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		<id>http://brokendagger.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jacktim</id>
		<title>The Broken Dagger Wiki - User contributions [en]</title>
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		<updated>2026-07-26T14:41:55Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>?title=Natsuno_Ikari</id>
		<title>Natsuno Ikari</title>
		<link rel="alternate" type="text/html" href="?title=Natsuno_Ikari"/>
				<updated>2007-04-09T13:50:20Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Natsuno Ikari&lt;br /&gt;
&amp;quot;The Forsaken Knight&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Approx. 134 years old, pale skin, 5'6&amp;quot;, 95lbs, Short brown hair with strands of silver. His eyes have a glowing aura that changes color, whenever the aura is not present or suppressed his eyes are two different colors, the left one is green and the right yellow. He wears red leather armor with dragons drawn over the majority of the &amp;quot;plates&amp;quot; that comprise the armor, dusty black riding boots, a finely made [[elf|elven]] lute, his backpack, falconer's gloves, a small menagerie of elven-made weapons including: a longsword on his back, a bow on his right shoulder, a quiver on his left shoulder, a set of throwing knives on a belt about his waist, and a fine leather whip on his left side. He also often wears a black cloak, and may, from time-to-time, wear a small pair of blackened goggles.&lt;br /&gt;
&lt;br /&gt;
Ikari is a quiet character, especially for his major occupation as a bard. He often finds himself sitting alone, up in a tree's high branches, playing a reminiscent march from his military days, or an old draconic tune. His eyes often give away his mood, due to the magic bound in with his life force. His eyes are magically embued to glow a particular color whenever he performs a certain action, or is of a particular mood. Often morose or indifferent, most people have come to see Ikari's eyes as a dark blue or gray (respectively).&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Ikari was born in the forests of a foreign land, and up until his late childhood years, he had lived there. The day of his traversal into adult hood, he ventured into a foreign forest and soon found himself very far from home. Unintentionally he had walked into a portal of some sorts that brought him to a new realm...&lt;br /&gt;
&lt;br /&gt;
He soon came across a large citadel, Draco Ferris, a safe haven for all [[dragon]] kind. Mystified by the cooperation between so many of the races of the world, Ikari was enticed to stay and became a part of the town.&lt;br /&gt;
&lt;br /&gt;
Ikari was soon comissioned as a low-ranked soldier in the Dragon Knight army of Draco Ferris. An unknown series of events (or at least Unknown to Ikari at the time) led to the total destruction of his hometown by a very large fireball. This off occurrence of his town being annhilated left Ikari the sole survivor of his land. The explosion killed nearly a thousand people, a large handful of dragons, and left poor Ikari dazed and confused amongst the rubble. Being the sole survivor, and escaping the blast without a scratch, anyone who knew of Draco Ferris, or anyone of the dragon kind, often blames Ikari for the attack itself, and the destruction of many noble lives.&lt;br /&gt;
&lt;br /&gt;
Ikari has since traveled a large portion of the globe, and has come into being as a chance occurrence in the town of Myrken Wood.&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]] [[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Sabrion_Misele_Valanche</id>
		<title>Sabrion Misele Valanche</title>
		<link rel="alternate" type="text/html" href="?title=Sabrion_Misele_Valanche"/>
				<updated>2007-04-09T13:45:14Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Current Activities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sabrion Misele Valanche&lt;br /&gt;
&amp;quot;The Blue Bard&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Approx. 21 years old, slightly tanned skin, 5'10&amp;quot;, 155lbs, Shoulder length black hair, and dark blue eyes. Consistantly wears: Blue leather armor with no inscriptions, a pair of black bangels, dusty black riding boots, an old lute, and his backpack, carries a whip on his side.&lt;br /&gt;
&lt;br /&gt;
He is an odd person, mostly of human heritage. His features display a bit of elven and even some fey-like qualities. (For those who care... Sabrion is 1/16 Nymph, 1/8 Elf, and 13/16 Human, the non-human blood coming from his mother's side, who was 1/4 Elf, and 1/8 Nymph, and 5/8 Human.)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Far in the south Sabrion began his voyage in his home town Marlechant, on the Doresvfor Island. There he started by sneaking his way into the various guilds and schools of the neighboring regions: The School of the White Flame (White mage school, typically a girls school on that Island... Not as bad as you think!), The School of the Black Flame (Black Mage School... as bad as you think), The Rokkae Thieving Guild (AKA &amp;quot;Potterybarn&amp;quot; to my dnders), and The Darkstar Fighters' Guild.&lt;br /&gt;
&lt;br /&gt;
His journeys took him far and wide, and eventually brought him closer on the main continent. During his stay there, he had made a legitimate name for himself as a traveling guide writter, and many of his books are available for viewing in many libraries in the south.&lt;br /&gt;
&lt;br /&gt;
Nearly a few years or so later he finds himself in Myrkenwood.... With new adventures to await him.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
A very curious young man, Sabrion is never far from trouble. Writting on his adventures learning about the guilds of his homelands he has ventured forth to learn of more broader groups of people: traditions, regions, and social cliques. His only massive skill being the ability disquise his true self. While he cannot really disguise himself as anyone else, his general disguises are very hard to trace. He freely tells his tales to any listening ear, and is often distracted by the nearest beautiful female that he comes across.&lt;br /&gt;
&lt;br /&gt;
==Current Activities==&lt;br /&gt;
&lt;br /&gt;
Sabrion Currently spends the majority of his time working in his shop, gathering and bartering, and spending his available nights with [[Samariah|Samariah]], his companion.&lt;br /&gt;
&lt;br /&gt;
==Notes from the Player==&lt;br /&gt;
&lt;br /&gt;
Snippets, Full Stories and more may be available for the curious reader.&lt;br /&gt;
Email me: jackgrifftim@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]] [[Category:Active Characters]]&lt;br /&gt;
&lt;br /&gt;
BD Page on [http://www.brokendagger.com/characters/sabrion.htm Sabrion]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Sabrion_Misele_Valanche</id>
		<title>Sabrion Misele Valanche</title>
		<link rel="alternate" type="text/html" href="?title=Sabrion_Misele_Valanche"/>
				<updated>2007-04-09T13:45:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Current Activities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sabrion Misele Valanche&lt;br /&gt;
&amp;quot;The Blue Bard&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Approx. 21 years old, slightly tanned skin, 5'10&amp;quot;, 155lbs, Shoulder length black hair, and dark blue eyes. Consistantly wears: Blue leather armor with no inscriptions, a pair of black bangels, dusty black riding boots, an old lute, and his backpack, carries a whip on his side.&lt;br /&gt;
&lt;br /&gt;
He is an odd person, mostly of human heritage. His features display a bit of elven and even some fey-like qualities. (For those who care... Sabrion is 1/16 Nymph, 1/8 Elf, and 13/16 Human, the non-human blood coming from his mother's side, who was 1/4 Elf, and 1/8 Nymph, and 5/8 Human.)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Far in the south Sabrion began his voyage in his home town Marlechant, on the Doresvfor Island. There he started by sneaking his way into the various guilds and schools of the neighboring regions: The School of the White Flame (White mage school, typically a girls school on that Island... Not as bad as you think!), The School of the Black Flame (Black Mage School... as bad as you think), The Rokkae Thieving Guild (AKA &amp;quot;Potterybarn&amp;quot; to my dnders), and The Darkstar Fighters' Guild.&lt;br /&gt;
&lt;br /&gt;
His journeys took him far and wide, and eventually brought him closer on the main continent. During his stay there, he had made a legitimate name for himself as a traveling guide writter, and many of his books are available for viewing in many libraries in the south.&lt;br /&gt;
&lt;br /&gt;
Nearly a few years or so later he finds himself in Myrkenwood.... With new adventures to await him.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
A very curious young man, Sabrion is never far from trouble. Writting on his adventures learning about the guilds of his homelands he has ventured forth to learn of more broader groups of people: traditions, regions, and social cliques. His only massive skill being the ability disquise his true self. While he cannot really disguise himself as anyone else, his general disguises are very hard to trace. He freely tells his tales to any listening ear, and is often distracted by the nearest beautiful female that he comes across.&lt;br /&gt;
&lt;br /&gt;
==Current Activities==&lt;br /&gt;
&lt;br /&gt;
Sabrion Currently spends the majority of his time working in his shop, gathering and bartering, and spending his available nights with [[Samariah|Samariah]], he companion.&lt;br /&gt;
&lt;br /&gt;
==Notes from the Player==&lt;br /&gt;
&lt;br /&gt;
Snippets, Full Stories and more may be available for the curious reader.&lt;br /&gt;
Email me: jackgrifftim@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]] [[Category:Active Characters]]&lt;br /&gt;
&lt;br /&gt;
BD Page on [http://www.brokendagger.com/characters/sabrion.htm Sabrion]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Sabrion_Misele_Valanche</id>
		<title>Sabrion Misele Valanche</title>
		<link rel="alternate" type="text/html" href="?title=Sabrion_Misele_Valanche"/>
				<updated>2007-04-09T13:44:41Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sabrion Misele Valanche&lt;br /&gt;
&amp;quot;The Blue Bard&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Approx. 21 years old, slightly tanned skin, 5'10&amp;quot;, 155lbs, Shoulder length black hair, and dark blue eyes. Consistantly wears: Blue leather armor with no inscriptions, a pair of black bangels, dusty black riding boots, an old lute, and his backpack, carries a whip on his side.&lt;br /&gt;
&lt;br /&gt;
He is an odd person, mostly of human heritage. His features display a bit of elven and even some fey-like qualities. (For those who care... Sabrion is 1/16 Nymph, 1/8 Elf, and 13/16 Human, the non-human blood coming from his mother's side, who was 1/4 Elf, and 1/8 Nymph, and 5/8 Human.)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Far in the south Sabrion began his voyage in his home town Marlechant, on the Doresvfor Island. There he started by sneaking his way into the various guilds and schools of the neighboring regions: The School of the White Flame (White mage school, typically a girls school on that Island... Not as bad as you think!), The School of the Black Flame (Black Mage School... as bad as you think), The Rokkae Thieving Guild (AKA &amp;quot;Potterybarn&amp;quot; to my dnders), and The Darkstar Fighters' Guild.&lt;br /&gt;
&lt;br /&gt;
His journeys took him far and wide, and eventually brought him closer on the main continent. During his stay there, he had made a legitimate name for himself as a traveling guide writter, and many of his books are available for viewing in many libraries in the south.&lt;br /&gt;
&lt;br /&gt;
Nearly a few years or so later he finds himself in Myrkenwood.... With new adventures to await him.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
A very curious young man, Sabrion is never far from trouble. Writting on his adventures learning about the guilds of his homelands he has ventured forth to learn of more broader groups of people: traditions, regions, and social cliques. His only massive skill being the ability disquise his true self. While he cannot really disguise himself as anyone else, his general disguises are very hard to trace. He freely tells his tales to any listening ear, and is often distracted by the nearest beautiful female that he comes across.&lt;br /&gt;
&lt;br /&gt;
==Current Activities==&lt;br /&gt;
&lt;br /&gt;
Sabrion Currently spends the majority of his time working in his shop, gathering and bartering, and spending his available nights with [[Samariah||Samariah]], he companion.&lt;br /&gt;
&lt;br /&gt;
==Notes from the Player==&lt;br /&gt;
&lt;br /&gt;
Snippets, Full Stories and more may be available for the curious reader.&lt;br /&gt;
Email me: jackgrifftim@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]] [[Category:Active Characters]]&lt;br /&gt;
&lt;br /&gt;
BD Page on [http://www.brokendagger.com/characters/sabrion.htm Sabrion]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Sabrion_Misele_Valanche</id>
		<title>Sabrion Misele Valanche</title>
		<link rel="alternate" type="text/html" href="?title=Sabrion_Misele_Valanche"/>
				<updated>2007-04-05T15:16:12Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sabrion Misele Valanche&lt;br /&gt;
&amp;quot;The Blue Bard&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Approx. 21 years old, slightly tanned skin, 5'10&amp;quot;, 155lbs, Shoulder length black hair, and dark blue eyes. Consistantly wears: Blue leather armor with no inscriptions, a pair of black bangels, dusty black riding boots, an old lute, and his backpack, carries a whip on his side.&lt;br /&gt;
&lt;br /&gt;
He is an odd person, mostly of human heritage. His features display a bit of elven and even some fey-like qualities. (For those who care... Sabrion is 1/16 Nymph, 1/8 Elf, and 13/16 Human, the non-human blood coming from his mother's side, who was 1/4 Elf, and 1/8 Nymph, and 5/8 Human.)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Far in the south Sabrion began his voyage in his home town Marlechant, on the Doresvfor Island. There he started by sneaking his way into the various guilds and schools of the neighboring regions: The School of the White Flame (White mage school, typically a girls school on that Island... Not as bad as you think!), The School of the Black Flame (Black Mage School... as bad as you think), The Rokkae Thieving Guild (AKA &amp;quot;Potterybarn&amp;quot; to my dnders), and The Darkstar Fighters' Guild.&lt;br /&gt;
&lt;br /&gt;
His journeys took him far and wide, and eventually brought him closer on the main continent. During his stay there, he had made a legitimate name for himself as a traveling guide writter, and many of his books are available for viewing in many libraries in the south.&lt;br /&gt;
&lt;br /&gt;
Nearly a few years or so later he finds himself in Myrkenwood.... With new adventures to await him.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
A very curious young man, Sabrion is never far from trouble. Writting on his adventures learning about the guilds of his homelands he has ventured forth to learn of more broader groups of people: traditions, regions, and social cliques. His only massive skill being the ability disquise his true self. While he cannot really disguise himself as anyone else, his general disguises are very hard to trace. He freely tells his tales to any listening ear, and is often distracted by the nearest beautiful female that he comes across.&lt;br /&gt;
&lt;br /&gt;
==Notes from the Player==&lt;br /&gt;
Snippets, Full Stories and more may be available for the curious reader.&lt;br /&gt;
Email me: jackgrifftim@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]] [[Category:Active Characters]]&lt;br /&gt;
&lt;br /&gt;
BD Page on [http://www.brokendagger.com/characters/sabrion.htm Sabrion]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Sabrion_Misele_Valanche</id>
		<title>Sabrion Misele Valanche</title>
		<link rel="alternate" type="text/html" href="?title=Sabrion_Misele_Valanche"/>
				<updated>2007-04-05T15:10:24Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sabrion Misele Valanche&lt;br /&gt;
&amp;quot;The Blue Bard&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Approx. 21 years old, slightly tanned skin, 5'10&amp;quot;, 155lbs, Shoulder length black hair, and dark blue eyes. Consistantly wears: Blue leather armor with no inscriptions, a pair of black bangels, dusty black riding boots, an old lute, and his backpack, carries a whip on his side.&lt;br /&gt;
&lt;br /&gt;
He is an odd person, mostly of human heritage. His features display a bit of elven and even some fey-like qualities. (For those who care... Sabrion is 1/16 Nymph, 1/8 Elf, and 13/16 Human, the non-human blood coming from his mother's side, who was 1/4 Elf, and 1/8 Nymph, and 5/8 Human.)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Far in the south Sabrion began his voyage in his home town Marlechant, on the Doresvfor Island. There he started by sneaking his way into the various guilds and schools of the neighboring regions: The School of the White Flame (White mage school, typically a girls school on that Island... Not as bad as you think!), The School of the Black Flame (Black Mage School... as bad as you think), The Rokkae Thieving Guild (AKA &amp;quot;Potterybarn&amp;quot; to my dnders), and The Darkstar Fighters' Guild.&lt;br /&gt;
&lt;br /&gt;
His journeys took him far and wide, and eventually brought him closer on the main continent. During his stay there, he had made a legitimate name for himself as a traveling guide writter, and many of his books are available for viewing in many libraries in the south. He continuing path brought him into the line of a horde of drow, moving Northward. He was captured, branded, and later tortured by the cruel elflings. His later release remains a mystery to even him, as he found himself laying in a field amid scattered drow corpses. He soon cut his bonds and fled.&lt;br /&gt;
&lt;br /&gt;
Nearly a year or so later he finds himself in Myrkenwood.... With new adventures to await him.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
A very curious young man, Sabrion is never far from trouble. Writting on his adventures learning about the guilds of his homelands he has ventured forth to learn of more broader groups of people: traditions, regions, and social cliques. His only massive skill being the ability disquise his true self. While he cannot really disguise himself as anyone else, his general disguises are very hard to trace. He freely tells his tales to any listening ear, and is often distracted by the nearest beautiful female that he comes across.&lt;br /&gt;
&lt;br /&gt;
==Notes from the Player==&lt;br /&gt;
Snippets, Full Stories and more may be available for the curious reader.&lt;br /&gt;
Email me: jackgrifftim@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]] [[Category:Active Characters]]&lt;br /&gt;
&lt;br /&gt;
BD Page on [http://www.brokendagger.com/characters/sabrion.htm Sabrion]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Zanni_Arlecchino</id>
		<title>Zanni Arlecchino</title>
		<link rel="alternate" type="text/html" href="?title=Zanni_Arlecchino"/>
				<updated>2007-04-01T20:03:16Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Typical Appearances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;background:#ffffcc;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
==Inception==&lt;br /&gt;
With the quick coming of April Fool's day, I had decided that we needed more holiday characters... and a Jester's Holiday demanded a Jester Spirit to be it's guiding force. Thus Zanni Arlecchino was born.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
====Physical====&lt;br /&gt;
Zanni stands a full 5'6&amp;quot; and is very lithe. He wears a full suit of tights, created in a menagerie of colors. His shoes are pointed with bells hanging from the tips, and he wears a jester's cap matching the rest of his clothing. The only thing that stands out from the rest of him is his mask, usually comprised of dark colors, and depicting a happy face on one side, and a sad face on the other, (Left and right, colored red and black respectively).&lt;br /&gt;
&lt;br /&gt;
====Personality====&lt;br /&gt;
Slow witted for the most part, this spirit of fools is mostly only privy to the jokes that he himself has put into place. He is very agile and an extreme acrobat. While he has the mindset of a top notch engineer, most of his talent is spent in designing non-lethal traps and tricks, as well as the design of interesting fireworks.&lt;br /&gt;
&lt;br /&gt;
==Typical Appearances==&lt;br /&gt;
He typically only appears during certain holidays, when summoned, or for a certain planned event... below is a list of his common occurrences:&lt;br /&gt;
&lt;br /&gt;
Jester's Holiday (1st Week of April)&lt;br /&gt;
&lt;br /&gt;
Samhain (October 31st)&lt;br /&gt;
&lt;br /&gt;
Carnival Tuesday&lt;br /&gt;
&lt;br /&gt;
His Manifesting period is: October 1-31.&lt;br /&gt;
&lt;br /&gt;
His Aspects are: Masquerades, Harmless Tricks, Fireworks, and Changelings.&lt;br /&gt;
&lt;br /&gt;
His Symbols are: Masquerade Masks, and Fireworks.&lt;br /&gt;
&lt;br /&gt;
==Reason For Being==&lt;br /&gt;
He is one of the [[Spirits of Celebration]], A representative spirit of costumes, harmless pranks, and anonymity. He appears for any social function that celebrates these aspects.&lt;br /&gt;
&lt;br /&gt;
==Prayer==&lt;br /&gt;
''Oh lord of the tricksters, the designer of fell play,'' &lt;br /&gt;
&lt;br /&gt;
''May my masquerades be successful,''&lt;br /&gt;
&lt;br /&gt;
''May my tricks not go astray.''&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
http://ewancient.lysator.liu.se/pic/art/m/a/marisha/jester.jpg&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;h6&amp;gt;Disclaimer:====&lt;br /&gt;
This character is based off the idea of the traditional Harlequin. Slow witted, amorous, and extremely agile. I also added in a good bit of a trickster for flavor. His name is also based off the creator of Harlequin (Zanni) and the Italian word for Harlequin (Arlecchino).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Characters]]&lt;br /&gt;
[[Category:Spirits Of Celebration]]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Spirits_of_Celebration</id>
		<title>Spirits of Celebration</title>
		<link rel="alternate" type="text/html" href="?title=Spirits_of_Celebration"/>
				<updated>2007-04-01T20:02:05Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* The Originals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Lords (and Ladies) of the cause==&lt;br /&gt;
The Spirits of Celebration is a union of all aspects of celebratory life. Each spirit manifests itself at a time when people are most joyous. At one time these spirits were considered to be demigods, however they never required followers or invitations. It is rumored to bring good luck to a party if a spirit of celebration is to appear.&lt;br /&gt;
&lt;br /&gt;
==Their Purpose==&lt;br /&gt;
The Spirits of Celebration watch over various ceremonies and styles of party, their intended purpose is to make sure that the celebration goes as *they* have planned it. In some instances these spirits can be more of a nuisance to party planners' designs, but on the whole they have good intentions.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
For the most part, spirits will reflect their reason for appearing, for instance a spirit of tricksters will appear as a harlequin, carrying an assortment of jester's items, a spirit of spring will appear as a fertile woman, a spirit of autumn might appear as an old man. These spirits are often accompanied by &amp;quot;allied&amp;quot; spirits, or spirits that share their reason for manifesting. For instance, during the month of April, the Spirit of Spring, might be accompanied by the Spirit of Tricksters for the duration of April the first (Jester's Holiday) because these two share the day, April for Spring and that particular holiday for the Trickster.&lt;br /&gt;
&lt;br /&gt;
==Determining Which Spirits will arrive==&lt;br /&gt;
Spirits of Celebration often have three guidelines about them, a manifestation period, an aspect, and a symbol. As well as an accompanying prayer for a bit of extra help.&lt;br /&gt;
&lt;br /&gt;
The manifestation period is when the spirit is likely to appear, usually given in the span of a month, or a particular time of day, or even as a location, or during a time when certain conditions apply.&lt;br /&gt;
&lt;br /&gt;
The aspect is what the spirit is representative of, during celebrations that cover one or more of these aspects a spirit is allowed to appear, these can be generally vague (such as spring), or horribly specific (such as when a person is standing on one foot, on a tight rope more than fifty feet in the air, at three o'clock in the afternoon). The aspect and manifestation period often over lap, and is different between spirits.&lt;br /&gt;
&lt;br /&gt;
The symbol is usually an item or ideal that would attract the spirit's attention, such as a firework being launched or a lover's first kiss. These can also be as specific as need be. However the spirit's appearance to these callings is only limited to the duration of the event and no longer.&lt;br /&gt;
&lt;br /&gt;
The prayer is often a simple little chant, asking for additional help, (most relevant to the Catholic Prayers to Saints), as these spirits are set to watch over certain instances. &lt;br /&gt;
&lt;br /&gt;
For instance: Zanni Arlecchio, the spirit of tricksters and masquerades, will only appear during his manifestation period (Oct 1-31), during events that pertain to him (such as Apr 1, Halloween, and Mardi Gras), events that are going to pertain to his aspects and symbols (such as Jul 4, Masquerade balls, etc.), and to prayers issued.&lt;br /&gt;
&lt;br /&gt;
==The Originals==&lt;br /&gt;
(Listed in alphabetical order with manifestation periods, aspects, and prime holidays)&lt;br /&gt;
&lt;br /&gt;
[[Enje Jige]]- The Month of January; Beginners, Newborns; Resolution Eve and Day (Dec 31-Jan 1)&lt;br /&gt;
&lt;br /&gt;
[[Zanni Arlecchino]]- The Month of October; Tricksters, Masquerades; Jester's Holiday (1st Week of April) and All Hallow's Eve (Oct 31)&lt;br /&gt;
&lt;br /&gt;
==The Younger Spirits==&lt;br /&gt;
&lt;br /&gt;
(To Be Added)&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Spirits Of Celebration]]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Holidays_and_Observances</id>
		<title>Holidays and Observances</title>
		<link rel="alternate" type="text/html" href="?title=Holidays_and_Observances"/>
				<updated>2007-04-01T19:58:50Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Spring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Winter===&lt;br /&gt;
* '''The Day of the Gift''' - Observed as the first day of evidence, by religious patrons, that the Great Spirit loves all.  It is a day in which gifts are given and receieved, a symbol of sharing respect for the gift of life.&lt;br /&gt;
* '''Resolution Day''' - The first day of the new year. The occasion is used to renew commitment to live the truth and vow to renounce transgression against one’s fellow creatures.&lt;br /&gt;
* '''Epiphany''' - A religious feast celebrating the 'shining forth' or revelation of the Supreme Being.&lt;br /&gt;
* '''Valentinus''' - In celebration of saints who were martyred in the name of love.  This middle of winter holiday gives reason for women to come forth voluntarily, believing that being touched by spirits of the saints would render them fertile.  Traditional acts such as  mixed dances or gatherings are practiced.&lt;br /&gt;
* '''Carnival Tuesday''' - Traditionally, it is the day before Spring. This good time is for eating up the last of the rich foods that remain in house, and for having a party before submitting to a months-long period of discipline and repentence.&lt;br /&gt;
&lt;br /&gt;
===Spring===&lt;br /&gt;
&lt;br /&gt;
* '''Jester's Holiday''' - 1st week of April, Originally a holiday for entertainers who would pull pranks on each other by creating non-lethal accidents, and sabotage. Intended mostly to confuse or embarrass the other entertainer, never to harm. However in more recent years the practice of these pranks and tricks have spread to the general populace.&lt;br /&gt;
* '''Deliverance Days''' -  Mid-Spring, there is an eight-day celebration, which families observe, marking the concepts of freedom.  Each night contains a festive meal.   Days are meant for meditation and reflection. &lt;br /&gt;
* '''Beltane''' - Great bonfires mark a time of purification and transition, heralding in the season of summer, accompanied with ritual acts to protect the people from any harm by Otherworldly spirits.&lt;br /&gt;
&lt;br /&gt;
===Summer===&lt;br /&gt;
&lt;br /&gt;
* '''Wedding Sunday''' - A ceremonious Sunday during which the most weddings take place - a quantity greater than any other day in the year, the last Sunday of Summer.&lt;br /&gt;
* '''Rememberance Day''' - Commemorating the end of the hostilities for the Great War, the signing of the peace treaty, which occured the 7th day of the 7th month.  A mourning silence was instituted as part of the main ceremony that takes place in the cemetery garden. It is not unusual for a flower to be worn in rememberance of those who have fallen.&lt;br /&gt;
&lt;br /&gt;
===Autumn===&lt;br /&gt;
&lt;br /&gt;
*'''Aligall's Day''' - Named for the blessed Aligall who, in his time of great suffering, held onto his faith in the Divine Father. Aligall's Day is celebrated in the kinship of cause.&lt;br /&gt;
* '''Samhain''' - All Hallow's Eve, in observance of the 'dark' half of the year (which begins with Samhain), a festival and royal assembly are dedicated to the harvest and the dead.  Some traditional activities include costume parties, listening to horror stories, and going to &amp;quot;haunted&amp;quot; places.&lt;br /&gt;
* '''Thanksgiving''' - An annual one-day holiday to give thanks for the things one has at the end of the harvest season. It is celebrated on the fourth Thursday of November.&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Ghreu_Fenn</id>
		<title>Ghreu Fenn</title>
		<link rel="alternate" type="text/html" href="?title=Ghreu_Fenn"/>
				<updated>2007-03-01T17:24:32Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Monsters and Races Associated with Ghreu Fenn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot; width=300 style=margin-left:10px&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 align=center bgcolor=&amp;quot;#ff9999&amp;quot;|Desolate Swamps of Ghreu Fenn&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Geography&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|Area:||30 sq. mi.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Demographics&lt;br /&gt;
|-&lt;br /&gt;
|Population:||10,000&lt;br /&gt;
|-&lt;br /&gt;
|Ethnicity:||68% [[Monster]] 20% [[Sylph]] 10% [[Demi-Human]] 2% [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Politics&lt;br /&gt;
|-&lt;br /&gt;
|Status:||Tyrranical Monarchy/Anarchy&lt;br /&gt;
|-&lt;br /&gt;
|Monarch:||Self-Proclaimed King Sneste (Sih-nest-ey) Kalicros (Kahl-ee-crohs)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Topography==&lt;br /&gt;
&lt;br /&gt;
The dank and unknowingly vast darkness of Ghreu Fenn sits just North of [[Myrken Wood]], beyond the the Paisiann Falls, and Foggy Bottom, and is a portionate part of [[New Dauntless]]. It's borders are in constant fluctuation due to the changing coastline, and emergence of even more swampland. Each region of the Fenn is a small ecosystem unto itself, derived sections divide up amongst the creatures that inhabit it, as well as what grows there.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
There are two major entrances and exits into Ghreu Fenn, one located on the Southern Border, the start of [[North Passage Down]], the second being the, long since, closed Gilroy Pass.&lt;br /&gt;
&lt;br /&gt;
==Climate==&lt;br /&gt;
&lt;br /&gt;
The entirety of Ghreu Fenn can be separated into five parts: the Northern Mists, the Desolate Swamp, the Dark Forest, Bandit Pass (also known as the start of [[North Passage Down]], and the Fallen Citadel of Kar'neshir (Kar neh shiir). The entire region of Ghreu Fenn is shrouded in an odd darkness.&lt;br /&gt;
&lt;br /&gt;
The Northern Mists are a collection of rocky beaches on the Norther shores of Ghreu Fenn. Black stones and steep cliffs mark the formation. Many broken ships, bones, and the like are scattered over the stones where [[Sirens]] are said to lure in sailors. While those seated on land can make a safer trip across the stones, ships that drift too close to the Northern Mists are, more often than not, lost.&lt;br /&gt;
&lt;br /&gt;
The Desolate Swamp is a mesh of black quicksand, Petrified Forest, and, for a major part, bog. The Desolate Swamp is primarily marked by a stench of both death and decay. The entire border of the swampland itself has tendrils that reach out and connect on many of the surrounding borders, thus giving Ghreu Fenn the title, the Abominable Swampland. It is forewarned that anywho might venture into the Desolate Swamp, that they immediately turn back, and do not inhale the air around the bog and marsh, rumored to cause insanity and induce vomiting.&lt;br /&gt;
&lt;br /&gt;
The Dark Forest is home to many unknown and beguiling creatures, most notable of it's landscape is the large portion of black brush and trees. Here is the darkest portion of Ghreu Fenn. The Dark Forest is seated in the middle of the region, surrounded on all sides by the swamp, and interior to it is the fallen citadel.&lt;br /&gt;
&lt;br /&gt;
Bandit Pass is a small camp community for refugees of the interior of the region, and for criminals of many other lands. Only a small stretch of liveable land separates their own from everything else that manifests itself on the inside. The pass is set upon the opening to [[North Passage Down]] and extends only a single mile back into the interior of Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
Kar'neshir, The Fallen citadel, is now merely a collection of alabastar stone, covered in vines, molds, fungus, and other plant-like entities. The entire lost kingdom has since been abandoned before the current reckoning due to tyrranny, corruption, and monster raids. This is the home of the current king Snesthe.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
&lt;br /&gt;
Transportation to, from, and through, is nearly impossible. Between [[sylph]] attacks, monster feeding grounds, bandit raids, among other tortures, there are no open or safe roads throughout Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
==Leisure Activities==&lt;br /&gt;
&lt;br /&gt;
Only the bravest and foolish of warriors have ventured in, and needless to say, very few have returned. The only activities available in Ghreu Fenn are illegal actions, bounty hunting, monster hunting, and corpse disposal (which every citizen of Ghreu Fenn has a natural predisposition of mastering).&lt;br /&gt;
&lt;br /&gt;
==Local Economy==&lt;br /&gt;
&lt;br /&gt;
The colors of most metals, as well as blood, seem to be the valued currency. Any foreign marks will not purchase anything in Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
==Monsters and Races Associated with Ghreu Fenn==&lt;br /&gt;
&lt;br /&gt;
Fallen Angels (and their offspring),&lt;br /&gt;
Werewolfs (and other Lycanthropes),&lt;br /&gt;
Sylphs (and other Dark Fey),&lt;br /&gt;
The Undead (and the like),&lt;br /&gt;
Vorporeal and Shadow Creatures,&lt;br /&gt;
Demons and Devils,&lt;br /&gt;
Bandits,&lt;br /&gt;
Gypsies,&lt;br /&gt;
Renegades (Extraplanar as well as Native),&lt;br /&gt;
Drow,&lt;br /&gt;
Dark Magic Users&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Territories]]&lt;br /&gt;
[[Category:Ghreu Fenn]]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Ghreu_Fenn</id>
		<title>Ghreu Fenn</title>
		<link rel="alternate" type="text/html" href="?title=Ghreu_Fenn"/>
				<updated>2007-03-01T17:24:22Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: /* Monsters and Races Associated with Ghreu Fenn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot; width=300 style=margin-left:10px&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 align=center bgcolor=&amp;quot;#ff9999&amp;quot;|Desolate Swamps of Ghreu Fenn&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Geography&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|Area:||30 sq. mi.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Demographics&lt;br /&gt;
|-&lt;br /&gt;
|Population:||10,000&lt;br /&gt;
|-&lt;br /&gt;
|Ethnicity:||68% [[Monster]] 20% [[Sylph]] 10% [[Demi-Human]] 2% [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Politics&lt;br /&gt;
|-&lt;br /&gt;
|Status:||Tyrranical Monarchy/Anarchy&lt;br /&gt;
|-&lt;br /&gt;
|Monarch:||Self-Proclaimed King Sneste (Sih-nest-ey) Kalicros (Kahl-ee-crohs)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Topography==&lt;br /&gt;
&lt;br /&gt;
The dank and unknowingly vast darkness of Ghreu Fenn sits just North of [[Myrken Wood]], beyond the the Paisiann Falls, and Foggy Bottom, and is a portionate part of [[New Dauntless]]. It's borders are in constant fluctuation due to the changing coastline, and emergence of even more swampland. Each region of the Fenn is a small ecosystem unto itself, derived sections divide up amongst the creatures that inhabit it, as well as what grows there.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
There are two major entrances and exits into Ghreu Fenn, one located on the Southern Border, the start of [[North Passage Down]], the second being the, long since, closed Gilroy Pass.&lt;br /&gt;
&lt;br /&gt;
==Climate==&lt;br /&gt;
&lt;br /&gt;
The entirety of Ghreu Fenn can be separated into five parts: the Northern Mists, the Desolate Swamp, the Dark Forest, Bandit Pass (also known as the start of [[North Passage Down]], and the Fallen Citadel of Kar'neshir (Kar neh shiir). The entire region of Ghreu Fenn is shrouded in an odd darkness.&lt;br /&gt;
&lt;br /&gt;
The Northern Mists are a collection of rocky beaches on the Norther shores of Ghreu Fenn. Black stones and steep cliffs mark the formation. Many broken ships, bones, and the like are scattered over the stones where [[Sirens]] are said to lure in sailors. While those seated on land can make a safer trip across the stones, ships that drift too close to the Northern Mists are, more often than not, lost.&lt;br /&gt;
&lt;br /&gt;
The Desolate Swamp is a mesh of black quicksand, Petrified Forest, and, for a major part, bog. The Desolate Swamp is primarily marked by a stench of both death and decay. The entire border of the swampland itself has tendrils that reach out and connect on many of the surrounding borders, thus giving Ghreu Fenn the title, the Abominable Swampland. It is forewarned that anywho might venture into the Desolate Swamp, that they immediately turn back, and do not inhale the air around the bog and marsh, rumored to cause insanity and induce vomiting.&lt;br /&gt;
&lt;br /&gt;
The Dark Forest is home to many unknown and beguiling creatures, most notable of it's landscape is the large portion of black brush and trees. Here is the darkest portion of Ghreu Fenn. The Dark Forest is seated in the middle of the region, surrounded on all sides by the swamp, and interior to it is the fallen citadel.&lt;br /&gt;
&lt;br /&gt;
Bandit Pass is a small camp community for refugees of the interior of the region, and for criminals of many other lands. Only a small stretch of liveable land separates their own from everything else that manifests itself on the inside. The pass is set upon the opening to [[North Passage Down]] and extends only a single mile back into the interior of Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
Kar'neshir, The Fallen citadel, is now merely a collection of alabastar stone, covered in vines, molds, fungus, and other plant-like entities. The entire lost kingdom has since been abandoned before the current reckoning due to tyrranny, corruption, and monster raids. This is the home of the current king Snesthe.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
&lt;br /&gt;
Transportation to, from, and through, is nearly impossible. Between [[sylph]] attacks, monster feeding grounds, bandit raids, among other tortures, there are no open or safe roads throughout Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
==Leisure Activities==&lt;br /&gt;
&lt;br /&gt;
Only the bravest and foolish of warriors have ventured in, and needless to say, very few have returned. The only activities available in Ghreu Fenn are illegal actions, bounty hunting, monster hunting, and corpse disposal (which every citizen of Ghreu Fenn has a natural predisposition of mastering).&lt;br /&gt;
&lt;br /&gt;
==Local Economy==&lt;br /&gt;
&lt;br /&gt;
The colors of most metals, as well as blood, seem to be the valued currency. Any foreign marks will not purchase anything in Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
==Monsters and Races Associated with Ghreu Fenn==&lt;br /&gt;
&lt;br /&gt;
Fallen Angels (and their offspring),&lt;br /&gt;
Werewolfs (and other Lycanthropes),&lt;br /&gt;
Sylphs (and other Dark Fey),&lt;br /&gt;
The Undead (and the like),&lt;br /&gt;
Vorporeal and Shadow Creatures,&lt;br /&gt;
Demons and Devils,&lt;br /&gt;
Bandits,&lt;br /&gt;
Gypsies,&lt;br /&gt;
Renegades (Extraplanar as well as Native),&lt;br /&gt;
Drow,&lt;br /&gt;
Dark Magic Users,&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Territories]]&lt;br /&gt;
[[Category:Ghreu Fenn]]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Ghreu_Fenn</id>
		<title>Ghreu Fenn</title>
		<link rel="alternate" type="text/html" href="?title=Ghreu_Fenn"/>
				<updated>2007-03-01T17:23:39Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot; width=300 style=margin-left:10px&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 align=center bgcolor=&amp;quot;#ff9999&amp;quot;|Desolate Swamps of Ghreu Fenn&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Geography&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|Area:||30 sq. mi.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Demographics&lt;br /&gt;
|-&lt;br /&gt;
|Population:||10,000&lt;br /&gt;
|-&lt;br /&gt;
|Ethnicity:||68% [[Monster]] 20% [[Sylph]] 10% [[Demi-Human]] 2% [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#ff9999&amp;quot;|Politics&lt;br /&gt;
|-&lt;br /&gt;
|Status:||Tyrranical Monarchy/Anarchy&lt;br /&gt;
|-&lt;br /&gt;
|Monarch:||Self-Proclaimed King Sneste (Sih-nest-ey) Kalicros (Kahl-ee-crohs)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Topography==&lt;br /&gt;
&lt;br /&gt;
The dank and unknowingly vast darkness of Ghreu Fenn sits just North of [[Myrken Wood]], beyond the the Paisiann Falls, and Foggy Bottom, and is a portionate part of [[New Dauntless]]. It's borders are in constant fluctuation due to the changing coastline, and emergence of even more swampland. Each region of the Fenn is a small ecosystem unto itself, derived sections divide up amongst the creatures that inhabit it, as well as what grows there.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
There are two major entrances and exits into Ghreu Fenn, one located on the Southern Border, the start of [[North Passage Down]], the second being the, long since, closed Gilroy Pass.&lt;br /&gt;
&lt;br /&gt;
==Climate==&lt;br /&gt;
&lt;br /&gt;
The entirety of Ghreu Fenn can be separated into five parts: the Northern Mists, the Desolate Swamp, the Dark Forest, Bandit Pass (also known as the start of [[North Passage Down]], and the Fallen Citadel of Kar'neshir (Kar neh shiir). The entire region of Ghreu Fenn is shrouded in an odd darkness.&lt;br /&gt;
&lt;br /&gt;
The Northern Mists are a collection of rocky beaches on the Norther shores of Ghreu Fenn. Black stones and steep cliffs mark the formation. Many broken ships, bones, and the like are scattered over the stones where [[Sirens]] are said to lure in sailors. While those seated on land can make a safer trip across the stones, ships that drift too close to the Northern Mists are, more often than not, lost.&lt;br /&gt;
&lt;br /&gt;
The Desolate Swamp is a mesh of black quicksand, Petrified Forest, and, for a major part, bog. The Desolate Swamp is primarily marked by a stench of both death and decay. The entire border of the swampland itself has tendrils that reach out and connect on many of the surrounding borders, thus giving Ghreu Fenn the title, the Abominable Swampland. It is forewarned that anywho might venture into the Desolate Swamp, that they immediately turn back, and do not inhale the air around the bog and marsh, rumored to cause insanity and induce vomiting.&lt;br /&gt;
&lt;br /&gt;
The Dark Forest is home to many unknown and beguiling creatures, most notable of it's landscape is the large portion of black brush and trees. Here is the darkest portion of Ghreu Fenn. The Dark Forest is seated in the middle of the region, surrounded on all sides by the swamp, and interior to it is the fallen citadel.&lt;br /&gt;
&lt;br /&gt;
Bandit Pass is a small camp community for refugees of the interior of the region, and for criminals of many other lands. Only a small stretch of liveable land separates their own from everything else that manifests itself on the inside. The pass is set upon the opening to [[North Passage Down]] and extends only a single mile back into the interior of Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
Kar'neshir, The Fallen citadel, is now merely a collection of alabastar stone, covered in vines, molds, fungus, and other plant-like entities. The entire lost kingdom has since been abandoned before the current reckoning due to tyrranny, corruption, and monster raids. This is the home of the current king Snesthe.&lt;br /&gt;
&lt;br /&gt;
==Transportation==&lt;br /&gt;
&lt;br /&gt;
Transportation to, from, and through, is nearly impossible. Between [[sylph]] attacks, monster feeding grounds, bandit raids, among other tortures, there are no open or safe roads throughout Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
==Leisure Activities==&lt;br /&gt;
&lt;br /&gt;
Only the bravest and foolish of warriors have ventured in, and needless to say, very few have returned. The only activities available in Ghreu Fenn are illegal actions, bounty hunting, monster hunting, and corpse disposal (which every citizen of Ghreu Fenn has a natural predisposition of mastering).&lt;br /&gt;
&lt;br /&gt;
==Local Economy==&lt;br /&gt;
&lt;br /&gt;
The colors of most metals, as well as blood, seem to be the valued currency. Any foreign marks will not purchase anything in Ghreu Fenn.&lt;br /&gt;
&lt;br /&gt;
==Monsters and Races Associated with Ghreu Fenn==&lt;br /&gt;
&lt;br /&gt;
Fallen Angels (and their offspring)&lt;br /&gt;
Werewolfs (and other Lycanthropes)&lt;br /&gt;
Sylphs (and other Dark Fey)&lt;br /&gt;
The Undead (and the like)&lt;br /&gt;
Vorporeal and Shadow Creatures&lt;br /&gt;
Demons and Devils&lt;br /&gt;
Bandits&lt;br /&gt;
Gypsies&lt;br /&gt;
Renegades (Extraplanar as well as Native)&lt;br /&gt;
Drow&lt;br /&gt;
Dark Magic Users&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Territories]]&lt;br /&gt;
[[Category:Ghreu Fenn]]&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

	<entry>
		<id>?title=Jacktim</id>
		<title>Jacktim</title>
		<link rel="alternate" type="text/html" href="?title=Jacktim"/>
				<updated>2006-11-29T19:37:44Z</updated>
		
		<summary type="html">&lt;p&gt;Jacktim: &lt;/p&gt;
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&lt;div&gt;A long time ago... (almost a few hours now)... There was a great idea formed... (more of a suggestion really)... That there should be a few more pages about Jack TIM. So here it is...&lt;br /&gt;
&lt;br /&gt;
Late 1987 there was born a person (Crazy right?), weird kid, really. Throughout the first 15 years after that he did some things... (kinda not important), but around the age of 16 he got involved in roleplay via Yahoo!, D&amp;amp;D, and various other places (but mostly on games such as FF). At the age of 17, after the (might as well be) fatal passing of his DM into the realm of &amp;quot;Grown ups&amp;quot; He took up the somewhat impressive mantle of DM. This further progressed a long held tradition of him liking everything involved with Dungeons, Dragons, RP, and many other somewhat geeky facets of his life. At the age of 19 Jack was introduced Paul &amp;quot;Treadwell&amp;quot; (Who's last name shall not be uttered here), who told him of a really special place where RP on the internet had not died yet! Going there Jack found exactly what he expected it to be, a place where the RP didn't suck and wasn't interrupted by Y!Bots, The BROKEN DAGGER!. &lt;br /&gt;
&lt;br /&gt;
In this place he currently plays the blue bard Sabrion Misele Valanche, and will soon unleash a yet unnamed character due to pop in now that Sabrion is about.&lt;br /&gt;
&lt;br /&gt;
Jack likes to play as Bards, Fey, and other flamboyant characters.&lt;br /&gt;
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Jack enjoys everything foreign: food, literature, movies, languages, etc., a host of anime titles, manga, mostly Japan things like videogames, RP, anything romantically inclined, and all things old school D&amp;amp;D-ish, Computers, Techno (most derivatives), and Rock music, along with a host of classical pieces.&lt;br /&gt;
&lt;br /&gt;
Jack hates: Biggotry, and intentional ignorance (AKA stupidity).&lt;br /&gt;
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Jack consideres himself a technomancer, a halfway decent musician (acoustic guitar, keyboard, and electronic drums), as well as a casual (shameless) flirt, among other things.&lt;br /&gt;
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While he may be intelligent Jack often has trouble stringing together viable sentances into working paragraphs, and often breaks down into one-line posts or &amp;quot;one-lining&amp;quot;. It is not uncommon for him to be jacked up (pardon the pun) on caffine and make surprising statements (such as &amp;quot;Sabrion used splash&amp;quot;) resulting in complete mental breakdown and &amp;quot;OMG WTF PWN&amp;quot;-ing. If such events occur please locate the nearest phone book, look up the listings for &amp;quot;Psychiatrist&amp;quot; and the proceed to close the book before beating yourself in the head with it. As officials may agree is the best solution for WTF moments. Please be advised that you may learn new words that don't exist by talking with Jack... Just fair warning...&lt;/div&gt;</summary>
		<author><name>Jacktim</name></author>	</entry>

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