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		<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>Sat, 10 Oct 2026 17:47:51 +0000</pubDate>
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			<title><![CDATA[The Funeral of Imoto Tamasakage]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=97</link>
			<pubDate>Fri, 09 Oct 2026 15:06:08 +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=97</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align">
<span style="font-size: 18pt;" class="mycode_size">Eulogy For Imoto Tamasakage<br />
<br />
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<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=61" target="_blank" title="">imoto.png</a> (Size: 18.66 KB / Downloads: 6)
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<div style="text-align: center;" class="mycode_align">We ask all island citizens to come together to celebrate the life of Imoto Tamasakage.<br />
<br />
The funeral will take place at the Chapel of Bl. Prince Arthur, located at the top of the hill in Marenna.<br />
<br />
We ask you to wear white to pay respect to Imoto and his culture. There will be a cremation ceremony outside the church, and we ask you to bring a candle as well.<br />
<br />
There will be a buffet at the tavern afterwards, while we reminisce about our time with Imoto.<br />
<br />
((The funeral will take place on 10th October 9pm GMT / 5pm EST))</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align">
<span style="font-size: 18pt;" class="mycode_size">Eulogy For Imoto Tamasakage<br />
<br />
</span><!-- 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=61" target="_blank" title="">imoto.png</a> (Size: 18.66 KB / Downloads: 6)
<!-- end: postbit_attachments_attachment --></div>
<div style="text-align: center;" class="mycode_align">We ask all island citizens to come together to celebrate the life of Imoto Tamasakage.<br />
<br />
The funeral will take place at the Chapel of Bl. Prince Arthur, located at the top of the hill in Marenna.<br />
<br />
We ask you to wear white to pay respect to Imoto and his culture. There will be a cremation ceremony outside the church, and we ask you to bring a candle as well.<br />
<br />
There will be a buffet at the tavern afterwards, while we reminisce about our time with Imoto.<br />
<br />
((The funeral will take place on 10th October 9pm GMT / 5pm EST))</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Beasties to Beware, Volume I]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=95</link>
			<pubDate>Mon, 28 Sep 2026 19:38:35 +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=95</guid>
			<description><![CDATA[<span style="color: #9b2226;" class="mycode_color">Leprechauns</span>, a creature from the Northernlands. Albino themselves and possessing camouflage that is effective all the time except for those few precious weeks in summer when things thawed enough to see the earth below the snow, the leprechaun is a northern terror. They are bloodthirsty, evil, and fast. Standing no more than a foot tall and possessing the means to carve daggers from the ice, the leprechauns hunt in groups. Most of the time, polar bear, sometimes, people. There are stories of these small things hiding in the snowdunes, moving as fast as the winter winds, and stalking men like the men were stalking the elk. And there is no way to tell the difference between a man killed by a bear or a leprechaun; daggers become claws, an arm ripped off is no different or less bloody than a bear’s doing, and there are no survivors to tell.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Djinn</span>, a creature from Yakuma superstition, is a being that walks in the sand and is said to grant wishes of those who find one, but at a cost of the awareness of your mortality. He grants your wish but you know how you die. Not when, but how. A vision seared into your soul. Though there are no people alive to verify those rumors. Some treat them as bad omens and will actively steer clear of a solo traveler in the dunes, lest they accidentally encounter a djinn. Others treat them as good omens, and keep gifts in their bags in hopes to gain the favor of such powerful spirits.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Leshbalang</span>. A terrifying creature found only in forests where temperate evergreens grow, it climbs through the treetops camouflaged with the leaves, on all fours. The arms and legs of this creature are three times the length of its torso, giving it a very spider like appearance. It has a very long neck and antlers atop its head, making it even longer overall. Some think the antlers are used as bait for birds looking to perch on a branch. Legends say that if you ever feel eyes upon you, or that you’re being stalked in the forest, to look up. No one ever looks up.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Fae</span>. Everyone knows what a Fae is. But would you know the difference, lost in a wood and surrounded by howls, between a Fae and one of the Sprites. Mostly anyone could not say they would know. That is the Fae. God impersonators, out for their own satisfactions unknown. The more horrifying thing with this legend is that Fae are not bound to a location such as many other terrifying creatures of myth, they are found across all races and cultures, in story or tale as caution flags in the wilderness. <br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Surale</span>, a wool covered creature said to live in forests. At first glance someone may have thought they’d found a stray sheep wandered from its herd. Until they noticed it walking upright. This creature has a single horn growing from its forehead, and long, spindly fingers. The only motivation is to tickle you. Do not lose your footing, and flee fast. You will lose your breath.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">The Crossroads Wolf</span>. Do not linger too long in the moonlight at a crossroads, should things think that you’re waiting for them. The crossroads wolf appears to people as a giant wolf twice as tall as a man, fur black as pitch causing it to seem like it's glowing against the deep blue of the night sky. It is an excellent stalker, and is known to pounce on its prey from the brush or trees, across great lengths and treading across your back as your bones break beneath him.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #9b2226;" class="mycode_color">The Harbinger</span>. A creature more terrifying than any on our list so far. Red eyes chasing you in the night on wings as silent as shadow. If you see this creature, always be ready and aware for some tragedy to befall the places nearest it after the sighting, such as the collapse of a bridge, or a dam breaking.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">The Unicorn</span> is perhaps one of the most well known mythical creatures, every culture and race having told of it. A guardian of natural places thought to be where unicorns lived. They’re creatures said to be made of magic from back in times when our histories spoke of such things. A horse with a single long twisted horn and unnaturally long tail, fur glistening iridescent in the light and morphing near black in the shade, the unicorn is a sight rumored to blind those who would be agents of Chaos. The males of the species are said to have eight legs instead of the normal four people are used to on a horse. Some people say it is because it makes them better hunters and allows them to run so fast it's as if they float.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">The Lurker</span> is one of the rarer creatures of myth simply because it’s not outwardly hostile towards men. The Lurker is bound by its water wanting flesh. The legend said that it lived in Big Trout Lake in Caldris. Large and green like the moss floating on the surface of the water, seeing the surface breach is terrifying even if a person didn’t know the territory they fished in belonged not to them. Even if this creature ever actually existed we will never see its like again due to the Fading.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Twists</span> are benevolent as long they’re not acknowledged. Don’t look at them, don’t talk about them within earshot, best not to quickly dodge out of the way either, as avoidance is a form of recognition. Keep walking, look the other way, and shut up. The Twist is a creature that disguises itself as a plant. Green flesh spiraling upward and vibrating nearly too fast for the eye to see. The shimmer created in the air will draw gnats near, and that swarm is a safe way to know if a Twist is near. Twists that feel seen attempt to strangle the spotter. Jumping for their throat to wrap around and choke the life from the victim.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #9b2226;" class="mycode_color">The Wise One</span>. If you don’t know what to do, then just walk along the edge of the ocean, talking aloud about the situation. If you get lucky, or maybe if he finds the situation interesting, the Wise One will appear from the depths and have a conversation with you. The Wise One is an old turtle, nearly large as a house, and covered with an entire acre of moss, and seaweed across his shell that droops when he leaves the water giving him the appearance of long silken fur. He often has advice for the questions you’re asking, and always presents perspectives unseen. It is a rare blessing to be gifted a conversation with the Wise One.]]></description>
			<content:encoded><![CDATA[<span style="color: #9b2226;" class="mycode_color">Leprechauns</span>, a creature from the Northernlands. Albino themselves and possessing camouflage that is effective all the time except for those few precious weeks in summer when things thawed enough to see the earth below the snow, the leprechaun is a northern terror. They are bloodthirsty, evil, and fast. Standing no more than a foot tall and possessing the means to carve daggers from the ice, the leprechauns hunt in groups. Most of the time, polar bear, sometimes, people. There are stories of these small things hiding in the snowdunes, moving as fast as the winter winds, and stalking men like the men were stalking the elk. And there is no way to tell the difference between a man killed by a bear or a leprechaun; daggers become claws, an arm ripped off is no different or less bloody than a bear’s doing, and there are no survivors to tell.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Djinn</span>, a creature from Yakuma superstition, is a being that walks in the sand and is said to grant wishes of those who find one, but at a cost of the awareness of your mortality. He grants your wish but you know how you die. Not when, but how. A vision seared into your soul. Though there are no people alive to verify those rumors. Some treat them as bad omens and will actively steer clear of a solo traveler in the dunes, lest they accidentally encounter a djinn. Others treat them as good omens, and keep gifts in their bags in hopes to gain the favor of such powerful spirits.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Leshbalang</span>. A terrifying creature found only in forests where temperate evergreens grow, it climbs through the treetops camouflaged with the leaves, on all fours. The arms and legs of this creature are three times the length of its torso, giving it a very spider like appearance. It has a very long neck and antlers atop its head, making it even longer overall. Some think the antlers are used as bait for birds looking to perch on a branch. Legends say that if you ever feel eyes upon you, or that you’re being stalked in the forest, to look up. No one ever looks up.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Fae</span>. Everyone knows what a Fae is. But would you know the difference, lost in a wood and surrounded by howls, between a Fae and one of the Sprites. Mostly anyone could not say they would know. That is the Fae. God impersonators, out for their own satisfactions unknown. The more horrifying thing with this legend is that Fae are not bound to a location such as many other terrifying creatures of myth, they are found across all races and cultures, in story or tale as caution flags in the wilderness. <br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Surale</span>, a wool covered creature said to live in forests. At first glance someone may have thought they’d found a stray sheep wandered from its herd. Until they noticed it walking upright. This creature has a single horn growing from its forehead, and long, spindly fingers. The only motivation is to tickle you. Do not lose your footing, and flee fast. You will lose your breath.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">The Crossroads Wolf</span>. Do not linger too long in the moonlight at a crossroads, should things think that you’re waiting for them. The crossroads wolf appears to people as a giant wolf twice as tall as a man, fur black as pitch causing it to seem like it's glowing against the deep blue of the night sky. It is an excellent stalker, and is known to pounce on its prey from the brush or trees, across great lengths and treading across your back as your bones break beneath him.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #9b2226;" class="mycode_color">The Harbinger</span>. A creature more terrifying than any on our list so far. Red eyes chasing you in the night on wings as silent as shadow. If you see this creature, always be ready and aware for some tragedy to befall the places nearest it after the sighting, such as the collapse of a bridge, or a dam breaking.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">The Unicorn</span> is perhaps one of the most well known mythical creatures, every culture and race having told of it. A guardian of natural places thought to be where unicorns lived. They’re creatures said to be made of magic from back in times when our histories spoke of such things. A horse with a single long twisted horn and unnaturally long tail, fur glistening iridescent in the light and morphing near black in the shade, the unicorn is a sight rumored to blind those who would be agents of Chaos. The males of the species are said to have eight legs instead of the normal four people are used to on a horse. Some people say it is because it makes them better hunters and allows them to run so fast it's as if they float.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">The Lurker</span> is one of the rarer creatures of myth simply because it’s not outwardly hostile towards men. The Lurker is bound by its water wanting flesh. The legend said that it lived in Big Trout Lake in Caldris. Large and green like the moss floating on the surface of the water, seeing the surface breach is terrifying even if a person didn’t know the territory they fished in belonged not to them. Even if this creature ever actually existed we will never see its like again due to the Fading.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<br />
<span style="color: #9b2226;" class="mycode_color">Twists</span> are benevolent as long they’re not acknowledged. Don’t look at them, don’t talk about them within earshot, best not to quickly dodge out of the way either, as avoidance is a form of recognition. Keep walking, look the other way, and shut up. The Twist is a creature that disguises itself as a plant. Green flesh spiraling upward and vibrating nearly too fast for the eye to see. The shimmer created in the air will draw gnats near, and that swarm is a safe way to know if a Twist is near. Twists that feel seen attempt to strangle the spotter. Jumping for their throat to wrap around and choke the life from the victim.<br />
<br />
<div class="uros-rule uros-rule--flourish" role="separator" aria-hidden="true"><span></span></div>
<br />
<span style="color: #9b2226;" class="mycode_color">The Wise One</span>. If you don’t know what to do, then just walk along the edge of the ocean, talking aloud about the situation. If you get lucky, or maybe if he finds the situation interesting, the Wise One will appear from the depths and have a conversation with you. The Wise One is an old turtle, nearly large as a house, and covered with an entire acre of moss, and seaweed across his shell that droops when he leaves the water giving him the appearance of long silken fur. He often has advice for the questions you’re asking, and always presents perspectives unseen. It is a rare blessing to be gifted a conversation with the Wise One.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Human Introduction]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=94</link>
			<pubDate>Mon, 21 Sep 2026 07:27:59 +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=94</guid>
			<description><![CDATA[<span style="color: #eeeeee;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font">Humans are the most widespread and varied race in Uros. Humans are defined not by a single cultural identity but by their sheer adaptability. Their shorter lifespans inspire them to achieve great things before they become too old</span><span style="font-family: Lato;" class="mycode_font">.</span></span></span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Lato;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="color: #e3b341;" class="mycode_color"><span style="font-size: 11pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Below you will find links to the Uros Wiki and other posts for more information<br />
</span></span></span></span></span><br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: Cinzel;" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #58a6ff;" class="mycode_color">+ </span><span style="font-style: italic;" class="mycode_i"><span style="color: #ffffff;" class="mycode_color">Cultures</span></span><span style="color: #58a6ff;" class="mycode_color"> +</span></span></span></div>
</div><ul class="mycode_list"><li><a href="https://www.urosrp.co.uk/wiki/article.php?slug=humans-of-astrya" target="_blank" rel="noopener" class="mycode_url"><span style="color: #e3b341;" class="mycode_color">Astryians</span></a><br />
</li>
<li><a href="https://urosrp.co.uk/showthread.php?tid=91" target="_blank" rel="noopener" class="mycode_url"><span style="color: #e3b341;" class="mycode_color">The Yakuma</span></a><br />
</li>
</ul>
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #58a6ff;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font">+</span></span> <span style="font-style: italic;" class="mycode_i"><span style="font-family: Cinzel;" class="mycode_font"><span style="color: #ffffff;" class="mycode_color">Generic Human Lifestyle & Traits</span></span></span> <span style="font-family: Cinzel;" class="mycode_font"><span style="color: #58a6ff;" class="mycode_color">+</span></span></span><ul class="mycode_list"><li><span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #e3b341;" class="mycode_color"><span style="font-size: 11pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 10pt;" class="mycode_size">These are standard Human traits and ideologies that may vary between cultures</span></span><span style="font-family: Cinzel;" class="mycode_font"> </span><span style="font-family: 'Roboto Slab';" class="mycode_font">- </span><span style="font-family: 'Roboto Slab';" class="mycode_font"><a href="https://www.urosrp.co.uk/showthread.php?tid=6" target="_blank" rel="noopener" class="mycode_url">Link</a></span></span></span></span></span></span><br />
</li>
</ul>
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>]]></description>
			<content:encoded><![CDATA[<span style="color: #eeeeee;" class="mycode_color"><span style="font-size: medium;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font">Humans are the most widespread and varied race in Uros. Humans are defined not by a single cultural identity but by their sheer adaptability. Their shorter lifespans inspire them to achieve great things before they become too old</span><span style="font-family: Lato;" class="mycode_font">.</span></span></span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Lato;" class="mycode_font"><span style="font-size: medium;" class="mycode_size"><span style="color: #e3b341;" class="mycode_color"><span style="font-size: 11pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">Below you will find links to the Uros Wiki and other posts for more information<br />
</span></span></span></span></span><br />
<div class="uros-rule uros-rule--diamond" role="separator" aria-hidden="true"><span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: Cinzel;" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #58a6ff;" class="mycode_color">+ </span><span style="font-style: italic;" class="mycode_i"><span style="color: #ffffff;" class="mycode_color">Cultures</span></span><span style="color: #58a6ff;" class="mycode_color"> +</span></span></span></div>
</div><ul class="mycode_list"><li><a href="https://www.urosrp.co.uk/wiki/article.php?slug=humans-of-astrya" target="_blank" rel="noopener" class="mycode_url"><span style="color: #e3b341;" class="mycode_color">Astryians</span></a><br />
</li>
<li><a href="https://urosrp.co.uk/showthread.php?tid=91" target="_blank" rel="noopener" class="mycode_url"><span style="color: #e3b341;" class="mycode_color">The Yakuma</span></a><br />
</li>
</ul>
<span style="font-size: 12pt;" class="mycode_size"><span style="color: #58a6ff;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font">+</span></span> <span style="font-style: italic;" class="mycode_i"><span style="font-family: Cinzel;" class="mycode_font"><span style="color: #ffffff;" class="mycode_color">Generic Human Lifestyle & Traits</span></span></span> <span style="font-family: Cinzel;" class="mycode_font"><span style="color: #58a6ff;" class="mycode_color">+</span></span></span><ul class="mycode_list"><li><span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 11pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #e3b341;" class="mycode_color"><span style="font-size: 11pt;" class="mycode_size"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-size: 10pt;" class="mycode_size">These are standard Human traits and ideologies that may vary between cultures</span></span><span style="font-family: Cinzel;" class="mycode_font"> </span><span style="font-family: 'Roboto Slab';" class="mycode_font">- </span><span style="font-family: 'Roboto Slab';" class="mycode_font"><a href="https://www.urosrp.co.uk/showthread.php?tid=6" target="_blank" rel="noopener" class="mycode_url">Link</a></span></span></span></span></span></span><br />
</li>
</ul>
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			<title><![CDATA[[On Hold] Sgqiulias- the god of history and scribes]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=92</link>
			<pubDate>Fri, 18 Sep 2026 02:04:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=7">Meb_KatYT</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=92</guid>
			<description><![CDATA[The future is a mystery, the past is history, but the present is a gift, That's why it's called the present<br />
<br />
-Sgquilias, god of scribes, history and knowledge and storytelling<br />
<br />
The Scholar and Student, the Scribe and Reader. Sqguilias has always been an enigma among the gods. One of the oldest gods, he documents everything that has ever happened as it happens, and he will continue to document until the end of time. Those who worship the scribe of the gods often see him as a kind and caring figure, always willing to share his stories should the recipient be willing to learn and who seek enlightenment with him see him take many forms, the two most frequent being a turtle or an old man with a tattoo of an eye on his forehead<br />
<br />
Worshiping Sqgillias is quite different from other gods. He simply has a list of “I’d rather you’d nots” and “I’d rather you do’s,” or as worshippers call them, his “Sins and Services.”<br />
<br />
Sqguillias’ Sins and Services <br />
<br />
1. I’d rather you not hurt another unless they hurt you first.<br />
<br />
2. I’d rather you not withhold knowledge.<br />
<br />
3. I’d rather you be willing to teach those who lack knowledge<br />
<br />
4. I’d rather you use your knowledge for the benefit of others.<br />
<br />
During the fading, most of his followers were lost amongst it. This has led worship of him to falter greatly, although several followers do still live, including Oberon; a young scholar who took as much knowledge with him as possible as he left the old lands for the new.]]></description>
			<content:encoded><![CDATA[The future is a mystery, the past is history, but the present is a gift, That's why it's called the present<br />
<br />
-Sgquilias, god of scribes, history and knowledge and storytelling<br />
<br />
The Scholar and Student, the Scribe and Reader. Sqguilias has always been an enigma among the gods. One of the oldest gods, he documents everything that has ever happened as it happens, and he will continue to document until the end of time. Those who worship the scribe of the gods often see him as a kind and caring figure, always willing to share his stories should the recipient be willing to learn and who seek enlightenment with him see him take many forms, the two most frequent being a turtle or an old man with a tattoo of an eye on his forehead<br />
<br />
Worshiping Sqgillias is quite different from other gods. He simply has a list of “I’d rather you’d nots” and “I’d rather you do’s,” or as worshippers call them, his “Sins and Services.”<br />
<br />
Sqguillias’ Sins and Services <br />
<br />
1. I’d rather you not hurt another unless they hurt you first.<br />
<br />
2. I’d rather you not withhold knowledge.<br />
<br />
3. I’d rather you be willing to teach those who lack knowledge<br />
<br />
4. I’d rather you use your knowledge for the benefit of others.<br />
<br />
During the fading, most of his followers were lost amongst it. This has led worship of him to falter greatly, although several followers do still live, including Oberon; a young scholar who took as much knowledge with him as possible as he left the old lands for the new.]]></content:encoded>
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			<title><![CDATA[The Yakuma]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=91</link>
			<pubDate>Sun, 13 Sep 2026 22:54:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=78">Tony Montana</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=91</guid>
			<description><![CDATA[Lore Title/Name: The Yakuma<br />
<br />
Category (Wildlife, Fauna, Food &amp; Drink, Artefact, Other): Human Culture<br />
<br />
Description: The Yakuma are part of one of the human cultures, they value strength more than anything.<br />
<br />
How does it fit into the world of Uros: It's one of the human cultures in the world of Uros.<br />
<br />
Any other notes?:<br />
Yes! I made this lore heavily inspired in sumerian mythology and with the approval and oversight of abi and reegz.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size"><span style="color: #9b2226;" class="mycode_color"><span style="font-size: 24pt;" class="mycode_size">THE YAKUMA</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><div style="text-align: left;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">The Yakuma are people that have existed for hundreds of years in the realm of Uros, living mostly as a larger civilization in an ancient city whose name has been lost to time. The land was fertile, with rivers and date-palm groves. Dry and sandy/desert-like areas made a wider part of the region but they also had wetlands and marshy areas, pastureland was as important too. The Yakuma were known for their huge temples and agriculture along their crafts. They built enormous structures from mud bricks, including temples and massive walls around their main city.<br />
<br />
But now they live in tribes, having but a fraction of what they used to have in the past. Separated by their differences and disagreements. They reside mostly in hot climates and are but a shadow of what they used to be.</span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-size: 1pt;" class="mycode_size"><br />
<span style="color: #9b2226;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: 16pt;" class="mycode_size">Appearence</span></span></span></span></span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: 'Playfair Display';" class="mycode_font">Average height: 6’2 to 6’5<span style="font-style: italic;" class="mycode_i"> (rare cases are larger or smaller.)</span><br />
Skin tones: From warm golden, reddish, or olive undertones of medium brown to dark umber to near-black brown, sometimes with cool or reddish undertones deeper brown. <br />
<br />
<span style="font-size: 12pt;" class="mycode_size">Hair Color: May Vary! From blonde to the darkest of black and brown tones.</span><br />
<br />
Clothing: People might wear wrapped skirts or kilts, simple woven tunics, sashes, shawls and beaded belts, sandals and jewelry. Most of these are relatively light due to their hot climate. </span><br />
<span style="font-family: Cinzel;" class="mycode_font"><span style="color: #9b2226;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 18pt;" class="mycode_size">Culture</span></span></span></span></span></div>
</div>
<div style="text-align: center;" class="mycode_align"><div style="text-align: left;" class="mycode_align"><div style="text-align: center;" class="mycode_align"><div style="text-align: left;" class="mycode_align"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">The Yakuma live in separate though big tribes, each having a chief, elder council, and spiritual authority.<br />
<br />
A typical village might have a chief who handles war, diplomacy, land and disputes. While the elders are the ones who preserve oral history. Shamans and priests are responsible for rituals and interpreting omens. <br />
<br />
Most Yakuma are given a variety of tasks while growing up, these are necessary for their development and later they can choose to be a craftsman, farmer, herder, hunters or even traders. But overall, they value strength the most. Having ritualistic, celebration and competition wrestling. Due to this, their diets are rich in protein and healthy fats like barley, fish, sheep and goats, dates and dairy. <br />
<br />
The Yakuma are overall respectful people who have learned over the centuries to become more pacific, having a larger build due to their habits and genetics.<br />
</span></span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: Cinzel, serif;" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">The Fracture</span></span></span></span></div>
</div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">Around 300 years ago before the fading. Their civilization was blooming. Men of legend were born and raised there, many who did great tasks and were rewarded by the gods themselves. It was perhaps too much divine intervention for humans to handle. Priests would receive answers to their prayers, kings could ask the gods for rain, warriors would be blessed before battle and the dead could be guided into the afterlife. <br />
<br />
Then came the first demigod King. Son of a goddess and the prior king. He was a handsome, tall and very strong fellow. But despite his characteristics he was a tyrant, ruling with arrogance and even forcing the people of the city to build monuments to him. He was so ruthless, Making the Yakuma quickly grow tired of their ruler, pleading to the gods to help them, and as they usually did, they listened. <br />
<br />
The gods sent into the earth an Elthari man. Tall as a tree and strong as a bull with the horns of one, and a might big enough to pair and rival the king. This Elthari lived uncivilized and among the animals, they listened to him and he protected them. But hearing the rumors of this giant in the woods, the king sent a woman to seduce him. So she did, finding the Elthari man and spending seven days with him, civilizing him and teaching him basic manners. Ultimately she decided to take him to the city, for they had fallen in love and wanted to make their union official. but the Elthari man was not going to let him.<br />
<br />
The pair of giants fought relentlessly day and night until dawn, they wrestled with their whole mights in the longest battle of pure strength. By the end, both men were exhausted, and the conflict that had brought them to fight, also brought them closer to each other. They hugged and respected the strength of the other, becoming friends from them on.<br />
<br />
Years passed and the heart of the king softened, he was no longer the same tyrant and had now gained a brother. But despite him being partially divine, he began to realize that he was not immortal, he was getting older due to his mortal blood. Worried by this, he told his Elthari friend to help him make their names one of legend. Not being able to refuse, the Elthari man agreed to go on an adventure with the king.<br />
<br />
Now the two found brothers set themselves in this adventure, to make their names live forever. Finding a sacred bull protected by the gods, it was a mighty white creature with wings and a much bigger strength than normal. They wrestled it and fought it for hours, until the bull fell, having it’s legs cut by the king. Seeing this, the gods were not happy. So as punishment, they sent an illness on the Elthari man, one that he would soon die of. <br />
<br />
After the death of his dear friend, the king fell into a big depression. No longer wanting to rule or live, leaving all of the pleasures behind, the food, the riches, the women. None of that mattered to him if his friend wasn’t there. So he asked for a potion to be made, one that would end his suffering in an instant. Drinking this poison, the king finally died to be reunited with his friend in the afterlife. However, the people did not know who to turn to. The king had a few descendants here and there due to his prior tyranny, but no one could agree on who shall rule.<br />
<br />
Eventually, each leader of each tribe reunited. Discussing and agreeing into the separation of the city into twelve tribes. And soon enough, each of these tribes would migrate from the city, many were pushed out due to differences and so on until the city was left empty. It is said that a catastrophe shaked the grounds of the city and tore it down. But no one can confirm or deny that story. It is unknown if it happened after or before the tribes separated.</span></span></div>
<br />
</div>
</div>
</div>]]></description>
			<content:encoded><![CDATA[Lore Title/Name: The Yakuma<br />
<br />
Category (Wildlife, Fauna, Food &amp; Drink, Artefact, Other): Human Culture<br />
<br />
Description: The Yakuma are part of one of the human cultures, they value strength more than anything.<br />
<br />
How does it fit into the world of Uros: It's one of the human cultures in the world of Uros.<br />
<br />
Any other notes?:<br />
Yes! I made this lore heavily inspired in sumerian mythology and with the approval and oversight of abi and reegz.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Cinzel Decorative';" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size"><span style="color: #9b2226;" class="mycode_color"><span style="font-size: 24pt;" class="mycode_size">THE YAKUMA</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><div style="text-align: left;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">The Yakuma are people that have existed for hundreds of years in the realm of Uros, living mostly as a larger civilization in an ancient city whose name has been lost to time. The land was fertile, with rivers and date-palm groves. Dry and sandy/desert-like areas made a wider part of the region but they also had wetlands and marshy areas, pastureland was as important too. The Yakuma were known for their huge temples and agriculture along their crafts. They built enormous structures from mud bricks, including temples and massive walls around their main city.<br />
<br />
But now they live in tribes, having but a fraction of what they used to have in the past. Separated by their differences and disagreements. They reside mostly in hot climates and are but a shadow of what they used to be.</span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-size: 1pt;" class="mycode_size"><br />
<span style="color: #9b2226;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: 16pt;" class="mycode_size">Appearence</span></span></span></span></span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: 'Playfair Display';" class="mycode_font">Average height: 6’2 to 6’5<span style="font-style: italic;" class="mycode_i"> (rare cases are larger or smaller.)</span><br />
Skin tones: From warm golden, reddish, or olive undertones of medium brown to dark umber to near-black brown, sometimes with cool or reddish undertones deeper brown. <br />
<br />
<span style="font-size: 12pt;" class="mycode_size">Hair Color: May Vary! From blonde to the darkest of black and brown tones.</span><br />
<br />
Clothing: People might wear wrapped skirts or kilts, simple woven tunics, sashes, shawls and beaded belts, sandals and jewelry. Most of these are relatively light due to their hot climate. </span><br />
<span style="font-family: Cinzel;" class="mycode_font"><span style="color: #9b2226;" class="mycode_color"><span style="font-size: 16pt;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: 18pt;" class="mycode_size">Culture</span></span></span></span></span></div>
</div>
<div style="text-align: center;" class="mycode_align"><div style="text-align: left;" class="mycode_align"><div style="text-align: center;" class="mycode_align"><div style="text-align: left;" class="mycode_align"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">The Yakuma live in separate though big tribes, each having a chief, elder council, and spiritual authority.<br />
<br />
A typical village might have a chief who handles war, diplomacy, land and disputes. While the elders are the ones who preserve oral history. Shamans and priests are responsible for rituals and interpreting omens. <br />
<br />
Most Yakuma are given a variety of tasks while growing up, these are necessary for their development and later they can choose to be a craftsman, farmer, herder, hunters or even traders. But overall, they value strength the most. Having ritualistic, celebration and competition wrestling. Due to this, their diets are rich in protein and healthy fats like barley, fish, sheep and goats, dates and dairy. <br />
<br />
The Yakuma are overall respectful people who have learned over the centuries to become more pacific, having a larger build due to their habits and genetics.<br />
</span></span><br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 12pt;" class="mycode_size"><span style="color: #9b2226;" class="mycode_color"><span style="font-family: Cinzel, serif;" class="mycode_font"><span style="font-size: 20pt;" class="mycode_size">The Fracture</span></span></span></span></div>
</div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="font-size: 12pt;" class="mycode_size">Around 300 years ago before the fading. Their civilization was blooming. Men of legend were born and raised there, many who did great tasks and were rewarded by the gods themselves. It was perhaps too much divine intervention for humans to handle. Priests would receive answers to their prayers, kings could ask the gods for rain, warriors would be blessed before battle and the dead could be guided into the afterlife. <br />
<br />
Then came the first demigod King. Son of a goddess and the prior king. He was a handsome, tall and very strong fellow. But despite his characteristics he was a tyrant, ruling with arrogance and even forcing the people of the city to build monuments to him. He was so ruthless, Making the Yakuma quickly grow tired of their ruler, pleading to the gods to help them, and as they usually did, they listened. <br />
<br />
The gods sent into the earth an Elthari man. Tall as a tree and strong as a bull with the horns of one, and a might big enough to pair and rival the king. This Elthari lived uncivilized and among the animals, they listened to him and he protected them. But hearing the rumors of this giant in the woods, the king sent a woman to seduce him. So she did, finding the Elthari man and spending seven days with him, civilizing him and teaching him basic manners. Ultimately she decided to take him to the city, for they had fallen in love and wanted to make their union official. but the Elthari man was not going to let him.<br />
<br />
The pair of giants fought relentlessly day and night until dawn, they wrestled with their whole mights in the longest battle of pure strength. By the end, both men were exhausted, and the conflict that had brought them to fight, also brought them closer to each other. They hugged and respected the strength of the other, becoming friends from them on.<br />
<br />
Years passed and the heart of the king softened, he was no longer the same tyrant and had now gained a brother. But despite him being partially divine, he began to realize that he was not immortal, he was getting older due to his mortal blood. Worried by this, he told his Elthari friend to help him make their names one of legend. Not being able to refuse, the Elthari man agreed to go on an adventure with the king.<br />
<br />
Now the two found brothers set themselves in this adventure, to make their names live forever. Finding a sacred bull protected by the gods, it was a mighty white creature with wings and a much bigger strength than normal. They wrestled it and fought it for hours, until the bull fell, having it’s legs cut by the king. Seeing this, the gods were not happy. So as punishment, they sent an illness on the Elthari man, one that he would soon die of. <br />
<br />
After the death of his dear friend, the king fell into a big depression. No longer wanting to rule or live, leaving all of the pleasures behind, the food, the riches, the women. None of that mattered to him if his friend wasn’t there. So he asked for a potion to be made, one that would end his suffering in an instant. Drinking this poison, the king finally died to be reunited with his friend in the afterlife. However, the people did not know who to turn to. The king had a few descendants here and there due to his prior tyranny, but no one could agree on who shall rule.<br />
<br />
Eventually, each leader of each tribe reunited. Discussing and agreeing into the separation of the city into twelve tribes. And soon enough, each of these tribes would migrate from the city, many were pushed out due to differences and so on until the city was left empty. It is said that a catastrophe shaked the grounds of the city and tore it down. But no one can confirm or deny that story. It is unknown if it happened after or before the tribes separated.</span></span></div>
<br />
</div>
</div>
</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Jasmine Brisby]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=90</link>
			<pubDate>Fri, 11 Sep 2026 02:55:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.urosrp.co.uk/member.php?action=profile&uid=81">SenatorMuggy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.urosrp.co.uk/showthread.php?tid=90</guid>
			<description><![CDATA[<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">Main Character Information:</span></span></span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Name: Jasmine Brisby</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Race: Human</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Gender: Female</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Age: 33</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Marital Status: Single</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Professions: Blacksmith, occasional brewster</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: 6' 10" ft</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Weight: 230 lbs</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Hair &amp; Eye Colour: Charcoal Black Hair, and Emerald Eyes</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Tattoos: N/A</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Scars:  N/A </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 />
Passionate and study. Those are the two best words to explain the giant woman that is Jasmine Brisby. She is best described as someone who is kind-hearted, thoughtful, open-minded, and more than willing to listen to people’s problems and give advice to those who need it. As such, she always tends to be a pillar to her community if possible in order to help others. Though usually having a warm passion, it can sometimes relent to a fiery rage when her anger is prodded enough. As such, she sometimes needs a hand in order to calm her down so that her anger doesn’t overpower her.<br />
<br />
Though a blacksmith, she still considers herself an artist at heart. As such, she puts her effort in every piece that feels important to her, either engravings for anchors, embellishments for tools, or put a lot more time in forging weapons if someone were to commission her for one. Because of it, she sometimes attempts to find clarity in life and understanding through her work by putting her thoughts, and feelings into her forges.<br />
<br />
Despite being in a  town full of sailor she resides in herself a deep fear of the ocean. Countless times she fears that the ocean would wish to claim her and drown her, though the fault of an early childhood prank and the more recent storm that almost killed her as well. As such, she became the only person in the town, a town of sailors, that is in complete fear of the ocean.<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 />
Born in the seaside town of Breakwater, Jasmine was born as the elder sister of two as the daughter of a blacksmith. Though even being the daughter of a blacksmith, Jasmine still became acquainted with the smell of sea salt, and the sound of the ocean’s waves hitting the stony rock of the cliffs and sandy beaches. Yet, as time went on she continued on growing much taller than most if not all of the folks in town. Eventually, reaching up to a staggering 6 '10”ft in height and locally known as Jasmine the Giant, a title in which she was not partially fond of.<br />
<br />
While her father at first intended that her brother, Elias, was to take on the family business. Yet, the boy would rather be amused to the dreams of grandeur as a knight and as such pursue such dreams. This led to the boy to go on a journey of his own as he left Breakwater for the more temperate climate of the Crownlands of Windell while his sister stayed at the shores of Breakwater.<br />
<br />
Yet, Jasmine was far more susceptible to the calling of the forge as such her father would find it more preferable to have her become the next blacksmith.  Seizing the opportunity, she began to learn everything she could from her father, fasteners, horseshoes, farm equipment, anchors, hooks, even padlocks. Eventually, after a few years she found herself taking control of the forge and shop, and a few years later father would quietly pass away.<br />
<br />
For the while, she continued to work in her forge, either forging tools and fasting for farmers, or assisting the shipwrights with repairs on their ships. To say the least, it was a quaint life that she managed to forge for herself. Even to the point whenever the days were slow she found time to put more time into her craft such as creating engravings in some of her works. Yet, she would find that her life would be shifted as she began to hear rumors, of the ground turning grey, animals fleeing from forests, and men fading away. It was only when things became all the more real when her brother returned stating how badly things had become, that most people had left and that even House Windmere, the seat of High Throne itself, had simply vanished. <br />
<br />
Thus through her brother’s pleas, Jasmine was pressed into fleeing the country and that Elias would follow her towards the new land once he had located the royal family. Despite her absolute fear of the ocean, she knew staying would mean death, and relented to her brother’s request. Eventually packing up, Jasmine made her way towards one of the ships and began her voyage towards the new lands. Yet, the journey would be anything but peaceful.<br />
<br />
While the trip through the sea was peaceful at first, yet the worst would come as a storm began to engulf the ship whole. The waters would turn gentle ripples into giant and destructive waves as they came careening against the ship's hull with each strike. Thunderous lighting would strike all across the ship, until one such bolt struck against the mast resulting in the sails and mast to be engulfed in flames. The entire ship was in chaos as sailors began to panic attempting to hold on to the ship all the while attempting to douse the flames before they utterly consumed the ship. Though, before they had a chance to fully grasp their situation, a wave twice the height of their ship began to billow out and crash into the ship. The wave fully swallowed the ship and its inhabitants, Jasmine included, into the murky deep. Though before she fully lost consciousness, she could’ve sworn she had seen a yellow light at the bottom of the deep with tendrils surrounding her, only for then everything went black.<br />
<br />
Yet, it would not be the end of the blacksmith, as it was either by luck or perhaps the saving grace of the divine gods, that she found herself on top of a floating piece of the ship drifting against the waves. Only for then a few hours later, at the distance she would find in the distance another ship headed by House Headsted to which would rescue her and take her to the rest of her journey. Eventually, once making landfall and making her way towards the docks of the Headsted Encampment, then after that headed towards Torredelmar where there refugees of Breakwater resided.<br /><!-- start: postbit_attachments_attachment -->
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			<content:encoded><![CDATA[<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">Main Character Information:</span></span></span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Name: Jasmine Brisby</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Race: Human</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Gender: Female</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Age: 33</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Marital Status: Single</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Professions: Blacksmith, occasional brewster</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: 6' 10" ft</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Weight: 230 lbs</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Hair &amp; Eye Colour: Charcoal Black Hair, and Emerald Eyes</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Tattoos: N/A</span><br />
<span style="font-family: 'Playfair Display';" class="mycode_font">Scars:  N/A </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 />
Passionate and study. Those are the two best words to explain the giant woman that is Jasmine Brisby. She is best described as someone who is kind-hearted, thoughtful, open-minded, and more than willing to listen to people’s problems and give advice to those who need it. As such, she always tends to be a pillar to her community if possible in order to help others. Though usually having a warm passion, it can sometimes relent to a fiery rage when her anger is prodded enough. As such, she sometimes needs a hand in order to calm her down so that her anger doesn’t overpower her.<br />
<br />
Though a blacksmith, she still considers herself an artist at heart. As such, she puts her effort in every piece that feels important to her, either engravings for anchors, embellishments for tools, or put a lot more time in forging weapons if someone were to commission her for one. Because of it, she sometimes attempts to find clarity in life and understanding through her work by putting her thoughts, and feelings into her forges.<br />
<br />
Despite being in a  town full of sailor she resides in herself a deep fear of the ocean. Countless times she fears that the ocean would wish to claim her and drown her, though the fault of an early childhood prank and the more recent storm that almost killed her as well. As such, she became the only person in the town, a town of sailors, that is in complete fear of the ocean.<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 />
Born in the seaside town of Breakwater, Jasmine was born as the elder sister of two as the daughter of a blacksmith. Though even being the daughter of a blacksmith, Jasmine still became acquainted with the smell of sea salt, and the sound of the ocean’s waves hitting the stony rock of the cliffs and sandy beaches. Yet, as time went on she continued on growing much taller than most if not all of the folks in town. Eventually, reaching up to a staggering 6 '10”ft in height and locally known as Jasmine the Giant, a title in which she was not partially fond of.<br />
<br />
While her father at first intended that her brother, Elias, was to take on the family business. Yet, the boy would rather be amused to the dreams of grandeur as a knight and as such pursue such dreams. This led to the boy to go on a journey of his own as he left Breakwater for the more temperate climate of the Crownlands of Windell while his sister stayed at the shores of Breakwater.<br />
<br />
Yet, Jasmine was far more susceptible to the calling of the forge as such her father would find it more preferable to have her become the next blacksmith.  Seizing the opportunity, she began to learn everything she could from her father, fasteners, horseshoes, farm equipment, anchors, hooks, even padlocks. Eventually, after a few years she found herself taking control of the forge and shop, and a few years later father would quietly pass away.<br />
<br />
For the while, she continued to work in her forge, either forging tools and fasting for farmers, or assisting the shipwrights with repairs on their ships. To say the least, it was a quaint life that she managed to forge for herself. Even to the point whenever the days were slow she found time to put more time into her craft such as creating engravings in some of her works. Yet, she would find that her life would be shifted as she began to hear rumors, of the ground turning grey, animals fleeing from forests, and men fading away. It was only when things became all the more real when her brother returned stating how badly things had become, that most people had left and that even House Windmere, the seat of High Throne itself, had simply vanished. <br />
<br />
Thus through her brother’s pleas, Jasmine was pressed into fleeing the country and that Elias would follow her towards the new land once he had located the royal family. Despite her absolute fear of the ocean, she knew staying would mean death, and relented to her brother’s request. Eventually packing up, Jasmine made her way towards one of the ships and began her voyage towards the new lands. Yet, the journey would be anything but peaceful.<br />
<br />
While the trip through the sea was peaceful at first, yet the worst would come as a storm began to engulf the ship whole. The waters would turn gentle ripples into giant and destructive waves as they came careening against the ship's hull with each strike. Thunderous lighting would strike all across the ship, until one such bolt struck against the mast resulting in the sails and mast to be engulfed in flames. The entire ship was in chaos as sailors began to panic attempting to hold on to the ship all the while attempting to douse the flames before they utterly consumed the ship. Though, before they had a chance to fully grasp their situation, a wave twice the height of their ship began to billow out and crash into the ship. The wave fully swallowed the ship and its inhabitants, Jasmine included, into the murky deep. Though before she fully lost consciousness, she could’ve sworn she had seen a yellow light at the bottom of the deep with tendrils surrounding her, only for then everything went black.<br />
<br />
Yet, it would not be the end of the blacksmith, as it was either by luck or perhaps the saving grace of the divine gods, that she found herself on top of a floating piece of the ship drifting against the waves. Only for then a few hours later, at the distance she would find in the distance another ship headed by House Headsted to which would rescue her and take her to the rest of her journey. Eventually, once making landfall and making her way towards the docks of the Headsted Encampment, then after that headed towards Torredelmar where there refugees of Breakwater resided.<br /><!-- start: postbit_attachments_attachment -->
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			<title><![CDATA[The Voyager's Landing]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=89</link>
			<pubDate>Mon, 07 Sep 2026 21:24:03 +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=89</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><img src="https://i.gyazo.com/8dd2cff96e78b58865c480f2959cfcac.jpg" loading="lazy"  width="800" height="500" alt="[Image: 8dd2cff96e78b58865c480f2959cfcac.jpg]" class="mycode_img" /><br />
<br />
</div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size">After months of construction, The Voyager’s Landing is now open for business! The bar is stocked with snacks and drinks!<br />
</span></span></span></span></span> <br />
</div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 14pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: 12pt;" class="mycode_size">[!]<br />
</span></span></span><span style="font-weight: bold;" class="mycode_b">A note would be pinned on the Headsted Camp Notice Board and outside the tavern.</span></span></span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><br />
<br />
To all who love a drink and tavern atmosphere... I, John Roger, announce that The Voyager's Landing is now open and ready for business!<br />
Come and drink with your fellow neighbours and gamble away if you wish.<br />
<br />
We'll be having a proper opening end of the year (Saturday All Day), your first drink and snack are free! But in the meantime, come in from the cold and line your belly with an ale or two!<br />
<br />
We'll also be building a fight pit for special events and maybe a little gambling here and there!<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[!]</span><br />
<span style="font-weight: bold;" class="mycode_b">A small list of drinks and food would be hung underneath</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drinks</span><br />
Beer - 5 Auren<br />
Mead - 5 Auren<br />
Berry Ale - 6 Auren<br />
Berry Wine - 7 Auren<br />
Water - In The Trough Outside<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Food</span><br />
Bread - 0.8 Auren<br />
Baked Potato - 0.5 Auren<br />
Grilled Fish - 0.7 Auren<br />
Fish Stew - 0.8<br />
(Food changes once in a while)</span></span></span></span></span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><img src="https://i.gyazo.com/8dd2cff96e78b58865c480f2959cfcac.jpg" loading="lazy"  width="800" height="500" alt="[Image: 8dd2cff96e78b58865c480f2959cfcac.jpg]" class="mycode_img" /><br />
<br />
</div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size">After months of construction, The Voyager’s Landing is now open for business! The bar is stocked with snacks and drinks!<br />
</span></span></span></span></span> <br />
</div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><span style="font-size: 14pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: 12pt;" class="mycode_size">[!]<br />
</span></span></span><span style="font-weight: bold;" class="mycode_b">A note would be pinned on the Headsted Camp Notice Board and outside the tavern.</span></span></span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Playfair Display';" class="mycode_font"><span style="color: #ffffff;" class="mycode_color"><span style="font-size: 14pt;" class="mycode_size"><span style="font-size: 12pt;" class="mycode_size"><br />
<br />
To all who love a drink and tavern atmosphere... I, John Roger, announce that The Voyager's Landing is now open and ready for business!<br />
Come and drink with your fellow neighbours and gamble away if you wish.<br />
<br />
We'll be having a proper opening end of the year (Saturday All Day), your first drink and snack are free! But in the meantime, come in from the cold and line your belly with an ale or two!<br />
<br />
We'll also be building a fight pit for special events and maybe a little gambling here and there!<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[!]</span><br />
<span style="font-weight: bold;" class="mycode_b">A small list of drinks and food would be hung underneath</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drinks</span><br />
Beer - 5 Auren<br />
Mead - 5 Auren<br />
Berry Ale - 6 Auren<br />
Berry Wine - 7 Auren<br />
Water - In The Trough Outside<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Food</span><br />
Bread - 0.8 Auren<br />
Baked Potato - 0.5 Auren<br />
Grilled Fish - 0.7 Auren<br />
Fish Stew - 0.8<br />
(Food changes once in a while)</span></span></span></span></span></div>]]></content:encoded>
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			<title><![CDATA[Torredelmar, home of the Thalassari]]></title>
			<link>https://www.urosrp.co.uk/showthread.php?tid=88</link>
			<pubDate>Tue, 01 Sep 2026 01:10:47 +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=88</guid>
			<description><![CDATA[<details class="uros-spoiler"><summary>&quot;Google Doc Version:&quot;</summary><div class="uros-spoiler-body"><br />
<div style="text-align: center;" class="mycode_align"><a href="https://docs.google.com/document/d/1S3c1WbYxKRhc2TxAhWClr1otXmULr7RNtKoxRdCUzrY/edit?usp=sharing" target="_blank" rel="noopener" class="mycode_url">READ THE DOCUMENT!</a></div>
<br />
</div></details><br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><br />
<span style="color: #555555;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><img src="https://txt.1001fonts.net/img/txt/b3RmLjk2LjBkNjc5My5WRzl5Y21Wa1pXeHRZWEkuMA/house-of-the-dragon-personal.deco.webp" loading="lazy"  alt="[Image: house-of-the-dragon-personal.deco.webp]" class="mycode_img" /></span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font">THE SEAT OF HOUSE THALASSAR IN ALPHOS</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><img src="https://i.pinimg.com/736x/85/c7/8b/85c78b3df7becd950e084f7d67299c22.jpg" loading="lazy"  alt="[Image: 85c78b3df7becd950e084f7d67299c22.jpg]" class="mycode_img" /> <br />
</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font">“A home for all those who deem themselves to be children of the sea. All who swear to my banner are my children and I, their father.” </span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="color: #777777;" class="mycode_color">–Constantine Thalassar</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><br />
<img src="https://i.imgur.com/eCqZG8D.png" loading="lazy"  width="1200" height="59" alt="[Image: eCqZG8D.png]" class="mycode_img" /></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><img src="https://txt.1001fonts.net/img/txt/b3RmLjQ4LjkwYjZjYS5RU0JVYjNkbGNpQmliM0p1SUdaeWIyMGdkR2hsSUZObFlRLjA/it-cathdra-demo.regular.webp" loading="lazy"  alt="[Image: it-cathdra-demo.regular.webp]" class="mycode_img" /><br />
When Constantine's Corsairs first came to the island of Alphos, they came not as conquerors, but as wanderers seeking a place to finally call home. Their long years upon the sea had brought them to the island's northern cliffs, where the land fell sharply toward jagged rocks and waters that crashed endlessly against the shore.<br />
<br />
The land upon which they settled was gifted to them by Eddard Headsted, who offered the Corsairs a place upon Alphos where they might establish themselves and begin anew. There was little waiting for them when they arrived. No village stood upon the cliffs, nor were there houses or halls to shelter them. For a time, the members of House Thalassar and the Corsairs lived in simple tents, their belongings and provisions kept beneath canvas while they became accustomed to their new home.<br />
<br />
Yet tents were never meant to be permanent. Under the direction of the Sea Wolf, the Corsairs began the construction of a tower upon the cliffs. Its foundations were laid from rough stone, forming a sturdy base against the harsh winds and salt air. The keep rose four floors in total, three floors above ground and a basement below. The lower levels were built from stone, while the upper portion was constructed from timber and crowned with wooden battlements, giving those within a commanding view of the sea.<br />
<br />
Upon its completion, the tower was named Torredelmar, meaning Tower of the Sea. The name was chosen for the very waters that surrounded their new home. From the battlements, the Corsairs could look across the endless horizon, while far below, the sea battered the jagged rocks beneath the cliffs.<br />
<br />
The basement served as a place for provisions, supplies, and whatever else needed to be kept safely below the tower. The three floors above became the living quarters for House Thalassar and Constantine's Corsairs, turning the once-empty cliffside into their first true home upon Alphos.<br />
<br />
Torredelmar was never built to be a grand castle. It was modest, practical, and born from necessity. But for those who had spent years upon the sea and nights beneath canvas, four stone-and-timber floors upon the northern cliffs were more than enough.<br />
<br />
It was their first home on Alphos.<br />
Their first stronghold. And the beginning of House Thalassar's new life.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="color: #999999;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><img src="https://i.imgur.com/eCqZG8D.png" loading="lazy"  width="1200" height="59" alt="[Image: eCqZG8D.png]" class="mycode_img" /></span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><details class="uros-spoiler"><summary>Screenshot!</summary><div class="uros-spoiler-body"><br />
<span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="color: #999999;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">[img=960x555.5]https://i.imgur.com/KRyLjzg.png[/img]<br />
[img=960x555.5]https://i.imgur.com/yg7kcec.png[/img]<br />
</span></span></span></span><br />
</div></details><br />
</div>
</div>]]></description>
			<content:encoded><![CDATA[<details class="uros-spoiler"><summary>&quot;Google Doc Version:&quot;</summary><div class="uros-spoiler-body"><br />
<div style="text-align: center;" class="mycode_align"><a href="https://docs.google.com/document/d/1S3c1WbYxKRhc2TxAhWClr1otXmULr7RNtKoxRdCUzrY/edit?usp=sharing" target="_blank" rel="noopener" class="mycode_url">READ THE DOCUMENT!</a></div>
<br />
</div></details><br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><br />
<span style="color: #555555;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><img src="https://txt.1001fonts.net/img/txt/b3RmLjk2LjBkNjc5My5WRzl5Y21Wa1pXeHRZWEkuMA/house-of-the-dragon-personal.deco.webp" loading="lazy"  alt="[Image: house-of-the-dragon-personal.deco.webp]" class="mycode_img" /></span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font">THE SEAT OF HOUSE THALASSAR IN ALPHOS</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><img src="https://i.pinimg.com/736x/85/c7/8b/85c78b3df7becd950e084f7d67299c22.jpg" loading="lazy"  alt="[Image: 85c78b3df7becd950e084f7d67299c22.jpg]" class="mycode_img" /> <br />
</span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font">“A home for all those who deem themselves to be children of the sea. All who swear to my banner are my children and I, their father.” </span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="color: #777777;" class="mycode_color">–Constantine Thalassar</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><br />
<img src="https://i.imgur.com/eCqZG8D.png" loading="lazy"  width="1200" height="59" alt="[Image: eCqZG8D.png]" class="mycode_img" /></span></div>
<div style="text-align: justify;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><img src="https://txt.1001fonts.net/img/txt/b3RmLjQ4LjkwYjZjYS5RU0JVYjNkbGNpQmliM0p1SUdaeWIyMGdkR2hsSUZObFlRLjA/it-cathdra-demo.regular.webp" loading="lazy"  alt="[Image: it-cathdra-demo.regular.webp]" class="mycode_img" /><br />
When Constantine's Corsairs first came to the island of Alphos, they came not as conquerors, but as wanderers seeking a place to finally call home. Their long years upon the sea had brought them to the island's northern cliffs, where the land fell sharply toward jagged rocks and waters that crashed endlessly against the shore.<br />
<br />
The land upon which they settled was gifted to them by Eddard Headsted, who offered the Corsairs a place upon Alphos where they might establish themselves and begin anew. There was little waiting for them when they arrived. No village stood upon the cliffs, nor were there houses or halls to shelter them. For a time, the members of House Thalassar and the Corsairs lived in simple tents, their belongings and provisions kept beneath canvas while they became accustomed to their new home.<br />
<br />
Yet tents were never meant to be permanent. Under the direction of the Sea Wolf, the Corsairs began the construction of a tower upon the cliffs. Its foundations were laid from rough stone, forming a sturdy base against the harsh winds and salt air. The keep rose four floors in total, three floors above ground and a basement below. The lower levels were built from stone, while the upper portion was constructed from timber and crowned with wooden battlements, giving those within a commanding view of the sea.<br />
<br />
Upon its completion, the tower was named Torredelmar, meaning Tower of the Sea. The name was chosen for the very waters that surrounded their new home. From the battlements, the Corsairs could look across the endless horizon, while far below, the sea battered the jagged rocks beneath the cliffs.<br />
<br />
The basement served as a place for provisions, supplies, and whatever else needed to be kept safely below the tower. The three floors above became the living quarters for House Thalassar and Constantine's Corsairs, turning the once-empty cliffside into their first true home upon Alphos.<br />
<br />
Torredelmar was never built to be a grand castle. It was modest, practical, and born from necessity. But for those who had spent years upon the sea and nights beneath canvas, four stone-and-timber floors upon the northern cliffs were more than enough.<br />
<br />
It was their first home on Alphos.<br />
Their first stronghold. And the beginning of House Thalassar's new life.</span></div>
<br />
<div style="text-align: justify;" class="mycode_align"><div style="text-align: center;" class="mycode_align"><span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="color: #999999;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><img src="https://i.imgur.com/eCqZG8D.png" loading="lazy"  width="1200" height="59" alt="[Image: eCqZG8D.png]" class="mycode_img" /></span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><details class="uros-spoiler"><summary>Screenshot!</summary><div class="uros-spoiler-body"><br />
<span style="font-family: 'Roboto Slab';" class="mycode_font"><span style="color: #999999;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">[img=960x555.5]https://i.imgur.com/KRyLjzg.png[/img]<br />
[img=960x555.5]https://i.imgur.com/yg7kcec.png[/img]<br />
</span></span></span></span><br />
</div></details><br />
</div>
</div>]]></content:encoded>
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		<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>
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		<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 because 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 Singsetr 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 because 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 Singsetr 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[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 = 55 minutes IRL </div>
<div style="text-align: center;" class="mycode_align">• Daily Pace: ~26 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 = 14 IRL days (2 weeks) </div>
<div style="text-align: center;" class="mycode_align">• Seasonal Length: <span style="color: #2ea043;" class="mycode_color">1</span> season ~3.5 IRL days </div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="color: #2ea043;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font">Character Aging Mechanics</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="color: #2ea043;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font"><span style="font-size: 16pt;" class="mycode_size">Automatic Aging:</span></span></span></div>
<div style="text-align: center;" class="mycode_align">Your character ages 1 IC year every 2 IRL weeks (matches the standard calendar pace). </div>
<div style="text-align: center;" class="mycode_align"><span style="color: #2ea043;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font"><span style="font-size: 16pt;" class="mycode_size">Manual Aging:</span></span></span></div>
<div style="text-align: center;" class="mycode_align">At the 2-week mark, you will receive a notification that your character is due an age-up. You may delay up to 2 additional weeks, aging up automatically after 4 IRL weeks at maximum delay.</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="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: ~27.5 min day / ~27.5 min 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: 90 in-game days (~3.5 IRL 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: ~37 min day / ~18 min 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: 92 in-game days (~3.5 IRL 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: ~41 min day / ~14 min 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: 91 in-game days (~3.5 IRL 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: ~37 min day / ~18 min 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: 91 in-game days (~3.5 IRL 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[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 = 55 minutes IRL </div>
<div style="text-align: center;" class="mycode_align">• Daily Pace: ~26 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 = 14 IRL days (2 weeks) </div>
<div style="text-align: center;" class="mycode_align">• Seasonal Length: <span style="color: #2ea043;" class="mycode_color">1</span> season ~3.5 IRL days </div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="color: #2ea043;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font">Character Aging Mechanics</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="color: #2ea043;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font"><span style="font-size: 16pt;" class="mycode_size">Automatic Aging:</span></span></span></div>
<div style="text-align: center;" class="mycode_align">Your character ages 1 IC year every 2 IRL weeks (matches the standard calendar pace). </div>
<div style="text-align: center;" class="mycode_align"><span style="color: #2ea043;" class="mycode_color"><span style="font-family: Cinzel;" class="mycode_font"><span style="font-size: 16pt;" class="mycode_size">Manual Aging:</span></span></span></div>
<div style="text-align: center;" class="mycode_align">At the 2-week mark, you will receive a notification that your character is due an age-up. You may delay up to 2 additional weeks, aging up automatically after 4 IRL weeks at maximum delay.</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="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: ~27.5 min day / ~27.5 min 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: 90 in-game days (~3.5 IRL 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: ~37 min day / ~18 min 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: 92 in-game days (~3.5 IRL 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: ~41 min day / ~14 min 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: 91 in-game days (~3.5 IRL 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: ~37 min day / ~18 min 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: 91 in-game days (~3.5 IRL 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>
	</channel>
</rss>