class="uros-rule uros-rule--dots" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #e0aaff;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">Deity Specific Holidays</span></span> </span><span style="color: #dddddd;" class="mycode_color">(outside the big 3 that most folks worship)</span><br />
<span style="color: #111111;" class="mycode_color">.</span><br />
<span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="color: #9b2226;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Water day</span></span></span><span style="color: #dddddd;" class="mycode_color">,</span> <span style="color: #dddddd;" class="mycode_color">ocean communities, even towns by large rivers bc all water flows back to the source, celebrated by swimming and handmade offerings of crafts made by using water based things like driftwood, shells, and fishscales. They thank her for clean water, and for the salt from the ocean our bodies also need. <span style="color: #1769aa;" class="mycode_color"><span style="color: #1769aa;" class="mycode_color">Bloom 29th</span></span>. </span><br />
<span style="color: #111111;" class="mycode_color">.</span><br />
<span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #9b2226;" class="mycode_color">Fire day</span><span style="color: #dddddd;" class="mycode_color">,</span><span style="color: #9b2226;" class="mycode_color"> </span></span></span><span style="color: #dddddd;" class="mycode_color">is for celebrating Kimini and Hodoko. Many customs are celebrated in tandem with couples, of prayer, offerings, and celebrations as their way of honoring the pair. As these deities are seen as more domestic, their days are often done as such; offerings burned in a fire, the smoke spread about the house with accompanying hymns as a way of purification of the space, and blessings for those who dwell in them, a wreath made of the last years worth of collected horseshoes, ornate and hung on the stable door as thanks for continued support of the fire, and other customs strongly tied to the home. </span><span style="color: #1769aa;" class="mycode_color">Cinder 19th</span><span style="color: #dddddd;" class="mycode_color">.</span><br />
<span style="color: #111111;" class="mycode_color">.</span><br />
The Caretaker is often celebrated with a seafood feast as a nod to the feline nature Koci presents himself as. People feed stray cats on <span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cats Day</span></span></span> more than usual because you never know if one of them is Koci come to watch the people. Worship is often done as deeds in lieu of offerings, people helping one another however they can as praise via emulation. <span style="color: #1769aa;" class="mycode_color">Gale 4th</span>. <br />
<span style="color: #111111;" class="mycode_color">.</span><br />
Those involved in service with their militaries and guardsmen as well often celebrate<span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"> <span style="font-weight: bold;" class="mycode_b">War Day</span></span></span>. Ondolf is praised and his shrines become covered in small gifts, often arrows, sometimes swords, daggers, and other instruments of war. His followers often celebrate with dueling or boxing, and any blood shed is used as war makeup for the day, to look more ferocious. Though uncommon, some women also celebrate War Day if they happen to be with child during its occurrence, as their battles on the birthing bed are just as valid as those wars men wage When women are invited into men's circles for War Day there is often ritual shouting amongst them, screams to mimic her screams that will come as a form of respect for the women's fight. The father of the baby uses his blood for her warpaint, on both her face and exposed belly. <span style="color: #1769aa;" class="mycode_color">Rime 10th</span>.</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What day is it?]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=80</link>
			<pubDate>Wed, 19 Aug 2026 00:15:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=33">Abi</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=80</guid>
			<description><![CDATA[Today is Sparkday. <3<br />
Here is Uros' calendar, these dates are also shown ingame, so if you're confused you just have to look at where you show who is online to see the quickglance date!<br />
<div class="uros-rule uros-rule--double" role="separator" aria-hidden="true"><span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="color: #2ea043;" class="mycode_color"><span style="font-size: 20pt;" class="mycode_size">Server Time Scale</span></span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align">• Daily Cycle: <span style="color: #2ea043;" class="mycode_color">1</span> in-game day = 6 IRL hours (360 minutes)</div>
<div style="text-align: center;" class="mycode_align">• Daily Pace:<span style="color: #2ea043;" class="mycode_color"> 4</span> in-game days pass every 24 IRL hours</div>
<div style="text-align: center;" class="mycode_align">• Yearly Cycle: <span style="color: #2ea043;" class="mycode_color">1</span> in-game year = exactly 365 days</div>
<div style="text-align: center;" class="mycode_align">• IRL Equivalent: <span style="color: #2ea043;" class="mycode_color">1</span> in-game year ≈ 91 IRL days (roughly 3 months)</div>
<div style="text-align: center;" class="mycode_align">• Seasonal Length: <span style="color: #2ea043;" class="mycode_color">1</span> season ≈ 3 IRL weeks</div>
<br />
<br />
<div class="uros-rule uros-rule--double" role="separator" aria-hidden="true"><span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">Days of the Week-</span></span></span></div>
<div style="text-align: center;" class="mycode_align">1. Dawnday</div>
<div style="text-align: center;" class="mycode_align">2. Galeday</div>
<div style="text-align: center;" class="mycode_align">3. Sparkday</div>
<div style="text-align: center;" class="mycode_align">4. Hearthday</div>
<div style="text-align: center;" class="mycode_align">5. Frostday</div>
<div style="text-align: center;" class="mycode_align">6. Duskday</div>
<div style="text-align: center;" class="mycode_align">7. Starday</div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">Calendar at a Glance-</span></span></span></div>
<div style="text-align: center;" class="mycode_align">1. <span style="color: #56ccf2;" class="mycode_color">Rime — Frostfall</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">2.<span style="color: #56ccf2;" class="mycode_color"> Hearth — Frostfal</span>l — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">3. <span style="color: #56ccf2;" class="mycode_color">Aurora — Frostfall</span> — <span style="color: #2ea043;" class="mycode_color">28</span> days</div>
<div style="text-align: center;" class="mycode_align">4. <span style="color: #e0aaff;" class="mycode_color">Aura — Thaw</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">5. <span style="color: #e0aaff;" class="mycode_color">Dewfall — Thaw</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">6. <span style="color: #e0aaff;" class="mycode_color">Bloom — Thaw</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">7. <span style="color: #9b2226;" class="mycode_color">Apex — Solstice</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">8.<span style="color: #9b2226;" class="mycode_color"> Scorch — Solstice</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">9. <span style="color: #9b2226;" class="mycode_color">Cinder — Solstice</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">10. <span style="color: #d29922;" class="mycode_color">Gale — Tempest</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">11. <span style="color: #d29922;" class="mycode_color">Squall — Tempest</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">12. <span style="color: #d29922;" class="mycode_color">Gloom — Tempest</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">A complete Uros year contains <span style="color: #2ea043;" class="mycode_color">365</span> in-game days.</div>
<br />
<div class="uros-rule uros-rule--double" role="separator" aria-hidden="true"><span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #56ccf2;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">Frostfall (Winter)</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align">Daylight Cycle: 3 hours daylight / 3 hours night</div>
<div style="text-align: center;" class="mycode_align">Conditions: Extreme cold, snow, longest nights, ambient magic sparks.</div>
<div style="text-align: center;" class="mycode_align">Months:</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #56ccf2;" class="mycode_color">Rime</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #56ccf2;" class="mycode_color">Hearth</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #56ccf2;" class="mycode_color">Aurora</span> — <span style="color: #2ea043;" class="mycode_color">28</span> days</div>
<div style="text-align: center;" class="mycode_align">Season Length: <span style="color: #2ea043;" class="mycode_color">90</span> in-game days</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #e0aaff;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Thaw (Spring)</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align">Daylight Cycle: 4 hours daylight / 2 hours night</div>
<div style="text-align: center;" class="mycode_align">Conditions: Melting ice, heavy rains, fogs, blooming flora, active magic currents.</div>
<div style="text-align: center;" class="mycode_align">Months:</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #e0aaff;" class="mycode_color">Aura</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #e0aaff;" class="mycode_color">Dewfall</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #e0aaff;" class="mycode_color">Bloom</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">Season Length: <span style="color: #2ea043;" class="mycode_color">92</span> in-game days</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Solstice (Summer)</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align">Daylight Cycle: 4.5 hours daylight / 1.5 hours night</div>
<div style="text-align: center;" class="mycode_align">Conditions: Intense heat, longest days, scarce rain, risk of overheating in heavy gear.</div>
<div style="text-align: center;" class="mycode_align">Months:</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #9b2226;" class="mycode_color">Apex</span> — <span style="color: #2ea043;" class="mycode_color">30 </span>days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #9b2226;" class="mycode_color">Scorch</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #9b2226;" class="mycode_color">Cinder</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">Season Length:<span style="color: #2ea043;" class="mycode_color"> 92</span> in-game days</div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #d29922;" class="mycode_color"><span style="font-size: 20pt;" class="mycode_size">Tempest (Fall)</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align">Daylight Cycle: 4 hours daylight / 2 hours night</div>
<div style="text-align: center;" class="mycode_align">Conditions: High winds, falling leaves, violent storms, rapidly decreasing daylight.</div>
<div style="text-align: center;" class="mycode_align">Months:</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #d29922;" class="mycode_color">Gale</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #d29922;" class="mycode_color">Squall</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #d29922;" class="mycode_color">Gloom</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">Season Length: <span style="color: #2ea043;" class="mycode_color">91</span> in-game days</div>
<div class="uros-rule uros-rule--double" role="separator" aria-hidden="true"><span></span></div>
The modern Uros calendar uses AU (After Umbria), marking the arrival in Umbria as the beginning of the new era. Dates before or alongside this system may also be represented using the Athosian Old Age / Old Calendar (OA).<br />
<br />
Standard date format<br />
14th Cinder, 0 AU<br />
<br />
Dual-calendar examples<br />
Umbria: 14th Cinder, 0 AU<br />
Athosia: 4623 OA<br />
Short form: 4623 OA / 0 AU]]></description>
			<content:encoded><![CDATA[Today is Sparkday. <3<br />
Here is Uros' calendar, these dates are also shown ingame, so if you're confused you just have to look at where you show who is online to see the quickglance date!<br />
<div class="uros-rule uros-rule--double" role="separator" aria-hidden="true"><span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="color: #2ea043;" class="mycode_color"><span style="font-size: 20pt;" class="mycode_size">Server Time Scale</span></span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align">• Daily Cycle: <span style="color: #2ea043;" class="mycode_color">1</span> in-game day = 6 IRL hours (360 minutes)</div>
<div style="text-align: center;" class="mycode_align">• Daily Pace:<span style="color: #2ea043;" class="mycode_color"> 4</span> in-game days pass every 24 IRL hours</div>
<div style="text-align: center;" class="mycode_align">• Yearly Cycle: <span style="color: #2ea043;" class="mycode_color">1</span> in-game year = exactly 365 days</div>
<div style="text-align: center;" class="mycode_align">• IRL Equivalent: <span style="color: #2ea043;" class="mycode_color">1</span> in-game year ≈ 91 IRL days (roughly 3 months)</div>
<div style="text-align: center;" class="mycode_align">• Seasonal Length: <span style="color: #2ea043;" class="mycode_color">1</span> season ≈ 3 IRL weeks</div>
<br />
<br />
<div class="uros-rule uros-rule--double" role="separator" aria-hidden="true"><span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">Days of the Week-</span></span></span></div>
<div style="text-align: center;" class="mycode_align">1. Dawnday</div>
<div style="text-align: center;" class="mycode_align">2. Galeday</div>
<div style="text-align: center;" class="mycode_align">3. Sparkday</div>
<div style="text-align: center;" class="mycode_align">4. Hearthday</div>
<div style="text-align: center;" class="mycode_align">5. Frostday</div>
<div style="text-align: center;" class="mycode_align">6. Duskday</div>
<div style="text-align: center;" class="mycode_align">7. Starday</div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">Calendar at a Glance-</span></span></span></div>
<div style="text-align: center;" class="mycode_align">1. <span style="color: #56ccf2;" class="mycode_color">Rime — Frostfall</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">2.<span style="color: #56ccf2;" class="mycode_color"> Hearth — Frostfal</span>l — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">3. <span style="color: #56ccf2;" class="mycode_color">Aurora — Frostfall</span> — <span style="color: #2ea043;" class="mycode_color">28</span> days</div>
<div style="text-align: center;" class="mycode_align">4. <span style="color: #e0aaff;" class="mycode_color">Aura — Thaw</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">5. <span style="color: #e0aaff;" class="mycode_color">Dewfall — Thaw</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">6. <span style="color: #e0aaff;" class="mycode_color">Bloom — Thaw</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">7. <span style="color: #9b2226;" class="mycode_color">Apex — Solstice</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">8.<span style="color: #9b2226;" class="mycode_color"> Scorch — Solstice</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">9. <span style="color: #9b2226;" class="mycode_color">Cinder — Solstice</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">10. <span style="color: #d29922;" class="mycode_color">Gale — Tempest</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">11. <span style="color: #d29922;" class="mycode_color">Squall — Tempest</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">12. <span style="color: #d29922;" class="mycode_color">Gloom — Tempest</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">A complete Uros year contains <span style="color: #2ea043;" class="mycode_color">365</span> in-game days.</div>
<br />
<div class="uros-rule uros-rule--double" role="separator" aria-hidden="true"><span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #56ccf2;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">Frostfall (Winter)</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align">Daylight Cycle: 3 hours daylight / 3 hours night</div>
<div style="text-align: center;" class="mycode_align">Conditions: Extreme cold, snow, longest nights, ambient magic sparks.</div>
<div style="text-align: center;" class="mycode_align">Months:</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #56ccf2;" class="mycode_color">Rime</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #56ccf2;" class="mycode_color">Hearth</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #56ccf2;" class="mycode_color">Aurora</span> — <span style="color: #2ea043;" class="mycode_color">28</span> days</div>
<div style="text-align: center;" class="mycode_align">Season Length: <span style="color: #2ea043;" class="mycode_color">90</span> in-game days</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #e0aaff;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Thaw (Spring)</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align">Daylight Cycle: 4 hours daylight / 2 hours night</div>
<div style="text-align: center;" class="mycode_align">Conditions: Melting ice, heavy rains, fogs, blooming flora, active magic currents.</div>
<div style="text-align: center;" class="mycode_align">Months:</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #e0aaff;" class="mycode_color">Aura</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #e0aaff;" class="mycode_color">Dewfall</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #e0aaff;" class="mycode_color">Bloom</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">Season Length: <span style="color: #2ea043;" class="mycode_color">92</span> in-game days</div>
<div style="text-align: center;" class="mycode_align"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Solstice (Summer)</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align">Daylight Cycle: 4.5 hours daylight / 1.5 hours night</div>
<div style="text-align: center;" class="mycode_align">Conditions: Intense heat, longest days, scarce rain, risk of overheating in heavy gear.</div>
<div style="text-align: center;" class="mycode_align">Months:</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #9b2226;" class="mycode_color">Apex</span> — <span style="color: #2ea043;" class="mycode_color">30 </span>days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #9b2226;" class="mycode_color">Scorch</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #9b2226;" class="mycode_color">Cinder</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">Season Length:<span style="color: #2ea043;" class="mycode_color"> 92</span> in-game days</div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #d29922;" class="mycode_color"><span style="font-size: 20pt;" class="mycode_size">Tempest (Fall)</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align">Daylight Cycle: 4 hours daylight / 2 hours night</div>
<div style="text-align: center;" class="mycode_align">Conditions: High winds, falling leaves, violent storms, rapidly decreasing daylight.</div>
<div style="text-align: center;" class="mycode_align">Months:</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #d29922;" class="mycode_color">Gale</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #d29922;" class="mycode_color">Squall</span> — <span style="color: #2ea043;" class="mycode_color">31</span> days</div>
<div style="text-align: center;" class="mycode_align">• <span style="color: #d29922;" class="mycode_color">Gloom</span> — <span style="color: #2ea043;" class="mycode_color">30</span> days</div>
<div style="text-align: center;" class="mycode_align">Season Length: <span style="color: #2ea043;" class="mycode_color">91</span> in-game days</div>
<div class="uros-rule uros-rule--double" role="separator" aria-hidden="true"><span></span></div>
The modern Uros calendar uses AU (After Umbria), marking the arrival in Umbria as the beginning of the new era. Dates before or alongside this system may also be represented using the Athosian Old Age / Old Calendar (OA).<br />
<br />
Standard date format<br />
14th Cinder, 0 AU<br />
<br />
Dual-calendar examples<br />
Umbria: 14th Cinder, 0 AU<br />
Athosia: 4623 OA<br />
Short form: 4623 OA / 0 AU]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Constantine Thalassar]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=79</link>
			<pubDate>Tue, 18 Aug 2026 19:29:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=47">max1mvz</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=79</guid>
			<description><![CDATA[<div style="text-align: justify;" class="mycode_align"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 1pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Main Character Information</span></span></span><br />
Name: Constantine Thalassar<br />
Race:  Human<br />
Gender: Male<br />
Age: 35<br />
Marital Status: Single<br />
Professions: Corsair, Explorer, Merchant</div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 16pt;" class="mycode_size">Appearance:<br />
</span></span></span>Height: 6'2" <br />
Hair &amp; Eye Colour: Blue<br />
Tattoos: MANY <br />
Scars: Facial scar on his face where he lost his eye<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Personality:</span></span><br />
Constantine is a sturdy, weathered man bearing the characteristic features of House Thalassar. His chestnut brown hair is often roughened and lightened by years spent at sea, while his stormy blue eyes give him an intense and observant appearance. His most notable feature is the loss of his left eye, a lasting injury sustained during a battle with pirates. He maintains the hardened physique of a seasoned sailor and warrior, carrying himself with the confidence expected of an experienced sea lord and corsair.<br />
<br />
Constantine is gruff and straightforward, though his natural charisma often softens his harsher manner. He is a free-spirited man who values independence, adventure, and the freedom of the open sea. His personality is defined by a notable duality: he can be generous and protective toward those he considers his own, yet cold and callous toward those who cross him. He is an experienced commander and capable strategist, possessing the patience to wait for the right opportunity before acting. Above all, Constantine embodies the traditional Thalassari temperament: fiercely independent, adaptable, and never afraid to venture beyond familiar waters.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Character Backstory:</span></span><br />
Constantine was born thirty-five years ago to Leonatus Thalassar and Joan de Vaulmar, raised among a family whose identity was inseparable from the sea. His childhood was spent learning the skills expected of a Thalassari, from sailing and navigation to trade, seamanship, and the handling of a blade. More than anything, he developed a deep attachment to his kin and to the waters that had carried his ancestors before him. The ships he grew up upon became places of comfort and freedom, while the stories of those who came before him instilled a desire to one day leave a legacy worthy of the Thalassar name.<br />
<br />
As he came of age, Constantine embraced the life of a corsair with little hesitation. He learned that the sea offered more than adventure, becoming a place where fortunes could be made through trade, exploration, and, when opportunity demanded it, the taking of another man's cargo. He developed a reputation as a capable and daring captain, equally willing to bargain with a merchant as he was to board an enemy vessel. His greatest trial came during an engagement with pirates, where he lost one of his eyes in the fighting. The injury did little to temper his appetite for the sea. Instead, his precise and ruthless fighting style earned him the name “The Sea Wolf.”<br />
<br />
With age, Constantine's ambitions grew beyond personal glory. His greatest concern became the future of his family and the legacy that he would leave behind. Every voyage, trade route, alliance, and prize became another stone laid toward that legacy. He remains fiercely attached to his kin, regarding their fortunes and safety as his own, while his love for the sea continues to shape nearly every aspect of his life. To Constantine, the Thalassar name is not something merely inherited. It is something to be strengthened, expanded, and carried farther than any generation before him.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Character Skin:</span></span><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=43" target="_blank" title="">image_2026-08-18_152846488.png</a> (Size: 67.08 KB / Downloads: 16)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<div style="text-align: justify;" class="mycode_align"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 1pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Main Character Information</span></span></span><br />
Name: Constantine Thalassar<br />
Race:  Human<br />
Gender: Male<br />
Age: 35<br />
Marital Status: Single<br />
Professions: Corsair, Explorer, Merchant</div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 16pt;" class="mycode_size">Appearance:<br />
</span></span></span>Height: 6'2" <br />
Hair &amp; Eye Colour: Blue<br />
Tattoos: MANY <br />
Scars: Facial scar on his face where he lost his eye<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Personality:</span></span><br />
Constantine is a sturdy, weathered man bearing the characteristic features of House Thalassar. His chestnut brown hair is often roughened and lightened by years spent at sea, while his stormy blue eyes give him an intense and observant appearance. His most notable feature is the loss of his left eye, a lasting injury sustained during a battle with pirates. He maintains the hardened physique of a seasoned sailor and warrior, carrying himself with the confidence expected of an experienced sea lord and corsair.<br />
<br />
Constantine is gruff and straightforward, though his natural charisma often softens his harsher manner. He is a free-spirited man who values independence, adventure, and the freedom of the open sea. His personality is defined by a notable duality: he can be generous and protective toward those he considers his own, yet cold and callous toward those who cross him. He is an experienced commander and capable strategist, possessing the patience to wait for the right opportunity before acting. Above all, Constantine embodies the traditional Thalassari temperament: fiercely independent, adaptable, and never afraid to venture beyond familiar waters.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Character Backstory:</span></span><br />
Constantine was born thirty-five years ago to Leonatus Thalassar and Joan de Vaulmar, raised among a family whose identity was inseparable from the sea. His childhood was spent learning the skills expected of a Thalassari, from sailing and navigation to trade, seamanship, and the handling of a blade. More than anything, he developed a deep attachment to his kin and to the waters that had carried his ancestors before him. The ships he grew up upon became places of comfort and freedom, while the stories of those who came before him instilled a desire to one day leave a legacy worthy of the Thalassar name.<br />
<br />
As he came of age, Constantine embraced the life of a corsair with little hesitation. He learned that the sea offered more than adventure, becoming a place where fortunes could be made through trade, exploration, and, when opportunity demanded it, the taking of another man's cargo. He developed a reputation as a capable and daring captain, equally willing to bargain with a merchant as he was to board an enemy vessel. His greatest trial came during an engagement with pirates, where he lost one of his eyes in the fighting. The injury did little to temper his appetite for the sea. Instead, his precise and ruthless fighting style earned him the name “The Sea Wolf.”<br />
<br />
With age, Constantine's ambitions grew beyond personal glory. His greatest concern became the future of his family and the legacy that he would leave behind. Every voyage, trade route, alliance, and prize became another stone laid toward that legacy. He remains fiercely attached to his kin, regarding their fortunes and safety as his own, while his love for the sea continues to shape nearly every aspect of his life. To Constantine, the Thalassar name is not something merely inherited. It is something to be strengthened, expanded, and carried farther than any generation before him.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Character Skin:</span></span><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=43" target="_blank" title="">image_2026-08-18_152846488.png</a> (Size: 67.08 KB / Downloads: 16)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Character Profile Template]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=78</link>
			<pubDate>Tue, 18 Aug 2026 07:44:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=30">DiddsGames</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=78</guid>
			<description><![CDATA[<span style="font-family: 'Playfair Display';" class="mycode_font">Below is a template you can use to help define your Character! From looks to personality, everything is set out ready for you to bring your character to the spotlight in the World of Uros!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Main Character Information:</span></span></span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Name:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Race:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Gender:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Age:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Marital Status:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Professions:</span><br />
<br />
<span style="font-family: 'Playfair Display';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Appearance:</span></span></span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Height:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Weight:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Hair &amp; Eye Colour:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Tattoos:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Scars:</span><br />
<br />
<span style="font-family: 'Playfair Display';" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Personality:</span></span></span><br />
<br />
<span style="font-family: 'Playfair Display';" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Character Backstory:</span></span></span><br />
<br />
<span style="font-family: 'Playfair Display';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Character Skin: </span></span></span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">You can either attach a screenshot of your skin here or upload it to our skin forums <a href="https://www.urosrp.co.uk/skins" target="_blank" rel="noopener" class="mycode_url">HERE</a> and then link the skin here in your Character Profile.</span>]]></description>
			<content:encoded><![CDATA[<span style="font-family: 'Playfair Display';" class="mycode_font">Below is a template you can use to help define your Character! From looks to personality, everything is set out ready for you to bring your character to the spotlight in the World of Uros!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Main Character Information:</span></span></span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Name:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Race:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Gender:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Age:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Marital Status:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Professions:</span><br />
<br />
<span style="font-family: 'Playfair Display';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Appearance:</span></span></span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Height:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Weight:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Hair &amp; Eye Colour:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Tattoos:</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Scars:</span><br />
<br />
<span style="font-family: 'Playfair Display';" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Personality:</span></span></span><br />
<br />
<span style="font-family: 'Playfair Display';" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Character Backstory:</span></span></span><br />
<br />
<span style="font-family: 'Playfair Display';" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Character Skin: </span></span></span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">You can either attach a screenshot of your skin here or upload it to our skin forums <a href="https://www.urosrp.co.uk/skins" target="_blank" rel="noopener" class="mycode_url">HERE</a> and then link the skin here in your Character Profile.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ferrion Voil]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=77</link>
			<pubDate>Fri, 14 Aug 2026 06:08:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=42">Ferrion Voil</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=77</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 20pt;" class="mycode_size">Ferrion Voil</span></span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 16pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size">Introduction</span></span></span></div>
<div style="text-align: left;" class="mycode_align">Ferrion Voil was born within House Gloomhold and since youngest years he was taught about history, ways and esoteric research of Cantanite conducted by his familly. He spent countless hours learning art of crafting, carving and the most importantly observing and documenting strange mineral under eye of his grandfather, an ancient Grokon named Morak Voil. It was him who introduced within mind of Ferrion idea that crystals of Cantanite are likely to have properties allowing to use them to create things unimaginable by races of surface world. These young years made him fascinated by nature of this mineral and he dedicated huge part of his future life towards continuing his family's legacy of studying it.</div>
<br />
Over time of many experiments with crystals he was tasked to keep and study, he eventually came to very interesting conclusions. Essentially, crystals according to his research could possess some kind of will, even if it was scattered between each node. Another observation was that crystals were able to store inside themselves small part of energy produced nearby them, enhancing their song. Basing on these discoveries, supported by studies of his ancestors he formed an theory of "Cantanite Animus", essentially idea that this mineral has potential to become concious or even possess a soul on its own. He also claimed that if prepared and compacted well enough, Cantanite could become base for autonomic constructs which if trained and charged could possibly become great assistance for ranks of Grokon. He even presented these revelations to elders of great clans, in hope to gain their favour and possibly more resources to continue his work. His ideas sparked a long discussions between elder Grokons with some being deeply fascinated by possibilities which futher study would give them with others fearing that use of so deeply unstable material might be dangerous. Ultimately however they managed to agree and granted Ferrion access to many vaults containing Cantanite so he would be able to continue his study under careful sight of more experienced scholars.<br />
<br />
When The Fading came however, Ferrion was forced to abaddon his old home and workshop he used to studying mysterious crystals and with other like-minded Grokon went to new land when it become clear that they will not survive in their ancestors' halls. Gúldir became a new home for him and new base for his research. Now he still works tho towards his old goals came now another, to try to stop The Fading and reclaim his old home via his research and if gods allow it, new inventions of Cantanite.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="text-decoration: underline;" class="mycode_u">Character Information</span></div>
<span style="font-weight: bold;" class="mycode_b">Name:</span> Ferrion Voil<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Grokon<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Male<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 156 years<br />
<span style="font-weight: bold;" class="mycode_b">Appearance: </span>Ferrion is Grokon with plain, stone-colored skin, lazuli-colored eyes and brown hair and beard, marking him as member of House Gloomhold. His clothing is both practical and regal, just like its owner. He almost always wear his trusty leather gloves and boots, reinforced by black-colored iron plates. His red, gilded robe and black cape are signs of higher purpose and scholarship he dedicated himself to.<br />
<span style="font-weight: bold;" class="mycode_b">Personality:  </span>Calm and collected, Ferrion was always man of work, decicated towards cause of deeper understanding of Cantanite and its possible applications in various crafts. Always seeking more and more useful informations for his study and keeping countless records of his kin's own research, he hopes of advancing their society to another step. He perfectly remembers every act of kindness and every grudge, making him good friend for those he trusts and fierce enemy for those he hate. He thinks that there are no impossible things, just some are much harder to accomplish than others.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=41" target="_blank" title="">Zrzut ekranu 2026-08-14 080544.png</a> (Size: 24.73 KB / Downloads: 22)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 20pt;" class="mycode_size">Ferrion Voil</span></span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 16pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size">Introduction</span></span></span></div>
<div style="text-align: left;" class="mycode_align">Ferrion Voil was born within House Gloomhold and since youngest years he was taught about history, ways and esoteric research of Cantanite conducted by his familly. He spent countless hours learning art of crafting, carving and the most importantly observing and documenting strange mineral under eye of his grandfather, an ancient Grokon named Morak Voil. It was him who introduced within mind of Ferrion idea that crystals of Cantanite are likely to have properties allowing to use them to create things unimaginable by races of surface world. These young years made him fascinated by nature of this mineral and he dedicated huge part of his future life towards continuing his family's legacy of studying it.</div>
<br />
Over time of many experiments with crystals he was tasked to keep and study, he eventually came to very interesting conclusions. Essentially, crystals according to his research could possess some kind of will, even if it was scattered between each node. Another observation was that crystals were able to store inside themselves small part of energy produced nearby them, enhancing their song. Basing on these discoveries, supported by studies of his ancestors he formed an theory of "Cantanite Animus", essentially idea that this mineral has potential to become concious or even possess a soul on its own. He also claimed that if prepared and compacted well enough, Cantanite could become base for autonomic constructs which if trained and charged could possibly become great assistance for ranks of Grokon. He even presented these revelations to elders of great clans, in hope to gain their favour and possibly more resources to continue his work. His ideas sparked a long discussions between elder Grokons with some being deeply fascinated by possibilities which futher study would give them with others fearing that use of so deeply unstable material might be dangerous. Ultimately however they managed to agree and granted Ferrion access to many vaults containing Cantanite so he would be able to continue his study under careful sight of more experienced scholars.<br />
<br />
When The Fading came however, Ferrion was forced to abaddon his old home and workshop he used to studying mysterious crystals and with other like-minded Grokon went to new land when it become clear that they will not survive in their ancestors' halls. Gúldir became a new home for him and new base for his research. Now he still works tho towards his old goals came now another, to try to stop The Fading and reclaim his old home via his research and if gods allow it, new inventions of Cantanite.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="text-decoration: underline;" class="mycode_u">Character Information</span></div>
<span style="font-weight: bold;" class="mycode_b">Name:</span> Ferrion Voil<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Grokon<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Male<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 156 years<br />
<span style="font-weight: bold;" class="mycode_b">Appearance: </span>Ferrion is Grokon with plain, stone-colored skin, lazuli-colored eyes and brown hair and beard, marking him as member of House Gloomhold. His clothing is both practical and regal, just like its owner. He almost always wear his trusty leather gloves and boots, reinforced by black-colored iron plates. His red, gilded robe and black cape are signs of higher purpose and scholarship he dedicated himself to.<br />
<span style="font-weight: bold;" class="mycode_b">Personality:  </span>Calm and collected, Ferrion was always man of work, decicated towards cause of deeper understanding of Cantanite and its possible applications in various crafts. Always seeking more and more useful informations for his study and keeping countless records of his kin's own research, he hopes of advancing their society to another step. He perfectly remembers every act of kindness and every grudge, making him good friend for those he trusts and fierce enemy for those he hate. He thinks that there are no impossible things, just some are much harder to accomplish than others.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=41" target="_blank" title="">Zrzut ekranu 2026-08-14 080544.png</a> (Size: 24.73 KB / Downloads: 22)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Jormungand]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=76</link>
			<pubDate>Fri, 14 Aug 2026 00:21:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=40">RustyVyper</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=76</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Google Sans Text', sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-size: 20pt;" class="mycode_size">Jormungand</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Google Sans Text', sans-serif;" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size"><span style="font-size: 14pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span></span></span></span></div>
<br />
<span style="font-family: Lato;" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">Wrapped in a worn, dark cloak that shadows his pale hair and delicate features, sixteen year old Jormungand moves through the decaying world like a quiet shadow. Standing at five foot eight, he possesses a presence that is nearly weightless. He glides across uneven terrain without making a sound, preferring the safe periphery of any space to the center of attention. Deeply introverted and easily overwhelmed by loud crowds or unfamiliar faces, he carries a soft, gentle nature that feels almost fragile amid the harshness of the Old Lands. Yet beneath his heavy hood lies a gaze of striking contrast. His wide, brilliant golden eyes that observe every tiny detail with an unfiltered, innocent wonder. <br />
<br />
This quiet earnestness was forged in the harsh realities of his past. Growing up in the sunless, impoverished slums, Jormungand learned early on to ease his family’s heavy burdens through tireless, unspoken devotion. Whether scrubbing floorboards, untangling thread, or scavenging the city’s dangerous fringes for clean water, he gave everything he had to protect those he loved. When the horrific decay of the Fading swept through their home and a chaotic mass exodus tore him from his family's side, the tragedy left an indelible scar upon his heart. <br />
<br />
Yet, the fading world has not managed to extinguish his spark. Even in the lingering grey dust, Jormungand still finds genuine delight in the world’s small mercies; a polished pebble, a passing butterfly, or the quiet rustle of leaves. His hushed, thoughtful voice remains entirely devoid of malice, carrying a pure sincerity that speaks of an unwavering spirit. Though he walks a solitary path for now, Jormungand looks toward the horizon with a quiet, persistent hope. Each step forward is driven by the gentle conviction that somewhere beyond the ruin, the family he fought so hard for is still waiting, and that even a broken world holds enough beauty to guide him back to them.</span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Lato;" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Character Information</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Name: </span>Jormungand</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Age:</span> 16</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gender:</span> Male</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Height:</span> 5ft 8in</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Appearance:</span> <span style="font-family: 'Google Sans Text', sans-serif;" class="mycode_font">Jormungand is a boy with a slender, youthful face, a pale complexion, and soft, messy white hair that falls in a textured fringe around his neck and partially shades his eyes. Draped over his head and shoulders is a heavy, dark grey hooded cloak patterned with subtle geometric lines that cast deep shadows over his upper face. Beneath his bangs, his striking left eye glows a brilliant, luminous golden caramel with a  serpentine pupil, while his right eye remains hidden behind his hair. He wears a wide, slightly mischievous smile that reveals sharp, faintly pointed teeth, while star shaped metallic earrings glint softly on either side of his face. Adding to his distinct look, dark, intricate scale patterned tattoos depicting coiled snakes trace along both sides of his neck, emerging from beneath his collar.</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-family: 'Google Sans Text', sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Personality:</span>  Soft spoken and gentle, he moves through the world like a quiet shadow, observing everything with wide, bright eyes full of wonder. Deeply introverted, they tend to retreat into the safe, familiar corners of a room or press behind a parent's side when faced with unfamiliar faces, preferring the calm solitude of their own imagination to loud, crowded spaces. Their innocence shines through in how earnestly they treat the world finding genuine delight in the smallest details, like a shiny pebble, a passing butterfly, or the quiet rustle of leaves. They rarely speak up unprompted, but when they do, their voice is hushed and thoughtful, carrying a pure, unfiltered sincerity that reveals a heart completely devoid of malice or deceit.</span></span></span></div><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=39" target="_blank" title="">Jorm.jpg</a> (Size: 122.54 KB / Downloads: 38)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=42" target="_blank" title="">Screenshot 2026-08-14 133937.png</a> (Size: 17.6 KB / Downloads: 11)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Google Sans Text', sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-size: 20pt;" class="mycode_size">Jormungand</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Google Sans Text', sans-serif;" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size"><span style="font-size: 14pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span></span></span></span></div>
<br />
<span style="font-family: Lato;" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">Wrapped in a worn, dark cloak that shadows his pale hair and delicate features, sixteen year old Jormungand moves through the decaying world like a quiet shadow. Standing at five foot eight, he possesses a presence that is nearly weightless. He glides across uneven terrain without making a sound, preferring the safe periphery of any space to the center of attention. Deeply introverted and easily overwhelmed by loud crowds or unfamiliar faces, he carries a soft, gentle nature that feels almost fragile amid the harshness of the Old Lands. Yet beneath his heavy hood lies a gaze of striking contrast. His wide, brilliant golden eyes that observe every tiny detail with an unfiltered, innocent wonder. <br />
<br />
This quiet earnestness was forged in the harsh realities of his past. Growing up in the sunless, impoverished slums, Jormungand learned early on to ease his family’s heavy burdens through tireless, unspoken devotion. Whether scrubbing floorboards, untangling thread, or scavenging the city’s dangerous fringes for clean water, he gave everything he had to protect those he loved. When the horrific decay of the Fading swept through their home and a chaotic mass exodus tore him from his family's side, the tragedy left an indelible scar upon his heart. <br />
<br />
Yet, the fading world has not managed to extinguish his spark. Even in the lingering grey dust, Jormungand still finds genuine delight in the world’s small mercies; a polished pebble, a passing butterfly, or the quiet rustle of leaves. His hushed, thoughtful voice remains entirely devoid of malice, carrying a pure sincerity that speaks of an unwavering spirit. Though he walks a solitary path for now, Jormungand looks toward the horizon with a quiet, persistent hope. Each step forward is driven by the gentle conviction that somewhere beyond the ruin, the family he fought so hard for is still waiting, and that even a broken world holds enough beauty to guide him back to them.</span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Lato;" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">Character Information</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Name: </span>Jormungand</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Age:</span> 16</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gender:</span> Male</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Height:</span> 5ft 8in</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Appearance:</span> <span style="font-family: 'Google Sans Text', sans-serif;" class="mycode_font">Jormungand is a boy with a slender, youthful face, a pale complexion, and soft, messy white hair that falls in a textured fringe around his neck and partially shades his eyes. Draped over his head and shoulders is a heavy, dark grey hooded cloak patterned with subtle geometric lines that cast deep shadows over his upper face. Beneath his bangs, his striking left eye glows a brilliant, luminous golden caramel with a  serpentine pupil, while his right eye remains hidden behind his hair. He wears a wide, slightly mischievous smile that reveals sharp, faintly pointed teeth, while star shaped metallic earrings glint softly on either side of his face. Adding to his distinct look, dark, intricate scale patterned tattoos depicting coiled snakes trace along both sides of his neck, emerging from beneath his collar.</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="font-family: Lato;" class="mycode_font"><span style="font-family: 'Google Sans Text', sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Personality:</span>  Soft spoken and gentle, he moves through the world like a quiet shadow, observing everything with wide, bright eyes full of wonder. Deeply introverted, they tend to retreat into the safe, familiar corners of a room or press behind a parent's side when faced with unfamiliar faces, preferring the calm solitude of their own imagination to loud, crowded spaces. Their innocence shines through in how earnestly they treat the world finding genuine delight in the smallest details, like a shiny pebble, a passing butterfly, or the quiet rustle of leaves. They rarely speak up unprompted, but when they do, their voice is hushed and thoughtful, carrying a pure, unfiltered sincerity that reveals a heart completely devoid of malice or deceit.</span></span></span></div><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=39" target="_blank" title="">Jorm.jpg</a> (Size: 122.54 KB / Downloads: 38)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=42" target="_blank" title="">Screenshot 2026-08-14 133937.png</a> (Size: 17.6 KB / Downloads: 11)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Gods, such as we know them]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=75</link>
			<pubDate>Wed, 12 Aug 2026 21:21:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=33">Abi</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=75</guid>
			<description><![CDATA[<span style="color: #58a6ff;" class="mycode_color">The Mother</span>. Known by many names over countless years in which we have no memory and countless places of which we have never seen. She is the reason for existence: from her sprouted the sky, and the lands, and us. We know her by heart as her breath is felt upon the faces of every mortal in the kiss of their own mother. Every race shows her as their own in artworks, but the constant through them all is the serenity on her face.<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">The Father</span>, Eranar. The mirror to Mother. She gives, and he takes. The people's prayers and wishes they send into the sky. He takes them, sorts them, and provides counsel to the other gods upon them. The father is presented as wise, stoic and immovable, a titan whose every step is slow, deliberate, and purposeful. Many of all the races pray to the Father as a protector, and believe His hand is the one that has the power to stop the Fading. In traditional iconography the father is shown as tall as the available artworks made, to show his size, often to provide scale he is shown with Koci sleeping at his feet or grooming himself at his right hand.<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #58a6ff;" class="mycode_color">The Twins</span>. Never having stopped giving Her worlds blessings, the Mother bore Twins, Geb and Seba. <br />
<br />
The masculine presenting god <span style="color: #58a6ff;" class="mycode_color">Geb</span>, showing in most iconography as a human teenage boy, whose domain is earth. He comes to us with all the fervor and passion that our kinds hold for the very land we walk on. Excitement for a hunt, to provide his family with a meal. The joy of looking through a child's eyes at spring blooms, imagining the bouquet he will pick for his mother. The somber understanding that comes from digging in the earth with bare hands and seeing growth, and having empathy and insight into everything that flourishes. The Mother gave us the earth, and Geb gave us the beauty we see around us.<br />
<br />
The feminine presenting god <span style="color: #58a6ff;" class="mycode_color">Seba</span>, showing in most iconography as an elfin girl of some seven years dancing in the sky in a dress of stardust, whose domain is the heavens. She comes to us with wonder and curiosity in her eyes, offering to share. The Mother provided Seba with a blank slate and told her, my peoples will need you to fill this for them, this massive endless sky, and the Child God grinned and frolicked as she set to work. From her own freckled face she plucked the stars, and the sun and moon each of her own eyes, so that she could always watch upon us from high.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">The Sprites</span>. These gods known colloquially as the ones that you never see unless you're doing something terrible or wondrous, they are the bubbles in the river, the shifting stones as you near the hilltop, or the falling leaves in autumn. They cannot be counted as they are everywhere and as numerous as the blades of grass we walk upon. Legends tell of a Sprite being who presents as unicorns in myths to keep a village away from a pure spring, and yet another says the fire devils in the deserts are really just Sprites seeking those bands of robbers to singe their flesh for they dig deep into the sands and make the very land unstable. They mostly keep natural order in natural places, but yet another story says that if a correction is beyond their powers that they would involve Geb, whom they refer to affectionately as Big Brother.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">Chaos</span> has no name. Chaos has three faces in traditional iconography, a blank featureless one, intents unknown, and the two many people commonly see in theater masks, the smile and the frown, both as frightening, for whatever could make Chaos incarnate feel either joy or gloom should surely be feared. They are shown with six arms, and four legs, a creature unlike any who live. It is a natural fear that Chaos is who is behind The Fading, anger at the slight they receive from mortals. He is known for keeping three lieutenants made of obsidian, and when he needs them he rips off one of the faces and puts it onto his soldiers so they animate and do his bidding. <br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">Hidoko</span> is the god of the hearth, <span style="color: #58a6ff;" class="mycode_color">Kimini</span> is the god of the forge. Often shown together as a wed couple clad in dark red who control all the fires required to keep a household. You would frequently find women setting offering places at the table for Hidoko as a way of worship rather than the common way of going to shrines for other deities. She is primarily within the home, presenting as short human woman. Kimini is present outside the home, he stands by men as they work, whether to shoe their horses, sharpen the blade to cut wheat, or repair the bucket to draw water. This god presents himself to us as a Grokon man, oft changing between age depending on the sort of wisdom the prayer is beseeching.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #58a6ff;" class="mycode_color">Koci</span>, the Caretaker, presents to us a cat. A large fluffy cat with the swagger only a god could have. If you saw Koci on the other side of a lake, eating a bird instead of a fish, then you should rethink your plans for a catch. Perhaps the fish are in spawning season, and the damage that humans can do is too great. If your child came home after dark, to frantic parents and a village with torches ready to comb the woods and fields nearby, but merely smiled and said the kitty brought him home, then perhaps he has seen Koci. A farmer might offer prayers to Koci if his heifer was having a difficult birth. A soldier might offer prayers to Koci begging him to watch over his wife as he leaves for battle. <br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">The Black Bird</span>. Our deaths might be swift or slow, but every mortal has no worry upon his heart for when the end finally comes to pass. While the gods have never spoken to any monk or cleric or druid of the afterlife that awaits us, no mortal has fear for the after because the Raven, known to us as Aldeah, surely waits for our soul when we cross over. However if you ask the clergy then you might quietly be informed that you do not know where Aldeah will take you, and then be cautioned to live a moral life.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
The ocean stands as a monument to nature, never tamed by mortals despite eons of attempts. <span style="color: #58a6ff;" class="mycode_color">Singesetr</span> is a young god who tamed the beast of the seas, a large sea serpent called Gestesier, which She rides across the entire ocean. You will often in human iconography see Her a human, but even humans acknowledge the traditional styling of Her is as an Elfin. A large Elfin, nine feet tall and as slender as the wave cut on an ore. She clothes herself in seafoam, and when the mortals anger her the ocean shows us Her displeasure; if you ever hear tell of a sailor shrieking of a siren covered in barnacles and seaweed, then surely the man has angered Singestr and she has shown him a battle that the best he could have hoped for was his life.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #58a6ff;" class="mycode_color">Ondolf</span>, the god of war, who shines in golden armor and holds a bow with three notched, flaming arrows is a god sprung up from a battlefield. Born of the spilled blood of mortals, He champions the fight and abhors the loss. Men pray to Him and it is his duty to oversee the wars that men make, but never does He interfere with these affairs. Every life lost is fewer in attendance to Him, thus is the duality of His existence. He feels every loss but sings joy at the upcoming battle despite himself, for upon men's lips is his name spoken so fervently. The arrows He holds stand for the principles of war: Moral duty to the fallen, Courage, and Unity. In traditional iconography He is presented as either a Groken or Turuk in quite an even split.<br />
<br />
<br />
<br />
<br />
<br />
<br />
((( OOCLY, the lore team is very happy with these gods as a base, though over time we are sure players will have their own ideas for religious lore and even more gods. Any player who wants to submit lore for this is welcome to, and any accepted lore will be worked into the story and history as if it always has been that way, so that the players can just roleplay with it as if it's always been there.)))]]></description>
			<content:encoded><![CDATA[<span style="color: #58a6ff;" class="mycode_color">The Mother</span>. Known by many names over countless years in which we have no memory and countless places of which we have never seen. She is the reason for existence: from her sprouted the sky, and the lands, and us. We know her by heart as her breath is felt upon the faces of every mortal in the kiss of their own mother. Every race shows her as their own in artworks, but the constant through them all is the serenity on her face.<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">The Father</span>, Eranar. The mirror to Mother. She gives, and he takes. The people's prayers and wishes they send into the sky. He takes them, sorts them, and provides counsel to the other gods upon them. The father is presented as wise, stoic and immovable, a titan whose every step is slow, deliberate, and purposeful. Many of all the races pray to the Father as a protector, and believe His hand is the one that has the power to stop the Fading. In traditional iconography the father is shown as tall as the available artworks made, to show his size, often to provide scale he is shown with Koci sleeping at his feet or grooming himself at his right hand.<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #58a6ff;" class="mycode_color">The Twins</span>. Never having stopped giving Her worlds blessings, the Mother bore Twins, Geb and Seba. <br />
<br />
The masculine presenting god <span style="color: #58a6ff;" class="mycode_color">Geb</span>, showing in most iconography as a human teenage boy, whose domain is earth. He comes to us with all the fervor and passion that our kinds hold for the very land we walk on. Excitement for a hunt, to provide his family with a meal. The joy of looking through a child's eyes at spring blooms, imagining the bouquet he will pick for his mother. The somber understanding that comes from digging in the earth with bare hands and seeing growth, and having empathy and insight into everything that flourishes. The Mother gave us the earth, and Geb gave us the beauty we see around us.<br />
<br />
The feminine presenting god <span style="color: #58a6ff;" class="mycode_color">Seba</span>, showing in most iconography as an elfin girl of some seven years dancing in the sky in a dress of stardust, whose domain is the heavens. She comes to us with wonder and curiosity in her eyes, offering to share. The Mother provided Seba with a blank slate and told her, my peoples will need you to fill this for them, this massive endless sky, and the Child God grinned and frolicked as she set to work. From her own freckled face she plucked the stars, and the sun and moon each of her own eyes, so that she could always watch upon us from high.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">The Sprites</span>. These gods known colloquially as the ones that you never see unless you're doing something terrible or wondrous, they are the bubbles in the river, the shifting stones as you near the hilltop, or the falling leaves in autumn. They cannot be counted as they are everywhere and as numerous as the blades of grass we walk upon. Legends tell of a Sprite being who presents as unicorns in myths to keep a village away from a pure spring, and yet another says the fire devils in the deserts are really just Sprites seeking those bands of robbers to singe their flesh for they dig deep into the sands and make the very land unstable. They mostly keep natural order in natural places, but yet another story says that if a correction is beyond their powers that they would involve Geb, whom they refer to affectionately as Big Brother.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">Chaos</span> has no name. Chaos has three faces in traditional iconography, a blank featureless one, intents unknown, and the two many people commonly see in theater masks, the smile and the frown, both as frightening, for whatever could make Chaos incarnate feel either joy or gloom should surely be feared. They are shown with six arms, and four legs, a creature unlike any who live. It is a natural fear that Chaos is who is behind The Fading, anger at the slight they receive from mortals. He is known for keeping three lieutenants made of obsidian, and when he needs them he rips off one of the faces and puts it onto his soldiers so they animate and do his bidding. <br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">Hidoko</span> is the god of the hearth, <span style="color: #58a6ff;" class="mycode_color">Kimini</span> is the god of the forge. Often shown together as a wed couple clad in dark red who control all the fires required to keep a household. You would frequently find women setting offering places at the table for Hidoko as a way of worship rather than the common way of going to shrines for other deities. She is primarily within the home, presenting as short human woman. Kimini is present outside the home, he stands by men as they work, whether to shoe their horses, sharpen the blade to cut wheat, or repair the bucket to draw water. This god presents himself to us as a Grokon man, oft changing between age depending on the sort of wisdom the prayer is beseeching.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #58a6ff;" class="mycode_color">Koci</span>, the Caretaker, presents to us a cat. A large fluffy cat with the swagger only a god could have. If you saw Koci on the other side of a lake, eating a bird instead of a fish, then you should rethink your plans for a catch. Perhaps the fish are in spawning season, and the damage that humans can do is too great. If your child came home after dark, to frantic parents and a village with torches ready to comb the woods and fields nearby, but merely smiled and said the kitty brought him home, then perhaps he has seen Koci. A farmer might offer prayers to Koci if his heifer was having a difficult birth. A soldier might offer prayers to Koci begging him to watch over his wife as he leaves for battle. <br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #58a6ff;" class="mycode_color">The Black Bird</span>. Our deaths might be swift or slow, but every mortal has no worry upon his heart for when the end finally comes to pass. While the gods have never spoken to any monk or cleric or druid of the afterlife that awaits us, no mortal has fear for the after because the Raven, known to us as Aldeah, surely waits for our soul when we cross over. However if you ask the clergy then you might quietly be informed that you do not know where Aldeah will take you, and then be cautioned to live a moral life.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
The ocean stands as a monument to nature, never tamed by mortals despite eons of attempts. <span style="color: #58a6ff;" class="mycode_color">Singesetr</span> is a young god who tamed the beast of the seas, a large sea serpent called Gestesier, which She rides across the entire ocean. You will often in human iconography see Her a human, but even humans acknowledge the traditional styling of Her is as an Elfin. A large Elfin, nine feet tall and as slender as the wave cut on an ore. She clothes herself in seafoam, and when the mortals anger her the ocean shows us Her displeasure; if you ever hear tell of a sailor shrieking of a siren covered in barnacles and seaweed, then surely the man has angered Singestr and she has shown him a battle that the best he could have hoped for was his life.<br />
<br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #58a6ff;" class="mycode_color">Ondolf</span>, the god of war, who shines in golden armor and holds a bow with three notched, flaming arrows is a god sprung up from a battlefield. Born of the spilled blood of mortals, He champions the fight and abhors the loss. Men pray to Him and it is his duty to oversee the wars that men make, but never does He interfere with these affairs. Every life lost is fewer in attendance to Him, thus is the duality of His existence. He feels every loss but sings joy at the upcoming battle despite himself, for upon men's lips is his name spoken so fervently. The arrows He holds stand for the principles of war: Moral duty to the fallen, Courage, and Unity. In traditional iconography He is presented as either a Groken or Turuk in quite an even split.<br />
<br />
<br />
<br />
<br />
<br />
<br />
((( OOCLY, the lore team is very happy with these gods as a base, though over time we are sure players will have their own ideas for religious lore and even more gods. Any player who wants to submit lore for this is welcome to, and any accepted lore will be worked into the story and history as if it always has been that way, so that the players can just roleplay with it as if it's always been there.)))]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Order of the Black Bird]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=74</link>
			<pubDate>Wed, 12 Aug 2026 21:02:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=33">Abi</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=74</guid>
			<description><![CDATA[Lore Title/Name: The Order of the Black Bird<br />
<br />
Category (Wildlife, Fauna, Food &amp; Drink, Artefact, Other): Religious Order<br />
<br />
Description: The dead people shit<br />
<br />
How does it fit into the world of Uros: people dont want to deal with dead people shit, same as irl<br />
<br />
Any other notes?:<br />
<br />
An excerpt from a QandA on page two of the Inquirer, and interview with a cleric from the Order of the Black Bird, based in a mountain town in old Ethosia.<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 1pt;" class="mycode_size"><span style="font-size: 20pt;" class="mycode_size">Please Don't call me a death cleric</span></span></span><br />
</div>
<div style="text-align: center;" class="mycode_align"><div class="uros-rule uros-rule--dots" role="separator" aria-hidden="true"><span></span></div>
</div>
<div style="text-align: left;" class="mycode_align">Hello, readers! We are here today with a priestess from the death clerics! Their order is mysterious and surrounded by rumor so with the boats getting ready to leave in a few months we figured we would have a chat with one of their own who are going to be on the maiden voyage! <br />
<br />
Q Sister Earthsworn, tell us, just as an introduction, do you <span style="font-style: italic;" class="mycode_i">enjoy </span>your job?<br />
<br />
A Thanks for having me Carl. Please don't call me a death cleric. You sneer when you say it and your tone implies it as a slur. I love my job, and it's a necessary part of the end of life just as a midwife is to the start of it. I'm honored people let us help their loved ones on their final journey in this world, no matter what that their specific customs are.<br />
<br />
Interesting take on it, but it seems that most people view your order as morbid. Now, we don't mean to offend but it will take a bit of work to change that common colloquialism. We want to help educate our readers in this interview!<br />
Q Which leads to our next question, why did you join your Order, we heard it happened very young.<br />
<br />
A I was very young, I was twelve when I knew that it's what my life path was. and joined seminary just before thirteen. I saw the Black Bird. People talk about religious experiences but there are plenty of documentations of those. Mine was my own, and as personal to me as all those others were to those people. He was beautiful, and I never had any doubts of my path. And to jump ahead of you, no I will not answer any questions about Him, it is not my place.<br />
<br />
Well that's no fun! I'm sure the readers would love to hear a clerics first hand account of one of the gods. But twelve is very young, so many girls that age don't even know what they want to wear that day, let alone what they want to wear for their entire life. Black suits you, though. Onto the next question though, in regards to your age.<br />
<br />
Q How did your parents feel about it? I'm sure they had plans for you.<br />
<br />
A They did have plans for me. I come from candlemakers, and I would have been the eighth generation of them. It came as quite a shock to them when I said they needed to work on another daughter. They laughed and told me they got lucky the first time. Our city passes property matrimonially and I would not have been able to run the business when they retire in my line of work. They were morose. Things settled naturally after some time though. I do have a little sister, now. She's lovely.<br />
<br />
I'm sure all the parents reading this surely felt their pain, every parent hopes to see their progeny with their own families as they grow. Candlemaking sounds like a very involved industry. I'm sure you recall some of it, and I'm sure the readers are curious!<br />
<br />
Q Can you tell them some interesting facts about candles?<br />
<br />
A Well, I'm not a fan of the cold, and candles need to be kept cold. My families warehouses are in the caves they were first built in buy my ancestors. There are candles made with whale blubber and some with beeswax. Both have different uses based on burn time, smoke production, light clarity, scent, and workability. <br />
<br />
That's so interesting! I'm sure everyone will appreciate the craftsmanship in that. We want to pivot back to the Order next.<br />
<br />
Q Tell us your feelings about the upcoming explorations, and your role in them.<br />
<br />
A My feelings are mostly excited. Naturally there is the small element of fear, but I am not the only cleric on the voyage, there will be a Brother of Singesetr onboard my assigned ship as well, in addition to all of the skilled sailors and the most competent captains. I am hopeful, and joyous, more than anything. I know in my soul we will find land free from the Fading.<br />
<br />
Your optimism is a testament to your people, humans always were perceived as such! The readers know I am a Grokon, and am not as sunnily dispositioned. <br />
<br />
Q Can you tell us what usually fills your days, before all this sailing talk came about that it, surely it is different now but we want to let the readers know what a normal day looks like for a member of your Order.<br />
<br />
A The events of the day usually depend on outside events. We wake, and pray before breakfast. After we eat if there is no family who needs attending to then we care for the gardens and herds at the monastery. We clean after lunch. It is a simple and fulfilling existence. If someone has passed, all of our energies are focused there. We have to take care of the worldly matters, according to the persons customs. Since it was mentioned specifically we also have Grokon clerics, to assist the families in the passing of your kin. After worldly matters are also spiritual matters that are attended to. We don't tend to give sermons the way those clergy of the Mother and the Father tend to, our different roles work well in their places.<br />
<br />
Wow, how very interesting!<br />
<br />
Q When you say worldly matters, what do you mean?<br />
<br />
A I know you're fishing for something dark and dramatic for your article, Carl. Theres nothing of it though. I mean the funeral, and families wants for their loved ones body. Don't try to twist stuff up like laundry. Everyone comes to us eventually, as will you and I too. <br />
<br />
Well that's one hell of an end to our meeting I think. I don't want to disappoint my readers but if you're not going to give me something juicy then I guess I will go back to my lamb chops! Thank you for this chat Sister Earthsworn, I am sure the readers are going to enjoy your frankness, if nothing else.<br />
</div>]]></description>
			<content:encoded><![CDATA[Lore Title/Name: The Order of the Black Bird<br />
<br />
Category (Wildlife, Fauna, Food &amp; Drink, Artefact, Other): Religious Order<br />
<br />
Description: The dead people shit<br />
<br />
How does it fit into the world of Uros: people dont want to deal with dead people shit, same as irl<br />
<br />
Any other notes?:<br />
<br />
An excerpt from a QandA on page two of the Inquirer, and interview with a cleric from the Order of the Black Bird, based in a mountain town in old Ethosia.<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 1pt;" class="mycode_size"><span style="font-size: 20pt;" class="mycode_size">Please Don't call me a death cleric</span></span></span><br />
</div>
<div style="text-align: center;" class="mycode_align"><div class="uros-rule uros-rule--dots" role="separator" aria-hidden="true"><span></span></div>
</div>
<div style="text-align: left;" class="mycode_align">Hello, readers! We are here today with a priestess from the death clerics! Their order is mysterious and surrounded by rumor so with the boats getting ready to leave in a few months we figured we would have a chat with one of their own who are going to be on the maiden voyage! <br />
<br />
Q Sister Earthsworn, tell us, just as an introduction, do you <span style="font-style: italic;" class="mycode_i">enjoy </span>your job?<br />
<br />
A Thanks for having me Carl. Please don't call me a death cleric. You sneer when you say it and your tone implies it as a slur. I love my job, and it's a necessary part of the end of life just as a midwife is to the start of it. I'm honored people let us help their loved ones on their final journey in this world, no matter what that their specific customs are.<br />
<br />
Interesting take on it, but it seems that most people view your order as morbid. Now, we don't mean to offend but it will take a bit of work to change that common colloquialism. We want to help educate our readers in this interview!<br />
Q Which leads to our next question, why did you join your Order, we heard it happened very young.<br />
<br />
A I was very young, I was twelve when I knew that it's what my life path was. and joined seminary just before thirteen. I saw the Black Bird. People talk about religious experiences but there are plenty of documentations of those. Mine was my own, and as personal to me as all those others were to those people. He was beautiful, and I never had any doubts of my path. And to jump ahead of you, no I will not answer any questions about Him, it is not my place.<br />
<br />
Well that's no fun! I'm sure the readers would love to hear a clerics first hand account of one of the gods. But twelve is very young, so many girls that age don't even know what they want to wear that day, let alone what they want to wear for their entire life. Black suits you, though. Onto the next question though, in regards to your age.<br />
<br />
Q How did your parents feel about it? I'm sure they had plans for you.<br />
<br />
A They did have plans for me. I come from candlemakers, and I would have been the eighth generation of them. It came as quite a shock to them when I said they needed to work on another daughter. They laughed and told me they got lucky the first time. Our city passes property matrimonially and I would not have been able to run the business when they retire in my line of work. They were morose. Things settled naturally after some time though. I do have a little sister, now. She's lovely.<br />
<br />
I'm sure all the parents reading this surely felt their pain, every parent hopes to see their progeny with their own families as they grow. Candlemaking sounds like a very involved industry. I'm sure you recall some of it, and I'm sure the readers are curious!<br />
<br />
Q Can you tell them some interesting facts about candles?<br />
<br />
A Well, I'm not a fan of the cold, and candles need to be kept cold. My families warehouses are in the caves they were first built in buy my ancestors. There are candles made with whale blubber and some with beeswax. Both have different uses based on burn time, smoke production, light clarity, scent, and workability. <br />
<br />
That's so interesting! I'm sure everyone will appreciate the craftsmanship in that. We want to pivot back to the Order next.<br />
<br />
Q Tell us your feelings about the upcoming explorations, and your role in them.<br />
<br />
A My feelings are mostly excited. Naturally there is the small element of fear, but I am not the only cleric on the voyage, there will be a Brother of Singesetr onboard my assigned ship as well, in addition to all of the skilled sailors and the most competent captains. I am hopeful, and joyous, more than anything. I know in my soul we will find land free from the Fading.<br />
<br />
Your optimism is a testament to your people, humans always were perceived as such! The readers know I am a Grokon, and am not as sunnily dispositioned. <br />
<br />
Q Can you tell us what usually fills your days, before all this sailing talk came about that it, surely it is different now but we want to let the readers know what a normal day looks like for a member of your Order.<br />
<br />
A The events of the day usually depend on outside events. We wake, and pray before breakfast. After we eat if there is no family who needs attending to then we care for the gardens and herds at the monastery. We clean after lunch. It is a simple and fulfilling existence. If someone has passed, all of our energies are focused there. We have to take care of the worldly matters, according to the persons customs. Since it was mentioned specifically we also have Grokon clerics, to assist the families in the passing of your kin. After worldly matters are also spiritual matters that are attended to. We don't tend to give sermons the way those clergy of the Mother and the Father tend to, our different roles work well in their places.<br />
<br />
Wow, how very interesting!<br />
<br />
Q When you say worldly matters, what do you mean?<br />
<br />
A I know you're fishing for something dark and dramatic for your article, Carl. Theres nothing of it though. I mean the funeral, and families wants for their loved ones body. Don't try to twist stuff up like laundry. Everyone comes to us eventually, as will you and I too. <br />
<br />
Well that's one hell of an end to our meeting I think. I don't want to disappoint my readers but if you're not going to give me something juicy then I guess I will go back to my lamb chops! Thank you for this chat Sister Earthsworn, I am sure the readers are going to enjoy your frankness, if nothing else.<br />
</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Magra - The Old Lands]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=63</link>
			<pubDate>Wed, 12 Aug 2026 18:35:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=2">Reegs</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=63</guid>
			<description><![CDATA[<span style="font-size: 12pt;" class="mycode_size"><span style="color: #da3633;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 16pt;" class="mycode_size">The Plains of Magra</span></span></span></span></span><br />
<br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #da3633;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">Homeland of the Turuk</span></span></span></span></span></span><br />
<span style="color: #dddddd;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Roboto Slab', serif;" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size">Magra is the ancestral homeland of the Turuk it is a harsh land with wide plains and rugged highlands with windswept frontiers. Across its settlements, timber, sandstone, mudbrick and terracotta were shaped into homes marked by clan colours their carved totems and the fires that burned long into the night. Life in Magra was never easy but its hardship became part of Turuk life, teaching each generation the value of strength, tradition and loyalty to their Clanz.</span></span></span></span></span><br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="color: #da3633;" class="mycode_color"><span style="font-size: 12pt;" class="mycode_size">The Council of Clanz</span></span></span><br />
<span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">There is no single throne in Magra. The Turuk are guided by the <span style="font-weight: bold;" class="mycode_b">Council of Clanz</span>, where the leaders of the great Clanz gather to speak for their people and settle matters that concern them all. Even when other Turuk do not disagree with the chosen body in power they comply.</span></span><br />
<br />
<span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">The Council is made up of respected Chieftains and elders who have earned their position through experience, strength and the trust of their Clanz.</span></span><br />
<br />
<span style="color: #dddddd;" class="mycode_color">The Council are responsible for:</span><ul class="mycode_list"><li><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Settling disputes between Clanz</span></span><br />
</li>
<li><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Protecting their ancient landz</span></span><br />
</li>
<li><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Guiding Magra through times of hardship</span></span><br />
</li>
<li><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Speaking for the Turuk as a whole</span></span><br />
</li>
</ul>
<span style="color: #dddddd;" class="mycode_color">No Chieftain rules over another Clanz only their own.</span><br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<span style="font-size: 11pt;" class="mycode_size"><span style="color: #da3633;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">The Clanz of Magra</span></span></span><br />
<span style="color: #dddddd;" class="mycode_color">Its Clanz have spread across its open plains, cliffed highlands and deserted frontiers all developing their own customs and ways of life.</span></span><br />
<span style="font-size: 11pt;" class="mycode_size"><br />
<span style="color: #087f5b;" class="mycode_color"><span style="font-size: 12pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">The Plains Clanz</span></span></span><br />
<span style="color: #dddddd;" class="mycode_color">The wide grasslands form the heart of Magra. These Clanz are known for their hunters and herders, following the movement of animals and the changing seasons across the open land.</span><br />
<span style="color: #dddddd;" class="mycode_color">The Plains Clanz are known for:</span><br />
</span><ul class="mycode_list"><li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Hunting and tracking</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Herding and farming</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Open-air gatherings</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Strong family traditions</span></span></span><br />
</li>
</ul>
<span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color">They provide much of the food that sustains the Turuk.</span></span><br />
<span style="font-size: 11pt;" class="mycode_size"><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #56ccf2;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-style: italic;" class="mycode_i">The Highland Clanz</span></span></span></span><br />
<span style="color: #dddddd;" class="mycode_color">Beyond the plains rise the colder and more rugged highlands. Life here demands patience and endurance, with settlements built among rocky ground and steep valleys.</span><br />
<span style="color: #dddddd;" class="mycode_color">Highland culture is shaped by:</span><br />
</span><ul class="mycode_list"><li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Stonecraft</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Hunting</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Resilience</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Ancestral traditions</span></span></span><br />
</li>
</ul>
<span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color">These Clanz are often among the most experienced in surviving Magra's harsher seasons.</span></span><br />
<span style="font-size: 11pt;" class="mycode_size"><br />
<span style="color: #e3b341;" class="mycode_color"><span style="font-size: 12pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">The Frontier Clanz</span></span></span><br />
<span style="color: #dddddd;" class="mycode_color">Along the outer reaches of Magra lie the frontier lands, where the weather is harsher and settlements are scattered. These Clanz are accustomed to living with little and making use of whatever the land provides.</span><br />
<span style="color: #dddddd;" class="mycode_color">The Frontier Clanz are known for:</span><br />
</span><ul class="mycode_list"><li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Exploration</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Craftsmanship</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Self-reliance</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Protecting their lands</span></span></span><br />
</li>
</ul>
<span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color">For generations, the frontier has been where young Turuk have gone to prove themselves.<br />
</span></span><br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<span style="color: #da3633;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Cinzel Decorative', serif;" class="mycode_font"><span style="font-size: 14pt;" class="mycode_size">The Present State of Magra</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="color: #dddddd;" class="mycode_color">For generations, the Turuk endured the hardships of Magra as they always had. The Clanz hunted, gathered, built and celebrated beneath the open skies. The land provided, and in return the Turuk respected it.</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
<span style="color: #dddddd;" class="mycode_color">Then came </span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"><span style="color: #7b2cbf;" class="mycode_color">The Fading</span></span></span><span style="color: #dddddd;" class="mycode_color">.</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
The hunts grew scarce. The soil began to lose its colour, and places once filled with ritual and celebration fell quiet. At first, the Turuk believed they could fight it as they had endured everything else.</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
<span style="font-style: italic;" class="mycode_i">But Magra was changing.</span></span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
When word reached the Clanz of a distant land untouched by the decay, the Turuk did not see only a place of refuge.</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
They saw an opportunity:<br />
</span></span></span></span><ul class="mycode_list"><li><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">A new land to claim.</span></span></span></span></span></span></span></span></span><br />
</li>
<li><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">A new place to build.</span></span></span></span></span></span></span></span></span><br />
</li>
<li><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">A new legacy for the Clanz.</span></span></span></span></span></span></span></span></span><br />
</li>
</ul>
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
The first groups gathered their belongings, extinguished their hearth fires and crossed the sea toward Alphos. There, they would build <span style="font-weight: bold;" class="mycode_b">Kazug</span>. And for the Turuk, the story of Magra would not end with their departure.<br />
It would continue wherever their Clanz chose to plant their feet.</span></span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="font-size: 12pt;" class="mycode_size"><span style="color: #da3633;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 16pt;" class="mycode_size">The Plains of Magra</span></span></span></span></span><br />
<br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #da3633;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">Homeland of the Turuk</span></span></span></span></span></span><br />
<span style="color: #dddddd;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Roboto Slab', serif;" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size">Magra is the ancestral homeland of the Turuk it is a harsh land with wide plains and rugged highlands with windswept frontiers. Across its settlements, timber, sandstone, mudbrick and terracotta were shaped into homes marked by clan colours their carved totems and the fires that burned long into the night. Life in Magra was never easy but its hardship became part of Turuk life, teaching each generation the value of strength, tradition and loyalty to their Clanz.</span></span></span></span></span><br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="color: #da3633;" class="mycode_color"><span style="font-size: 12pt;" class="mycode_size">The Council of Clanz</span></span></span><br />
<span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font">There is no single throne in Magra. The Turuk are guided by the <span style="font-weight: bold;" class="mycode_b">Council of Clanz</span>, where the leaders of the great Clanz gather to speak for their people and settle matters that concern them all. Even when other Turuk do not disagree with the chosen body in power they comply.</span></span><br />
<br />
<span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">The Council is made up of respected Chieftains and elders who have earned their position through experience, strength and the trust of their Clanz.</span></span><br />
<br />
<span style="color: #dddddd;" class="mycode_color">The Council are responsible for:</span><ul class="mycode_list"><li><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Settling disputes between Clanz</span></span><br />
</li>
<li><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Protecting their ancient landz</span></span><br />
</li>
<li><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Guiding Magra through times of hardship</span></span><br />
</li>
<li><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Speaking for the Turuk as a whole</span></span><br />
</li>
</ul>
<span style="color: #dddddd;" class="mycode_color">No Chieftain rules over another Clanz only their own.</span><br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<span style="font-size: 11pt;" class="mycode_size"><span style="color: #da3633;" class="mycode_color"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">The Clanz of Magra</span></span></span><br />
<span style="color: #dddddd;" class="mycode_color">Its Clanz have spread across its open plains, cliffed highlands and deserted frontiers all developing their own customs and ways of life.</span></span><br />
<span style="font-size: 11pt;" class="mycode_size"><br />
<span style="color: #087f5b;" class="mycode_color"><span style="font-size: 12pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">The Plains Clanz</span></span></span><br />
<span style="color: #dddddd;" class="mycode_color">The wide grasslands form the heart of Magra. These Clanz are known for their hunters and herders, following the movement of animals and the changing seasons across the open land.</span><br />
<span style="color: #dddddd;" class="mycode_color">The Plains Clanz are known for:</span><br />
</span><ul class="mycode_list"><li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Hunting and tracking</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Herding and farming</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Open-air gatherings</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Strong family traditions</span></span></span><br />
</li>
</ul>
<span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color">They provide much of the food that sustains the Turuk.</span></span><br />
<span style="font-size: 11pt;" class="mycode_size"><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #56ccf2;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-style: italic;" class="mycode_i">The Highland Clanz</span></span></span></span><br />
<span style="color: #dddddd;" class="mycode_color">Beyond the plains rise the colder and more rugged highlands. Life here demands patience and endurance, with settlements built among rocky ground and steep valleys.</span><br />
<span style="color: #dddddd;" class="mycode_color">Highland culture is shaped by:</span><br />
</span><ul class="mycode_list"><li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Stonecraft</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Hunting</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Resilience</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Ancestral traditions</span></span></span><br />
</li>
</ul>
<span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color">These Clanz are often among the most experienced in surviving Magra's harsher seasons.</span></span><br />
<span style="font-size: 11pt;" class="mycode_size"><br />
<span style="color: #e3b341;" class="mycode_color"><span style="font-size: 12pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">The Frontier Clanz</span></span></span><br />
<span style="color: #dddddd;" class="mycode_color">Along the outer reaches of Magra lie the frontier lands, where the weather is harsher and settlements are scattered. These Clanz are accustomed to living with little and making use of whatever the land provides.</span><br />
<span style="color: #dddddd;" class="mycode_color">The Frontier Clanz are known for:</span><br />
</span><ul class="mycode_list"><li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Exploration</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Craftsmanship</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Self-reliance</span></span></span><br />
</li>
<li><span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Protecting their lands</span></span></span><br />
</li>
</ul>
<span style="font-size: 11pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color">For generations, the frontier has been where young Turuk have gone to prove themselves.<br />
</span></span><br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<span style="color: #da3633;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Cinzel Decorative', serif;" class="mycode_font"><span style="font-size: 14pt;" class="mycode_size">The Present State of Magra</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="color: #dddddd;" class="mycode_color">For generations, the Turuk endured the hardships of Magra as they always had. The Clanz hunted, gathered, built and celebrated beneath the open skies. The land provided, and in return the Turuk respected it.</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
<span style="color: #dddddd;" class="mycode_color">Then came </span><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"><span style="color: #7b2cbf;" class="mycode_color">The Fading</span></span></span><span style="color: #dddddd;" class="mycode_color">.</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
The hunts grew scarce. The soil began to lose its colour, and places once filled with ritual and celebration fell quiet. At first, the Turuk believed they could fight it as they had endured everything else.</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
<span style="font-style: italic;" class="mycode_i">But Magra was changing.</span></span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
When word reached the Clanz of a distant land untouched by the decay, the Turuk did not see only a place of refuge.</span></span></span></span><br />
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
They saw an opportunity:<br />
</span></span></span></span><ul class="mycode_list"><li><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">A new land to claim.</span></span></span></span></span></span></span></span></span><br />
</li>
<li><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">A new place to build.</span></span></span></span></span></span></span></span></span><br />
</li>
<li><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">A new legacy for the Clanz.</span></span></span></span></span></span></span></span></span><br />
</li>
</ul>
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #dddddd;" class="mycode_color"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 11pt;" class="mycode_size"><br />
The first groups gathered their belongings, extinguished their hearth fires and crossed the sea toward Alphos. There, they would build <span style="font-weight: bold;" class="mycode_b">Kazug</span>. And for the Turuk, the story of Magra would not end with their departure.<br />
It would continue wherever their Clanz chose to plant their feet.</span></span></span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Immortal gifts for mortal children]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=73</link>
			<pubDate>Wed, 12 Aug 2026 00:10:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=33">Abi</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=73</guid>
			<description><![CDATA[The creator of mortals, the Mother sought to protect her creations from the turmoil around them. With a seed in hand, plucked from Her own womb, She began to chant for seven days and seven nights, recording all of the knowledge of the natural world within the seed. During that time, the seedling grew rapidly, sprouting into a sapling, the roots growing between Her fingers, reaching into the ground. On the eighth day, She finally ceased Her chanting. The sapling had begun to grow golden, purple, and green leaves. Golden leaves represented the future, purple leaves represented the past, and green leaves represented the present. On the ninth day, the tree grew to an enormous size, larger than any tree on the island where it had been planted. Suddenly, it seemed as though the rest of the flora on the island had begun to thrive, and birds from all over came to nest in the tree. The reefs surrounding the island prospered, and all those living on the island were suddenly blessed with elongated life spans. She had planted the tree on the golden isles- the islands on which the Elfin lived. The three islands, each of them inhabited by the different races, sat isolated and protected from the rest of the world; even amidst raging wars outside, the golden isles had only ever known peace. So, she designated that the Elfin would protect the tree in case mortals brought war to this haven, and druids to be its caretakers. The druids were the first to practice magic that allowed them the ability to manipulate life auras, which later on meant they as protectors and caretakers of the Mother Tree were sought after even in non Elfin lands as healers. During the years that the Mother Tree sat on the golden isles, the Elfin were able to thrive and become the haven for magical practitioners and healers.<br />
All of this changed when one day, a sapling fell from the Mother Tree.<br />
<div style="text-align: center;" class="mycode_align"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=33" target="_blank" title="">tree.png</a> (Size: 316.93 KB / Downloads: 30)
<!-- end: postbit_attachments_attachment --></div>
Cantanite, the gift for the Grokon, was plucked straight from the Mother's mind. A tool for the world and the Grokon as the wielders of the tool. The knowledge of what the stones were used for has been lost to time. All we know now is the symphony.<br />
<br />
<div style="text-align: center;" class="mycode_align"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=34" target="_blank" title="">gem1.png</a> (Size: 293.3 KB / Downloads: 30)
<!-- end: postbit_attachments_attachment --></div>
<br />
<div style="text-align: center;" class="mycode_align">For the Turuk, she gave warmth, industry, and sustenance. To them, their history is as alive in their minds as it was at the start. To them, the mother gifted fire. Some old ruins had art of ancient chiefs and shamen holding the Endless Ember. A piece of smoldering coal a bit larger than a heart, a piece of Her own. The Ember lights coal for forges, tinder for stoves, wood for warmth to keep the cold desert nights at bay enough for them to survive. The flame provides refuge. Home survives. No matter where they go to make their home they can craft weapons to defend it, cook meat to feed their children, and light the night against predators. The Turuk tend to build an elaborate elevated brazier as the home for the ember, in contrast to their traditional huts made of earth that stands as the hearth center where they gather to eat, to fight, to craft, and to praise the gods.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=37" target="_blank" title="">ImmortalEmber.png</a> (Size: 261.29 KB / Downloads: 13)
<!-- end: postbit_attachments_attachment --></div>
<br />
To humans the Mother gave water. Though they do not remember it was her own tears that filled their first well, as Humans are short lived and short sighted. They have from Her a Keystone with which when they build a well it provides. Passed down through the clergy is a ceremony, and for three days they pray. They dig the well as their sweat pouring into the earth is water returning to the source. Then they build with stone and the Keystone when put into place fills the well. Clean, cool water. Enough to fill your cups, bathe your children, provide for your herd, water a garden. Around the well springs a green sanctuary, an oasis of lush, flourishing earth. Humans tend to build their temples around this land they consider holy and touched by the Mother as there has in the past been harsh reprieve from the clergy for damage to the haven.<br />
<div style="text-align: center;" class="mycode_align"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=35" target="_blank" title="">unnamed.png</a> (Size: 346.46 KB / Downloads: 30)
<!-- end: postbit_attachments_attachment --></div>]]></description>
			<content:encoded><![CDATA[The creator of mortals, the Mother sought to protect her creations from the turmoil around them. With a seed in hand, plucked from Her own womb, She began to chant for seven days and seven nights, recording all of the knowledge of the natural world within the seed. During that time, the seedling grew rapidly, sprouting into a sapling, the roots growing between Her fingers, reaching into the ground. On the eighth day, She finally ceased Her chanting. The sapling had begun to grow golden, purple, and green leaves. Golden leaves represented the future, purple leaves represented the past, and green leaves represented the present. On the ninth day, the tree grew to an enormous size, larger than any tree on the island where it had been planted. Suddenly, it seemed as though the rest of the flora on the island had begun to thrive, and birds from all over came to nest in the tree. The reefs surrounding the island prospered, and all those living on the island were suddenly blessed with elongated life spans. She had planted the tree on the golden isles- the islands on which the Elfin lived. The three islands, each of them inhabited by the different races, sat isolated and protected from the rest of the world; even amidst raging wars outside, the golden isles had only ever known peace. So, she designated that the Elfin would protect the tree in case mortals brought war to this haven, and druids to be its caretakers. The druids were the first to practice magic that allowed them the ability to manipulate life auras, which later on meant they as protectors and caretakers of the Mother Tree were sought after even in non Elfin lands as healers. During the years that the Mother Tree sat on the golden isles, the Elfin were able to thrive and become the haven for magical practitioners and healers.<br />
All of this changed when one day, a sapling fell from the Mother Tree.<br />
<div style="text-align: center;" class="mycode_align"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=33" target="_blank" title="">tree.png</a> (Size: 316.93 KB / Downloads: 30)
<!-- end: postbit_attachments_attachment --></div>
Cantanite, the gift for the Grokon, was plucked straight from the Mother's mind. A tool for the world and the Grokon as the wielders of the tool. The knowledge of what the stones were used for has been lost to time. All we know now is the symphony.<br />
<br />
<div style="text-align: center;" class="mycode_align"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=34" target="_blank" title="">gem1.png</a> (Size: 293.3 KB / Downloads: 30)
<!-- end: postbit_attachments_attachment --></div>
<br />
<div style="text-align: center;" class="mycode_align">For the Turuk, she gave warmth, industry, and sustenance. To them, their history is as alive in their minds as it was at the start. To them, the mother gifted fire. Some old ruins had art of ancient chiefs and shamen holding the Endless Ember. A piece of smoldering coal a bit larger than a heart, a piece of Her own. The Ember lights coal for forges, tinder for stoves, wood for warmth to keep the cold desert nights at bay enough for them to survive. The flame provides refuge. Home survives. No matter where they go to make their home they can craft weapons to defend it, cook meat to feed their children, and light the night against predators. The Turuk tend to build an elaborate elevated brazier as the home for the ember, in contrast to their traditional huts made of earth that stands as the hearth center where they gather to eat, to fight, to craft, and to praise the gods.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=37" target="_blank" title="">ImmortalEmber.png</a> (Size: 261.29 KB / Downloads: 13)
<!-- end: postbit_attachments_attachment --></div>
<br />
To humans the Mother gave water. Though they do not remember it was her own tears that filled their first well, as Humans are short lived and short sighted. They have from Her a Keystone with which when they build a well it provides. Passed down through the clergy is a ceremony, and for three days they pray. They dig the well as their sweat pouring into the earth is water returning to the source. Then they build with stone and the Keystone when put into place fills the well. Clean, cool water. Enough to fill your cups, bathe your children, provide for your herd, water a garden. Around the well springs a green sanctuary, an oasis of lush, flourishing earth. Humans tend to build their temples around this land they consider holy and touched by the Mother as there has in the past been harsh reprieve from the clergy for damage to the haven.<br />
<div style="text-align: center;" class="mycode_align"><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.urosrp.co.uk/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=35" target="_blank" title="">unnamed.png</a> (Size: 346.46 KB / Downloads: 30)
<!-- end: postbit_attachments_attachment --></div>]]></content:encoded>
		</item>
	</channel>
</rss>