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		<title>Wulfgard Wiki - User contributions [en]</title>
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		<updated>2026-04-28T12:03:26Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=File:Djelephant.jpg&amp;diff=6460</id>
		<title>File:Djelephant.jpg</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=File:Djelephant.jpg&amp;diff=6460"/>
				<updated>2025-04-14T00:01:35Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Djedar riding an elephant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Djedar riding an elephant.&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Virmen&amp;diff=6344</id>
		<title>Virmen</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Virmen&amp;diff=6344"/>
				<updated>2024-01-22T01:46:40Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Virmen, also called the Stricken or Infestati, are hideous, rat-like monsters. They originate from an ancient plague, often considered a form of [[curse]], that can afflict [[Men]] and [[Dvergar|Dwarves]] ([[Alfar|Elves]] are unaffected). The process is slow, painful, and revolting, and the victims nearly always go mad, becoming violent and spreading their terrible disease.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Both the plague itself and its victims have many names. Perhaps most common name for the infected is &amp;quot;virmen,&amp;quot; though the [[Venatori]] use this word only to refer to the final stage of the victim's transformation. In the [[Achaean Empire]], the diseased are also called Infestati (singular Infestatus), and in many regions, &amp;quot;the Stricken.&amp;quot; These names can refer to the infected in any stage of the illness. However, ultimately, they will become creatures not unlike horrible humanoid rats, and it is for this reason that some refer to virmen colloquially as &amp;quot;wererats,&amp;quot; despite them having no known connections with, or even similarities to, [[Werewolf|werewolves]].&lt;br /&gt;
&lt;br /&gt;
==Disease==&lt;br /&gt;
The Virmen plague is one of the foulest illnesses to ever curse Midgard. How victims are infected is not well known, but it is speculated to be spread through bad air, especially the air of sewers. For this reason, practitioners of [[Elements|elemental]] medicine believe it to be related to the Earth humor, curable by exposure to purified air. Some also believe it is related to water and can be spread through contact with fluids of the infected, including blood and saliva. Food and drink can also become infected by the cursed disease.&lt;br /&gt;
&lt;br /&gt;
===Stages &amp;amp; Appearance===&lt;br /&gt;
The initial signs of infection include sores and scabs on the flesh, discolored skin, and bloodshot eyes. Some Venatori believe victims become more sensitive to light, sound, and smells. Some also mention victims starting to emit a terrible body odor, described variably as decaying flesh, filth, and general rot.&lt;br /&gt;
&lt;br /&gt;
As the infection continues, the victim will experience more profound physical changes. Their limbs will grow longer, wiry but powerful muscle will develop, and teeth and nails will become longer and thicker. The individual's features steadily become more bestial and hideous. Patches of flesh have been observed to slough away, leaving behind mangy, thin, and stiff fur of various ugly colorations. Eventually, after much pain and suffering, the victim loses their humanity and becomes a monster.&lt;br /&gt;
&lt;br /&gt;
The final form is what is referred to properly as a true Virmen. They are always taller than a man and very lanky, with a rat-like head, tail, and feet. Their eyes grow pale and sensitive to light, shining red when illuminated. At this point, any semblance of sanity that the infected may have managed to retain throughout the illness typically disappears, leaving them little more than mad beasts.&lt;br /&gt;
&lt;br /&gt;
==Behavior &amp;amp; Nature==&lt;br /&gt;
Virmen nearly always lose their minds over the course of their illness, driven to bestial insanity. Many go mad before the illness has fully turned them into their most monstrous form, but nearly all are lost by the end. They become simpleminded, consumed by hunger, a compulsion to steal and collect shiny objects such as gold, and a sick desire to spread their plague.&lt;br /&gt;
&lt;br /&gt;
Virmen generally live in groups, which grow larger as they spread their disease and expand the colony. They hate light and dwell in darkness, often hiding in sewers in cities or cave systems in the wilderness. Abandoned mines are also a favorite hideaway of these beasts. At night, they will emerge to hunt for food and steal treasure, which they hoard in their filthy abodes; they have a preference for anything that twinkles or shines, such as gold and jewels.&lt;br /&gt;
&lt;br /&gt;
The Venatori note that it is not unusual for virmen to display a disturbing level of almost human-level intelligence when stalking their victims. They seem able to communicate with each other in some unknown way, and they can sense or smell when someone is infected. A stricken individual, even one who does not yet display symptoms, may walk undisturbed among the virmen, so long as they show no signs of hostility. Some Venatori even claim that a few virmen can speak broken words in their original human languages. Still, due to the danger posed by their disease, it is Venator policy to kill virmen on sight and exterminate their nests.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
As recorded by the Venatori, virmen are extremely sensitive to [[silver]], as are many monsters, and the Venatori use this to slay them. The infected also detest and avoid light of any kind, and thus they hate fire, which hunters use to burn away the virmen and their plague. However, the virmen are remarkably unaffected by holy artifacts, which would seem to show their disease does not have a demonic origin.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
No current outbreaks of the virmen plague are known, but it is believed some nests of these monstrosities exist, hidden away. They are clever enough to avoid confrontation when possible, which makes them incredibly dangerous and difficult to discover. The Venatori remain in constant vigil for any signs of a plague outbreak, as once it begins, the illness and its victims are extremely difficult to contain. The possibility of a widespread epidemic of the virmen plague is something all monster hunters fear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]][[Category:Curses]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Berserker&amp;diff=6337</id>
		<title>Berserker</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Berserker&amp;diff=6337"/>
				<updated>2024-01-21T20:11:53Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Berserkers are fearsome warriors who wear skins imbued with the spirits of animals, using them to gain enhanced battle prowess through a magical frenzy known as the berserkergang. Generally, though not always, they wear only this skin into battle, going without any armor or shirt. They are closely associated with the [[Aesir]] god [[Odin]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The true history of berserkers and how they came to be remains unknown. However, followers of Odin - as most berserkers are - claim that Odin acquired an ancient wisdom from the [[Well of Mimameidr]] and created the berserkers for mysterious reasons. Some claim he did so out of guilt for some past errors, once he gained wisdom to see beyond his previous ways. Regardless of his reasons, he imbued a great but terrible magic in those he called berserkers. Yet not even the wisest of gods could truly control the magic he bestowed upon the berserkers. Even today, tales of legendary heroes carrying the spirits of wolves into battle often end in tragedy: they will lose themselves to the rage, becoming monsters, often nobly exiling themselves from their civilization.&lt;br /&gt;
&lt;br /&gt;
For ages, the berserkers took on exclusively the spirit of the wolf, wearing wolf-skins and imbuing themselves with incredible power. However, over time, even the wild men of the North became increasingly fearful of the wolf's power. Thus, Odin allowed his followers to turn to other animal spirits, as well, creating a wider variety of berserk warriors.&lt;br /&gt;
&lt;br /&gt;
==Rite of Passage==&lt;br /&gt;
All berserkers must undergo a rite of passage in order to attain animalistic power. The nature of such rites remain shrouded in mystery to outsiders, but it is believed to involve hunting and skinning a specific beast to gain its power. Through blessings of Odin and the savage beast itself, the berserker is then bonded with that skin and that one animal. Even when not wearing his skin, he is not entirely human, though his power is considerably less without his magic pelt.&lt;br /&gt;
&lt;br /&gt;
===Berserkergang===&lt;br /&gt;
&amp;quot;Berserkergang&amp;quot; refers to the maddened state that gives the berserker enhanced strength, speed, and stamina. In return, he loses himself to the animal spirit, entering a bloodthirsty frenzy. In this rage, they may even attack their own allies, going to mad as to bite their shields and howl and roar like beasts. Such sights and sounds strikes fear like little else can in the hearts of their foes, particularly the [[Achaeans]]. In berserkergang, warriors can perform feats of extreme strength and endurance unachievable by ordinary Men, even surviving mortal blows, shrugging off even steel and flame as if it does not hurt them, and fighting even after being filled with arrows. Legends whisper of berserkers bearing animalistic features should their rage continue too long, such as growing fangs or even claws - or fur. Should this begin, it often cannot be reverted, and the berserker will transform into a true monster, never to become human again. It is said they can become different monstrosities dependent upon their animal spirit. Some say this is how [[Bjarnhamr|bjarnhamar]] came to be, and wolf berserkers live under constant threat of becoming terrifying [[Werewolf|werewolves]].&lt;br /&gt;
&lt;br /&gt;
However, following this rage, both the body an soul of the berserker becomes drained. If they attained mortal wounds, they often die once the rage passes. If they survive, they must rest for quite some time before seeing battle again, lest they die in their weak and exhausted state.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
===Wolf===&lt;br /&gt;
Most common and still the most legendary of all berserkers, wolf berserkers wear the skin of a wolf they slew. The spirit of the wolf is the most powerful and most dangerous of all beasts. They are incredibly difficult to control. As a result, though wolf berserkers perform feats far beyond their other animal-skinned counterparts, it has become more common for berserkers to choose animals other than wolves. Even the mighty men of the North deeply fear losing themselves to the wolf spirit - and becoming werewolves.&lt;br /&gt;
&lt;br /&gt;
===Bear===&lt;br /&gt;
Some berserkers choose to take up a less dangerous animal spirit instead of the wolf, and the most commonly chosen among those today is the bear. Imperials have acquired the misconception that bear berserkers are the most common of their kind and the basis of the berserker legend, thanks to bear-berserkers becoming more common in recent eras as warriors avoid the dangers of the wolf. Some legends claim that bear berserkers can still lose themselves to their animal rage if pushed hard enough, however, but they do not become a creature so cursed as a werewolf, nor is it as easy for them to lose themselves to the bloodlust.&lt;br /&gt;
&lt;br /&gt;
===Other (Raven, Ram, etc.)===&lt;br /&gt;
Though far less common and known than wolf- and even the more recent bear-skinned berserkers are warriors that take up other animal spirits and skins. These include but are not limited to boars, rams, and even ravens. These spirits vary in power and ability, many offering less incredible physical capability in exchange for a more easily resisted and tamed bloodlust. However, not all beasts can bond with a berserker, as Odin will only bless his warriors with the spirits of animals both from his homeland and that he finds worthy.&lt;br /&gt;
&lt;br /&gt;
[[Category:History and Culture]][[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Alfar&amp;diff=6311</id>
		<title>Alfar</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Alfar&amp;diff=6311"/>
				<updated>2024-01-05T05:34:22Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Race_elves_light.png|thumb|300px|Ljosalfar - Light Elves]]&lt;br /&gt;
Living deep in the most secluded areas of [[Midgard]], the mysterious and ancient race known as the Alfar (or more commonly, '''Elves''') are generally held in awe and fear by mortal [[men]], who see them as alluringly beautiful, but aloof, uncaring, and potentially dangerous due to their innately magical nature and fierce protection of their homeland. In the [[Achaean Empire]], they are sometimes called Nymphs.&lt;br /&gt;
&lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
Physically, Alfar are somewhat slimmer than humans and extremely agile, with angular, well-chiseled features and pointed ears that vary in length depending on their race or tribe. Contrary to some tales, male elves can grow facial hair, but most only do so after reaching several centuries of age, and none grow beards as long and thick as that of a man or dwarf. Most other races consider them alluringly beautiful, and they have a reputation - mostly unwarranted - for seducing people to entrap them, like a [[siren]].&lt;br /&gt;
&lt;br /&gt;
Most Alfar, even the [[Light Elves]], prefer moonlight and starlight over daylight. They are most active at night or during the twilight hours, and their eyes work better in darkness than sunlight, aided by their keen hearing. Their nocturnal nature is responsible not only for their large ears, but their pallid complexion as well. Besides the [[Svartalfar]] with reddish or gray skin from their demonic nature, pretty much all Elves have pale white skin. Even those who stay in the sun enough to tan rarely get as dark as the average human. Their hair color varies more widely, but most have pale hair and eyes, with green eyes being unusually common, and some stranger colors occurring as well, such as pale pink hair.&lt;br /&gt;
&lt;br /&gt;
Elves are close to nature and spirits, and even death. Most feel at least some level of connection to the [[Fay]] and the [[spirit realm]]. They are drawn to nature and have an innate empathy for animals and plants. They can also sense the spirits of the dead, and some learn to communicate with them. Their nocturnal nature and relation to death are more reasons that many other mortal races fear and mistrust them.&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
All Alfar are immortal, living to extreme ages with little or no physical change. They are not, however, invincible - they can still be killed by most things that would kill a mortal man. Long life may bring them great wisdom, but it can also change their outlook on the world. Time passes more quickly for them, days and weeks slipping rapidly by without a care. Some Alfar will spend months doing virtually nothing, where a human would become agitated and restless. This, coupled with their relatively low sexual drive and slow breeding, means that they have not spread outward over a large territory like humans.&lt;br /&gt;
&lt;br /&gt;
As they grow older, the thoughts of the Alfar tend to grow inward, and they spend more and more time in deep meditation. Eventually, most choose to &amp;quot;ascend&amp;quot; to the immortal realm of [[Alfheim]], taking their spirits as well as their physical forms into the afterlife. The exact process of this ascension is known only to the Elves who have accomplished it. Though it is the closest thing they have to &amp;quot;death from old age,&amp;quot; this ascension is voluntary, and is considered a thing to be celebrated rather than mourned.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
One of the most ancient races of [[Midgard]], the Elves existed in the First Age, the Age of Creation. They worshiped the elder gods, mainly the [[Vanir]] and [[Titans]].&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
The Alfar were among the first intelligent races to inhabit Midgard, with Life Elves being most likely the first, followed by the Ljosalfar created by the [[Vanir]], and the [[Dvergar]] created by the [[Aesir]]. They tended to the gods' creation and helped to beautify it. When the [[Jotnar|Jötnar]] created the [[Chaos Races]], the elves began doing battle with them to protect their homeland. The rise of mankind took the Alfar by surprise.&lt;br /&gt;
&lt;br /&gt;
Alfar tend to avoid contact with humans to an even greater degree than dwarves. Many men will pay a high price for exotic and finely-crafted elven jewelry, weapons, and other goods, but the Alfar are reluctant to engage in trade. This is partially because it makes them a target for human raiders, and partially because they consider men unworthy of owning such items. Luckily for the Alfar (and probably the raiders, who would find robbing an elf city far easier said than done), elven settlements are nearly impossible to find, some hidden by magic as well as by nature.&lt;br /&gt;
&lt;br /&gt;
Some tales say that elves are all female. They often appear in [[Achaean]] tales as Nymphs, Dryads, and Naiads, perhaps confused with nature spirits because of the defense of the land and use of [[spiritual magic]]. These stories may have arisen from the typically beardless, beautiful, long-haired male elves being mistaken for women.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
For a list of the elven races, see [[:Category:Elves]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Elves]][[Category:Fay]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6303</id>
		<title>Ak'varylystha</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6303"/>
				<updated>2024-01-04T19:26:34Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: /* Geography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akvarylystha03.jpg|thumb|400px|The western walls of Ak'Varylystha, City of Agony.]]&lt;br /&gt;
&lt;br /&gt;
Ak'Varylystha - also sometimes called Agonia, after the [[Underworld]] realm of the city's patron [[Demon]] Lord, [[Akhoman]] - is a [[Svartalfar]] (Dark Elf) city that lies deep within [[Nidavellir]]. It is ruled by King [[Ghauralas Varylys III]] and his House.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ak'Varylystha is one of the oldest Svartalfar cities, said to have been founded not long after the Dark Elves fled underground following the fall of [[Tor Orda]], their ancient tower on the surface. Here in Nidavellir, the Dark Elves could finally worship their demon-gods, safe from &amp;quot;persecution&amp;quot; by the other races of [[Elves]]. Many civil wars between the various noble Houses followed, with House Varylys eventually rising to the top, aided by the power of their patron Demon Lord, Akhoman. They constructed a great necropolis in his honor, with a statue of him over a sacrificial altar in front of it.&lt;br /&gt;
&lt;br /&gt;
In recent times, the city has come under siege on two fronts, by two different enemies: the [[Dwarves]] of [[Clan Firebeard]] to the west, and the [[Goblins]] of the [[Venomweb Tribe]] to the east. Yet, aided by their powerful dark magic, the dark elves have stood their ground. Their walls remain unbroken, their armies undefeated.&lt;br /&gt;
&lt;br /&gt;
==Ruling Houses==&lt;br /&gt;
The Dark Elves have always been fractured by families of ruling nobles, each worshiping a different patron demon and bickering over power. In Ak'Varylystha, the following Houses are the mightiest:&lt;br /&gt;
&lt;br /&gt;
===House Varylys===&lt;br /&gt;
Ruling house of the city, led by King Ghauralas Akem Varylys III. Their patron demon is Akhoman, Lord of Pain. Their symbol is a nine-tailed whip, sometimes stylized as a squid-like creature with nine tentacles, since great cave [[kraken]]s dwell in a subterranean lake beneath their palace, often fed the bodies of the family's prisoners, slaves, and enemies. Masters of magic, their power and wealth comes from the dark temple and necropolis near their citadel. Other important members of House Varylys include Ghauralas's daughter [[Lady Varylys]] and his brother, Vizier [[Melkavar Varylys]].&lt;br /&gt;
&lt;br /&gt;
===House Mauglir===&lt;br /&gt;
The most militaristic family, providing many hardy soldiers to the army. Closely aligned with House Varylys, their patron is [[Eligos]], Demon Lord of War. Their source of wealth is mining, and beneath their home fortress are many tunnels from which they dig the minerals necessary for dark elf society, including the magic gems they use for light. Mauglir own a several great mines in which thousands of slaves dredge up metals and precious gems. They are also great craftsmen, forging weapons and armor of top quality. The Captain of the Guard of Ak'Varylystha is [[Razael Mauglir]].&lt;br /&gt;
&lt;br /&gt;
===House Elegrim===&lt;br /&gt;
Librarians, scribes, and artisans, Elegrim are the keepers of lore, tracing their lineage back to the days of Tor Orda, when Svartalfar lived on the surface world. They are the master architects and engineers of Agonia, constructing its buildings, siege engines, and far more nefarious devices - most of them built in factories by slaves. The city's most skilled magic users learn their art in House Elegrim's twisted tower. Their patron is [[Arashk]], Demon Lord of Pride. Rumor has it that he has blessed some elves of the house with vampirism. House Varylys's dreaded torture-master and gaoler is [[Gildoryn Elegrim]].&lt;br /&gt;
&lt;br /&gt;
===House Vael===&lt;br /&gt;
Once a lesser house known only for their great farms of mushrooms, Vael rose through the ranks of Agonia using subterfuge - bribery, blackmail, and assassination. In addition to providing most of the food for the city, their mushrooms also make great poisons and potions, and they are masters of alchemy. Many come to their dens of pleasure to partake of their chemical concoctions, smoking or drinking them while making love to the House's many pleasure slaves. Their matron is [[Lilit]], Demon Lady of Lust. One of Lady Varylys's handmaidens is [[Raevia Vael]].&lt;br /&gt;
&lt;br /&gt;
===House Bel'ord===&lt;br /&gt;
Considered disturbing even among the dark elves, House Ixafar are the beastmasters of Agonia, taming many of the monsters of Nidavellir and making use of them, both alive in their great slave-fighting pits, and dead as crafting materials and food. The gladiatory games they hold in their fighting pits draw in massive crowds from throughout the city, including Dark Elves, slaves, and visitors from beyond. Their patrons are [[Xeshm]], Lord of Fury, and [[Bushasp]], Lord of Gluttony. One of Lady Varylys's favored handmaidens is [[Aeluria Bel'ord]].&lt;br /&gt;
&lt;br /&gt;
===House Ixafar===&lt;br /&gt;
The most mysterious house in Agonia, very few know what goes on in their dark compound. Even their patron demon is unknown, though it is suspected to be Agruzgakbalat, Lord of Madness. They go about in masks, speak in riddles, and trade in ancient and evil artifacts, which their archaeologists dredge from deep beneath the earth. Their house also raises silkworms and crafts most of the strange fashions worn by residents of Ak'Varylystha.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
Using a combination of magic and slave labor, the Dark Elves carved Ak'Varylystha from the very stone of Nidavellir, forming homes from the stalactites, stalagmites, pillars, and walls of the cave - in addition to constructing new walls and buildings of their own. Many of the stalactites have homes in them, hanging from the ceiling of the cave, connected by arcing bridges. This blending of the city with the caves, combined with the soft violet glow of the city's light-crystals, give the place an undeniable beauty, if a dark and foreboding one.&lt;br /&gt;
&lt;br /&gt;
The most important buildings in Ak'Varylystha are the Halls of the Great Houses. House Varylys dwells within their Royal Palace and controls the Dark Temple, largest of the demon-worshiping temples in the city, as well as the Necropolis. House Mauglir dwells within Castle Mauglir, a great fortress where most of the city's soldiers train and store their arms. The Mage Tower of House Elegrim is a twisted stalagmite, the tallest in the city. House Vael has their Pleasure Dome, House Bel'ord their fighting pits, and the other Houses all have great manors and palaces as well.&lt;br /&gt;
&lt;br /&gt;
Beneath the city lie deep mines and caverns, including an enormous subterranean lake below House Varylys, in which dwell blind cave-krakens. And there are tunnels above the city as well, including a tunnel said to lead, eventually, to the surface world far above - though it has not been used in many centuries. The main tunnel in which the majority of the city is built is closed off by two great curtain walls - an eastern and a western one - that run not only along the ground, but along the cave walls and ceiling as well, to defend against climbing invaders.&lt;br /&gt;
&lt;br /&gt;
All in all, the city is a wondrous and intimidating sight, which has stood in reality and in legend as a landmark of Nidavellir for millennia.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]][[Category:Elves]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Aeluria_Bel%27ord&amp;diff=6302</id>
		<title>Aeluria Bel'ord</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Aeluria_Bel%27ord&amp;diff=6302"/>
				<updated>2024-01-04T19:16:02Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darkelves_preparation.jpg|thumb|300px|Handmaidens Raevia Vael (pale skin) and Aeluria Bel'ord (red skin) prepare their mistress, Lady Varylys, for a ritual.]]&lt;br /&gt;
&lt;br /&gt;
Aeluria Bel'ord is a [[Svartalfar]] (Dark Elf) of [[Ak'varylystha]]. She is one of the favored handmaidens of [[Lady Varylys]], the High Priestess and Princess of the city. Quiet and aloof, she prefers to observe and only make comments when she has something important or insightful to say, earning her the nickname &amp;quot;Aeluria the Clever.&amp;quot; She has dark reddish skin, bright red eyes, and white hair.&lt;br /&gt;
&lt;br /&gt;
[[File:Handmaidens.jpg|thumb|200px|left|Raevia and Aeluria]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:Elves (Characters)]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Raevia_Vael&amp;diff=6301</id>
		<title>Raevia Vael</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Raevia_Vael&amp;diff=6301"/>
				<updated>2024-01-04T19:15:56Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darkelves_preparation.jpg|thumb|300px|Handmaidens Raevia Vael (pale skin) and Aeluria Bel'ord (red skin) prepare their mistress, Lady Varylys, for a ritual.]]&lt;br /&gt;
&lt;br /&gt;
Raevia Vael is a [[Svartalfar]] (Dark Elf) of [[Ak'varylystha]]. She is one of the favored handmaidens of [[Lady Varylys]], the High Priestess and Princess of the city. Renowned for her incredible beauty, she has softer features than most dark elves, with fewer signs of demonic corruption, such as horns and spikes. For this, she is often called &amp;quot;Raevia the Innocent.&amp;quot; She has pale skin, white hair, and lavender eyes. She has great love for her Lady and hates to be parted from her.&lt;br /&gt;
&lt;br /&gt;
[[File:Handmaidens.jpg|thumb|200px|left|Raevia and Aeluria]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:Elves (Characters)]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=File:Handmaidens.jpg&amp;diff=6300</id>
		<title>File:Handmaidens.jpg</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=File:Handmaidens.jpg&amp;diff=6300"/>
				<updated>2024-01-04T19:14:37Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Raevia Vael and Aeluria Bel'ord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raevia Vael and Aeluria Bel'ord&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Aeluria_Bel%27ord&amp;diff=6299</id>
		<title>Aeluria Bel'ord</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Aeluria_Bel%27ord&amp;diff=6299"/>
				<updated>2024-01-04T19:13:49Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;Handmaidens Raevia Vael (pale skin) and Aeluria Bel'ord (red skin) prepare their mistress, Lady Varylys, for a ritual.  Aeluria...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darkelves_preparation.jpg|thumb|300px|Handmaidens Raevia Vael (pale skin) and Aeluria Bel'ord (red skin) prepare their mistress, Lady Varylys, for a ritual.]]&lt;br /&gt;
&lt;br /&gt;
Aeluria Bel'ord is a [[Svartalfar]] (Dark Elf) of [[Ak'varylystha]]. She is one of the favored handmaidens of [[Lady Varylys]], the High Priestess and Princess of the city. Quiet and aloof, she prefers to observe and only make comments when she has something important or insightful to say, earning her the nickname &amp;quot;Aeluria the Clever.&amp;quot; She has dark reddish skin, bright red eyes, and white hair.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:Elves (Characters)]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Raevia_Vael&amp;diff=6298</id>
		<title>Raevia Vael</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Raevia_Vael&amp;diff=6298"/>
				<updated>2024-01-04T19:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;Handmaidens Raevia Vael (pale skin) and Aeluria Bel'ord (red skin) prepare their mistress, Lady Varylys, for a ritual.  Raevia V...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darkelves_preparation.jpg|thumb|300px|Handmaidens Raevia Vael (pale skin) and Aeluria Bel'ord (red skin) prepare their mistress, Lady Varylys, for a ritual.]]&lt;br /&gt;
&lt;br /&gt;
Raevia Vael is a [[Svartalfar]] (Dark Elf) of [[Ak'varylystha]]. She is one of the favored handmaidens of [[Lady Varylys]], the High Priestess and Princess of the city. Renowned for her incredible beauty, she has softer features than most dark elves, with fewer signs of demonic corruption, such as horns and spikes. For this, she is often called &amp;quot;Raevia the Innocent.&amp;quot; She has pale skin, white hair, and lavender eyes. She has great love for her Lady and hates to be parted from her.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:Elves (Characters)]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=File:Darkelves_preparation.jpg&amp;diff=6297</id>
		<title>File:Darkelves preparation.jpg</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=File:Darkelves_preparation.jpg&amp;diff=6297"/>
				<updated>2024-01-04T19:09:25Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raevia Vael (pale skin) and Aeluria Bel'ord (red skin) preparing their mistress, Lady Varylys, for a ritual.&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=File:Darkelves_preparation.jpg&amp;diff=6296</id>
		<title>File:Darkelves preparation.jpg</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=File:Darkelves_preparation.jpg&amp;diff=6296"/>
				<updated>2024-01-04T19:06:02Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Raevia Vael and Aeluria Bel'ord preparing their mistress, Lady Varylys, for a her sacrifice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raevia Vael and Aeluria Bel'ord preparing their mistress, Lady Varylys, for a her sacrifice.&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Gildoryn_Elegrim&amp;diff=6295</id>
		<title>Gildoryn Elegrim</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Gildoryn_Elegrim&amp;diff=6295"/>
				<updated>2024-01-04T19:00:59Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;300px  Gildoryn Elegrim is a Svartalfar (Dark Elf), the master torturer and gaoler of the city of Ak'varylystha. He also serves as the roya...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gildoryn.jpg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
Gildoryn Elegrim is a [[Svartalfar]] (Dark Elf), the master torturer and gaoler of the city of [[Ak'varylystha]]. He also serves as the royal executioner, wielding the demonic weapon known as the [[Hellaxe]]. This makes him one of the most feared elves in the entire dark city.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:Elves (Characters)]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=File:Gildoryn.jpg&amp;diff=6294</id>
		<title>File:Gildoryn.jpg</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=File:Gildoryn.jpg&amp;diff=6294"/>
				<updated>2024-01-04T18:59:34Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Gaoler Gildoryn of Ak'Varylystha, from Wulfgard: Into the North&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaoler Gildoryn of Ak'Varylystha, from Wulfgard: Into the North&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Makhai&amp;diff=6293</id>
		<title>Makhai</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Makhai&amp;diff=6293"/>
				<updated>2024-01-04T18:24:21Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Makhai (singular Makhe), also known as the Demonic Legion or the Demon-Knights, are choleric [[Demon|demons]] of War, followers of [[Polemos]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The demons of War are huge, man-shaped demons with horns and glowing red eyes. Their skin is usually red or black. Nearly all Makhai warriors form a symbiotic bond with an [[armorling]], a small demonic insect that provides them with a natural suit of armor. This armor skin shifts and can form a variety of weapons from their own limbs, and even their insectoid wings are covered by armored shells. Some tales say that multiple Makhai can even merge into giant goliath demons as tall as a castle, with each limb being a Makhai in its shell.&lt;br /&gt;
&lt;br /&gt;
==Intent==&lt;br /&gt;
Makhai revel only in war. They live for violence and destruction, pillaging and burning, and all the sorrows and plunders of war. They encourage mortals to acts of total war, killing all in their path and salting the earth behind them.&lt;br /&gt;
&lt;br /&gt;
==Demon-kin==&lt;br /&gt;
[[Demon-kin]] of Makhai are extremely difficult to defeat. They have black eyes and horns, and may grow an armor shell to protect themselves, with spikes on their limbs to lash out at enemies. They usually serve as commanders in armies, leading troops to acts of terrible destruction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]][[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Armorling&amp;diff=6292</id>
		<title>Armorling</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Armorling&amp;diff=6292"/>
				<updated>2024-01-04T18:20:06Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;&amp;quot;Armorlings&amp;quot; are minor Demons of the realm of War, allies of the Makhai spawn of Eligos, Demon Lord of War. They provide the Makhai with their suits if natural arm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Armorlings&amp;quot; are minor [[Demons]] of the realm of War, allies of the [[Makhai]] spawn of [[Eligos]], Demon Lord of War. They provide the Makhai with their suits if natural armor and weapons. Armorlings are insect-like creatures that the Makhai raise and bond with. When they reach a adulthood, the armorlings attach to the spine of their host, forming a symbiotic relationship. In their dormant state, they simply live on the host's body, but when the host is in danger, the armorling can cover their body in a shell of living armor and even weapons, mostly insect-like in appearance. While armorlings are mostly simple animals in nature and not inherently evil-spirited like true demons, they nevertheless only bond with demons, never with mortals - unless said mortal has some demon blood or other demonic taint. It is said to be very difficult to remove an armorling after it is attached. Usually, either the armorling or the host must be killed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]][[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Razael_Mauglir&amp;diff=6291</id>
		<title>Razael Mauglir</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Razael_Mauglir&amp;diff=6291"/>
				<updated>2024-01-04T18:14:49Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;{{Character |image=Razael01.jpg |imagewidth=300px |title=The Enxith |name=Razael |fullname=Razael Mauglir |aliases=The Red Reaver |race=Svartalfar (Dark Elf) |sex=Male |born=U...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|image=Razael01.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=The Enxith&lt;br /&gt;
|name=Razael&lt;br /&gt;
|fullname=Razael Mauglir&lt;br /&gt;
|aliases=The Red Reaver&lt;br /&gt;
|race=Svartalfar (Dark Elf)&lt;br /&gt;
|sex=Male&lt;br /&gt;
|born=Unknown&lt;br /&gt;
|birthplace=Ak'varylystha&lt;br /&gt;
|height=6'&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|haircolor=White&lt;br /&gt;
|affinity=unknown&lt;br /&gt;
|familiar=unknown&lt;br /&gt;
|affiliations=House Mauglir, Ak'varylystha}}&lt;br /&gt;
&lt;br /&gt;
Razael is a [[Svartalfar]] (Dark Elf) soldier, a high-ranking Enxith (Captain) in the army of [[Ak'varylystha]], his home city. He is a noble son of House Mauglir and a lover of [[Lady Varylys]], the High Priestess and daughter of King [[Ghauralas Varylys III]].&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
Razael's early life was not much different from that of any other soldier of House Mauglir, the most militaristic house of Ak'Varylystha. He trained in Castle Mauglir and rose quickly through the military ranks to become an elite Captain (Enxith). His prowess in battle was enough to attract the attention of Lady Varylys, and he became the only man who has successfully broken through her icy shell to become her lover.&lt;br /&gt;
&lt;br /&gt;
==Armaments==&lt;br /&gt;
Razael was among the first to bond with an [[Armorling]] of the [[Makhai]], one of the symbiotic [[Underworld]] insects that gives the Demons of War their natural suits of living armor. Razael now usually walks about nearly nude except for this Armorling suit, displaying his bare muscular chest proudly and fearlessly, as if daring his foes to attack him. He fights with twin swords or, sometimes, with appendages such as blades or whips produced by the Armorling.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Utterly loyal and stoic, Razael rarely has much to say. However, he brooks no insolence, and he always makes sure to show his dominance by putting down any lower-ranking upstarts who disrespect him. His primary loyalty is to his House, his city, and the ruling house of Varylys. He is also loyal to Lady Varylys personally. Whether this personal loyalty is stronger than his patriotism has yet to be tested...&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
Razael appears in [[Into the North]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:Elves (Characters)]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=File:Razael01.jpg&amp;diff=6290</id>
		<title>File:Razael01.jpg</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=File:Razael01.jpg&amp;diff=6290"/>
				<updated>2024-01-04T17:02:57Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Captain Razael Mauglir of the Dark Elf city of Ak'varylystha&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Captain Razael Mauglir of the Dark Elf city of Ak'varylystha&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Melkavar_Varylys&amp;diff=6289</id>
		<title>Melkavar Varylys</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Melkavar_Varylys&amp;diff=6289"/>
				<updated>2024-01-04T16:55:22Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;Melkavar Varylys is a Svartalfar (Dark Elf). He is the Royal Vizier of House Varylys, the ruling house of Ak'Varylystha. He is the brother of the King, Ghauralas Var...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Melkavar Varylys is a [[Svartalfar]] (Dark Elf). He is the Royal Vizier of House Varylys, the ruling house of [[Ak'Varylystha]]. He is the brother of the King, [[Ghauralas Varylys III]], and uncle to [[Lady Varylys]].&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Venomweb_Tribe&amp;diff=6288</id>
		<title>Venomweb Tribe</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Venomweb_Tribe&amp;diff=6288"/>
				<updated>2024-01-04T16:22:17Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;The Venomwebs are a fiercely independent tribe of Goblins who dwell in Nidavellir. One of the many tribes that has split away from the Armies of Chaos, they are na...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Venomwebs are a fiercely independent tribe of [[Goblins]] who dwell in [[Nidavellir]]. One of the many tribes that has split away from the [[Armies of Chaos]], they are named for the giant spiders that they live alongside and ride like mounts into battle. Whether these spiders are their pets, or actual allies with whom the goblins communicate in some way, remains unknown. Regardless, they use the spiders' venom on their weapons and use their extremely strong webs to make their homes and even sometimes their armor and weapons.&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Lady_Varylys&amp;diff=6287</id>
		<title>Lady Varylys</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Lady_Varylys&amp;diff=6287"/>
				<updated>2024-01-04T16:13:36Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|image=Portrait_lady_varylys.png&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=Dark Elf Princess&lt;br /&gt;
|name=Lady Varylys&lt;br /&gt;
|fullname=unknown&lt;br /&gt;
|aliases=Princess of [[Ak'Varylystha]], High Priestess of [[Ozystia]]&lt;br /&gt;
|race=[[Svartalfar]]&lt;br /&gt;
|sex=Female&lt;br /&gt;
|born=unknown&lt;br /&gt;
|birthplace=Ak'Varylystha, [[Nidavellir]]&lt;br /&gt;
|height=5'5&amp;quot;&lt;br /&gt;
|eyecolor=Violet&lt;br /&gt;
|haircolor=Lavender&lt;br /&gt;
|affinity=unknown&lt;br /&gt;
|familiar=unknown&lt;br /&gt;
|affiliations=Ak'Varylystha, [[House of Varylys]]}}&lt;br /&gt;
&lt;br /&gt;
Lady Varylys is a [[Svartalfar]] Princess, one of the daughters of [[Ghauralas Varylys III]], King of [[Ak'Varylystha]].&lt;br /&gt;
&lt;br /&gt;
Lady Varylys appears in [[Into the North]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:Svartalfar]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Clan_Firebeard&amp;diff=6286</id>
		<title>Clan Firebeard</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Clan_Firebeard&amp;diff=6286"/>
				<updated>2024-01-04T16:12:22Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Firebeards are an old, wealthy, and powerful clan of [[mountain dwarves]]. They rule over the dwarven city of [[Brokhazum]], also called Sunforge. Their leader is King [[Fullangr Firebeard]].&lt;br /&gt;
&lt;br /&gt;
==Notable Members==&lt;br /&gt;
King Ginnar Firebeard&lt;br /&gt;
Grand Smith [[Dagfari Firebeard]]&lt;br /&gt;
[[Brenna Firebeard]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Tor_Alfa&amp;diff=6285</id>
		<title>Tor Alfa</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Tor_Alfa&amp;diff=6285"/>
				<updated>2024-01-04T16:10:52Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: /* Tor Orda, the Tower of Earth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tor Alfa (&amp;quot;Tower of the Elves&amp;quot;) is a term used to refer to [[Alfar]] [[mage]]-towers, especially the seven greatest of these towers, built in the oldest days of the mortal realms. Some of these towers are still standing, while others lie in ruins. All are said to be places of great [[magic]], filled with untold treasure and knowledge.&lt;br /&gt;
&lt;br /&gt;
==The Seven Towers==&lt;br /&gt;
In the primordial days of [[Midgard]], the first Elves were said to be skilled in all the ways of magic. They constructed mage towers at the meeting places of [[ley lines]], the crossroads of the oldest Alfar highways. The greatest of these were the Seven Towers, or the High Towers. They were, or are, as follows:&lt;br /&gt;
&lt;br /&gt;
===Tor Sara, the Tower of Light===&lt;br /&gt;
Possibly the first and thus oldest of the Seven Towers, [[Tor Sara]] was said to be a great spire of white and gold located somewhere in the foothills of the [[Jagged Edge]]. It was in this tower that the [[Ljosalfar]] accumulated mystical knowledge and trained their magi. But their hubris eventually got the better of them, and a magical experiment caused the tower and surrounding walls to shatter. The great elven city at the foot of the tower was left exposed, and the [[Armies of Chaos]] took advantage of this moment of weakness, devastating the town. There are rumors that the elves used powerful magic to spirit away what was left of their tower, but these stories have never been confirmed. The ancient, uninhabited city ruins still lie somewhere in the mountains near the Immortal Wood.&lt;br /&gt;
&lt;br /&gt;
===Tor Aia, the Tower of Air===&lt;br /&gt;
Also nestled somewhere in the cliffs of the Jagged Edge, far to the south of Tor Sara, stands [[Tor Aia]], the Tower of Air. Said to be made of ivory-colored stone lined with silver, it still stands to this day, though it is all but unreachable save to its current inhabitants, the [[Mountain Elves]] - which is exactly how they prefer it.&lt;br /&gt;
&lt;br /&gt;
===Tor Vala, the Tower of Fire===&lt;br /&gt;
For hundreds or even thousands of years, [[Tor Vala]], the Tower of Fire, lay in ruins somewhere in the forested mountains of the [[Southwestern Wilds]], destroyed long ago in an all-but-forgotten war. In more recent times, the [[Red Elves]] decided to rebuild it and make it their home. They claim to have renovated it to its former state of grandeur if not better, decorated in redgold and crimson gemstones. These claims are difficult to confirm, since the Red Elves allow precious few outsiders - especially non-Elves - into their city. They hope to one day restore the Elven empire to its ancient glory, with the mage tower of Tor Vala as its capital.&lt;br /&gt;
&lt;br /&gt;
===Tor Orda, the Tower of Earth===&lt;br /&gt;
Better known by its shortened name of Ord, Tor Orda (the Tower of Earth) was once a place of learning for those skilled in spiritual and nature-oriented earth magicks, [[Tor Orda]] and its surrounding city are now only ruins. According to some records and elven lore, they were the birthplace of the [[Dark Elves]]. It was in Tor Orda - which they renamed to simply &amp;quot;Ord&amp;quot; - that the Svartalfar first fell to consorting with [[demons]] and practicing the darkest of arts. Seeking to purge their corrupting influence and prevent a demonic incursion into the mortal realms, the other Elves attacked the city, eventually driving its inhabitants underground into [[Nidavellir]]. The ruins of Ord are said to still lie somewhere in [[Achaea]], possibly hidden in the [[Iron Pikes]] or even underneath a modern Achaean city.&lt;br /&gt;
&lt;br /&gt;
===Tor Mera, the Tower of Water===&lt;br /&gt;
The location of the Tower of Water has been lost for untold ages. It is believed to have submerged beneath the ocean in a great flood, or at least partially submerged, and is now home to the [[Sea Elves]]. But since the Sea Elves are notoriously reclusive and tight-lipped with their secrets, they have never revealed its location, and though some sailors have claimed to see its pinnacle rising from the sea, none have been able to locate it a second time upon returning to the same place.&lt;br /&gt;
&lt;br /&gt;
===Tor Danu, the Tower of Creation===&lt;br /&gt;
Also called the Tower of Life, or more recently, the Tower of Fay, Tor Danu is sometimes speculated to be even older than Tor Sara, though the Ljosalfar deny this to be true. Regardless, they acknowledge that it was one of the mightiest, and its disappearance was such a tragedy for the Alfar that they sometimes refer to it as the First Fall. The mysterious elves who guarded the tower whisked it away with magic to another realm - the [[Fay]] realm - and became the [[Fay Elves]] or fairies. Some believe that a vestige of the tower still exists in the mortal realm and can be used to travel into the Fay, where Tor Danu still stands in all its timeless glory. But to seek out this realm is considered sacrilege to the Ljosalfar, who believe that all Elves should seek ascension to [[Alfheim]].&lt;br /&gt;
&lt;br /&gt;
===The Tower of Shadow===&lt;br /&gt;
The last tower, the Tower of Shadow, is fittingly shrouded in mystery - so much that its real Elven name remains unknown. Some believe it may never have existed at all, since most references to it merely conjecture its name and purpose based on the term &amp;quot;Seven Towers,&amp;quot; which itself may not be technically accurate. The most ancient Elves may know, but they are not famous for sharing such knowledge. It is forbidden, some say, to speak of it, for its fate was even worse than that of Tor Orda. A few scholars conjecture that it became one of the great strongholds of the [[Chaos races]], possibly [[Dhuum]].&lt;br /&gt;
&lt;br /&gt;
==The Eighth Tower==&lt;br /&gt;
In the immortal realm of Alfheim stands a tower said to be greater than all those on the mortal realm, sometimes called Tor Alfar. This is the place which to which most elves, especially the Light Elves or Ljosalfar, seek to someday ascend and live eternally. Since it does not exist in this world, however, it is not considered one of the Seven.&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Tor_Orda&amp;diff=6284</id>
		<title>Tor Orda</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Tor_Orda&amp;diff=6284"/>
				<updated>2024-01-04T16:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Redirected page to Tor Alfa#Tor Orda.2C the Tower of Earth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tor_Alfa#Tor_Orda.2C_the_Tower_of_Earth]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6283</id>
		<title>Ak'varylystha</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6283"/>
				<updated>2024-01-04T16:09:22Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akvarylystha03.jpg|thumb|400px|The western walls of Ak'Varylystha, City of Agony.]]&lt;br /&gt;
&lt;br /&gt;
Ak'Varylystha - also sometimes called Agonia, after the [[Underworld]] realm of the city's patron [[Demon]] Lord, [[Akhoman]] - is a [[Svartalfar]] (Dark Elf) city that lies deep within [[Nidavellir]]. It is ruled by King [[Ghauralas Varylys III]] and his House.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ak'Varylystha is one of the oldest Svartalfar cities, said to have been founded not long after the Dark Elves fled underground following the fall of [[Tor Orda]], their ancient tower on the surface. Here in Nidavellir, the Dark Elves could finally worship their demon-gods, safe from &amp;quot;persecution&amp;quot; by the other races of [[Elves]]. Many civil wars between the various noble Houses followed, with House Varylys eventually rising to the top, aided by the power of their patron Demon Lord, Akhoman. They constructed a great necropolis in his honor, with a statue of him over a sacrificial altar in front of it.&lt;br /&gt;
&lt;br /&gt;
In recent times, the city has come under siege on two fronts, by two different enemies: the [[Dwarves]] of [[Clan Firebeard]] to the west, and the [[Goblins]] of the [[Venomweb Tribe]] to the east. Yet, aided by their powerful dark magic, the dark elves have stood their ground. Their walls remain unbroken, their armies undefeated.&lt;br /&gt;
&lt;br /&gt;
==Ruling Houses==&lt;br /&gt;
The Dark Elves have always been fractured by families of ruling nobles, each worshiping a different patron demon and bickering over power. In Ak'Varylystha, the following Houses are the mightiest:&lt;br /&gt;
&lt;br /&gt;
===House Varylys===&lt;br /&gt;
Ruling house of the city, led by King Ghauralas Akem Varylys III. Their patron demon is Akhoman, Lord of Pain. Their symbol is a nine-tailed whip, sometimes stylized as a squid-like creature with nine tentacles, since great cave [[kraken]]s dwell in a subterranean lake beneath their palace, often fed the bodies of the family's prisoners, slaves, and enemies. Masters of magic, their power and wealth comes from the dark temple and necropolis near their citadel. Other important members of House Varylys include Ghauralas's daughter [[Lady Varylys]] and his brother, Vizier [[Melkavar Varylys]].&lt;br /&gt;
&lt;br /&gt;
===House Mauglir===&lt;br /&gt;
The most militaristic family, providing many hardy soldiers to the army. Closely aligned with House Varylys, their patron is [[Eligos]], Demon Lord of War. Their source of wealth is mining, and beneath their home fortress are many tunnels from which they dig the minerals necessary for dark elf society, including the magic gems they use for light. Mauglir own a several great mines in which thousands of slaves dredge up metals and precious gems. They are also great craftsmen, forging weapons and armor of top quality. The Captain of the Guard of Ak'Varylystha is [[Razael Mauglir]].&lt;br /&gt;
&lt;br /&gt;
===House Elegrim===&lt;br /&gt;
Librarians, scribes, and artisans, Elegrim are the keepers of lore, tracing their lineage back to the days of Tor Orda, when Svartalfar lived on the surface world. They are the master architects and engineers of Agonia, constructing its buildings, siege engines, and far more nefarious devices - most of them built in factories by slaves. The city's most skilled magic users learn their art in House Elegrim's twisted tower. Their patron is [[Arashk]], Demon Lord of Pride. Rumor has it that he has blessed some elves of the house with vampirism. House Varylys's dreaded torture-master and gaoler is [[Gildoryn Elegrim]].&lt;br /&gt;
&lt;br /&gt;
===House Vael===&lt;br /&gt;
Once a lesser house known only for their great farms of mushrooms, Vael rose through the ranks of Agonia using subterfuge - bribery, blackmail, and assassination. In addition to providing most of the food for the city, their mushrooms also make great poisons and potions, and they are masters of alchemy. Many come to their dens of pleasure to partake of their chemical concoctions, smoking or drinking them while making love to the House's many pleasure slaves. Their matron is [[Lilit]], Demon Lady of Lust. One of Lady Varylys's handmaidens is [[Raevia Vael]].&lt;br /&gt;
&lt;br /&gt;
===House Bel'ord===&lt;br /&gt;
Considered disturbing even among the dark elves, House Ixafar are the beastmasters of Agonia, taming many of the monsters of Nidavellir and making use of them, both alive in their great slave-fighting pits, and dead as crafting materials and food. The gladiatory games they hold in their fighting pits draw in massive crowds from throughout the city, including Dark Elves, slaves, and visitors from beyond. Their patrons are [[Xeshm]], Lord of Fury, and [[Bushasp]], Lord of Gluttony. One of Lady Varylys's favored handmaidens is [[Aeluria Bel'ord]].&lt;br /&gt;
&lt;br /&gt;
===House Ixafar===&lt;br /&gt;
The most mysterious house in Agonia, very few know what goes on in their dark compound. Even their patron demon is unknown, though it is suspected to be Agruzgakbalat, Lord of Madness. They go about in masks, speak in riddles, and trade in ancient and evil artifacts, which their archaeologists dredge from deep beneath the earth. Their house also raises silkworms and crafts most of the strange fashions worn by residents of Ak'Varylystha.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
Using a combination of magic and slave labor, the Dark Elves carved Ak'Varylystha from the very stone of Nidavellir, forming homes from the stalactites, stalagmites, pillars, and walls of the cave - in addition to constructing new walls and buildings of their own. Many of the stalactites have homes in them, hanging from the ceiling of the cave, connected by arcing bridges. This blending of the city with the caves, combined with the soft violet glow of the city's light-crystals, give the place an undeniable beauty, if a dark and foreboding one.&lt;br /&gt;
&lt;br /&gt;
The most important buildings in Ak'Varylystha are the Halls of the Great Houses. House Varylys dwells within their Royal Palace and controls the Dark Temple, largest of the demon-worshiping temples in the city, as well as the Necropolis. House Mauglir dwells within Castle Mauglir, a great fortress where most of the city's soldiers train and store their arms. The Mage Tower of House Elegrim is a twisted stalagmite, the tallest in the city. House Vael has their Pleasure Dome. And the other Houses all have great manors and palaces as well.&lt;br /&gt;
&lt;br /&gt;
Beneath the city lie deep mines and caverns, including an enormous subterranean lake below House Varylys, in which dwell blind cave-krakens. And there are tunnels above the city as well, including a tunnel said to lead, eventually, to the surface world far above - though it has not been used in many centuries. The main tunnel in which the majority of the city is built is closed off by two great curtain walls - an eastern and a western one - that run not only along the ground, but along the cave walls and ceiling as well, to defend against climbing invaders.&lt;br /&gt;
&lt;br /&gt;
All in all, the city is a wondrous and intimidating sight, which has stood in reality and in legend as a landmark of Nidavellir for millennia.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]][[Category:Elves]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6282</id>
		<title>Ak'varylystha</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6282"/>
				<updated>2024-01-04T15:44:42Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akvarylystha03.jpg|thumb|400px|The western walls of Ak'Varylystha, City of Agony.]]&lt;br /&gt;
&lt;br /&gt;
Ak'Varylystha - also sometimes called Agonia, after the [[Underworld]] realm of the city's patron [[Demon]] Lord, [[Akhoman]] - is a [[Svartalfar]] (Dark Elf) city that lies deep within [[Nidavellir]]. It is ruled by King [[Ghauralas Akem Varylys III]] and his House.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ak'Varylystha is one of the oldest Svartalfar cities, said to have been founded not long after the Dark Elves fled underground following the fall of [[Tor Orda]], their ancient tower on the surface. Here in Nidavellir, the Dark Elves could finally worship their demon-gods, safe from &amp;quot;persecution&amp;quot; by the other races of [[Elves]]. Many civil wars between the various noble Houses followed, with House Varylys eventually rising to the top, aided by the power of their patron Demon Lord, Akhoman. They constructed a great necropolis in his honor, with a statue of him over a sacrificial altar in front of it.&lt;br /&gt;
&lt;br /&gt;
In recent times, the city has come under siege on two fronts, by two different enemies: the [[Dwarves]] of [[Clan Firebeard]] to the west, and the [[Goblins]] of the [[Venomweb Tribe]] to the east. Yet, aided by their powerful dark magic, the dark elves have stood their ground. Their walls remain unbroken, their armies undefeated.&lt;br /&gt;
&lt;br /&gt;
==Ruling Houses==&lt;br /&gt;
The Dark Elves have always been fractured by families of ruling nobles, each worshiping a different patron demon and bickering over power. In Ak'Varylystha, the following Houses are the mightiest:&lt;br /&gt;
&lt;br /&gt;
===House Varylys===&lt;br /&gt;
Ruling house of the city, led by King Ghauralas Akem Varylys III. Their patron demon is Akhoman, Lord of Pain. Their symbol is a nine-tailed whip, sometimes stylized as a squid-like creature with nine tentacles, since great cave [[kraken]]s dwell in a subterranean lake beneath their palace, often fed the bodies of the family's prisoners, slaves, and enemies. Masters of magic, their power and wealth comes from the dark temple and necropolis near their citadel. Other important members of House Varylys include Ghauralas's daughter [[Lady Varylys]] and his brother, Vizier [[Melkavar Varylys]].&lt;br /&gt;
&lt;br /&gt;
===House Mauglir===&lt;br /&gt;
The most militaristic family, providing many hardy soldiers to the army. Closely aligned with House Varylys, their patron is [[Eligos]], Demon Lord of War. Their source of wealth is mining, and beneath their home fortress are many tunnels from which they dig the minerals necessary for dark elf society, including the magic gems they use for light. Mauglir own a several great mines in which thousands of slaves dredge up metals and precious gems. They are also great craftsmen, forging weapons and armor of top quality. The Captain of the Guard of Ak'Varylystha is [[Razael Mauglir]].&lt;br /&gt;
&lt;br /&gt;
===House Elegrim===&lt;br /&gt;
Librarians, scribes, and artisans, Elegrim are the keepers of lore, tracing their lineage back to the days of Tor Orda, when Svartalfar lived on the surface world. They are the master architects and engineers of Agonia, constructing its buildings, siege engines, and far more nefarious devices - most of them built in factories by slaves. The city's most skilled magic users learn their art in House Elegrim's twisted tower. Their patron is [[Arashk]], Demon Lord of Pride. Rumor has it that he has blessed some elves of the house with vampirism. House Varylys's dreaded torture-master and gaoler is [[Gildoryn Elegrim]].&lt;br /&gt;
&lt;br /&gt;
===House Vael===&lt;br /&gt;
Once a lesser house known only for their great farms of mushrooms, Vael rose through the ranks of Agonia using subterfuge - bribery, blackmail, and assassination. In addition to providing most of the food for the city, their mushrooms also make great poisons and potions, and they are masters of alchemy. Many come to their dens of pleasure to partake of their chemical concoctions, smoking or drinking them while making love to the House's many pleasure slaves. Their matron is [[Lilit]], Demon Lady of Lust. One of Lady Varylys's handmaidens is [[Raevia Vael]].&lt;br /&gt;
&lt;br /&gt;
===House Bel'ord===&lt;br /&gt;
Considered disturbing even among the dark elves, House Ixafar are the beastmasters of Agonia, taming many of the monsters of Nidavellir and making use of them, both alive in their great slave-fighting pits, and dead as crafting materials and food. The gladiatory games they hold in their fighting pits draw in massive crowds from throughout the city, including Dark Elves, slaves, and visitors from beyond. Their patrons are [[Xeshm]], Lord of Fury, and [[Bushasp]], Lord of Gluttony. One of Lady Varylys's favored handmaidens is [[Aeluria Bel'ord]].&lt;br /&gt;
&lt;br /&gt;
===House Ixafar===&lt;br /&gt;
The most mysterious house in Agonia, very few know what goes on in their dark compound. Even their patron demon is unknown, though it is suspected to be Agruzgakbalat, Lord of Madness. They go about in masks, speak in riddles, and trade in ancient and evil artifacts, which their archaeologists dredge from deep beneath the earth. Their house also raises silkworms and crafts most of the strange fashions worn by residents of Ak'Varylystha.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
Using a combination of magic and slave labor, the Dark Elves carved Ak'Varylystha from the very stone of Nidavellir, forming homes from the stalactites, stalagmites, pillars, and walls of the cave - in addition to constructing new walls and buildings of their own. Many of the stalactites have homes in them, hanging from the ceiling of the cave, connected by arcing bridges. This blending of the city with the caves, combined with the soft violet glow of the city's light-crystals, give the place an undeniable beauty, if a dark and foreboding one.&lt;br /&gt;
&lt;br /&gt;
The most important buildings in Ak'Varylystha are the Halls of the Great Houses. House Varylys dwells within their Royal Palace and controls the Dark Temple, largest of the demon-worshiping temples in the city, as well as the Necropolis. House Mauglir dwells within Castle Mauglir, a great fortress where most of the city's soldiers train and store their arms. The Mage Tower of House Elegrim is a twisted stalagmite, the tallest in the city. House Vael has their Pleasure Dome. And the other Houses all have great manors and palaces as well.&lt;br /&gt;
&lt;br /&gt;
Beneath the city lie deep mines and caverns, including an enormous subterranean lake below House Varylys, in which dwell blind cave-krakens. And there are tunnels above the city as well, including a tunnel said to lead, eventually, to the surface world far above - though it has not been used in many centuries. The main tunnel in which the majority of the city is built is closed off by two great curtain walls - an eastern and a western one - that run not only along the ground, but along the cave walls and ceiling as well, to defend against climbing invaders.&lt;br /&gt;
&lt;br /&gt;
All in all, the city is a wondrous and intimidating sight, which has stood in reality and in legend as a landmark of Nidavellir for millennia.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]][[Category:Elves]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Agonia&amp;diff=6281</id>
		<title>Agonia</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Agonia&amp;diff=6281"/>
				<updated>2024-01-04T06:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Agonia (a word simply meaning &amp;quot;Pain&amp;quot;) can refer specifically to two things: the realm of the [[Demon]] Lord [[Akhoman]] in the [[Underworld]], or the [[Svartalfar]] city in [[Nidavellir]] named after it, more properly called [[Ak'varylystha]].&lt;br /&gt;
&lt;br /&gt;
Please see [[Akhoman]] or [[Ak'varylystha]] for more information.&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Agonia&amp;diff=6280</id>
		<title>Agonia</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Agonia&amp;diff=6280"/>
				<updated>2024-01-04T06:26:17Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;Agonia (a word simply meaning &amp;quot;Pain&amp;quot;) can refer specifically to two things: the realm of the Demon Lord Akhoman in the Underworld, or the Svartalfar city in ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Agonia (a word simply meaning &amp;quot;Pain&amp;quot;) can refer specifically to two things: the realm of the [[Demon]] Lord [[Akhoman]] in the [[Underworld]], or the [[Svartalfar]] city in [[Nidavellir]] named after it, more properly called [[Ak'varylystha]].&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6279</id>
		<title>Ak'varylystha</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6279"/>
				<updated>2024-01-04T06:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akvarylystha03.jpg|thumb|400px|The western walls of Ak'Varylystha, City of Agony.]]&lt;br /&gt;
&lt;br /&gt;
Ak'Varylystha - also sometimes called Agonia, after the [[Underworld]] realm of the city's patron [[Demon]] Lord, [[Akhoman]] - is a [[Svartalfar]] (Dark Elf) city that lies deep within [[Nidavellir]]. It is ruled by King [[Ghauralas Akem Varylys III]] and his House.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ak'Varylystha is one of the oldest Svartalfar cities, said to have been founded not long after the Dark Elves fled underground following the fall of [[Tor Orda]], their ancient tower on the surface. Here in Nidavellir, the Dark Elves could finally worship their demon-gods, safe from &amp;quot;persecution&amp;quot; by the other races of [[Elves]]. Many civil wars between the various noble Houses followed, with House Varylys eventually rising to the top, aided by the power of their patron Demon Lord, Akhoman. They constructed a great necropolis in his honor, with a statue of him over a sacrificial altar in front of it.&lt;br /&gt;
&lt;br /&gt;
In recent times, the city has come under siege on two fronts, by two different enemies: the [[Dwarves]] of [[Clan Firebeard]] to the west, and the [[Goblins]] of the [[Venomweb Tribe]] to the east. Yet, aided by their powerful dark magic, the dark elves have stood their ground. Their walls remain unbroken, their armies undefeated.&lt;br /&gt;
&lt;br /&gt;
==Ruling Houses==&lt;br /&gt;
The Dark Elves have always been fractured by families of ruling nobles, each worshiping a different patron demon and bickering over power. In Ak'Varylystha, the following Houses are the mightiest:&lt;br /&gt;
&lt;br /&gt;
===House Varylys===&lt;br /&gt;
Ruling house of the city, led by King Ghauralas Akem Varylys III. Their patron demon is Akhoman, Lord of Pain. Their symbol is a nine-tailed whip, sometimes stylized as a squid-like creature with nine tentacles, since great cave [[kraken]]s dwell in a subterranean lake beneath their palace, often fed the bodies of the family's prisoners, slaves, and enemies. Masters of magic, their power and wealth comes from the dark temple and necropolis near their citadel. Other important members of House Varylys include Ghauralas's daughter [[Lady Varylys]] and his brother, Vizier [[Melkavar Varylys]].&lt;br /&gt;
&lt;br /&gt;
===House Mauglir===&lt;br /&gt;
The most militaristic family, providing many hardy soldiers to the army. Closely aligned with House Varylys, their patron is [[Eligos]], Demon Lord of War. Their source of wealth is mining, and beneath their home fortress are many tunnels from which they dig the minerals necessary for dark elf society, including the magic gems they use for light. Mauglir own a several great mines in which thousands of slaves dredge up metals and precious gems. They are also great craftsmen, forging weapons and armor of top quality. The Captain of the Guard of Ak'Varylystha is [[Razael Magulir]].&lt;br /&gt;
&lt;br /&gt;
===House Elegrim===&lt;br /&gt;
Librarians, scribes, and artisans, Elegrim are the keepers of lore, tracing their lineage back to the days of Tor Orda, when Svartalfar lived on the surface world. They are the master architects and engineers of Agonia, constructing its buildings, siege engines, and far more nefarious devices - most of them built in factories by slaves. The city's most skilled magic users learn their art in House Elegrim's twisted tower. Their patron is [[Arashk]], Demon Lord of Pride. Rumor has it that he has blessed some elves of the house with vampirism. House Varylys's dreaded torture-master and gaoler is [[Gildoryn Elegrim]].&lt;br /&gt;
&lt;br /&gt;
===House Vael===&lt;br /&gt;
Once a lesser house known only for their great farms of mushrooms, Vael rose through the ranks of Agonia using subterfuge - bribery, blackmail, and assassination. In addition to providing most of the food for the city, their mushrooms also make great poisons and potions, and they are masters of alchemy. Many come to their dens of pleasure to partake of their chemical concoctions, smoking or drinking them while making love to the House's many pleasure slaves. Their matron is [[Lilit]], Demon Lady of Lust. One of Lady Varylys's handmaidens is [[Raevia Vael]].&lt;br /&gt;
&lt;br /&gt;
===House Bel'ord===&lt;br /&gt;
Considered disturbing even among the dark elves, House Ixafar are the beastmasters of Agonia, taming many of the monsters of Nidavellir and making use of them, both alive in their great slave-fighting pits, and dead as crafting materials and food. The gladiatory games they hold in their fighting pits draw in massive crowds from throughout the city, including Dark Elves, slaves, and visitors from beyond. Their patrons are [[Xeshm]], Lord of Fury, and [[Bushasp]], Lord of Gluttony. One of Lady Varylys's favored handmaidens is [[Aeluria Bel'ord]].&lt;br /&gt;
&lt;br /&gt;
===House Ixafar===&lt;br /&gt;
The most mysterious house in Agonia, very few know what goes on in their dark compound. Even their patron demon is unknown, though it is suspected to be Agruzgakbalat, Lord of Madness. They go about in masks, speak in riddles, and trade in ancient and evil artifacts, which their archaeologists dredge from deep beneath the earth. Their house also raises silkworms and crafts most of the strange fashions worn by residents of Ak'Varylystha.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
Using a combination of magic and slave labor, the Dark Elves carved Ak'Varylystha from the very stone of Nidavellir, forming homes from the stalactites, stalagmites, pillars, and walls of the cave - in addition to constructing new walls and buildings of their own. Many of the stalactites have homes in them, hanging from the ceiling of the cave, connected by arcing bridges. This blending of the city with the caves, combined with the soft violet glow of the city's light-crystals, give the place an undeniable beauty, if a dark and foreboding one.&lt;br /&gt;
&lt;br /&gt;
The most important buildings in Ak'Varylystha are the Halls of the Great Houses. House Varylys dwells within their Royal Palace and controls the Dark Temple, largest of the demon-worshiping temples in the city, as well as the Necropolis. House Mauglir dwells within Castle Mauglir, a great fortress where most of the city's soldiers train and store their arms. The Mage Tower of House Elegrim is a twisted stalagmite, the tallest in the city. House Vael has their Pleasure Dome. And the other Houses all have great manors and palaces as well.&lt;br /&gt;
&lt;br /&gt;
Beneath the city lie deep mines and caverns, including an enormous subterranean lake below House Varylys, in which dwell blind cave-krakens. And there are tunnels above the city as well, including a tunnel said to lead, eventually, to the surface world far above - though it has not been used in many centuries. The main tunnel in which the majority of the city is built is closed off by two great curtain walls - an eastern and a western one - that run not only along the ground, but along the cave walls and ceiling as well, to defend against climbing invaders.&lt;br /&gt;
&lt;br /&gt;
All in all, the city is a wondrous and intimidating sight, which has stood in reality and in legend as a landmark of Nidavellir for millennia.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]][[Category:Elves]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6278</id>
		<title>Ak'varylystha</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6278"/>
				<updated>2024-01-04T06:23:37Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akvarylystha03.jpg|thumb|400px|The western walls of Ak'Varylystha, City of Agony.]]&lt;br /&gt;
&lt;br /&gt;
Ak'Varylystha - also sometimes called Agonia, after the [[Underworld]] realm of the city's patron [[Demon]] Lord, [[Akhoman]] - is a [[Svartalfar]] (Dark Elf) city that lies deep within [[Nidavellir]]. It is ruled by King [[Ghauralas Akem Varylys III]] and his House.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ak'Varylystha is one of the oldest Svartalfar cities, said to have been founded not long after the Dark Elves fled underground following the fall of [[Tor Orda]], their ancient tower on the surface. Here in Nidavellir, the Dark Elves could finally worship their demon-gods, safe from &amp;quot;persecution&amp;quot; by the other races of [[Elves]]. Many civil wars between the various noble Houses followed, with House Varylys eventually rising to the top, aided by the power of their patron Demon Lord, Akhoman. They constructed a great necropolis in his honor, with a statue of him over a sacrificial altar in front of it.&lt;br /&gt;
&lt;br /&gt;
In recent times, the city has come under siege on two fronts, by two different enemies: the [[Dwarves]] of [[Clan Firebeard]] to the west, and the [[Goblins]] of the [[Venomweb Tribe]] to the east. Yet, aided by their powerful dark magic, the dark elves have stood their ground. Their walls remain unbroken, their armies undefeated.&lt;br /&gt;
&lt;br /&gt;
==Ruling Houses==&lt;br /&gt;
The Dark Elves have always been fractured by families of ruling nobles, each worshiping a different patron demon and bickering over power. In Ak'Varylystha, the following Houses are the mightiest:&lt;br /&gt;
&lt;br /&gt;
===House Varylys===&lt;br /&gt;
Ruling house of the city, led by King Ghauralas Akem Varylys III. Their patron demon is Akhoman, Lord of Pain. Their symbol is a nine-tailed whip, sometimes stylized as a squid-like creature with nine tentacles, since great cave [[kraken]]s dwell in a subterranean lake beneath their palace, often fed the bodies of the family's prisoners, slaves, and enemies. Masters of magic, their power and wealth comes from the dark temple and necropolis near their citadel. Other important members of House Varylys include Ghauralas's daughter [[Lady Varylys]] and his brother, Vizier [[Melkavar Varylys]].&lt;br /&gt;
&lt;br /&gt;
===House Mauglir===&lt;br /&gt;
The most militaristic family, providing many hardy soldiers to the army. Closely aligned with House Varylys, their patron is [[Eligos]], Demon Lord of War. Their source of wealth is mining, and beneath their home fortress are many tunnels from which they dig the minerals necessary for dark elf society, including the magic gems they use for light. Mauglir own a several great mines in which thousands of slaves dredge up metals and precious gems. They are also great craftsmen, forging weapons and armor of top quality. The Captain of the Guard of Ak'Varylystha is [[Razael Magulir]].&lt;br /&gt;
&lt;br /&gt;
===House Elegrim===&lt;br /&gt;
Librarians, scribes, and artisans, Elegrim are the keepers of lore, tracing their lineage back to the days of Tor Orda, when Svartalfar lived on the surface world. They are the master architects and engineers of Agonia, constructing its buildings, siege engines, and far more nefarious devices - most of them built in factories by slaves. The city's most skilled magic users learn their art in House Elegrim's twisted tower. Their patron is [[Arashk]], Demon Lord of Pride. Rumor has it that he has blessed some elves of the house with vampirism. House Varylys's dreaded torture-master and gaoler is [[Gildoryn Elegrim]].&lt;br /&gt;
&lt;br /&gt;
===House Vael===&lt;br /&gt;
Once a lesser house known only for their great farms of mushrooms, Vael rose through the ranks of Agonia using subterfuge - bribery, blackmail, and assassination. In addition to providing most of the food for the city, their mushrooms also make great poisons and potions, and they are masters of alchemy. Many come to their dens of pleasure to partake of their chemical concoctions, smoking or drinking them while making love to the House's many pleasure slaves. Their matron is [[Lilit]], Demon Lady of Lust. One of Lady Varylys's handmaidens is [[Raevia Vael]].&lt;br /&gt;
&lt;br /&gt;
===House Bel'ord===&lt;br /&gt;
Considered disturbing even among the dark elves, House Ixafar are the beastmasters of Agonia, taming many of the monsters of Nidavellir and making use of them, both alive in their great slave-fighting pits, and dead as crafting materials and food. The gladiatory games they hold in their fighting pits draw in massive crowds from throughout the city, including Dark Elves, slaves, and visitors from beyond. Their patrons are [[Xeshm]], Lord of Fury, and [[Bushasp]], Lord of Gluttony. One of Lady Varylys's favored handmaidens is [[Aeluria Bel'ord]].&lt;br /&gt;
&lt;br /&gt;
===House Ixafar===&lt;br /&gt;
The most mysterious house in Agonia, very few know what goes on in their dark compound. Even their patron demon is unknown, though it is suspected to be Agruzgakbalat, Lord of Madness. They go about in masks, speak in riddles, and trade in ancient and evil artifacts, which their archaeologists dredge from deep beneath the earth. Their house also raises silkworms and crafts most of the strange fashions worn by residents of Ak'Varylystha.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
Using a combination of magic and slave labor, the Dark Elves carved Ak'Varylystha from the very stone of Nidavellir, forming homes from the stalactites, stalagmites, pillars, and walls of the cave - in addition to constructing new walls and buildings of their own. Many of the stalactites have homes in them, hanging from the ceiling of the cave, connected by arcing bridges. This blending of the city with the caves, combined with the soft violet glow of the city's light-crystals, give the place an undeniable beauty, if a dark and foreboding one.&lt;br /&gt;
&lt;br /&gt;
The most important buildings in Ak'Varylystha are the Halls of the Great Houses. House Varylys dwells within their Royal Palace and controls the Dark Temple, largest of the demon-worshiping temples in the city, as well as the Necropolis. House Mauglir dwells within Castle Mauglir, a great fortress where most of the city's soldiers train and store their arms. The Mage Tower of House Elegrim is a twisted stalagmite, the tallest in the city. House Vael has their Pleasure Dome. And the other Houses all have great manors and palaces as well.&lt;br /&gt;
&lt;br /&gt;
Beneath the city lie deep mines and caverns, including an enormous subterranean lake below House Varylys, in which dwell blind cave-krakens. And there are tunnels above the city as well, including a tunnel said to lead, eventually, to the surface world far above - though it has not been used in many centuries. The main tunnel in which the majority of the city is built is closed off by two great curtain walls - an eastern and a western one - that run not only along the ground, but along the cave walls and ceiling as well, to defend against climbing invaders.&lt;br /&gt;
&lt;br /&gt;
All in all, the city is a wondrous and intimidating sight, which has stood in reality and in legend as a landmark of Nidavellir for millennia.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]][[Category:Elves]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6277</id>
		<title>Ak'varylystha</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6277"/>
				<updated>2024-01-04T06:03:37Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akvarylystha03.jpg|thumb|400px|The western walls of Ak'Varylystha, City of Agony.]]&lt;br /&gt;
&lt;br /&gt;
Ak'Varylystha - also sometimes called Agonia, after the [[Underworld]] realm of the city's patron [[Demon]] Lord, [[Akhoman]] - is a [[Svartalfar]] (Dark Elf) city that lies deep within [[Nidavellir]]. It is ruled by King [[Ghauralas Akem Varylys III]] and his House.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ak'Varylystha is one of the oldest Svartalfar cities, said to have been founded not long after the Dark Elves fled underground following the fall of [[Tor Orda]], their ancient tower on the surface. Here in Nidavellir, the Dark Elves could finally worship their demon-gods, safe from &amp;quot;persecution&amp;quot; by the other races of [[Elves]]. Many civil wars between the various noble Houses followed, with House Varylys eventually rising to the top, aided by the power of their patron Demon Lord, Akhoman. They constructed a great necropolis in his honor, with a statue of him over a sacrificial altar in front of it.&lt;br /&gt;
&lt;br /&gt;
In recent times, the city has come under siege on two fronts, by two different enemies: the [[Dwarves]] of [[Clan Firebeard]] to the west, and the [[Goblins]] of the [[Venomweb Tribe]] to the east. Yet, aided by their powerful dark magic, the dark elves have stood their ground. Their walls remain unbroken, their armies undefeated.&lt;br /&gt;
&lt;br /&gt;
==Ruling Houses==&lt;br /&gt;
The Dark Elves have always been fractured by families of ruling nobles, each worshiping a different patron demon and bickering over power. In Ak'Varylystha, the following Houses are the mightiest:&lt;br /&gt;
&lt;br /&gt;
===House Varylys===&lt;br /&gt;
Ruling house of the city, led by King Ghauralas Akem Varylys III. Their patron demon is Akhoman, Lord of Pain. Their symbol is a nine-tailed whip, sometimes stylized as a squid-like creature with nine tentacles, since great cave [[kraken]]s dwell in a subterranean lake beneath their palace, often fed the bodies of the family's prisoners, slaves, and enemies. Masters of magic, their power and wealth comes from the dark temple and necropolis near their citadel. Other important members of House Varylys include Ghauralas's daughter [[Lady Varylys]] and his brother, Vizier [[Melkavar Varylys]].&lt;br /&gt;
&lt;br /&gt;
===House Mauglir===&lt;br /&gt;
The most militaristic family, providing many hardy soldiers to the army. Closely aligned with House Varylys, their patron is [[Eligos]], Demon Lord of War. Their source of wealth is mining, and beneath their home fortress are many tunnels from which they dig the minerals necessary for dark elf society, including the magic gems they use for light. Mauglir own a several great mines in which thousands of slaves dredge up metals and precious gems. They are also great craftsmen, forging weapons and armor of top quality. The Captain of the Guard of Ak'Varylystha is [[Razael Magulir]].&lt;br /&gt;
&lt;br /&gt;
===House Elegrim===&lt;br /&gt;
Librarians, scribes, and artisans, Elegrim are the keepers of lore, tracing their lineage back to the days of Tor Orda, when Svartalfar lived on the surface world. They are the master architects and engineers of Agonia, constructing its buildings, siege engines, and far more nefarious devices - most of them built in factories by slaves. Their patron is [[Arashk]], Demon Lord of Pride. Rumor has it that he has blessed some elves of the house with vampirism. House Varylys's dreaded torture-master and gaoler is [[Gildoryn Elegrim]].&lt;br /&gt;
&lt;br /&gt;
===House Vael===&lt;br /&gt;
Once a lesser house known only for their great farms of mushrooms, Vael rose through the ranks of Agonia using subterfuge - bribery, blackmail, and assassination. In addition to providing most of the food for the city, their mushrooms also make great poisons and potions, and they are masters of alchemy. Many come to their dens of pleasure to partake of their chemical concoctions, smoking or drinking them while making love to the House's many pleasure slaves. Their matron is [[Lilit]], Demon Lady of Lust. One of Lady Varylys's handmaidens is [[Raevia Vael]].&lt;br /&gt;
&lt;br /&gt;
===House Bel'ord===&lt;br /&gt;
Considered disturbing even among the dark elves, House Ixafar are the beastmasters of Agonia, taming many of the monsters of Nidavellir and making use of them, both alive in their great slave-fighting pits, and dead as crafting materials and food. The gladiatory games they hold in their fighting pits draw in massive crowds from throughout the city, including Dark Elves, slaves, and visitors from beyond. Their patrons are [[Xeshm]], Lord of Fury, and [[Bushasp]], Lord of Gluttony. One of Lady Varylys's favored handmaidens is [[Aeluria Bel'ord]].&lt;br /&gt;
&lt;br /&gt;
===House Ixafar===&lt;br /&gt;
The most mysterious house in Agonia, very few know what goes on in their dark compound. Even their patron demon is unknown, though it is suspected to be Agruzgakbalat, Lord of Madness. They go about in masks, speak in riddles, and trade in ancient and evil artifacts, which their archaeologists dredge from deep beneath the earth. Their house also raises silkworms and crafts most of the strange fashions worn by residents of Ak'Varylystha.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6276</id>
		<title>Ak'varylystha</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Ak%27varylystha&amp;diff=6276"/>
				<updated>2024-01-04T05:30:49Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Created page with &amp;quot;The western walls of Ak'Varylystha, City of Agony.  Ak'Varylystha - also sometimes called Agonia, after the Underworld realm of the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akvarylystha03.jpg|thumb|300px|The western walls of Ak'Varylystha, City of Agony.]]&lt;br /&gt;
&lt;br /&gt;
Ak'Varylystha - also sometimes called Agonia, after the [[Underworld]] realm of the city's patron [[Demon]] Lord, [[Akhoman]] - is a [[Svartalfar]] (Dark Elf) city that lies deep within [[Nidavellir]]. It is ruled by King [[Ghauralas Akem Varylys III]] and his House.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ak'Varylystha is one of the oldest Svartalfar cities, said to have been founded not long after the Dark Elves fled underground following the fall of [[Tor Orda]], their ancient tower on the surface. Here in Nidavellir, the Dark Elves could finally worship their demon-gods, safe from &amp;quot;persecution&amp;quot; by the other races of [[Elves]]. Many civil wars between the various noble Houses followed, with House Varylys eventually rising to the top, aided by the power of their patron Demon Lord, Akhoman. They constructed a great necropolis in his honor, with a statue of him over a sacrificial altar in front of it.&lt;br /&gt;
&lt;br /&gt;
In recent times, the city has come under siege on two fronts, by two different enemies: the [[Dwarves]] of [[Clan Firebeard]] to the west, and the [[Goblins]] of the [[Venomweb Tribe]] to the east. Yet, aided by their powerful dark magic, the dark elves have stood their ground. Their walls remain unbroken, their armies undefeated.&lt;br /&gt;
&lt;br /&gt;
==Ruling Houses==&lt;br /&gt;
The Dark Elves have always been fractured by families of ruling nobles, each worshiping a different patron demon and bickering over power. In Ak'Varylystha, the following Houses are the mightiest:&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Although Illikon does not restrict religion and even tolerates the worship of some Nordling gods, the most revered deity of the city is [[Poseidon]], Lord of the Horses and the Sea, for Illikon is a city of ships and knights. Some sailors there instead worship [[Njord]], the Northern god of the sea, but most of these do so quietly. A large number of [[Knights Templar]] dwell in Illikon's Monument District, keeping peace between the many temples there, the most prominent of which are Poseidon, [[Athena]], [[Zeus]], and [[Aphrodite]]; there are other temples, such as those to [[Apollo]] and [[Hades]], but these four deities boast the largest and most beautiful temples in the city.&lt;br /&gt;
&lt;br /&gt;
==Important Figures==&lt;br /&gt;
While not a very old Achaean city compared to those in the Heartland and the Empire's southern reaches, Illikon has had great influence over the Empire since its creation, and many important figures currently dwell there... some of which, though they do not realize it, have dark destinies awaiting them.&lt;br /&gt;
&lt;br /&gt;
===King Aetius Illikoni &amp;amp; Queen Carlisa Illikoni===&lt;br /&gt;
Illikon has always been ruled by the same family, which still bears the city's name. Its current rulers, [[King Aetius Illikoni]] and [[Queen Carlisa Illikoni]] rule side by side of surprisingly equal power, although it is whispered that Queen Carlisa is more loved by her subjects, for she is more generous and kind. King Aetius does not seem to mind his reputation as somewhat ruthless and intolerant of disobedience. The two work in harmony, as they have since the beginning of their reign, and Illikon prospers under their rule. In short, King Aetius is feared while Queen Carlisa is loved.&lt;br /&gt;
===The Draconius Family===&lt;br /&gt;
The [[House of Draconius|Draconius family]], usually called by their simplified name of Drake, is one of the many respected noble families in Illikon. Like certain other families that have been there for generations, several Drakes were crucial to the founding of the city and the conquering of the Northwest. However, [[Warren Drake]], the current patron of the family, has only one heir: the infamous Sir [[Tom Drake]], his adopted son and youngest child. Although he is said to be Queen Carlisa's favorite knight and has even performed personal favors for her, putting his own life at risk while doing so, Tom Drake's bravery and fierce loyalty to Illikon is not respected by most of his peers. Regardless of the once-orphan nature of his only &amp;quot;son,&amp;quot; Warren does his best to maintain the Drake family's good reputation, and his three daughters - [[Anne Drake|Anne]], [[Cristina Drake|Cristina]] &amp;quot;Cristy,&amp;quot; and [[Cassandra Drake|Cassandra]] - along with his wife, [[Corianna Drake|Corianna]], are known among their fellow nobles as respectable and true to the oldest traditions of their family name. Their family heraldry is a rampant red [[Dragons|dragon]] thanks to their ancestry of dragon blood, their colors are red, white, and gold.&lt;br /&gt;
&lt;br /&gt;
===The Marks Family===&lt;br /&gt;
Another noble family of Illikon, the [[House of Marks|Marks family]] is similar to the Drake family in many ways in regard to their history: they have dwelt in Illikon since its establishment, alongside the Kallistos family, and some of their ancestors were important to Illikon's history. The Marks family's current patron, Cassius, has two sons, Sir [[Cassian Marks|Cassian]] and Sir Gaius, the latter of which is pompous and snide. Cassian, however, is a respected knight and is married to Anne Drake, the eldest daughter of the Draconius family. This has caused some friction between Cassian and Tom Drake, but the families themselves to not suffer from any sense of rivalry; rumors claim, however, that Cassian feels Tom Drake is unworthy of bearing such great respect from Queen Carlisa. The Marks family are some of the most respected knights in all the city, and their status as such only seems to be growing stronger. Their family heraldry is a blue fish, and their colors are yellow, blue, and silver.&lt;br /&gt;
&lt;br /&gt;
===The Kallistos Family===&lt;br /&gt;
The [[House of Kallistos|Kallistos family]], like the Drake and Marks families, have lived in Illikon since its founding. It is said that Sir Caelius Kallistos, one of the ancestors of the family, led an army that drove back a group of invading Northmen when Illikon was young. Some say that the Kallistos family mixed with Northerners around the time of Illikon's foundation and that this can be seen in the heights of its current family members, though they all claim to be pure Achaean. One of the few female knights in all the city, Lady [[Severina Kallistos]], is a member of this family. Their heraldry is a blue castle upon a green field, with golden borders.&lt;br /&gt;
&lt;br /&gt;
===Other Important Figures===&lt;br /&gt;
====Captain Victor Magnus====&lt;br /&gt;
[[Victor Magnus]], Captain of the Illikon longbowmen, is a steadfast Achaean soldier. He has led a simple enough life, at least until he became best friends with the knight Sir Tom Drake. Since then the two have shared a deep friendship... which frequently involves Victor either trying to keep Tom out of trouble or helping him pull through it.&lt;br /&gt;
====Lieutenant Corben McShane====&lt;br /&gt;
[[Corben McShane]] is a lieutenant of the Illikon city guards, specifically the night watch. Often finding controversy and even fights due to being of half Northerner blood, Corben is hardened, with a sarcastic and often grim sense of humor and few real friends. His two closest companions are Tom Drake and Victor Magnus, although he is merely a city guard and they are a knight and a military captain. Corben is perhaps best known for his dedication to his career but his tendency to drink heavily, even when he is short of coin.&lt;br /&gt;
====Marshal Lucius Fletcher====&lt;br /&gt;
Marshal of Illikon's army, [[Lucius Fletcher]] commands all of Illikon's military forces, save the noble knights. Of common birth but indominable spirit, Fletcher is an excellent commander, a veteran soldier, and a close friend of most anyone with authority in Illikon, save certain nobles who dislike a commoner having such a high station in the city. He is friendly and laid-back, and he knows most all of his fellow commanders and even his soldiers personally, but he knows where to draw the line between his personal life and his job - or at least he tries to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]][[Category:Achaean Empire]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=File:Akvarylystha03.jpg&amp;diff=6275</id>
		<title>File:Akvarylystha03.jpg</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=File:Akvarylystha03.jpg&amp;diff=6275"/>
				<updated>2024-01-04T05:17:39Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: Deep within Nidavellir lies the Dark Elf (Svartalfar) city of Ak'Varylystha, also known as Agonia.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deep within Nidavellir lies the Dark Elf (Svartalfar) city of Ak'Varylystha, also known as Agonia.&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6274</id>
		<title>Agruzgakbalat</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6274"/>
				<updated>2024-01-03T05:18:38Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Agruz_small.jpg|thumb|400px|Artist's interpretation of a possible avatar of Agruzgakbalat, as seen in the [[Caudex Daemonum]].]]&lt;br /&gt;
&lt;br /&gt;
Agruzgakbalat, sometimes entitled &amp;quot;the Ogskittersnagboloob&amp;quot; by his followers, is the [[Demon]] Lord of Madness. He is considered a phlegmatic-type demon of the Circle of Destruction, but he operates mostly independently, as even other demon lords fear and mistrust him, due to his maddening, chaotic, unknowable nature. His domain in the Underworld is Bedlam, which he rules from a twisted tower called Gnarrentürme. His minions are the Ogskittersnagboloi. Strange and aloof, his designs and actions seem as insane as the lunacy he inflicts upon his victims.&lt;br /&gt;
&lt;br /&gt;
==Appearanace==&lt;br /&gt;
The physical form of Agruzgakbalat seems almost beyond comprehension. Our only image of him comes from the account of a mad monk who claimed to have seen him devour a group of warlocks who dared to call upon him. His description was little more than a rambling list of twisted body parts of men and beasts and nightmares, but an artist did his best to depict it - though the monk, stricken blind by the Demon Lord's glory - could not confirm its accuracy. A writhing mass of limbs, tentacles, snapping jaws, eyeballs on stalks, and dark shadows and shapes that defy mortal comprehension, Agruzgakbalat is a nightmare that is said to cause insanity in the viewer at a glance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of this Demon Lord remain shrouded in mystery. If he was ever worshipped as a god who fell from grace, such tales are long lost to time. Some stories whispered in the halls of the dark magi say that he was a simple denizen of the [[Underworld]] - a creature called the Oskittersnagboloob - that existed there before even the gods and demons came, and so feared was he that he became a Lord in his own right. If true, he would be one of the most ancient of all demons.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
It is said that Agruzgakbalat, though considered part of the alliance called the Circle of Destruction, seldom interacts with the other Demon Lords of the Underworld. Warlocks and demon-worshippers in the mortal realm seldom call upon him, for to do so invites madness. However, it also invites great power - for to remain so independent in the land of demons, yet still so respected and feared, must require tremendous might. Those few mad warlocks who have called upon Agruzgakbalat say that his magic is wild and unpredictable, and his voice sounds more like a thousand voices in a cacophonic chorus of barely-restrained bickering and muttering. He seems to desire little more than to drive the whole world as mad as he, creating chaos throughout all the realms, so that all will worship him.&lt;br /&gt;
&lt;br /&gt;
==Domain==&lt;br /&gt;
To Agruzgakbalat belong the souls of the truly insane: madmen whose dementia cannot be defined by one of the more precise domains of other demons. They are sent to dwell in his kingdom in the Underworld, Bedlam, which he rules from his twisted black tower, Gnarrentürme.&lt;br /&gt;
&lt;br /&gt;
A land of shifting geography and chaotic weather, Bedlam is considered unusually dangerous even by Underworld standards, and only the bravest denizens of that dark realm dare to venture there, for no one ever knows what they might find, or if anything they see there might even be real. It is a barren land of jagged crags and deep valleys, in which one can easily become lost, since they seem to change. Bursts of fire of varying colors erupt from the earth, storms of ice and lightning whirl through the air, and tentacles of terrible monsters burst from caves and fissures, attacking those who dare travel there.&lt;br /&gt;
&lt;br /&gt;
==Minions==&lt;br /&gt;
Agruzgakbalat's minions have forms as incomprehensible as their overlord’s. Sometimes called Ogskittersnagboloi, they behave like rabid beasts when provoked, but display some mad cunning, constantly emitting a dozen different voices from their many mouths - whispering, screaming, laughing - which make no sense, but drive the listener insane. It is unknown if they are Agruzgakbalat's kin from before he ascended to lordhood, or if he spawned them afterward. More like beasts than demons, they are not known to spawn any [[cambion]] offspring.&lt;br /&gt;
&lt;br /&gt;
Within Agruzgakbalat's realm of Bedlam also dwell a variety of other creatures, including many [[Mania|Maniae]], spirits of madness who follow the goddess [[Lyssa]]. The nature of Lyssa's relationship with Agruzgakbalat - be it cordial or hostile - remains unknown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6273</id>
		<title>Agruzgakbalat</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6273"/>
				<updated>2024-01-03T05:17:57Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Agruz_small.jpg|thumb|400px|Artist's interpretation of a possible avatar of Agruzgakbalat, as seen in the [[Caudex Daemonum]].]]&lt;br /&gt;
&lt;br /&gt;
Agruzgakbalat, sometimes entitled &amp;quot;the Ogskittersnagboloob&amp;quot; by his followers, is the [[Demon|demon]] Lord of Madness. He is considered a phlegmatic-type demon of the Circle of Destruction, but he operates mostly independently, as even other demon lords fear and mistrust him, due to his maddening, chaotic, unknowable nature. His domain in the Underworld is Bedlam, which he rules from a twisted tower called Gnarrentürme. His minions are the Ogskittersnagboloi. Strange and aloof, his designs and actions seem as insane as the lunacy he inflicts upon his victims.&lt;br /&gt;
&lt;br /&gt;
==Appearanace==&lt;br /&gt;
The physical form of Agruzgakbalat seems almost beyond comprehension. Our only image of him comes from the account of a mad monk who claimed to have seen him devour a group of warlocks who dared to call upon him. His description was little more than a rambling list of twisted body parts of men and beasts and nightmares, but an artist did his best to depict it - though the monk, stricken blind by the Demon Lord's glory - could not confirm its accuracy. A writhing mass of limbs, tentacles, snapping jaws, eyeballs on stalks, and dark shadows and shapes that defy mortal comprehension, Agruzgakbalat is a nightmare that is said to cause insanity in the viewer at a glance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of this Demon Lord remain shrouded in mystery. If he was ever worshipped as a god who fell from grace, such tales are long lost to time. Some stories whispered in the halls of the dark magi say that he was a simple denizen of the [[Underworld]] - a creature called the Oskittersnagboloob - that existed there before even the gods and demons came, and so feared was he that he became a Lord in his own right. If true, he would be one of the most ancient of all demons.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
It is said that Agruzgakbalat, though considered part of the alliance called the Circle of Destruction, seldom interacts with the other Demon Lords of the Underworld. Warlocks and demon-worshippers in the mortal realm seldom call upon him, for to do so invites madness. However, it also invites great power - for to remain so independent in the land of demons, yet still so respected and feared, must require tremendous might. Those few mad warlocks who have called upon Agruzgakbalat say that his magic is wild and unpredictable, and his voice sounds more like a thousand voices in a cacophonic chorus of barely-restrained bickering and muttering. He seems to desire little more than to drive the whole world as mad as he, creating chaos throughout all the realms, so that all will worship him.&lt;br /&gt;
&lt;br /&gt;
==Domain==&lt;br /&gt;
To Agruzgakbalat belong the souls of the truly insane: madmen whose dementia cannot be defined by one of the more precise domains of other demons. They are sent to dwell in his kingdom in the Underworld, Bedlam, which he rules from his twisted black tower, Gnarrentürme.&lt;br /&gt;
&lt;br /&gt;
A land of shifting geography and chaotic weather, Bedlam is considered unusually dangerous even by Underworld standards, and only the bravest denizens of that dark realm dare to venture there, for no one ever knows what they might find, or if anything they see there might even be real. It is a barren land of jagged crags and deep valleys, in which one can easily become lost, since they seem to change. Bursts of fire of varying colors erupt from the earth, storms of ice and lightning whirl through the air, and tentacles of terrible monsters burst from caves and fissures, attacking those who dare travel there.&lt;br /&gt;
&lt;br /&gt;
==Minions==&lt;br /&gt;
Agruzgakbalat's minions have forms as incomprehensible as their overlord’s. Sometimes called Ogskittersnagboloi, they behave like rabid beasts when provoked, but display some mad cunning, constantly emitting a dozen different voices from their many mouths - whispering, screaming, laughing - which make no sense, but drive the listener insane. It is unknown if they are Agruzgakbalat's kin from before he ascended to lordhood, or if he spawned them afterward. More like beasts than demons, they are not known to spawn any [[cambion]] offspring.&lt;br /&gt;
&lt;br /&gt;
Within Agruzgakbalat's realm of Bedlam also dwell a variety of other creatures, including many [[Mania|Maniae]], spirits of madness who follow the goddess [[Lyssa]]. The nature of Lyssa's relationship with Agruzgakbalat - be it cordial or hostile - remains unknown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Akhoman&amp;diff=6272</id>
		<title>Akhoman</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Akhoman&amp;diff=6272"/>
				<updated>2024-01-03T05:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akhoman.JPG|thumb|300px|A statue of Akhoman in the Svatalfar city of Ak'varylystha, its eyes aglow.]]&lt;br /&gt;
&lt;br /&gt;
Akhoman, also called Akhos, is the [[Demon]] Lord of Pain, one of the most ancient and powerful of all the demon lords. Some even claim he is a son of, or was created by, [[Ahriman]] himself. He is considered a sanguine-type demon of the Circle of Destruction. His lesser demonic spawn are called [[Algos|Algoi]] (singular Algos).&lt;br /&gt;
&lt;br /&gt;
Akhoman is the father of the cambion [[Kye]] and the primary deity of the [[Svartalfar]] city of [[Ak'varylystha]].&lt;br /&gt;
&lt;br /&gt;
==Depictions==&lt;br /&gt;
Being such an ancient demon, Akhoman has been depicted in a variety of forms. Sometimes, he is drawn as simply a formless shadow, much like Ahriman, while at other times he has a canine head or skull, with four massive horns, prominent fangs, and purple eyes. His weapon of choice is a whip, multi-tailed and often bladed. The dark elves make statues of him in this form, also featuring four arms - two with bat-like wings attached - each bearing a hand with three great claws. In [[Parsanshar]], he is sometimes depicted as a humanoid beast with long hair and many fangs as long as an elephant's tusks.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
According to ancient texts from Parsanshar, Akhoman was a son or creation of Ahriman, the prime evil and god of darkness. However, following his defeat by a great hero of old - possibly a young god or demigod - he was cast into the [[Underworld]] to become a demon lord, restricted to the domain of pain instead of his previous lordship over all evil thought and torment. He has been striving ever since to regain his lost godhood. One of the most ancient demons, even other demon lords are said to fear him.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Despite his often bestial appearance in his depictions, Akhoman is said to speak with great cunning and guile, tempting his followers into evil thoughts and deeds with words of silken shadow. When words fail, he can inflict tremendous pain to get his way, but he is even a master of using pleasurable pain as a temptation for those who desire it.&lt;br /&gt;
&lt;br /&gt;
==Domain==&lt;br /&gt;
The souls that fall under Akhoman's domain primarily include individuals obsessed with pain, such as those who tortured others for pleasure, whether they did so openly or under the guise of enforcing law or another mortal excuse, as well as those so obsessed they even torture themselves. Likewise, those who led lives burdened by great physical pain and lost themselves in their own misery, rather than striving for goodness in spite of their suffering, may find their souls going to Akhoman. Some scholars say that Akhoman created or influenced many magical [[Curse|curses]] that bring unbearable pain with them, such as the unimaginable agony of [[lycanthropy]], though no one knows this for certain.&lt;br /&gt;
&lt;br /&gt;
Akhoman rules a kingdom in [[Hades]] sometimes called Agonia, which lies between the Kokytos and Phlegethon rivers - literally between fire and ice, much like the [[Ginnungagap]], the shadowy realm of Akhoman's father Ahriman. The wailing of lost souls is louder in this black land than almost anywhere else in the Underworld, as they are tortured and tormented unceasingly until the end of time.&lt;br /&gt;
&lt;br /&gt;
==Minions==&lt;br /&gt;
The [[Algos|Algoi]] (singular Algos) are Akhoman's minions. Like all demons, they come in a variety of forms, but most appear like a lesser form of Akhoman's primary avatar, with bat-like wings, great horns and fangs, and a bestial head with red or purple eyes. Their skin is usually heavily scarred and tattooed, and they favor the whip as their weapon. [[Cambions]] born of Akhoman or an Algos can perform the Touch of Pain, causing extreme, debilitating agony to wrack a victim's body with a mere touch.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Akhoman&amp;diff=6271</id>
		<title>Akhoman</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Akhoman&amp;diff=6271"/>
				<updated>2024-01-03T05:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akhoman.JPG|thumb|300px|A statue of Akhoman in the Svatalfar city of Ak'varylystha, its eyes aglow.]]&lt;br /&gt;
&lt;br /&gt;
Akhoman, also called Akhos, is the [[Demon]] Lord of Pain, one of the most ancient and powerful of all the demon lords. Some even claim he is a son of, or was created by, [[Ahriman]] himself. He is considered a sanguine-type demon of the Circle of Destruction. His lesser demonic spawn are called [[Algos|Algoi]] (singular Algos).&lt;br /&gt;
&lt;br /&gt;
Akhoman is the father of the cambion [[Kye]] and the primary deity of the [[Svartalfar]] city of [[Ak'varylystha]].&lt;br /&gt;
&lt;br /&gt;
==Depictions==&lt;br /&gt;
Being such an ancient demon, Akhoman has been depicted in a variety of forms. Sometimes, he is drawn as simply a formless shadow, much like Ahriman, while at other times he has a canine head or skull, with four massive horns, prominent fangs, and purple eyes. His weapon of choice is a whip, multi-tailed and often bladed. The dark elves make statues of him in this form, also featuring four arms - two with bat-like wings attached - each bearing a hand with three great claws. In [[Parsanshar]], he is sometimes depicted as a humanoid beast with long hair and many fangs as long as an elephant's tusks.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
According to ancient texts from Parsanshar, Akhoman was a son or creation of Ahriman, the prime evil and god of darkness. However, following his defeat by a great hero of old - possibly a young god or demigod - he was cast into the [[Underworld]] to become a demon lord, restricted to the domain of pain instead of his previous lordship over all evil thought and torment. He has been striving ever since to regain his lost godhood. One of the most ancient demons, even other demon lords are said to fear him.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Despite his often bestial appearance in his depictions, Akhoman is said to speak with great cunning and guile, tempting his followers into evil thoughts and deeds with words of silken shadow. When words fail, he can inflict tremendous pain to get his way, but he is even a master of using pleasurable pain as a temptation for those who desire it.&lt;br /&gt;
&lt;br /&gt;
==Domain==&lt;br /&gt;
The souls that fall under Akhoman's domain primarily include individuals obsessed with pain, such as those who tortured others for pleasure, whether they did so openly or under the guise of enforcing law or another mortal excuse, as well as those so obsessed they even torture themselves. Likewise, those who led lives burdened by great physical pain and lost themselves in their own misery, rather than striving for goodness in spite of their suffering, may find their souls going to Akhoman. Some scholars say that Akhoman created or influenced many magical [[Curse|curses]] that bring unbearable pain with them, such as the unimaginable agony of [[lycanthropy]], though no one knows this for certain.&lt;br /&gt;
&lt;br /&gt;
==Minions==&lt;br /&gt;
The [[Algos|Algoi]] (singular Algos) are Akhoman's minions. Like all demons, they come in a variety of forms, but most appear like a lesser form of Akhoman's primary avatar, with bat-like wings, great horns and fangs, and a bestial head with red or purple eyes. Their skin is usually heavily scarred and tattooed, and they favor the whip as their weapon. [[Cambions]] born of Akhoman or an Algos can perform the Touch of Pain, causing extreme, debilitating agony to wrack a victim's body with a mere touch.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Akhoman&amp;diff=6270</id>
		<title>Akhoman</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Akhoman&amp;diff=6270"/>
				<updated>2024-01-03T04:33:17Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Akhoman.JPG|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
Akhoman or Akhos, Lord of Agony, is among the most powerful of all the [[Demon|demon]] lords. His domain is that of Pain, and he is thought to be among the most ancient of all beings, having perhaps existed since the [[Gods|gods]] themselves were young - or even before their time.&lt;br /&gt;
&lt;br /&gt;
Akhoman is the father of the cambion [[Kye]] and the primary deity of the [[Svartalfar]] city of [[Ak'varylystha]].&lt;br /&gt;
&lt;br /&gt;
==Depictions==&lt;br /&gt;
Being such an ancient demon, sometimes thought of as one of the first of all demons, Akhoman has been depicted in a variety of forms. Sometimes, he is seen as a demon with a canine head, while at other times he may have a head more like a strange demonic skull with massive horns and prominent fangs. Other times, he may seem little more than a formless shadow. Regardless of shape, however, he has several consistent attributes, such as bright violet eyes, four horns, large fangs, claws, four arms, and a spearheaded tail. Generally, he is also depicted with great, dark, bat-like wings. His skin is usually shown as red and often marked by ritual scarring and tattoos alike. His weapon of choice is a six-tailed whip.&lt;br /&gt;
&lt;br /&gt;
==Domain==&lt;br /&gt;
The souls that fall under Akhoman's domain primarily include individuals obsessed with pain, such as those who tortured others for pleasure, whether they did so openly or under the guise of enforcing law or another mortal excuse, as well as those so obsessed they even torture themselves. Likewise, those who led lives burdened by great physical pain and lost themselves in their own misery, rather than striving for goodness in spite of their suffering, also go to Akhoman. It is sometimes thought that the unbelievable pain of some [[Curse|curses]] were the result of creation or influence from Akhoman, such as the unimaginable agony of [[lycanthropy]], though no one knows this for certain. &lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
The [[Algos]] are Akhoman's minions. Like all demons, they come in a variety of forms, always similar in several ways to the forms taken by Akhoman himself. However, as lesser demons, they are generally hideous and malformed, unlike their master.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=File:Akhoman.JPG&amp;diff=6269</id>
		<title>File:Akhoman.JPG</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=File:Akhoman.JPG&amp;diff=6269"/>
				<updated>2024-01-03T04:31:58Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: A statue of Akhoman in the Svatalfar city of Ak'varylystha, its eyes aglow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A statue of Akhoman in the Svatalfar city of Ak'varylystha, its eyes aglow.&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Ahriman&amp;diff=6268</id>
		<title>Ahriman</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Ahriman&amp;diff=6268"/>
				<updated>2024-01-03T04:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ahriman_rune_sm.png|thumb|300px|A Rune of Ahriman, traditionally written upside-down to show contempt for his wickedness.]]Ahriman, also called Angra Mainyu, is the immensely powerful being of darkness and evil worshiped primarily in [[Parsanshar]]. Whether he is [[god]] or [[Demon|demon]] - or even something else - remains unknown, but both gods and demons fear him. Ahriman stands for all things evil and corrupt in direct opposition to [[Ormazd]], god of light and all things good.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Much like his opposite, Ormazd, the accepted history of Ahriman holds that he has existed since before time was time. These two opposite beings have remained the same for countless ages, locked in a constant battle of light and darkness. Whereas Ormazd dwells high above even other gods of other lands, Ahriman dwells far below all known existence. There are those who speculate he lives somewhere in the [[Underworld]], or that he is in fact all darkness within the Underworld, and there are those who hold that he lives even deeper than that, in the utter blackness of the [[Abyss]] or [[Ginnungagap]]. Ahriman takes many shapes and bears many names across every land in [[Midgard|the mortal realm]], for darkness lives everywhere. One such example is [[Old Kingdom Pantheon#Ma'at and Isfet|Isfet]], thought to be his moniker in [[Kemhet]].&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
Ahriman fully embodies everything evil and wrong, including literal darkness - the shadow or void [[element]] and its corresponding affinity. He is the opposite of light and good. All wicked acts thus pay homage to Ahriman: the corruption of anything good, destruction, death, theft, and every other imaginable sin. Hence, there are those who believe Ahriman may be some kind of demon or, at least, a god that reigns over even all the demon lords themselves. Ahriman's followers claim he exists everywhere, in all shadows that inhabit every land and every realm. They say the more darkness that exists, the more Ahriman himself grows in power.&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
The common people of Parsanshar do not &amp;quot;worship&amp;quot; Ahriman: they acknowledge his existence and power - and the power that Ormazd holds over him, which is why it is necessary to uphold Ormazd and aid him in his battle against darkness, to maintain the balance of the universe. However, Ahriman still has his own direct followers as well. Those who worship Ahriman must do so in secret, living in clandestine cults or worshiping alone in privacy. His followers would uphold corruption and wickedness, as well as literal darkness itself. Some say that many in the [[Zharduvari]] cult actually worship Ahriman.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6267</id>
		<title>Agruzgakbalat</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6267"/>
				<updated>2024-01-01T16:56:54Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Agruz_small.jpg|thumb|400px|Artist's interpretation of a possible avatar of Agruzgakbalat, as seen in the [[Caudex Daemonum]].]]&lt;br /&gt;
Agruzgakbalat, sometimes entitled &amp;quot;the Ogskittersnagboloob&amp;quot; by his followers, is the [[Demon|demon]] Lord of Madness. He is considered a phlegmatic-type demon of the Circle of Destruction, but he operates mostly independently, as even other demon lords fear and mistrust him, due to his maddening, chaotic, unknowable nature. His domain in the Underworld is Bedlam, which he rules from a twisted tower called Gnarrentürme. His minions are the Ogskittersnagboloi. Strange and aloof, his designs and actions seem as insane as the lunacy he inflicts upon his victims.&lt;br /&gt;
&lt;br /&gt;
==Appearanace==&lt;br /&gt;
The physical form of Agruzgakbalat seems almost beyond comprehension. Our only image of him comes from the account of a mad monk who claimed to have seen him devour a group of warlocks who dared to call upon him. His description was little more than a rambling list of twisted body parts of men and beasts and nightmares, but an artist did his best to depict it - though the monk, stricken blind by the Demon Lord's glory - could not confirm its accuracy. A writhing mass of limbs, tentacles, snapping jaws, eyeballs on stalks, and dark shadows and shapes that defy mortal comprehension, Agruzgakbalat is a nightmare that is said to cause insanity in the viewer at a glance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of this Demon Lord remain shrouded in mystery. If he was ever worshipped as a god who fell from grace, such tales are long lost to time. Some stories whispered in the halls of the dark magi say that he was a simple denizen of the [[Underworld]] - a creature called the Oskittersnagboloob - that existed there before even the gods and demons came, and so feared was he that he became a Lord in his own right. If true, he would be one of the most ancient of all demons.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
It is said that Agruzgakbalat, though considered part of the alliance called the Circle of Destruction, seldom interacts with the other Demon Lords of the Underworld. Warlocks and demon-worshippers in the mortal realm seldom call upon him, for to do so invites madness. However, it also invites great power - for to remain so independent in the land of demons, yet still so respected and feared, must require tremendous might. Those few mad warlocks who have called upon Agruzgakbalat say that his magic is wild and unpredictable, and his voice sounds more like a thousand voices in a cacophonic chorus of barely-restrained bickering and muttering. He seems to desire little more than to drive the whole world as mad as he, creating chaos throughout all the realms, so that all will worship him.&lt;br /&gt;
&lt;br /&gt;
==Domain==&lt;br /&gt;
To Agruzgakbalat belong the souls of the truly insane: madmen whose dementia cannot be defined by one of the more precise domains of other demons. They are sent to dwell in his kingdom in the Underworld, Bedlam, which he rules from his twisted black tower, Gnarrentürme.&lt;br /&gt;
&lt;br /&gt;
A land of shifting geography and chaotic weather, Bedlam is considered unusually dangerous even by Underworld standards, and only the bravest denizens of that dark realm dare to venture there, for no one ever knows what they might find, or if anything they see there might even be real. It is a barren land of jagged crags and deep valleys, in which one can easily become lost, since they seem to change. Bursts of fire of varying colors erupt from the earth, storms of ice and lightning whirl through the air, and tentacles of terrible monsters burst from caves and fissures, attacking those who dare travel there.&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
Agruzgakbalat's minions have forms as incomprehensible as their overlord’s. Sometimes called Ogskittersnagboloi, they behave like rabid beasts when provoked, but display some mad cunning, constantly emitting a dozen different voices from their many mouths - whispering, screaming, laughing - which make no sense, but drive the listener insane. It is unknown if they are Agruzgakbalat's kin from before he ascended to lordhood, or if he spawned them afterward. More like beasts than demons, they are not known to spawn any [[cambion]] offspring.&lt;br /&gt;
&lt;br /&gt;
Within Agruzgakbalat's realm of Bedlam also dwell a variety of other creatures, including many [[Mania|Maniae]], spirits of madness who follow the goddess [[Lyssa]]. The nature of Lyssa's relationship with Agruzgakbalat - be it cordial or hostile - remains unknown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Mania&amp;diff=6266</id>
		<title>Mania</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Mania&amp;diff=6266"/>
				<updated>2024-01-01T16:56:18Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maniae are madness [[Demon|demons]], demonic servants of the chthonic goddess [[Lyssa]], Lady of Madness. They dwell within [[Bedlam]], the realm of the Demon Lord of Madness, [[Agruzgakbalat]]. They are considered phlegmatic demons.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Unlike the hideous [[Ogskittersnagboloi]] with whom they dwell in Bedlam, the Maniae of Lyssa usually appear comely, in order to lure their victims into a false sense of security. They normally look like beautiful women with bony wings and ragged robes that seem to writhe like tentacles. Their faces are hard to make out, until one gets close enough, and then their gaze can drive the viewer mad.&lt;br /&gt;
&lt;br /&gt;
==Intent==&lt;br /&gt;
Madness demons haunt the minds of mortals and attempt to drive them to insanity, speaking in riddles and twisting reality to sow confusion. Their deepest desire is to cause the minds of their victims to snap, driving them to a destroy themselves and others.&lt;br /&gt;
&lt;br /&gt;
It is said that the Maniae are responsible for the unwelcome, intrusive thoughts that sometimes creep into one's mind unbidden, such as thinking &amp;quot;jump&amp;quot; when looking over the edge of a cliff. The maniae whisper these thoughts into mortals, tempting them to acts of madness.&lt;br /&gt;
&lt;br /&gt;
==Cambions==&lt;br /&gt;
Half-mortal [[cambion]] offspring of madness are nearly as unpredictable as their full-blooded counterparts. Most have red eyes and bony, ragged wings, and some may even spawn ghostly tentacles. They have the power to drive victims mad with a long enough gaze, much like their demon parents.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]][[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6265</id>
		<title>Agruzgakbalat</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6265"/>
				<updated>2024-01-01T16:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Agruz_small.jpg|thumb|400px|Artist's interpretation of a possible avatar of Agruzgakbalat, as seen in the [[Caudex Daemonum]].]]&lt;br /&gt;
Agruzgakbalat, sometimes entitled &amp;quot;the Ogskittersnagboloob&amp;quot; by his followers, is the [[Demon|demon]] Lord of Madness. He is considered a phlegmatic-type demon of the Circle of Destruction, but he operates mostly independently, as even other demon lords fear and mistrust him, due to his maddening, chaotic, unknowable nature. His domain in the Underworld is Bedlam, which he rules from a twisted tower called Gnarrentürme. His minions are the Ogskittersnagboloi. Strange and aloof, his designs and actions seem as insane as the lunacy he inflicts upon his victims.&lt;br /&gt;
&lt;br /&gt;
==Appearanace==&lt;br /&gt;
The physical form of Agruzgakbalat seems almost beyond comprehension. Our only image of him comes from the account of a mad monk who claimed to have seen him devour a group of warlocks who dared to call upon him. His description was little more than a rambling list of twisted body parts of men and beasts and nightmares, but an artist did his best to depict it - though the monk, stricken blind by the Demon Lord's glory - could not confirm its accuracy. A writhing mass of limbs, tentacles, snapping jaws, eyeballs on stalks, and dark shadows and shapes that defy mortal comprehension, Agruzgakbalat is a nightmare that is said to cause insanity in the viewer at a glance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The origins of this Demon Lord remain shrouded in mystery. If he was ever worshipped as a god who fell from grace, such tales are long lost to time. Some stories whispered in the halls of the dark magi say that he was a simple denizen of the [[Underworld]] - a creature called the Oskittersnagboloob - that existed there before even the gods and demons came, and so feared was he that he became a Lord in his own right. If true, he would be one of the most ancient of all demons.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
It is said that Agruzgakbalat, though considered part of the alliance called the Circle of Destruction, seldom interacts with the other Demon Lords of the Underworld. Warlocks and demon-worshippers in the mortal realm seldom call upon him, for to do so invites madness. However, it also invites great power - for to remain so independent in the land of demons, yet still so respected and feared, must require tremendous might. Those few mad warlocks who have called upon Agruzgakbalat say that his magic is wild and unpredictable, and his voice sounds more like a thousand voices in a cacophonic chorus of barely-restrained bickering and muttering. He seems to desire little more than to drive the whole world as mad as he, creating chaos throughout all the realms, so that all will worship him.&lt;br /&gt;
&lt;br /&gt;
==Domain==&lt;br /&gt;
To Agruzgakbalat belong the souls of the truly insane: madmen whose dementia cannot be defined by one of the more precise domains of other demons. They are sent to dwell in his kingdom in the Underworld, Bedlam, which he rules from his twisted black tower, Gnarrentürme.&lt;br /&gt;
&lt;br /&gt;
A land of shifting geography and chaotic weather, Bedlam is considered unusually dangerous even by Underworld standards, and only the bravest denizens of that dark realm dare to venture there, for no one ever knows what they might find, or if anything they see there might even be real. It is a barren land of jagged crags and deep valleys, in which one can easily become lost, since they seem to change. Bursts of fire of varying colors erupt from the earth, storms of ice and lightning whirl through the air, and tentacles of terrible monsters burst from caves and fissures, attacking those who dare travel there.&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
Agruzgakbalat's minions have forms as incomprehensible as their overlord’s. Sometimes called Ogskittersnagboloi, they behave like rabid beasts when provoked, but display some mad cunning, constantly emitting a dozen different voices from their many mouths - whispering, screaming, laughing - which make no sense, but drive the listener insane. It is unknown if they are Agruzgakbalat's kin from before he ascended to lordhood, or if he spawned them afterward.&lt;br /&gt;
&lt;br /&gt;
Within Agruzgakbalat's realm of Bedlam also dwell a variety of other creatures, including many [[Mania|Maniae]], spirits of madness who follow the goddess [[Lyssa]]. The nature of Lyssa's relationship with Agruzgakbalat - be it cordial or hostile - remains unknown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6264</id>
		<title>Agruzgakbalat</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6264"/>
				<updated>2024-01-01T15:49:07Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: /* Followers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Agruz_small.jpg|thumb|400px|Artist's interpretation of a possible avatar of Agruzgakbalat, as seen in the [[Caudex Daemonum]].]]&lt;br /&gt;
Agruzgakbalat, sometimes entitled &amp;quot;the Ogskittersnagboloob&amp;quot; by his followers for reasons unknown, is the [[Demon|demon]] Lord of Madness. He is considered a phlegmatic-type demon of the Circle of Destruction, but he operates mostly independently, as even other demon lords fear and mistrust him, due to his maddening, chaotic, unknowable nature. His domain in the Underworld is [[Bedlam]], which he rules from a twisted tower called Gnarrentürme. Strange and aloof, his designs and his actions seem as insane as the lunacy he inflicts upon his victims.&lt;br /&gt;
==Appearanace==&lt;br /&gt;
The physical form of Agruzgakbalat seems almost beyond comprehension. Our only image of him comes from the account of a mad monk who claimed to have seen him devour a group of warlocks who dared to call upon him. His description was little more than a rambling list of twisted body parts of men and beasts and nightmares, but an artist did his best to depict it - though the monk, stricken blind by the Demon Lord's glory - could not confirm its accuracy. A writhing mass of limbs, tentacles, snapping jaws, eyeballs on stalks, and dark shadows and shapes that defy mortal comprehension, Agruzgakbalat is a nightmare that is said to cause insanity in the viewer at a glance.&lt;br /&gt;
==History==&lt;br /&gt;
The origins of this Demon Lord remain shrouded in mystery. If he was ever worshipped as a god who fell from grace, such tales are long lost to time. Some stories whispered in the halls of the dark magi say that he was a simple denizen of the [[Underworld]] - a creature called the Oskittersnagboloob - that existed there before even the gods and demons came, and so feared was he that he became a Lord in his own right. If true, he would be one of the most ancient of all demons.&lt;br /&gt;
==Personality==&lt;br /&gt;
It is said that Agruzgakbalat, though considered part of the alliance called the Circle of Destruction, seldom interacts with the other Demon Lords of the Underworld. Warlocks and demon-worshippers in the mortal realm seldom call upon him, for to do so invites madness. However, it also invites great power - for to remain so independent in the land of demons, yet still so respected and feared, must require tremendous might. Those few mad warlocks who have called upon Agruzgakbalat say that his magic is wild and unpredictable, and his voice sounds more like a thousand voices in a cacophonic chorus of barely-restrained bickering and muttering. He seems to desire little more than to drive the whole world as mad as he, creating chaos throughout all the realms, so that all will worship him.&lt;br /&gt;
==Domain==&lt;br /&gt;
To Agruzgakbalat belong the souls of the truly insane: madmen whose dementia cannot be defined by one of the more precise domains of other demons. They are sent to dwell in his kingdom in the Underworld, [[Bedlam]], which he rules from his twisted black tower, Gnarrentürme. A land of shifting geography and chaotic weather, Bedlam is considered unusually dangerous even by Underworld standards, and only the bravest denizens of that dark realm dare to venture there, for no one ever knows what they might find, or if anything they see there might even be real.&lt;br /&gt;
==Followers==&lt;br /&gt;
Agruzgakbalat's minions have forms as incomprehensible as their overlord’s. Sometimes called Ogskittersnagboloi, they behave like rabid beasts when provoked, but display some mad cunning, constantly emitting a dozen different voices from their many mouths - whispering, screaming, laughing - which make no sense, but drive the listener insane. Within Agruzgakbalat's realm of Bedlam also dwell many [[Mania|Maniae]], spirits of madness who follow the goddess [[Lyssa]]. The nature of Lyssa's relationship with Agruzgakbalat - be it cordial or hostile - remains unknown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6263</id>
		<title>Agruzgakbalat</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Agruzgakbalat&amp;diff=6263"/>
				<updated>2024-01-01T15:47:48Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Agruz_small.jpg|thumb|400px|Artist's interpretation of a possible avatar of Agruzgakbalat, as seen in the [[Caudex Daemonum]].]]&lt;br /&gt;
Agruzgakbalat, sometimes entitled &amp;quot;the Ogskittersnagboloob&amp;quot; by his followers for reasons unknown, is the [[Demon|demon]] Lord of Madness. He is considered a phlegmatic-type demon of the Circle of Destruction, but he operates mostly independently, as even other demon lords fear and mistrust him, due to his maddening, chaotic, unknowable nature. His domain in the Underworld is [[Bedlam]], which he rules from a twisted tower called Gnarrentürme. Strange and aloof, his designs and his actions seem as insane as the lunacy he inflicts upon his victims.&lt;br /&gt;
==Appearanace==&lt;br /&gt;
The physical form of Agruzgakbalat seems almost beyond comprehension. Our only image of him comes from the account of a mad monk who claimed to have seen him devour a group of warlocks who dared to call upon him. His description was little more than a rambling list of twisted body parts of men and beasts and nightmares, but an artist did his best to depict it - though the monk, stricken blind by the Demon Lord's glory - could not confirm its accuracy. A writhing mass of limbs, tentacles, snapping jaws, eyeballs on stalks, and dark shadows and shapes that defy mortal comprehension, Agruzgakbalat is a nightmare that is said to cause insanity in the viewer at a glance.&lt;br /&gt;
==History==&lt;br /&gt;
The origins of this Demon Lord remain shrouded in mystery. If he was ever worshipped as a god who fell from grace, such tales are long lost to time. Some stories whispered in the halls of the dark magi say that he was a simple denizen of the [[Underworld]] - a creature called the Oskittersnagboloob - that existed there before even the gods and demons came, and so feared was he that he became a Lord in his own right. If true, he would be one of the most ancient of all demons.&lt;br /&gt;
==Personality==&lt;br /&gt;
It is said that Agruzgakbalat, though considered part of the alliance called the Circle of Destruction, seldom interacts with the other Demon Lords of the Underworld. Warlocks and demon-worshippers in the mortal realm seldom call upon him, for to do so invites madness. However, it also invites great power - for to remain so independent in the land of demons, yet still so respected and feared, must require tremendous might. Those few mad warlocks who have called upon Agruzgakbalat say that his magic is wild and unpredictable, and his voice sounds more like a thousand voices in a cacophonic chorus of barely-restrained bickering and muttering. He seems to desire little more than to drive the whole world as mad as he, creating chaos throughout all the realms, so that all will worship him.&lt;br /&gt;
==Domain==&lt;br /&gt;
To Agruzgakbalat belong the souls of the truly insane: madmen whose dementia cannot be defined by one of the more precise domains of other demons. They are sent to dwell in his kingdom in the Underworld, [[Bedlam]], which he rules from his twisted black tower, Gnarrentürme. A land of shifting geography and chaotic weather, Bedlam is considered unusually dangerous even by Underworld standards, and only the bravest denizens of that dark realm dare to venture there, for no one ever knows what they might find, or if anything they see there might even be real.&lt;br /&gt;
==Followers==&lt;br /&gt;
Agruzgakbalat's minions have forms as incomprehensible as their overlord’s. Sometimes called Ogskittersnagboloi, they behave like rabid beasts when provoked, but display some mad cunning, constantly emitting a dozen different voices from their many mouths - whispering, screaming, laughing - which make no sense, but drive the listener insane. Within Agruzgakbalat's realm of Bedlam also dwell many [[Mania|Maniae]], spirits of madness who follow the goddess [[Lyssa]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Divinities]][[Category:Demons]][[Category:Demon Lords]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6262</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6262"/>
				<updated>2023-12-31T21:35:00Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magic_wheel2.png|thumb|330px|The Wheel of Magic, representing the combination of elements which make Life possible, as well as the different types of magic.]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;When all four elements are in balance, in perfect harmony, then life is without flaw. But no mortal creature, great or small, exists in perfect harmony.&amp;quot;'' - from the Teachings of Asklepios&lt;br /&gt;
&lt;br /&gt;
The Elements are the basic components from which all things are formed. The four primary elements are Fire, Earth, Air, and Water - which combine to create Life, which is sometimes considered an element of its own. Keeping these four elements and their related &amp;quot;humors&amp;quot; in balance is considered key to health, a belief called '''Humorism'''. All living creatures are born with an '''Affinity''' for a particular element, with some people having a stronger affinity than others.&lt;br /&gt;
&lt;br /&gt;
==Humorism==&lt;br /&gt;
The four basic elements are Fire, Air, Earth, and Water. Life, which some consider an element of its own, is formed by the combination and proper balance of these four elements together. A healer who practices humorism will try to heal a sick person by figuring out which element is out of balance and bringing it back into order. Various methods may be used to restore the balance in a person's body, such as mixing potions from ingredients related to the four elements. Each individual may have a different natural balance, depending on their affinity, so the process of finding the right balance can be a difficult one.&lt;br /&gt;
&lt;br /&gt;
==Affinity==&lt;br /&gt;
Every living thing is born with an affinity for a particular element, or mixture of elements. One's affinity may not be readily apparent, except in the case of those with the gift of magic, whose magic usually first manifests as the element to which they are attuned. But affinity does not just affect magic. It can affect an individual's personality and temperament, environmental preferences, and much more. For instance, individuals of Air affinity tend to be free spirits and slightly whimsical, while those of Fire affinity are often passionate and quick to anger. Someone of Water affinity might prefer a life at sea or near the shore, while avoiding particularly dry environments.&lt;br /&gt;
&lt;br /&gt;
When they find themselves in an environment counter to their elemental affinity, a person might feel unwell and out of sorts - &amp;quot;out of their element,&amp;quot; one might say. This applies doubly for magi, who find their spells considerably weaker and more difficult to cast in an environment that contests their affinity. However, not everyone who lives in the desert is of Fire affinity, nor is everyone on the sea of Water affinity - and likewise, not every hotheaded man or woman is Fire affinity.&lt;br /&gt;
&lt;br /&gt;
Some people are more strongly affected by affinity than others. They are sometimes said to have been born on the fringes of the Elemental Wheel, greatly favoring their element over all others and despising their opposite element. According to some philosophers and doctors, such fringe individuals are usually highly abnormal, out of balance with the rest of society (such as a recluse or madman), and some may have poor health conditions as well. Those with a &amp;quot;weaker&amp;quot; affinity are considered more in-balance, normal, and healthy.&lt;br /&gt;
&lt;br /&gt;
In some very rare cases, an individual might be born with an affinity outside of the main four and their intermediate mixtures. These include Light, Shadow, or possibly even Arcane. Such people are considered extremely special, possibly even children of prophecy or of supernatural parentage. They may manifest special magical abilities, even if they are not born with the Gift of magic. Magi born with these affinities are usually even more powerful than most.&lt;br /&gt;
&lt;br /&gt;
==The Four Basic Elements==&lt;br /&gt;
===Fire===&lt;br /&gt;
Fire is the element of heat, warmth, and flame - a necessary building block of life. Fire is associated with the Choleric humor. An individual with Fire affinity is usually passionate, hot-tempered, obsessive, and dominant. They can be argumentative and impatient but excellent leaders, especially in an emergency. They prefer to live in warm, arid environments and work with fire-related professions such as cooking or smithing. Since their opposite affinity is water, they are weak to it, and hate being submerged or traveling at sea. Fire magi are adept at summoning and controlling magical flame but have difficulty with water and ice magic.&lt;br /&gt;
===Earth===&lt;br /&gt;
Earth is the element of rocks, dirt, clay, and minerals. It is sometimes also associated with plants, which live in the earth. Earth is associated with the Phlegmatic humor. An individual with Earth affinity is usually calm, content, rational, and diplomatic. They can also be shy, stubborn, fearful of change, and sometimes apathetic. They are adapted to living in rocky landscapes, fields, or even underground, and they tend to enjoy careers working with the land, such as farming and mining. They are weakest when they are away from solid land, such as out at sea or at a high altitude. Earth magi are adept at spells concerning stone and minerals, including poisons and alchemy, but they have difficulty casting air spells, like summoning wind and lightning.&lt;br /&gt;
===Water===&lt;br /&gt;
Water is the element of liquids and ice. It is associated with the Melancholic humor. An individual with Water affinity is usually thoughtful, cautious, well-organized, and creative. But they can also be obsessive, overly cautious, prone to moodiness and depression, and frequently discontent. They are adapted to living in humid environments and at sea. They are weakest in dry environments, such as deserts. They enjoy life as sailors and fishermen. Water magi are adept at summoning water or ice but have difficulty with spells of their opposing element: fire.&lt;br /&gt;
===Air===&lt;br /&gt;
Air is the element of wind, vapors, storms, and lightning. It is associated with the Sanguine humor. An individual with Air affinity is usually highly sociable, confident, spontaneous, and free-spirited. But they can also be impulsive, flighty, unreliable, and claustrophobic. They are adapted to living in open environments not closed off from the sky, such as open plains, mountaintops, or at sea. They are weakest when cut off from the open air, such as when underground, imprisoned, or underwater. Air magi are adept at summoning wind and lightning, but have difficulty with earth and poison magic.&lt;br /&gt;
&lt;br /&gt;
==Intermediate Elements==&lt;br /&gt;
Many individuals display a mixture of traits from two closely-aligned affinities, causing them to fall somewhere in-between two basic affinities on the wheel of elements. They can be categorized as the following:&lt;br /&gt;
===Lightning===&lt;br /&gt;
Lightning falls between Air and Fire. An individual with Lightning affinity walks between those of Air and Fire affinities. They display the free-spirited and temperamental attitudes of both, making them highly volatile. They prefer living in warm, open-air environments. Their opposite affinity is clay.&lt;br /&gt;
===Magma===&lt;br /&gt;
Magma falls between Fire and Earth. An individual with Magma affinity walks between those of Fire and Earth affinities. They tend to be calm and quiet most of the time but can erupt with furious passion when provoked. They are adapted to living in warm environments close to land, especially near volcanoes. Their opposite affinity is frost or ice.&lt;br /&gt;
===Clay===&lt;br /&gt;
Clay falls between Earth and Water. An individual with Clay affinity walks between those of Water and Earth affinities. They are usually content and calm but can sink into deep moods when made to doubt their beliefs. They are adapted to living in very humid environments and wetlands. Their opposite affinity is lightning.&lt;br /&gt;
===Ice===&lt;br /&gt;
Ice falls between Water and Air. An individual with Frost or Ice affinity walks between those of Water and Air affinities. As one might expect, they tend to have very cold personalities and prefer living in cold environments such as the far north and high altitudes. Their opposite affinity is magma.&lt;br /&gt;
&lt;br /&gt;
==Other Elements==&lt;br /&gt;
===Light===&lt;br /&gt;
The element of Light is sometimes called Aether, or High Air - the element of the heavens, where the gods dwell. Often seen as a holy affinity, many saints and heroes are considered to be of Light affinity. They are considered to be brave, selfless, and noble, but also judgmental, self-righteous, and sometimes arrogant. Those rare individuals born to the Light prefer daytime and clear skies, as well as bright fires, and they hate or fear darkness. Light magi can summon beams of intense light and heat, are naturally talented with divine magic, and may find it impossible to use shadow magic.&lt;br /&gt;
===Shadow===&lt;br /&gt;
Often viewed as an unholy or even demonic affinity, those with Shadow - also called Darkness or Void - affinity are often shunned and driven into hiding. Just as the Void is closely associated with the darkest depths of the sea, their personality tends to be similar to the Melancholy of Water affinity: thoughtful and creative, but moody and plagued by dark thoughts. They are often antisocial loners who find it difficult to relate to other people. They prefer nighttime, dark places, the color black, and they hate bright light, bright colors, and exposure. Shadow magi can summon pure darkness to blot out the light and are naturally talented in black magic, and they may find it nearly impossible to cast light or divine spells, unless favored by a darker, chthonic deity.&lt;br /&gt;
===Life and Spirit===&lt;br /&gt;
Some thinkers refer to Life as an element of its own, created by the proper balance of the four primary elements but then becoming an element beyond any of them. It is unknown if a person could be born with Life affinity (perhaps this would simply be the most well-balanced person ever to live), but &amp;quot;Life Magic&amp;quot; is sometimes used to refer to magic that influences (or even creates or summons) living things. This usually requires coaxing the Spirit of that living thing into aiding the caster, and thus Life Magic and the Life &amp;quot;element&amp;quot; are often conflated with Spirit, which some also consider to be an element. The existence of a Spirit Affinity is sometimes used to explain the [[Conduit]] phenomenon. All of this is speculation, however, best left to philosophers and magi.&lt;br /&gt;
===Arcane===&lt;br /&gt;
The grouping of Arcana as an Element is also a controversial one. Some ancient tales speak of exceptionally potent magi born with Arcane affinity, the purest and most powerful magic of all, but this has never been observed or studied in recorded history. Exactly how an Arcane affinity would manifest itself in the personality or abilities of an individual remains unknown.&lt;br /&gt;
===Other===&lt;br /&gt;
The other types of magic represented on the Wheel of Magic, such as Runic magic, are generally not considered elements. However, the existence of elements beyond those listed here has been speculated, including Wood and Metal, which are favored in the philosophies of the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6261</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6261"/>
				<updated>2023-12-31T05:08:22Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magic_wheel2.png|thumb|330px|The Wheel of Magic, representing the combination of elements which make Life possible, as well as the different types of magic.]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;When all four elements are in balance, in perfect harmony, then life is without flaw. But no mortal creature, great or small, exists in perfect harmony.&amp;quot;'' - from the Teachings of Asklepios&lt;br /&gt;
&lt;br /&gt;
The Elements are the basic components from which all things are formed. The four primary elements are Fire, Earth, Air, and Water - which combine to create Life, which is sometimes considered an element of its own. Keeping these four elements and their related &amp;quot;humors&amp;quot; in balance is considered key to health, a belief called '''Humorism'''. All living creatures are born with an '''Affinity''' for a particular element, with some people having a stronger affinity than others.&lt;br /&gt;
&lt;br /&gt;
==Humorism==&lt;br /&gt;
The four basic elements are Fire, Air, Earth, and Water. Life, which some consider an element of its own, is formed by the combination and proper balance of these four elements together. A healer who practices humorism will try to heal a sick person by figuring out which element is out of balance and bringing it back into order. Various methods may be used to restore the balance in a person's body, such as mixing potions from ingredients related to the four elements. Each individual may have a different natural balance, depending on their affinity, so the process of finding the right balance can be a difficult one.&lt;br /&gt;
&lt;br /&gt;
==Affinity==&lt;br /&gt;
Every living thing is born with an affinity for a particular element, or mixture of elements. One's affinity may not be readily apparent, except in the case of those with the gift of magic, whose magic usually first manifests as the element to which they are attuned. But affinity does not just affect magic. It can affect an individual's personality and temperament, environmental preferences, and much more. For instance, individuals of Air affinity tend to be free spirits and slightly whimsical, while those of Fire affinity are often passionate and quick to anger. Someone of Water affinity might prefer a life at sea or near the shore, while avoiding particularly dry environments.&lt;br /&gt;
&lt;br /&gt;
When they find themselves in an environment counter to their elemental affinity, a person might feel unwell and out of sorts - &amp;quot;out of their element,&amp;quot; one might say. This applies doubly for magi, who find their spells considerably weaker and more difficult to cast in an environment that contests their affinity. However, not everyone who lives in the desert is of Fire affinity, nor is everyone on the sea of Water affinity - and likewise, not every hotheaded man or woman is Fire affinity.&lt;br /&gt;
&lt;br /&gt;
Some people are more strongly affected by affinity than others. They are sometimes said to have been born on the fringes of the Elemental Wheel, greatly favoring their element over all others and despising their opposite element. According to some philosophers and doctors, such fringe individuals are usually highly abnormal, out of balance with the rest of society (such as a recluse or madman), and some may have poor health conditions as well. Those with a &amp;quot;weaker&amp;quot; affinity are considered more in-balance, normal, and healthy.&lt;br /&gt;
&lt;br /&gt;
In some very rare cases, an individual might be born with an affinity outside of the main four and their intermediate mixtures. These include Light, Shadow, or possibly even Arcane. Such people are considered extremely special, possibly even children of prophecy or of supernatural parentage. They may manifest special magical abilities, even if they are not born with the Gift of magic. Magi born with these affinities are usually even more powerful than most.&lt;br /&gt;
&lt;br /&gt;
==The Four Basic Elements==&lt;br /&gt;
===Fire===&lt;br /&gt;
Fire is the element of heat, warmth, and flame - a necessary building block of life. Fire is associated with the Choleric humor. An individual with Fire affinity is usually passionate, hot-tempered, obsessive, and dominant. They can be argumentative and impatient but excellent leaders, especially in an emergency. They prefer to live in warm, arid environments and work with fire-related professions such as cooking or smithing. Since their opposite affinity is water, they are weak to it, and hate being submerged or traveling at sea. Fire magi are adept at summoning and controlling magical flame but have difficulty with water and ice magic.&lt;br /&gt;
===Earth===&lt;br /&gt;
Earth is the element of rocks, dirt, clay, and minerals. It is sometimes also associated with plants, which live in the earth. Earth is associated with the Phlegmatic humor. An individual with Earth affinity is usually calm, content, rational, and diplomatic. They can also be shy, stubborn, fearful of change, and sometimes apathetic. They are adapted to living in rocky landscapes, fields, or even underground, and they tend to enjoy careers working with the land, such as farming and mining. They are weakest when they are away from solid land, such as out at sea or at a high altitude. Earth magi are adept at spells concerning stone and minerals, including poisons and alchemy, but they have difficulty casting air spells, like summoning wind and lightning.&lt;br /&gt;
===Water===&lt;br /&gt;
Water is the element of liquids and ice. It is associated with the Melancholic humor. An individual with Water affinity is usually thoughtful, cautious, well-organized, and creative. But they can also be obsessive, overly cautious, prone to moodiness and depression, and frequently discontent. They are adapted to living in humid environments and at sea. They are weakest in dry environments, such as deserts. They enjoy life as sailors and fishermen. Water magi are adept at summoning water or ice but have difficulty with spells of their opposing element: fire.&lt;br /&gt;
===Air===&lt;br /&gt;
Air is the element of wind, vapors, storms, and lightning. It is associated with the Sanguine humor. An individual with Air affinity is usually highly sociable, confident, spontaneous, and free-spirited. But they can also be impulsive, flighty, unreliable, and claustrophobic. They are adapted to living in open environments not closed off from the sky, such as open plains, mountaintops, or at sea. They are weakest when cut off from the open air, such as when underground, imprisoned, or underwater. Air magi are adept at summoning wind and lightning, but have difficulty with earth and poison magic.&lt;br /&gt;
&lt;br /&gt;
==Intermediate Elements==&lt;br /&gt;
Many individuals display a mixture of traits from two closely-aligned affinities, causing them to fall somewhere in-between two basic affinities on the wheel of elements. They can be categorized as the following:&lt;br /&gt;
===Lightning===&lt;br /&gt;
Lightning falls between Air and Fire. An individual with Lightning affinity walks between those of Air and Fire affinities. They display the free-spirited and temperamental attitudes of both, making them highly volatile. They prefer living in warm, open-air environments. Their opposite affinity is clay.&lt;br /&gt;
===Magma===&lt;br /&gt;
Magma falls between Fire and Earth. An individual with Magma affinity walks between those of Fire and Earth affinities. They tend to be calm and quiet most of the time but can erupt with furious passion when provoked. They are adapted to living in warm environments close to land, especially near volcanoes. Their opposite affinity is frost or ice.&lt;br /&gt;
===Clay===&lt;br /&gt;
Clay falls between Earth and Water. An individual with Clay affinity walks between those of Water and Earth affinities. They are usually content and calm but can sink into deep moods when made to doubt their beliefs. They are adapted to living in very humid environments and wetlands. Their opposite affinity is lightning.&lt;br /&gt;
===Ice===&lt;br /&gt;
Ice falls between Ice and Air. An individual with Frost or Ice affinity walks between those of Water and Air affinities. As one might expect, they tend to have very cold personalities and prefer living in cold environments such as the far north and high altitudes. Their opposite affinity is magma.&lt;br /&gt;
&lt;br /&gt;
==Other Elements==&lt;br /&gt;
===Light===&lt;br /&gt;
The element of Light is sometimes called Aether, or High Air - the element of the heavens, where the gods dwell. Often seen as a holy affinity, many saints and heroes are considered to be of Light affinity. They are considered to be brave, selfless, and noble, but also judgmental, self-righteous, and sometimes arrogant. Those rare individuals born to the Light prefer daytime and clear skies, as well as bright fires, and they hate or fear darkness. Light magi can summon beams of intense light and heat, are naturally talented with divine magic, and may find it impossible to use shadow magic.&lt;br /&gt;
===Shadow===&lt;br /&gt;
Often viewed as an unholy or even demonic affinity, those with Shadow - also called Darkness or Void - affinity are often shunned and driven into hiding. Just as the Void is closely associated with the darkest depths of the sea, their personality tends to be similar to the Melancholy of Water affinity: thoughtful and creative, but moody and plagued by dark thoughts. They are often antisocial loners who find it difficult to relate to other people. They prefer nighttime, dark places, the color black, and they hate bright light, bright colors, and exposure. Shadow magi can summon pure darkness to blot out the light and are naturally talented in black magic, and they may find it nearly impossible to cast light or divine spells, unless favored by a darker, chthonic deity.&lt;br /&gt;
===Life and Spirit===&lt;br /&gt;
Some thinkers refer to Life as an element of its own, created by the proper balance of the four primary elements but then becoming an element beyond any of them. It is unknown if a person could be born with Life affinity (perhaps this would simply be the most well-balanced person ever to live), but &amp;quot;Life Magic&amp;quot; is sometimes used to refer to magic that influences (or even creates or summons) living things. This usually requires coaxing the Spirit of that living thing into aiding the caster, and thus Life Magic and the Life &amp;quot;element&amp;quot; are often conflated with Spirit, which some also consider to be an element. The existence of a Spirit Affinity is sometimes used to explain the [[Conduit]] phenomenon. All of this is speculation, however, best left to philosophers and magi.&lt;br /&gt;
===Arcane===&lt;br /&gt;
The grouping of Arcana as an Element is also a controversial one. Some ancient tales speak of exceptionally potent magi born with Arcane affinity, the purest and most powerful magic of all, but this has never been observed or studied in recorded history. Exactly how an Arcane affinity would manifest itself in the personality or abilities of an individual remains unknown.&lt;br /&gt;
===Other===&lt;br /&gt;
The other types of magic represented on the Wheel of Magic, such as Runic magic, are generally not considered elements. However, the existence of elements beyond those listed here has been speculated, including Wood and Metal, which are favored in the philosophies of the [[Far East]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6260</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6260"/>
				<updated>2023-12-31T04:49:43Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magic_wheel2.png|thumb|330px|The Wheel of Elements, representing the combination of elements which make Life possible, as well as the different types of magic.]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;When all four elements are in balance, in perfect harmony, then life is without flaw. But no mortal creature, great or small, exists in perfect harmony.&amp;quot;'' - from the Teachings of Asklepios&lt;br /&gt;
&lt;br /&gt;
The Elements are the basic components from which all things are formed. The four primary elements are Fire, Earth, Air, and Water - which combine to create Life, which is sometimes considered an element of its own. Keeping these four elements and their related &amp;quot;humors&amp;quot; in balance is considered key to health, a belief called '''Humorism'''. All living creatures are born with an '''Affinity''' for a particular element, with some people having a stronger affinity than others.&lt;br /&gt;
&lt;br /&gt;
==Humorism==&lt;br /&gt;
The four basic elements are Fire, Air, Earth, and Water. Life, which some consider an element of its own, is formed by the combination and proper balance of these four elements together. A healer who practices humorism will try to heal a sick person by figuring out which element is out of balance and bringing it back into order. Various methods may be used to restore the balance in a person's body, such as mixing potions from ingredients related to the four elements. Each individual may have a different natural balance, depending on their affinity, so the process of finding the right balance can be a difficult one.&lt;br /&gt;
&lt;br /&gt;
==Affinity==&lt;br /&gt;
Every living thing is born with an affinity for a particular element, or mixture of elements. One's affinity may not be readily apparent, except in the case of those with the gift of magic, whose magic usually first manifests as the element to which they are attuned. But affinity does not just affect magic. It can affect an individual's personality and temperament, environmental preferences, and much more. For instance, individuals of Air affinity tend to be free spirits and slightly whimsical, while those of Fire affinity are often passionate and quick to anger. Someone of Water affinity might prefer a life at sea or near the shore, while avoiding particularly dry environments.&lt;br /&gt;
&lt;br /&gt;
When they find themselves in an environment counter to their elemental affinity, a person might feel unwell and out of sorts - &amp;quot;out of their element,&amp;quot; one might say. This applies doubly for magi, who find their spells considerably weaker and more difficult to cast in an environment that contests their affinity. However, not everyone who lives in the desert is of Fire affinity, nor is everyone on the sea of Water affinity - and likewise, not every hotheaded man or woman is Fire affinity.&lt;br /&gt;
&lt;br /&gt;
Some people are more strongly affected by affinity than others. They are sometimes said to have been born on the fringes of the Elemental Wheel, greatly favoring their element over all others and despising their opposite element. According to some philosophers and doctors, such fringe individuals are usually highly abnormal, out of balance with the rest of society (such as a recluse or madman), and some may have poor health conditions as well. Those with a &amp;quot;weaker&amp;quot; affinity are considered more in-balance, normal, and healthy.&lt;br /&gt;
&lt;br /&gt;
In some very rare cases, an individual might be born with an affinity outside of the main four and their intermediate mixtures. These include Light, Shadow, or possibly even Arcane. Such people are considered extremely special, possibly even children of prophecy or of supernatural parentage. They may manifest special magical abilities, even if they are not born with the Gift of magic. Magi born with these affinities are usually even more powerful than most.&lt;br /&gt;
&lt;br /&gt;
==The Four Basic Elements==&lt;br /&gt;
===Fire===&lt;br /&gt;
Fire is the element of heat, warmth, and flame - a necessary building block of life. Fire is associated with the Choleric humor. An individual with Fire affinity is usually passionate, hot-tempered, obsessive, and dominant. They can be argumentative and impatient but excellent leaders, especially in an emergency. They prefer to live in warm, arid environments and work with fire-related professions such as cooking or smithing. Since their opposite affinity is water, they are weak to it, and hate being submerged or traveling at sea. Fire magi are adept at summoning and controlling magical flame but have difficulty with water and ice magic.&lt;br /&gt;
===Earth===&lt;br /&gt;
Earth is the element of rocks, dirt, clay, and minerals. It is sometimes also associated with plants, which live in the earth. Earth is associated with the Phlegmatic humor. An individual with Earth affinity is usually calm, content, rational, and diplomatic. They can also be shy, stubborn, fearful of change, and sometimes apathetic. They are adapted to living in rocky landscapes, fields, or even underground, and they tend to enjoy careers working with the land, such as farming and mining. They are weakest when they are away from solid land, such as out at sea or at a high altitude. Earth magi are adept at spells concerning stone and minerals, including poisons and alchemy, but they have difficulty casting air spells, like summoning wind and lightning.&lt;br /&gt;
===Water===&lt;br /&gt;
Water is the element of liquids and ice. It is associated with the Melancholic humor. An individual with Water affinity is usually thoughtful, cautious, well-organized, and creative. But they can also be obsessive, overly cautious, prone to moodiness and depression, and frequently discontent. They are adapted to living in humid environments and at sea. They are weakest in dry environments, such as deserts. They enjoy life as sailors and fishermen. Water magi are adept at summoning water or ice but have difficulty with spells of their opposing element: fire.&lt;br /&gt;
===Air===&lt;br /&gt;
Air is the element of wind, vapors, storms, and lightning. It is associated with the Sanguine humor. An individual with Air affinity is usually highly sociable, confident, spontaneous, and free-spirited. But they can also be impulsive, flighty, unreliable, and claustrophobic. They are adapted to living in open environments not closed off from the sky, such as open plains, mountaintops, or at sea. They are weakest when cut off from the open air, such as when underground, imprisoned, or underwater. Air magi are adept at summoning wind and lightning, but have difficulty with earth and poison magic.&lt;br /&gt;
&lt;br /&gt;
==Intermediate Elements==&lt;br /&gt;
Many individuals display a mixture of traits from two closely-aligned affinities, causing them to fall somewhere in-between two basic affinities on the wheel of elements. They can be categorized as the following:&lt;br /&gt;
===Lightning===&lt;br /&gt;
Lightning falls between Air and Fire. An individual with Lightning affinity walks between those of Air and Fire affinities. They display the free-spirited and temperamental attitudes of both, making them highly volatile. They prefer living in warm, open-air environments. Their opposite affinity is clay.&lt;br /&gt;
===Magma===&lt;br /&gt;
Magma falls between Fire and Earth. An individual with Magma affinity walks between those of Fire and Earth affinities. They tend to be calm and quiet most of the time but can erupt with furious passion when provoked. They are adapted to living in warm environments close to land, especially near volcanoes. Their opposite affinity is frost or ice.&lt;br /&gt;
===Clay===&lt;br /&gt;
Clay falls between Earth and Water. An individual with Clay affinity walks between those of Water and Earth affinities. They are usually content and calm but can sink into deep moods when made to doubt their beliefs. They are adapted to living in very humid environments and wetlands. Their opposite affinity is lightning.&lt;br /&gt;
===Ice===&lt;br /&gt;
Ice falls between Ice and Air. An individual with Frost or Ice affinity walks between those of Water and Air affinities. As one might expect, they tend to have very cold personalities and prefer living in cold environments such as the far north and high altitudes. Their opposite affinity is magma.&lt;br /&gt;
&lt;br /&gt;
==Other Elements==&lt;br /&gt;
===Light===&lt;br /&gt;
The element of Light is sometimes called Aether, or High Air - the element of the heavens, where the gods dwell. Often seen as a holy affinity, many saints and heroes are considered to be of Light affinity. They are considered to be brave, selfless, and noble, but also judgmental, self-righteous, and sometimes arrogant. Those rare individuals born to the Light prefer daytime and clear skies, as well as bright fires, and they hate or fear darkness. Light magi can summon beams of intense light and heat, are naturally talented with divine magic, and may find it impossible to use shadow magic.&lt;br /&gt;
===Shadow===&lt;br /&gt;
Often viewed as an unholy or even demonic affinity, those with Shadow - also called Darkness or Void - affinity are often shunned and driven into hiding. Just as the Void is closely associated with the darkest depths of the sea, their personality tends to be similar to the Melancholy of Water affinity: thoughtful and creative, but moody and plagued by dark thoughts. They are often antisocial loners who find it difficult to relate to other people. They prefer nighttime, dark places, the color black, and they hate bright light, bright colors, and exposure. Shadow magi can summon pure darkness to blot out the light and are naturally talented in black magic, and they may find it nearly impossible to cast light or divine spells, unless favored by a darker, chthonic deity.&lt;br /&gt;
===Arcane===&lt;br /&gt;
The grouping of Arcana as an Element is a controversial one. Some ancient tales speak of exceptionally potent magi born with Arcane affinity, the purest and most powerful magic of all, but this has never been observed or studied in recorded history. Exactly how an Arcane affinity would manifest itself in the personality or abilities of an individual remains unknown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Magic_wheel2.png|thumb|330px|The Wheel of Magic.]]&lt;br /&gt;
&lt;br /&gt;
==The Elemental Wheel==&lt;br /&gt;
Magi and those who study magic &lt;br /&gt;
&lt;br /&gt;
A They all fall somewhere on what magi call the Wheel of Magic. In the vast majority of cases, they are attuned to either Air, Fire, Water, or Earth. These elements merge to create life as we know it. A mage born with Fire affinity will find Fire-based magic the easiest to use and most powerful. They will also be able to use Air and Earth magic, but will find Water magic extremely difficult since it is their opposing element, located on the opposite side of the Wheel. Similarly, an Earth mage would find Air magic difficult to use. For a non-magical person, their elemental affinity would be expressed in other ways, such as their preferred climate. Though in very exceptional cases individuals may be born with Light or Shadow affinity, no mortal creature is ever born with [[Demonic Magic|Demonic]], [[Divine Magic|Divine]], [[Runic Magic|Runic]], [[Arcane Magic|Arcane]], [[Spiritual Magic|Spiritual]], or Death affinity.&lt;br /&gt;
&lt;br /&gt;
The Wheel of Magic also serves as the emblem for the secret [[Council of Magi]], while its lower &amp;quot;hook&amp;quot; - the one representing Shadow, Demonic, and Death magic - can be seen on the emblem of the [[Hidden]].&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6259</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6259"/>
				<updated>2023-12-31T04:35:17Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magic_wheel2.png|thumb|330px|The Wheel of Elements, representing the combination of elements which make Life possible, as well as the different types of magic.]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;When all four elements are in balance, in perfect harmony, then life is without flaw. But no mortal creature, great or small, exists in perfect harmony.&amp;quot;'' - from the Teachings of Asklepios&lt;br /&gt;
&lt;br /&gt;
The Elements are the basic components from which all things are formed. The four primary elements are Fire, Earth, Air, and Water - which combine to create Life, which is sometimes considered an element of its own. Keeping these four elements and their related &amp;quot;humors&amp;quot; in balance is considered key to health, a belief called '''Humorism'''. All living creatures are born with an '''Affinity''' for a particular element, with some people having a stronger affinity than others.&lt;br /&gt;
&lt;br /&gt;
==Humorism==&lt;br /&gt;
The four basic elements are Fire, Air, Earth, and Water. Life, which some consider an element of its own, is formed by the combination and proper balance of these four elements together. A healer who practices humorism will try to heal a sick person by figuring out which element is out of balance and bringing it back into order. Various methods may be used to restore the balance in a person's body, such as mixing potions from ingredients related to the four elements. Each individual may have a different natural balance, depending on their affinity, so the process of finding the right balance can be a difficult one.&lt;br /&gt;
&lt;br /&gt;
==Affinity==&lt;br /&gt;
Every living thing is born with an affinity for a particular element, or mixture of elements. One's affinity may not be readily apparent, except in the case of those with the gift of magic, whose magic usually first manifests as the element to which they are attuned. But affinity does not just affect magic. It can affect an individual's personality and temperament, environmental preferences, and much more. For instance, individuals of Air affinity tend to be free spirits and slightly whimsical, while those of Fire affinity are often passionate and quick to anger. Someone of Water affinity might prefer a life at sea or near the shore, while avoiding particularly dry environments.&lt;br /&gt;
&lt;br /&gt;
When they find themselves in an environment counter to their elemental affinity, a person might feel unwell and out of sorts - &amp;quot;out of their element,&amp;quot; one might say. This applies doubly for magi, who find their spells considerably weaker and more difficult to cast in an environment that contests their affinity. However, not everyone who lives in the desert is of Fire affinity, nor is everyone on the sea of Water affinity - and likewise, not every hotheaded man or woman is Fire affinity.&lt;br /&gt;
&lt;br /&gt;
Some people are more strongly affected by affinity than others. They are sometimes said to have been born on the fringes of the Elemental Wheel, greatly favoring their element over all others and despising their opposite element. According to some philosophers and doctors, such fringe individuals are usually highly abnormal, out of balance with the rest of society (such as a recluse or madman), and some may have poor health conditions as well. Those with a &amp;quot;weaker&amp;quot; affinity are considered more in-balance, normal, and healthy.&lt;br /&gt;
&lt;br /&gt;
In some very rare cases, an individual might be born with an affinity outside of the main four and their mixtures, such as Light or Shadow affinity. Such people are considered extremely special, possibly even children of prophecy or of supernatural parentage. They may manifest special magical abilities, even if they are not born with the Gift of magic. Magi born with these affinities are usually even more powerful than most.&lt;br /&gt;
&lt;br /&gt;
==The Four Basic Elements==&lt;br /&gt;
===Fire===&lt;br /&gt;
Fire is the element of heat, warmth, and flame - a necessary building block of life. Fire is associated with the Choleric humor. An individual with Fire affinity is usually passionate, hot-tempered, obsessive, and dominant. They can be argumentative and impatient but excellent leaders, especially in an emergency. They prefer to live in warm, arid environments and work with fire-related professions such as cooking or smithing. Since their opposite affinity is water, they are weak to it, and hate being submerged or traveling at sea. Fire magi are adept at summoning and controlling magical flame but have difficulty with water and ice magic.&lt;br /&gt;
===Earth===&lt;br /&gt;
Earth is the element of rocks, dirt, clay, and minerals. It is sometimes also associated with plants, which live in the earth. Earth is associated with the Phlegmatic humor. An individual with Earth affinity is usually calm, content, rational, and diplomatic. They can also be shy, stubborn, fearful of change, and sometimes apathetic. They are adapted to living in rocky landscapes, fields, or even underground, and they tend to enjoy careers working with the land, such as farming and mining. They are weakest when they are away from solid land, such as out at sea or at a high altitude. Earth magi are adept at spells concerning stone and minerals, including poisons and alchemy, but they have difficulty casting air spells, like summoning wind and lightning.&lt;br /&gt;
===Water===&lt;br /&gt;
Water is associated with the Melancholic humor. An individual with Water affinity is usually thoughtful, cautious, well-organized, and creative. But they can also be obsessive, overly cautious, prone to moodiness and depression, and frequently discontent. They are adapted to living in humid environments and at sea. They are weakest in dry environments, such as deserts. They enjoy life as sailors and fishermen. Water magi are adept at summoning water or ice but have difficulty with spells of their opposing element: fire.&lt;br /&gt;
===Air===&lt;br /&gt;
Air is associated with the Sanguine humor. An individual with Air affinity is usually highly sociable, confident, spontaneous, and free-spirited. But they can also be impulsive, flighty, unreliable, and claustrophobic. They are adapted to living in open environments not closed off from the sky, such as open plains, mountaintops, or at sea. They are weakest when cut off from the open air, such as when underground, imprisoned, or underwater. Air magi are adept at summoning wind and lightning, but have difficulty with earth and poison magic.&lt;br /&gt;
&lt;br /&gt;
==Mixed Elements==&lt;br /&gt;
Many individuals display a mixture of traits from two closely-aligned affinities, causing them to fall somewhere in-between two basic affinities on the wheel of elements. They can be categorized as the following:&lt;br /&gt;
===Lightning===&lt;br /&gt;
An individual with Lightning affinity walks between those of Air and Fire affinities. They display the free-spirited and temperamental attitudes of both, making them highly volatile. They prefer living in warm, open-air environments. Their opposite affinity is clay.&lt;br /&gt;
===Magma===&lt;br /&gt;
An individual with Magma affinity walks between those of Fire and Earth affinities. They tend to be calm and quiet most of the time but can erupt with furious passion when provoked. They are adapted to living in warm environments close to land, especially near volcanoes. Their opposite affinity is frost or ice.&lt;br /&gt;
===Clay===&lt;br /&gt;
An individual with Clay affinity walks between those of Water and Earth affinities. They are usually content and calm but can sink into deep moods when made to doubt their beliefs. They are adapted to living in very humid environments and wetlands. Their opposite affinity is lightning.&lt;br /&gt;
===Ice===&lt;br /&gt;
An individual with Frost or Ice affinity walks between those of Water and Air affinities. As one might expect, they tend to have very cold personalities and prefer living in cold environments such as the far north and high altitudes. Their opposite affinity is magma.&lt;br /&gt;
&lt;br /&gt;
==Rare Affinities==&lt;br /&gt;
Little is known about these affinities, because they are exceedingly rare, almost never seen in any mortal creature except under very special circumstances, such as a child of prophecy or supernatural parentage.&lt;br /&gt;
===Light===&lt;br /&gt;
The element of Light is sometimes called Aether Often seen as a holy affinity, many saints and heroes are considered to be of Light (sometimes called Aether) affinity. They are considered to be brave, selfless, and noble, but also judgmental, self-righteous, and sometimes arrogant. Those rare individuals born to the Light prefer daytime and clear skies, as well as bright fires, and they hate or fear darkness. Light magi can summon beams of intense light and heat, are naturally talented with divine magic, and may find it impossible to use shadow magic.&lt;br /&gt;
===Shadow===&lt;br /&gt;
Often viewed as an unholy or even demonic affinity, those with Darkness or Void affinity are often shunned and driven into hiding. Their personality tends to be similar to the Melancholy of Water affinity - thoughtful and creative but moody and plagued by dark thoughts. They are often antisocial loners who find it difficult to relate to other people. They prefer nighttime, dark places, the color black, and they hate bright light, bright colors, and exposure. Shadow magi can summon pure darkness to blot out the light and are naturally talented in black magic, and they may find it nearly impossible to cast light or divine spells, unless favored by a darker, chthonic deity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Magic_wheel2.png|thumb|330px|The Wheel of Magic.]]&lt;br /&gt;
&lt;br /&gt;
==The Elemental Wheel==&lt;br /&gt;
Magi and those who study magic &lt;br /&gt;
&lt;br /&gt;
A They all fall somewhere on what magi call the Wheel of Magic. In the vast majority of cases, they are attuned to either Air, Fire, Water, or Earth. These elements merge to create life as we know it. A mage born with Fire affinity will find Fire-based magic the easiest to use and most powerful. They will also be able to use Air and Earth magic, but will find Water magic extremely difficult since it is their opposing element, located on the opposite side of the Wheel. Similarly, an Earth mage would find Air magic difficult to use. For a non-magical person, their elemental affinity would be expressed in other ways, such as their preferred climate. Though in very exceptional cases individuals may be born with Light or Shadow affinity, no mortal creature is ever born with [[Demonic Magic|Demonic]], [[Divine Magic|Divine]], [[Runic Magic|Runic]], [[Arcane Magic|Arcane]], [[Spiritual Magic|Spiritual]], or Death affinity.&lt;br /&gt;
&lt;br /&gt;
The Wheel of Magic also serves as the emblem for the secret [[Council of Magi]], while its lower &amp;quot;hook&amp;quot; - the one representing Shadow, Demonic, and Death magic - can be seen on the emblem of the [[Hidden]].&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	<entry>
		<id>http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6258</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="http://wulfgard.net/wiki/index.php?title=Elements&amp;diff=6258"/>
				<updated>2023-12-30T01:13:42Z</updated>
		
		<summary type="html">&lt;p&gt;Saber-Scorpion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magic_wheel2.png|thumb|330px|The Wheel of Elements, representing the combination of elements which make Life possible, as well as the different types of magic.]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;When all four elements are in balance, in perfect harmony, then life is without flaw. But no mortal creature, great or small, exists in perfect harmony.&amp;quot;'' - from the Teachings of Asklepios&lt;br /&gt;
&lt;br /&gt;
The Elements are the basic components from which all things are formed. The four primary elements are Fire, Earth, Air, and Water - which combine to create Life, which is sometimes considered an element of its own. Keeping these four elements and their related &amp;quot;humors&amp;quot; in balance is considered key to health, a belief called '''Humorism'''. All living creatures are born with an '''Affinity''' for a particular element, with some people having a stronger affinity than others.&lt;br /&gt;
&lt;br /&gt;
==Affinity==&lt;br /&gt;
According to believers in the theory of elemental affinity, one's affinity can affect their personality, environmental preferences, and more. For instance, individuals of Air affinity tend to be free spirits and slightly whimsical, while those of Fire affinity are often temperamental and passionate. Someone of Water affinity might prefer a life at sea or near the shore, while avoiding particularly dry environments. When they find themselves in an environment counter to their elemental affinity, a person might feel unwell and out of sorts - &amp;quot;out of their element,&amp;quot; one might say. This applies doubly for magi, who find their spells considerably weaker and more difficult to cast in an environment that contests their affinity. However, not everyone who lives in the desert is of Fire affinity, nor is everyone on the sea of Water affinity - and likewise, not every hotheaded man or woman is Fire affinity.&lt;br /&gt;
&lt;br /&gt;
Some people are more strongly affected by affinity than others. They are sometimes said to have been born on the fringes of the Elemental Wheel, greatly favoring their element over all others and despising their opposite element. Those less strongly affected are considered to be more in balance. A person considered out of balance may be brought in balance by exposing them to their opposite element or by balancing the humors through medicine.&lt;br /&gt;
&lt;br /&gt;
==The Four Basic Elements==&lt;br /&gt;
===Fire===&lt;br /&gt;
Fire is associated with the Choleric humor. An individual with Fire affinity is usually passionate, hot-tempered, obsessive, and dominant. They can be argumentative and impatient but excellent leaders, especially in an emergency. They prefer to live in warm, arid environments and work with fire-related professions such as cooking or smithing. They are weak to water and hate being submerged or traveling at sea. Their opposite affinity is water, and fire magi have difficulty with water and ice magic.&lt;br /&gt;
===Earth===&lt;br /&gt;
Earth is associated with the Phlegmatic humor. An individual with Earth affinity is usually calm, content, rational, and diplomatic. They can also be shy, stubborn, fearful of change, and sometimes apathetic. They are adapted to living in rocky landscapes, fields, or even underground, and they tend to enjoy careers working with the land, such as farming and mining. They are weakest when they are away from solid land, such as out at sea or at a high altitude. Their opposite affinity is air, and earth magi have difficulty with wind and lightning magic.&lt;br /&gt;
===Water===&lt;br /&gt;
Water is associated with the Melancholic humor. An individual with Water affinity is usually thoughtful, cautious, well-organized, and creative. But they can also be obsessive, overly cautious, prone to moodiness and depression, and frequently discontent. They are adapted to living in humid environments and at sea. They are weakest in dry environments, such as deserts. They enjoy life as sailors and fishermen. Their opposite affinity is fire, and water magi have difficulty casting fire spells.&lt;br /&gt;
===Air===&lt;br /&gt;
Air is associated with the Sanguine humor. An individual with Air affinity is usually highly sociable, confident, spontaneous, and free-spirited. But they can also be impulsive, flighty, unreliable, and claustrophobic. They are adapted to living in open environments not closed off from the sky, such as open plains, mountaintops, or at sea. They are weakest when cut off from the open air, such as when underground, imprisoned, or underwater. Their opposite affinity is earth, and air magi have the greatest difficulty casting earth and poison spells.&lt;br /&gt;
&lt;br /&gt;
==Mixed Affinities==&lt;br /&gt;
Many individuals display a mixture of traits from two closely-aligned affinities, causing them to fall somewhere in-between two basic affinities on the wheel of elements. They can be categorized as the following:&lt;br /&gt;
===Lightning===&lt;br /&gt;
An individual with Lightning affinity walks between those of Air and Fire affinities. They display the free-spirited and temperamental attitudes of both, making them highly volatile. They prefer living in warm, open-air environments. Their opposite affinity is clay.&lt;br /&gt;
===Magma===&lt;br /&gt;
An individual with Magma affinity walks between those of Fire and Earth affinities. They tend to be calm and quiet most of the time but can erupt with furious passion when provoked. They are adapted to living in warm environments close to land, especially near volcanoes. Their opposite affinity is frost or ice.&lt;br /&gt;
===Clay===&lt;br /&gt;
An individual with Clay affinity walks between those of Water and Earth affinities. They are usually content and calm but can sink into deep moods when made to doubt their beliefs. They are adapted to living in very humid environments and wetlands. Their opposite affinity is lightning.&lt;br /&gt;
===Frost===&lt;br /&gt;
An individual with Frost or Ice affinity walks between those of Water and Air affinities. As one might expect, they tend to have very cold personalities and prefer living in cold environments such as the far north and high altitudes. Their opposite affinity is magma.&lt;br /&gt;
&lt;br /&gt;
==The Two Rare Affinities==&lt;br /&gt;
Little is known about the Light and Shadow affinities, because they are thought to be exceedingly rare, almost never seen in any mortal creature except under very special circumstances.&lt;br /&gt;
===Light===&lt;br /&gt;
Often seen as a holy affinity, many saints and heroes are considered to be of Light (sometimes called Aether) affinity. They are considered to be brave, selfless, and noble, but also judgmental, self-righteous, and sometimes arrogant. Those rare individuals born to the Light prefer daytime and clear skies, as well as bright fires, and they hate or fear darkness. Light magi can summon beams of intense light and heat, are naturally talented with divine magic, and may find it impossible to use shadow magic.&lt;br /&gt;
===Shadow===&lt;br /&gt;
Often viewed as an unholy or even demonic affinity, those with Darkness or Void affinity are often shunned and driven into hiding. Their personality tends to be similar to the Melancholy of Water affinity - thoughtful and creative but moody and plagued by dark thoughts. They are often antisocial loners who find it difficult to relate to other people. They prefer nighttime, dark places, the color black, and they hate bright light, bright colors, and exposure. Shadow magi can summon pure darkness to blot out the light and are naturally talented in black magic, and they may find it nearly impossible to cast light or divine spells, unless favored by a darker, chthonic deity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Magic_wheel2.png|thumb|330px|The Wheel of Magic.]]&lt;br /&gt;
&lt;br /&gt;
==The Elemental Wheel==&lt;br /&gt;
Magi and those who study magic &lt;br /&gt;
&lt;br /&gt;
A They all fall somewhere on what magi call the Wheel of Magic. In the vast majority of cases, they are attuned to either Air, Fire, Water, or Earth. These elements merge to create life as we know it. A mage born with Fire affinity will find Fire-based magic the easiest to use and most powerful. They will also be able to use Air and Earth magic, but will find Water magic extremely difficult since it is their opposing element, located on the opposite side of the Wheel. Similarly, an Earth mage would find Air magic difficult to use. For a non-magical person, their elemental affinity would be expressed in other ways, such as their preferred climate. Though in very exceptional cases individuals may be born with Light or Shadow affinity, no mortal creature is ever born with [[Demonic Magic|Demonic]], [[Divine Magic|Divine]], [[Runic Magic|Runic]], [[Arcane Magic|Arcane]], [[Spiritual Magic|Spiritual]], or Death affinity.&lt;br /&gt;
&lt;br /&gt;
The Wheel of Magic also serves as the emblem for the secret [[Council of Magi]], while its lower &amp;quot;hook&amp;quot; - the one representing Shadow, Demonic, and Death magic - can be seen on the emblem of the [[Hidden]].&lt;/div&gt;</summary>
		<author><name>Saber-Scorpion</name></author>	</entry>

	</feed>