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	<id>http://regisfalluo.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Drowking</id>
	<title>Regisfall Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://regisfalluo.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Drowking"/>
	<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php/Special:Contributions/Drowking"/>
	<updated>2026-08-27T09:31:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.16</generator>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Power_Lunge&amp;diff=6463</id>
		<title>Power Lunge</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Power_Lunge&amp;diff=6463"/>
		<updated>2026-08-18T21:45:12Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
[[Fighter]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Power Lunge ==&lt;br /&gt;
&lt;br /&gt;
''This Feat is a specialty of the Berserker and allows him to sweep his weapon damaging all opponents within his range. ''&lt;br /&gt;
&lt;br /&gt;
* Activated by using the ]Lunge command&lt;br /&gt;
&lt;br /&gt;
* 30 Second cooldown &lt;br /&gt;
&lt;br /&gt;
* 3 Tile range for polearms, 2 for all other weapons&lt;br /&gt;
&lt;br /&gt;
* Damage increases with player level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Changes_to_Luck&amp;diff=6433</id>
		<title>Changes to Luck</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Changes_to_Luck&amp;diff=6433"/>
		<updated>2026-08-03T22:13:29Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Main_Page | Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Changes to Luck=&lt;br /&gt;
&lt;br /&gt;
Luck works very differently on Regisfall. On a traditional UO shard there is a tendency to build luck suits for hunting, artifacts, and other item drops. &lt;br /&gt;
&lt;br /&gt;
==Lucks Uses==&lt;br /&gt;
&lt;br /&gt;
* Treasure Hunting/T-Hunting &lt;br /&gt;
&lt;br /&gt;
As explained on the [[Artifacts | artifacts]] page, the base chance to acquire a tier 1 or 2 artifact on an applicable treasure map is 7%. Every 100 luck, up to 500, increases the chance by 1%, for a total cap of 12%. This roll is done when you dig up the chest, not when you open it. Once the chest has been dug up, you can switch out your gear. &lt;br /&gt;
&lt;br /&gt;
* Magic Jewel Crafting&lt;br /&gt;
&lt;br /&gt;
As explained on the [[Craftable_Magic_Jewelry | craftable magic jewelry]] page, you can wear luck gear while crafting magical jewelry to increase the chances that you will create magical jewelry with stronger properties and higher intensities.&lt;br /&gt;
&lt;br /&gt;
* Old Encrusted Object Drop Chance&lt;br /&gt;
&lt;br /&gt;
Old Encrusted Objects are dropped from select high level mobs and all red-named bosses. The highest Luck value among all players with loot rights will now be used when determining drop chance. When more than one player has loot rights, each player adds a fixed +150 Luck-equivalent bonus to the drop chance calculation, up to a maximum of 5 players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Luck does NOT impact==&lt;br /&gt;
&lt;br /&gt;
* Any aspect of combat&lt;br /&gt;
&lt;br /&gt;
* Crafting ingredients drops&lt;br /&gt;
&lt;br /&gt;
* Craft plan drops&lt;br /&gt;
&lt;br /&gt;
* Fishing&lt;br /&gt;
&lt;br /&gt;
* Items found in dungeon treasure chests&lt;br /&gt;
&lt;br /&gt;
* Jewelry that drops off of bosses&lt;br /&gt;
&lt;br /&gt;
* Lockbox drops&lt;br /&gt;
&lt;br /&gt;
* Loot drops off mobs&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Anatomy&amp;diff=6432</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Anatomy&amp;diff=6432"/>
		<updated>2026-08-03T15:58:40Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Anatomy is a combat skill used to find out the statistics of another creature, increase weapon damage, and become useful with bandages.&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
&lt;br /&gt;
Anatomy is used both passively and actively.&lt;br /&gt;
&lt;br /&gt;
=== Active Use ===&lt;br /&gt;
&lt;br /&gt;
When used actively, a successful Anatomy skill check will display a message indicating the dexterity, Strength, gender, and if a character's skill is high enough, Stamina of a subject. Failure performing the skill will display the message &amp;quot;You cannot quite get a sense of their physical characteristics.&amp;quot; Additionally, if a character's anatomy skill is below Grandmaster, they may receive false information. The chance of this decreases with higher anatomy skill, and a Grandmaster's readings will always be correct.&lt;br /&gt;
&lt;br /&gt;
=== Passive Use ===&lt;br /&gt;
&lt;br /&gt;
As a passive skill, Anatomy increases weapon damage by a percentage equal to half of the character's skill. So, if a character has 50 Anatomy, they would receive a 25% increase to damage. For characters that are Grandmaster, an additional 5% is granted Therefore a character with 100 Anatomy would receive a 55% increase to damage. &lt;br /&gt;
&lt;br /&gt;
''The formula is: (Anatomy/2)% or (Anatomy/2 + 5)% if Grandmaster.''&lt;br /&gt;
&lt;br /&gt;
Additionally, the Anatomy skill passively increases the amount of damage healed when using bandages. The amount healed is 1/6th of the character's anatomy. A character with 100 Anatomy would heal 17 (rounded from 16.7) additional hit points per bandage. &lt;br /&gt;
&lt;br /&gt;
''The formula is: Anatomy/6 hit points.''&lt;br /&gt;
&lt;br /&gt;
== Synergy ==&lt;br /&gt;
&lt;br /&gt;
The damage bonus granted by Anatomy works in tandem with the damage bonus granted by the Tactics skill, Lumberjacking skill (for axes), the character's Strength, and any damage-increasing magic items the character has equipped. Each damage increase value is calculated separately and then added together to form a comprehensive damage increase percentage.&lt;br /&gt;
&lt;br /&gt;
Anatomy is a great skill to have alongside Healing, as Anatomy will bolster the amount of damage a character can heal per bandage.&lt;br /&gt;
&lt;br /&gt;
Both of these passive traits make Anatomy a must-have skill for any character who seeks to increase the damage slightly, while also bolstering their healing capabilities.&lt;br /&gt;
&lt;br /&gt;
== Differences from Ultima Online ==&lt;br /&gt;
&lt;br /&gt;
In the original Ultima Online, the Anatomy skill would not reveal the gender of a subject. &lt;br /&gt;
&lt;br /&gt;
Additionally, Anatomy was a required skill (alongside healing) for curing poison with bandages. On Regisfall, bandages do not heal poison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; Return: [[Skills]] &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Anatomy&amp;diff=6431</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Anatomy&amp;diff=6431"/>
		<updated>2026-08-03T15:58:19Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Anatomy is a combat skill used to find out the statistics of another creature, increase melee damage, and become useful with bandages.&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
&lt;br /&gt;
Anatomy is used both passively and actively.&lt;br /&gt;
&lt;br /&gt;
=== Active Use ===&lt;br /&gt;
&lt;br /&gt;
When used actively, a successful Anatomy skill check will display a message indicating the dexterity, Strength, gender, and if a character's skill is high enough, Stamina of a subject. Failure performing the skill will display the message &amp;quot;You cannot quite get a sense of their physical characteristics.&amp;quot; Additionally, if a character's anatomy skill is below Grandmaster, they may receive false information. The chance of this decreases with higher anatomy skill, and a Grandmaster's readings will always be correct.&lt;br /&gt;
&lt;br /&gt;
=== Passive Use ===&lt;br /&gt;
&lt;br /&gt;
As a passive skill, Anatomy increases weapon damage by a percentage equal to half of the character's skill. So, if a character has 50 Anatomy, they would receive a 25% increase to damage. For characters that are Grandmaster, an additional 5% is granted Therefore a character with 100 Anatomy would receive a 55% increase to damage. &lt;br /&gt;
&lt;br /&gt;
''The formula is: (Anatomy/2)% or (Anatomy/2 + 5)% if Grandmaster.''&lt;br /&gt;
&lt;br /&gt;
Additionally, the Anatomy skill passively increases the amount of damage healed when using bandages. The amount healed is 1/6th of the character's anatomy. A character with 100 Anatomy would heal 17 (rounded from 16.7) additional hit points per bandage. &lt;br /&gt;
&lt;br /&gt;
''The formula is: Anatomy/6 hit points.''&lt;br /&gt;
&lt;br /&gt;
== Synergy ==&lt;br /&gt;
&lt;br /&gt;
The damage bonus granted by Anatomy works in tandem with the damage bonus granted by the Tactics skill, Lumberjacking skill (for axes), the character's Strength, and any damage-increasing magic items the character has equipped. Each damage increase value is calculated separately and then added together to form a comprehensive damage increase percentage.&lt;br /&gt;
&lt;br /&gt;
Anatomy is a great skill to have alongside Healing, as Anatomy will bolster the amount of damage a character can heal per bandage.&lt;br /&gt;
&lt;br /&gt;
Both of these passive traits make Anatomy a must-have skill for any character who seeks to increase the damage slightly, while also bolstering their healing capabilities.&lt;br /&gt;
&lt;br /&gt;
== Differences from Ultima Online ==&lt;br /&gt;
&lt;br /&gt;
In the original Ultima Online, the Anatomy skill would not reveal the gender of a subject. &lt;br /&gt;
&lt;br /&gt;
Additionally, Anatomy was a required skill (alongside healing) for curing poison with bandages. On Regisfall, bandages do not heal poison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; Return: [[Skills]] &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6430</id>
		<title>Sunken Ruins</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6430"/>
		<updated>2026-08-02T15:52:45Z</updated>

		<summary type="html">&lt;p&gt;Drowking: /* Tips From The Experts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sunken Ruins==&lt;br /&gt;
&lt;br /&gt;
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.&lt;br /&gt;
&lt;br /&gt;
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.&lt;br /&gt;
&lt;br /&gt;
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.&lt;br /&gt;
&lt;br /&gt;
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.&lt;br /&gt;
&lt;br /&gt;
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.&lt;br /&gt;
&lt;br /&gt;
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the Ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...&lt;br /&gt;
&lt;br /&gt;
The Sunken Ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barges===&lt;br /&gt;
&lt;br /&gt;
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!&lt;br /&gt;
&lt;br /&gt;
[[File:BR.PNG|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
&lt;br /&gt;
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.&lt;br /&gt;
&lt;br /&gt;
[[File:Fw.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rusty Coins===&lt;br /&gt;
&lt;br /&gt;
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
[[File:Rc.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encrusted Trader===&lt;br /&gt;
&lt;br /&gt;
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.&lt;br /&gt;
&lt;br /&gt;
[[File:Et.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Handmarks===&lt;br /&gt;
&lt;br /&gt;
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
[[File:Yh.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Six Biomes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Gray Lake===&lt;br /&gt;
&lt;br /&gt;
The original ruins lie here. Their history is forgotten. Their purpose, unknown. They were flooded after an accident during the construction of the dwarven temple. It is said that a terror from the depths was swept into the caves, its foul presence corrupting the waters forever.&lt;br /&gt;
&lt;br /&gt;
[[File:Graylake.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Fetid Nest===&lt;br /&gt;
&lt;br /&gt;
The mindless hordes of terathans claimed this region as their own, where every stream of tainted water eventually drains. What horrors might those corrupted waters have wrought upon the arachnids over the ages?&lt;br /&gt;
&lt;br /&gt;
[[File:Fetidnest.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Pale Forest===&lt;br /&gt;
&lt;br /&gt;
A sacred place hidden within a forsaken land. And, like all sacred places, it has its guardians. Unlike those of the surface, the denizens of this strange forest offer refuge to no one — not even druids.&lt;br /&gt;
&lt;br /&gt;
[[File:Paleforest.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stilt Village===&lt;br /&gt;
&lt;br /&gt;
When the mindless hordes were driven back by the Green Warden, the ratmen tribe relocated to a labyrinth of tunnels carved by the terathans. In time, an ocean of filth swallowed those passages, above which the frail kingdom of the Rat King sways and creaks.&lt;br /&gt;
&lt;br /&gt;
[[File:Stiltvillage.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Shattered Peaks===&lt;br /&gt;
&lt;br /&gt;
This is where the ratmen first settled after arriving from the surface. There, they discovered an ancient horror, perhaps older than the ruins themselves. Though most of the tribe escaped, some were captured, reduced to little more than puppets of the eldritch aberration.&lt;br /&gt;
&lt;br /&gt;
[[File:Shatteredpeaks.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lost Temple of Saerin===&lt;br /&gt;
&lt;br /&gt;
A temple dedicated to the dwarven god Saerin, long forgotten in the cavernous depths. The wards laid centuries ago still endure, preserving the inner sanctum against the ravages of time. A dwarven hero of old rests here.&lt;br /&gt;
&lt;br /&gt;
[[File:Temple.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
(Click on the images for full size)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aboleth, The Sunken Terror===&lt;br /&gt;
&lt;br /&gt;
Many believe the dwarves did not abandon the ruins because of the flood, but because of the menace it washed in. Now the sunken terror lies imprisoned beneath the Gray Lake, its mere presence corrupting the waters and the very minerals of the surrounding caverns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Aboleth.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Qr'zaa, The Hive Queen===&lt;br /&gt;
&lt;br /&gt;
They came from the fathomless depths, carving their way toward the surface, driven by an insatiable hunger. Though they are known as the Mindless Hordes, the name is not entirely accurate, for they do possess a mind — one shared by all: the Hive Queen's. What devastation would the terathans unleash if they ever reached the surface?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hive_queen.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skrizz, The Rat King===&lt;br /&gt;
&lt;br /&gt;
The ruler of the Stilt Village. A descendant of the first ratmen tribe to enter the ruins, he is rumored to have played a role in the grand escape from the Peaks and the gazers. Over the years, his subjects have amassed an immense collection of trash and debris for him. No one knows to what end. Perhaps not even the rat king himself. But the piling is important and it must continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Rat_king.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beholder, The Eldritch Master===&lt;br /&gt;
&lt;br /&gt;
The tyrant of the Shattered Peaks. He and his army of gazers bide their time, watching and waiting as they search for suitable vessels to further their machinations. They are rumored to be the source of much of the wild magic that permeates the caverns, and their leader most of all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Beholder.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Forlorn Hero of Old===&lt;br /&gt;
&lt;br /&gt;
A Champion of Saerin whose spirit was reforged in pure mithril. This was meant to be his final resting place, but the untamed magics surrounding the temple denied him the eternal rest he had earned, as though the ruins themselves commanded him to awaken. Though his name has been lost to the ages, perhaps his might will be remembered once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Forlorn_hero.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips From The Experts==&lt;br /&gt;
&lt;br /&gt;
'''Best Practices While Exploring the Ruins'''&lt;br /&gt;
&lt;br /&gt;
''by the Triune Adventurers' Faction''&lt;br /&gt;
&lt;br /&gt;
- Go prepared. A megadungeon is no place for the inexperienced or the careless.&lt;br /&gt;
&lt;br /&gt;
- Tread slowly and carefully. Secure safe spots you can retreat to before pressing onward.&lt;br /&gt;
&lt;br /&gt;
- Use the environment to your advantage. Your enemies certainly will.&lt;br /&gt;
&lt;br /&gt;
- Learn what your enemies are capable of. Use that knowledge tactically.&lt;br /&gt;
&lt;br /&gt;
- Examine every item you find closely. Even the smallest details may reveal valuable clues.&lt;br /&gt;
&lt;br /&gt;
- Should you perish within, rumors speak of a hidden druid grove where an Ankh can be found. Locating it may prove essential.&lt;br /&gt;
&lt;br /&gt;
- Misfortune can befall any adventuring party, but it is far more dangerous to face the ruins alone.&lt;br /&gt;
&lt;br /&gt;
- If you find yourself lost, look for the yellow handmarks. They will show you the way.&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human_Society_and_Laws&amp;diff=6428</id>
		<title>Human Society and Laws</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human_Society_and_Laws&amp;diff=6428"/>
		<updated>2026-07-25T20:03:15Z</updated>

		<summary type="html">&lt;p&gt;Drowking: /* Acts of Criminality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Human]]&lt;br /&gt;
&lt;br /&gt;
==Human Society and Law==&lt;br /&gt;
&lt;br /&gt;
The society of Mercadia, located in the northwestern corner of the continent, is an amalgamation of a fascinating past and a hopeful present. Originally settled by tribes from Kelt, under the leadership of the ancient warrior King Merenthal, the city of [[Edana]] has grown over eight millennia into a beacon of civilization. The history of Mercadia is rich with wars fought against and alongside Elves, Dwarves, and Orcs, as they forged their identity. In the current year Mercadians live in the [[Human_History | Era of Renewal]], which began in 16323. This period signifies the transformation of Mercadian society from the tribulations of its warring past towards a future of peace and progress. However, the scars and triumphs of their past are still visible in their architecture, customs, and culture, allowing them to hold on to their rich heritage while advancing towards a future built on cooperation and mutual respect.&lt;br /&gt;
&lt;br /&gt;
Religion plays a central role in Mercadian society, as they worship a pantheon of four deities. Kinarugi, referred to as the Father, governs the inevitable realm of death, while Talathas, the Shepherd, maintains law, order, and justice. Kamalini, the Mother, is a beacon of life, partnered with Kinarugi. Adalia, the Healer, presides over compassion and healing, and is Talathas's wife and Kamalini's sister. Talathas, being Kinarugi's brother, completes the intricate family of the pantheon. The largest following in Mercadia belongs to Talathas, which is a reflection of the importance placed on justice, law, and order in their society. The Mercadians see these virtues as the foundations upon which their civilization thrives. This focus on justice also speaks volumes about their desire for peace and harmony in the Era of Renewal, a stark contrast to their turbulent past. Yet, even with the majority of the populace favoring Talathas, the other deities are not overlooked. The balance maintained among the four deities in worship reflects the balance the Mercadians seek in their own lives: embracing mortality (Kinarugi), fostering compassion (Adalia), welcoming life (Kamalini), and upholding justice (Talathas).&lt;br /&gt;
&lt;br /&gt;
Mercadian society, despite its warlike past, has embraced the Era of Renewal and has seen significant growth in its socio-economic aspects. The people are hardworking, devoted to their deities, and committed to maintaining the harmony and prosperity of their society. The city of Edana, once a symbol of a warring past, now stands as a testament to the power of change and the resilience of the Mercadian people. Through the combined efforts of its citizens and the divine guidance of their pantheon, Mercadia continues to flourish as a beacon of civilization.&lt;br /&gt;
&lt;br /&gt;
==Laws==&lt;br /&gt;
&lt;br /&gt;
''The Mercadian Charter of Rights and Duties''&lt;br /&gt;
&lt;br /&gt;
By the Right and Authority of Our Majesty, King Lando Narindun.  &lt;br /&gt;
Approved and published by the Council of the Kingdom of Mercadia on the 20th of Duskrun, 16991.&lt;br /&gt;
&lt;br /&gt;
=== Jump to ===&lt;br /&gt;
* [[#The Mercadian Charter of Rights and Duties|Charter of Rights and Duties]]&lt;br /&gt;
** [[#On Rights|On Rights]]&lt;br /&gt;
** [[#On Duties|On Duties]]&lt;br /&gt;
* [[#The Mercadian Criminal Code|Criminal Code]]&lt;br /&gt;
** [[#Conditions of Compensation|Conditions of Compensation]]&lt;br /&gt;
** [[#Acts of Criminality|Acts of Criminality]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Mercadian Charter of Rights and Duties =&lt;br /&gt;
&lt;br /&gt;
== On Rights ==&lt;br /&gt;
&lt;br /&gt;
* The Kingdom guarantees the sanctity and religious authority of the Mercadian Church, and respects plurality of belief in its adherents.&lt;br /&gt;
&lt;br /&gt;
* The Kingdom does not recognize the divine authority of foreign beliefs, but tolerates their place in respect of the law.&lt;br /&gt;
&lt;br /&gt;
* Nobles retain the right to render scutage in the form of three thousand coins in lieu of service, and knights in the form of one thousand coins.&lt;br /&gt;
&lt;br /&gt;
* Fines are to always be proportional to their offense, and even in their most grave, never deprive a lawful resident of their livelihood.&lt;br /&gt;
&lt;br /&gt;
* Fines levied by the Kingdom that are considered unjust may be investigated by the Council upon complaint.&lt;br /&gt;
&lt;br /&gt;
* Except in times of war, merchants shall always be free to enter and exit Mercadia.&lt;br /&gt;
&lt;br /&gt;
* If the Kingdom is able to ensure the safety of Mercadian merchants abroad, travel passes may be issued to foreign merchants of adversarial states.&lt;br /&gt;
&lt;br /&gt;
* At the outset of a war, foreign merchants of the adversarial state present within Mercadia are to be granted two weeks to depart safely, save those instead issued passage under the prior right.&lt;br /&gt;
&lt;br /&gt;
* It is lawful for any Mercadian to leave the Kingdom for an extended period of time without prejudice towards their allegiance to the King, save those who are exiled. A Mercadian who voluntarily travels to an adversarial state during war time does so at their own legal risk.&lt;br /&gt;
&lt;br /&gt;
== On Duties ==&lt;br /&gt;
&lt;br /&gt;
* Officials of the Kingdom may not put an accused party to trial on their own word, without witness.&lt;br /&gt;
&lt;br /&gt;
* Officials are forbidden to accept bribes, neither to advance nor delay justice.&lt;br /&gt;
&lt;br /&gt;
* Nobles and masters of the crafts shall not demand forced labor of a commoner or freeholder beyond that lawfully ordered in satisfaction of debt, lest they be guilty of simple assault per each count.&lt;br /&gt;
&lt;br /&gt;
* Owners of market stalls are to use their space only to house wares and relevant working areas. Those who occupy stall space without conducting lawful trade may be charged up to a hundred in coin per count.&lt;br /&gt;
&lt;br /&gt;
* Nobles and knights are to provide service in times of formal war, or pay scutage.&lt;br /&gt;
&lt;br /&gt;
* Only those familiar with the laws of the land and intend to uphold them are to be appointed as officials.&lt;br /&gt;
&lt;br /&gt;
* Every season, the Freeholders shall elect a Speaker of the Estates for representation in the Council.&lt;br /&gt;
&lt;br /&gt;
* Before any declaration of war or peace, councilmembers shall be consulted, and none may be excluded from this deliberation.&lt;br /&gt;
&lt;br /&gt;
* The Council is seated by the Councilman, administering in civil matters; the Lord/Lady Commander, representing the military; and the Prelate, representing the Church.  Further seats may be granted at the Council's discretion to those of proven expertise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Mercadian Criminal Code =&lt;br /&gt;
&lt;br /&gt;
== Conditions of Compensation ==&lt;br /&gt;
&lt;br /&gt;
* If a guilty party cannot pay their debt, they will forfeit property equal in value to the debt owed.&lt;br /&gt;
&lt;br /&gt;
* Where a guilty party lacks sufficient property, forfeiture may be pursued by labor orders -- terms of lawful work assigned in place of payment, at the Council's discretion.&lt;br /&gt;
&lt;br /&gt;
* For every hundred owed, the guilty party will be granted a day to procure the debt.&lt;br /&gt;
&lt;br /&gt;
* If a guilty party cannot pay their debt in any material form, they will be held in the jails at a rate of half-day per hundred owed.&lt;br /&gt;
&lt;br /&gt;
* If the guilty party cannot procure their debt in the time allowed, they will be contacted first by letter.&lt;br /&gt;
&lt;br /&gt;
* If this period passes plus a month, they will be summoned.&lt;br /&gt;
&lt;br /&gt;
* Should another month pass after, they will be considered wanted, and apprehended if encountered within Mercadian borders, though otherwise free to move.&lt;br /&gt;
&lt;br /&gt;
* Should a further month of continued evasion pass thereafter, they will be considered exiled until surrender.&lt;br /&gt;
&lt;br /&gt;
== Acts of Criminality ==&lt;br /&gt;
&lt;br /&gt;
* Public disorder -- to incite violence and mistrust among the people or to publicly defame a noble -- will be met with half a day served in the jails.&lt;br /&gt;
&lt;br /&gt;
* Perjury in official matters is punishable by one hundred in coin per count of misdeed.&lt;br /&gt;
&lt;br /&gt;
* Trespassing upon owned land is to be compensated by six hundred in coin.&lt;br /&gt;
&lt;br /&gt;
* Those found treasonous are exiled from the Realm.&lt;br /&gt;
&lt;br /&gt;
* If a murderer evading the law be the tenant of a lord or burgher, or employed in the trades, their company shall pay half the fine.&lt;br /&gt;
&lt;br /&gt;
=== On the practice of Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* Necromancy is not to be practiced by any citizen of Mercadia, with rare exceptions.&lt;br /&gt;
&lt;br /&gt;
* Necromancers may not enter Mercadia save by invitation of the Council, which shall set the terms of entry and departure.&lt;br /&gt;
&lt;br /&gt;
* Necromancy may not be practiced in any form within Mercadia except under direct observation and command of the Council.&lt;br /&gt;
&lt;br /&gt;
* Necromancy is held to be an assault against the divine; the Church shall receive the penalty of twelve times value.&lt;br /&gt;
&lt;br /&gt;
* A necromancer who remains in Mercadia beyond the term set by the Council is guilty of trespassing.&lt;br /&gt;
&lt;br /&gt;
* A necromancer who fails to abide by the Council's terms of entry, exit, or observed practice may be exiled from the Realm.&lt;br /&gt;
&lt;br /&gt;
* Necromancers may petition for citizenship at a cost of one thousand in coin, forfeit regardless of the petition's outcome.  Such petitions are decided by the acting Lord/Lady Commander, as a matter of security.&lt;br /&gt;
&lt;br /&gt;
=== On Theft, Assault, and Death -- Compensation by Standing ===&lt;br /&gt;
&lt;br /&gt;
For these three offenses, compensation owed is determined by the standing of the wronged party, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:0&amp;quot;&lt;br /&gt;
! Standing !! Theft (x value) !! Assault (conscious) !! Assault (unconscious) !! Death (returned*) !! Death (not returned**) !! Crown's Due***&lt;br /&gt;
|-&lt;br /&gt;
| Commonfolk || 2x || 300 || 600 || 1,000 || 2,000 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Freeholders || 3x || 900 || 1,800 || 3,000 || 6,000 || 1,500&lt;br /&gt;
|-&lt;br /&gt;
| Burghers / Clergy || 6x || 1,800 || 3,600 || 6,000 || 12,000 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Nobles / Officials || 9x || 2,700 || 5,400 || 9,000 || 18,000 || 4,500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* *Paid to the victim, should the priests act in time or the divine favor their return.&lt;br /&gt;
&lt;br /&gt;
* **Paid to the deceased's named heir or estate, should they not be returned to life.&lt;br /&gt;
&lt;br /&gt;
* ***Paid to the Crown regardless of whether the slain is returned.&lt;br /&gt;
&lt;br /&gt;
* The murderer will be kept in the jails for half a day, irrespective of standing.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human_Society_and_Laws&amp;diff=6427</id>
		<title>Human Society and Laws</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human_Society_and_Laws&amp;diff=6427"/>
		<updated>2026-07-25T19:31:09Z</updated>

		<summary type="html">&lt;p&gt;Drowking: /* On Duties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Human]]&lt;br /&gt;
&lt;br /&gt;
==Human Society and Law==&lt;br /&gt;
&lt;br /&gt;
The society of Mercadia, located in the northwestern corner of the continent, is an amalgamation of a fascinating past and a hopeful present. Originally settled by tribes from Kelt, under the leadership of the ancient warrior King Merenthal, the city of [[Edana]] has grown over eight millennia into a beacon of civilization. The history of Mercadia is rich with wars fought against and alongside Elves, Dwarves, and Orcs, as they forged their identity. In the current year Mercadians live in the [[Human_History | Era of Renewal]], which began in 16323. This period signifies the transformation of Mercadian society from the tribulations of its warring past towards a future of peace and progress. However, the scars and triumphs of their past are still visible in their architecture, customs, and culture, allowing them to hold on to their rich heritage while advancing towards a future built on cooperation and mutual respect.&lt;br /&gt;
&lt;br /&gt;
Religion plays a central role in Mercadian society, as they worship a pantheon of four deities. Kinarugi, referred to as the Father, governs the inevitable realm of death, while Talathas, the Shepherd, maintains law, order, and justice. Kamalini, the Mother, is a beacon of life, partnered with Kinarugi. Adalia, the Healer, presides over compassion and healing, and is Talathas's wife and Kamalini's sister. Talathas, being Kinarugi's brother, completes the intricate family of the pantheon. The largest following in Mercadia belongs to Talathas, which is a reflection of the importance placed on justice, law, and order in their society. The Mercadians see these virtues as the foundations upon which their civilization thrives. This focus on justice also speaks volumes about their desire for peace and harmony in the Era of Renewal, a stark contrast to their turbulent past. Yet, even with the majority of the populace favoring Talathas, the other deities are not overlooked. The balance maintained among the four deities in worship reflects the balance the Mercadians seek in their own lives: embracing mortality (Kinarugi), fostering compassion (Adalia), welcoming life (Kamalini), and upholding justice (Talathas).&lt;br /&gt;
&lt;br /&gt;
Mercadian society, despite its warlike past, has embraced the Era of Renewal and has seen significant growth in its socio-economic aspects. The people are hardworking, devoted to their deities, and committed to maintaining the harmony and prosperity of their society. The city of Edana, once a symbol of a warring past, now stands as a testament to the power of change and the resilience of the Mercadian people. Through the combined efforts of its citizens and the divine guidance of their pantheon, Mercadia continues to flourish as a beacon of civilization.&lt;br /&gt;
&lt;br /&gt;
==Laws==&lt;br /&gt;
&lt;br /&gt;
''The Mercadian Charter of Rights and Duties''&lt;br /&gt;
&lt;br /&gt;
By the Right and Authority of Our Majesty, King Lando Narindun.  &lt;br /&gt;
Approved and published by the Council of the Kingdom of Mercadia on the 20th of Duskrun, 16991.&lt;br /&gt;
&lt;br /&gt;
=== Jump to ===&lt;br /&gt;
* [[#The Mercadian Charter of Rights and Duties|Charter of Rights and Duties]]&lt;br /&gt;
** [[#On Rights|On Rights]]&lt;br /&gt;
** [[#On Duties|On Duties]]&lt;br /&gt;
* [[#The Mercadian Criminal Code|Criminal Code]]&lt;br /&gt;
** [[#Conditions of Compensation|Conditions of Compensation]]&lt;br /&gt;
** [[#Acts of Criminality|Acts of Criminality]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Mercadian Charter of Rights and Duties =&lt;br /&gt;
&lt;br /&gt;
== On Rights ==&lt;br /&gt;
&lt;br /&gt;
* The Kingdom guarantees the sanctity and religious authority of the Mercadian Church, and respects plurality of belief in its adherents.&lt;br /&gt;
&lt;br /&gt;
* The Kingdom does not recognize the divine authority of foreign beliefs, but tolerates their place in respect of the law.&lt;br /&gt;
&lt;br /&gt;
* Nobles retain the right to render scutage in the form of three thousand coins in lieu of service, and knights in the form of one thousand coins.&lt;br /&gt;
&lt;br /&gt;
* Fines are to always be proportional to their offense, and even in their most grave, never deprive a lawful resident of their livelihood.&lt;br /&gt;
&lt;br /&gt;
* Fines levied by the Kingdom that are considered unjust may be investigated by the Council upon complaint.&lt;br /&gt;
&lt;br /&gt;
* Except in times of war, merchants shall always be free to enter and exit Mercadia.&lt;br /&gt;
&lt;br /&gt;
* If the Kingdom is able to ensure the safety of Mercadian merchants abroad, travel passes may be issued to foreign merchants of adversarial states.&lt;br /&gt;
&lt;br /&gt;
* At the outset of a war, foreign merchants of the adversarial state present within Mercadia are to be granted two weeks to depart safely, save those instead issued passage under the prior right.&lt;br /&gt;
&lt;br /&gt;
* It is lawful for any Mercadian to leave the Kingdom for an extended period of time without prejudice towards their allegiance to the King, save those who are exiled. A Mercadian who voluntarily travels to an adversarial state during war time does so at their own legal risk.&lt;br /&gt;
&lt;br /&gt;
== On Duties ==&lt;br /&gt;
&lt;br /&gt;
* Officials of the Kingdom may not put an accused party to trial on their own word, without witness.&lt;br /&gt;
&lt;br /&gt;
* Officials are forbidden to accept bribes, neither to advance nor delay justice.&lt;br /&gt;
&lt;br /&gt;
* Nobles and masters of the crafts shall not demand forced labor of a commoner or freeholder beyond that lawfully ordered in satisfaction of debt, lest they be guilty of simple assault per each count.&lt;br /&gt;
&lt;br /&gt;
* Owners of market stalls are to use their space only to house wares and relevant working areas. Those who occupy stall space without conducting lawful trade may be charged up to a hundred in coin per count.&lt;br /&gt;
&lt;br /&gt;
* Nobles and knights are to provide service in times of formal war, or pay scutage.&lt;br /&gt;
&lt;br /&gt;
* Only those familiar with the laws of the land and intend to uphold them are to be appointed as officials.&lt;br /&gt;
&lt;br /&gt;
* Every season, the Freeholders shall elect a Speaker of the Estates for representation in the Council.&lt;br /&gt;
&lt;br /&gt;
* Before any declaration of war or peace, councilmembers shall be consulted, and none may be excluded from this deliberation.&lt;br /&gt;
&lt;br /&gt;
* The Council is seated by the Councilman, administering in civil matters; the Lord/Lady Commander, representing the military; and the Prelate, representing the Church.  Further seats may be granted at the Council's discretion to those of proven expertise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Mercadian Criminal Code =&lt;br /&gt;
&lt;br /&gt;
== Conditions of Compensation ==&lt;br /&gt;
&lt;br /&gt;
* If a guilty party cannot pay their debt, they will forfeit property equal in value to the debt owed.&lt;br /&gt;
&lt;br /&gt;
* Where a guilty party lacks sufficient property, forfeiture may be pursued by labor orders -- terms of lawful work assigned in place of payment, at the Council's discretion.&lt;br /&gt;
&lt;br /&gt;
* For every hundred owed, the guilty party will be granted a day to procure the debt.&lt;br /&gt;
&lt;br /&gt;
* If a guilty party cannot pay their debt in any material form, they will be held in the jails at a rate of half-day per hundred owed.&lt;br /&gt;
&lt;br /&gt;
* If the guilty party cannot procure their debt in the time allowed, they will be contacted first by letter.&lt;br /&gt;
&lt;br /&gt;
* If this period passes plus a month, they will be summoned.&lt;br /&gt;
&lt;br /&gt;
* Should another month pass after, they will be considered wanted, and apprehended if encountered within Mercadian borders, though otherwise free to move.&lt;br /&gt;
&lt;br /&gt;
* Should a further month of continued evasion pass thereafter, they will be considered exiled until surrender.&lt;br /&gt;
&lt;br /&gt;
== Acts of Criminality ==&lt;br /&gt;
&lt;br /&gt;
* Public disorder -- to incite violence and mistrust among the people or to publicly defame a noble -- will be met with half a day served in the jails.&lt;br /&gt;
&lt;br /&gt;
* Perjury in official matters is punishable by one hundred in coin per count of misdeed.&lt;br /&gt;
&lt;br /&gt;
* Trespassing upon owned land is to be compensated by six hundred in coin.&lt;br /&gt;
&lt;br /&gt;
* Practitioners of necromancy are exiled from the Realm, and those treasonous likewise.&lt;br /&gt;
&lt;br /&gt;
* If a murderer evading the law be the tenant of a lord or burgher, or employed in the trades, their company shall pay half the fine.&lt;br /&gt;
&lt;br /&gt;
=== On Theft, Assault, and Death -- Compensation by Standing ===&lt;br /&gt;
&lt;br /&gt;
For these three offenses, compensation owed is determined by the standing of the wronged party, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:0&amp;quot;&lt;br /&gt;
! Standing !! Theft (x value) !! Assault (conscious) !! Assault (unconscious) !! Death (returned*) !! Death (not returned**) !! Crown's Due***&lt;br /&gt;
|-&lt;br /&gt;
| Commonfolk || 2x || 300 || 600 || 1,000 || 2,000 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Freeholders || 3x || 900 || 1,800 || 3,000 || 6,000 || 1,500&lt;br /&gt;
|-&lt;br /&gt;
| Burghers / Clergy || 6x || 1,800 || 3,600 || 6,000 || 12,000 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Nobles / Officials || 9x || 2,700 || 5,400 || 9,000 || 18,000 || 4,500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* *Paid to the victim, should the priests act in time or the divine favor their return.&lt;br /&gt;
&lt;br /&gt;
* **Paid to the deceased's named heir or estate, should they not be returned to life.&lt;br /&gt;
&lt;br /&gt;
* ***Paid to the Crown regardless of whether the slain is returned.&lt;br /&gt;
&lt;br /&gt;
* The murderer will be kept in the jails for half a day, irrespective of standing.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human_Government&amp;diff=6426</id>
		<title>Human Government</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human_Government&amp;diff=6426"/>
		<updated>2026-07-25T03:09:25Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Human]]&lt;br /&gt;
&lt;br /&gt;
==Human Government==&lt;br /&gt;
&lt;br /&gt;
King Lando Narindun of Mercadia stands as a defining force both within his own realm and on the broader stage of international affairs. Recently anointed as the Monarch of Mercadia, he wields absolute authority over his kingdom and its shimmering capital, Edana. More than a ruler, King Narindun is the living symbol of Mercadia’s spirit and the visionary architect of its future, crafting policies and decrees that will reverberate through the ages.&lt;br /&gt;
&lt;br /&gt;
His rise to power marks the beginning of a vibrant new era in Mercadian history. The king takes up residence in the majestic palace along the north wall of Edana, a city celebrated for its radiant charm and rich cultural tapestry. From this storied seat of power, he makes decisions of critical import: upholding justice, maintaining peace, and steering the kingdom toward sustained prosperity and growth.&lt;br /&gt;
&lt;br /&gt;
The legitimacy of his reign was further affirmed when Ninvere Lanreci, the venerable Elder Queen of Arandor, recognized his sovereignty. As the esteemed monarch of the Elven peoples, Queen Lanreci’s endorsement bestows considerable political weight and transforms his ascension into a unifying beacon for neighboring realms. This recognition nurtures the promise of an alliance between Mercadia and Arandor, and signals to other kingdoms the merit of fostering relations with Mercadia, a move that not only strengthens his realm’s position in the global arena but also bolsters its defense and economic prospects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Mercadia is a monarchy under the rule of the Narindun Dynasty. While the King is known to be measured and fair, his authority is absolute. The crown is descended directly from Merenthal, the First King of Men. According to legend, Merenthal received a divine vision from Talathas, a call to unite the human tribes.  And so, to this day, the King is considered the living instrument of Talathas’ divine will.&lt;br /&gt;
&lt;br /&gt;
The capital city of Edana is overseen by a Council of prominent citizens. The Councilman presides over this assembly, having been appointed by the King as the executor of his will. This Council is an informal organization in constant flux, with invitation to meetings extended on need.  However, the gathering is always anchored by three keystone representatives:  the Councilman, the Lord Commander of the Kingsguard,  and the Prelate of the Church. &lt;br /&gt;
&lt;br /&gt;
In the maintenance of public order, strict social hierarchy is enforced. Among the gravest offenses one can commit is to publicly question the role or rule of the King. Given his descent and divine mandate, such an act is considered not only treason against the state but also blasphemy against Talathas.&lt;br /&gt;
&lt;br /&gt;
While the King has unmatched authority in the Realm, the nobility at large is responsible for its daily stewardship and defense. Having been appointed or bound to their title by blood, Mercadian nobles also command respect from the citizenry. A polite demeanor is expected of all citizens, but especially in the presence of the wealthy, priestly, and noble.&lt;br /&gt;
&lt;br /&gt;
Players can leverage a wily character to act the part of a rebel, knowing it comes at the expense of their standing in Mercadia. Mercadian laws are known for their loose wording and outcome depends on the individual interpretation of enforcement. On the other hand, a well-played sycophant could easily get in the good graces of the upper strata and curry favor for themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Council==&lt;br /&gt;
&lt;br /&gt;
The keystone of Mercadian governance, comprising the three leaders who form the head of government. All members are granted a personal estate, funded by the city, and are legally compensated at the highest level. Besides the Councilman, these characters are the fourth rank in the guild, '''Councilmember'''. All positions require a vacancy and agreement between the existing members before they can be taken. Players in this group are encouraged to act with relative autonomy in overseeing their respective branches.&lt;br /&gt;
&lt;br /&gt;
* The '''Councilman''' is the head and final word of all civil matters. They set the strategy for city laws, economy, and diplomacy - proposing major legislation, allocating the budget, and engaging in foreign relations. The Councilman is expected to oversee '''three public events per month'''.&lt;br /&gt;
&lt;br /&gt;
* The '''Lord/Lady Commander''' is the supreme commander of the military. They set the kingdom's defense strategy and command all military forces. The Lord Commander is expected to lead '''two high level dungeon runs per month'''.&lt;br /&gt;
&lt;br /&gt;
* The '''Prelate''' is the head of the organized Mercadian faith. They are the ultimate authority on religious law, advising the Council on matters of morality and divine will. The Prelate is expected to run at least '''two Church events per month''' - such as sermons, rites, or religious festivals.&lt;br /&gt;
&lt;br /&gt;
===Specialist Advisors===&lt;br /&gt;
&lt;br /&gt;
Unique roles for trusted citizens, appointed by the Council based on proven expertise - such as Court Mage, Quartermaster, and Spymaster. These roles can expand and develop into sub-branches with their own hierarchies as they grow in power and need. All specialists are afforded a hefty budget to oversee approved projects and they are legally compensated at the highest level. These positions are the third rank in the guild, '''Courtier'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Administrative Branch==&lt;br /&gt;
&lt;br /&gt;
The civil service, led by the '''Councilman''', ensuring the city's daily functionality. This branch is more suited to players who enjoy management, meetings, and a more social role.  They are encouraged to run public events with a focus on bringing the community together - markets, festivals, and the like.&lt;br /&gt;
&lt;br /&gt;
* '''Assistants''' are entry-level administrators. They receive petitions from citizens, organize records, and assist with city busywork. Assistants receive room and board at the inn and subsidized supplies. They are legally compensated as Burghers. To be promoted, an assistant needs to hold their post for up to a month, demonstrate working knowledge of Mercadian law, process five petitions (eg. citizenship), reach level 15, and-or receive recommendation from a reeve.&lt;br /&gt;
&lt;br /&gt;
* '''Reeves''' are professional administrators. They judge smaller, non-violent civil trials and have the authority to pursue and collect debts owed. They are tasked with making sure the warehouse and vaults are stocked by securing resources and overseeing corvees. Reeves will receive subsidies on a personal estate for up to 6,000gp and are legally compensated at the highest level. Reeves are expected to run at least '''one city event per month'''. For consideration as the future Councilman, a reeve must hold their post for three months, oversee at least five corvees, reach level 20, preside over three trials with the verdict being accepted by all parties, and-or be recommended by a sitting Councilmember.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Military Branch==&lt;br /&gt;
&lt;br /&gt;
Armed forces led by the '''Lord/Lady Commander''', protecting the kingdom, as part of the Kingsguard. This branch is more suited to players who enjoy combat and the grittier parts of political intrigue. They are encouraged to participate in regular patrols and act as a force for kingdom security.&lt;br /&gt;
&lt;br /&gt;
* '''Guards''' are professional soldiers able to enforce city and kingdom laws. They receive proper equipment and training from the Kingdom, as well as lodging in the barracks, and are legally compensated as Burghers. To be promoted, a guard must keep their post for at least a month, demonstrate working knowledge of Mercadian law, participate in at least five official patrols or missions, reach level 15, and-or be recommended by a superior.&lt;br /&gt;
&lt;br /&gt;
* '''Elite Guards''' are veterans of the Kingsguard. They are able to lead guards on missions, investigate crimes, train recruits, and write official reports. They have free access to the armory, with preferential choice of equipment, and receive subsidies on a personal estate for up to 10,000gp. They are legally compensated at the highest level. Elite guards are expected to lead '''one patrol per month'''. For consideration as the future Lord/Lady Commander, an elite guard must hold their post for three months, lead at least five patrols, reach level 20, preside over three law enforcements, and-or be recommended by a sitting Councilmember.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Faith Branch==&lt;br /&gt;
&lt;br /&gt;
Religious order led by the '''Prelate''', whose seat is the Edana Church. This branch is more suited to players who enjoy the mystique of theological roleplay and the intrigue associated with the inner-workings of organized faith. They are encouraged to develop rites, deliver sermons, and oversee religious festivals.&lt;br /&gt;
&lt;br /&gt;
* '''Priests''' and '''Priestesses''' are full members of the clergy. They lead services, provide spiritual counseling, and perform healings and consecrations. Clergy members at this level are given accommodations in the Church, able to wear formal vestments of the faith, and are able to collect alms from the public. They are legally compensated as Burghers. To be promoted, priests and priestesses must keep their post for at least a month, demonstrate working knowledge of the Mercadian faith, lead or assist in at least five religious events, reach level 15, and-or be recommended by a superior.&lt;br /&gt;
&lt;br /&gt;
* '''High Priests''' and '''High Priestesses''' are senior members of the clergy. They manage the daily operations of the Church with a working budget and oversee major rituals and rites, with the authority to ordain Priests and Priestesses. High priests and High priestesses receive a subsidy for a personal estate for up to 10,000gp and are legally compensated at the highest level. High priests and High priestesses are expected to lead '''one religious event per month'''. For consideration as the future Prelate, a high priest or high priestess must hold their post for three months, lead at least five religious ceremonies, reach level 20, lead at least three public religious festivals, and-or be recommended by a sitting Councilmember.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human_Government&amp;diff=6425</id>
		<title>Human Government</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human_Government&amp;diff=6425"/>
		<updated>2026-07-25T03:05:54Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Human]]&lt;br /&gt;
&lt;br /&gt;
==Human Government==&lt;br /&gt;
&lt;br /&gt;
King Lando Narindun of Mercadia stands as a defining force both within his own realm and on the broader stage of international affairs. Recently anointed as the Monarch of Mercadia, he wields absolute authority over his kingdom and its shimmering capital, Edana. More than a ruler, King Narindun is the living symbol of Mercadia’s spirit and the visionary architect of its future, crafting policies and decrees that will reverberate through the ages.&lt;br /&gt;
&lt;br /&gt;
His rise to power marks the beginning of a vibrant new era in Mercadian history. The king takes up residence in the majestic palace along the north wall of Edana, a city celebrated for its radiant charm and rich cultural tapestry. From this storied seat of power, he makes decisions of critical import: upholding justice, maintaining peace, and steering the kingdom toward sustained prosperity and growth.&lt;br /&gt;
&lt;br /&gt;
The legitimacy of his reign was further affirmed when Ninvere Lanreci, the venerable Elder Queen of Arandor, recognized his sovereignty. As the esteemed monarch of the Elven peoples, Queen Lanreci’s endorsement bestows considerable political weight and transforms his ascension into a unifying beacon for neighboring realms. This recognition nurtures the promise of an alliance between Mercadia and Arandor, and signals to other kingdoms the merit of fostering relations with Mercadia, a move that not only strengthens his realm’s position in the global arena but also bolsters its defense and economic prospects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Mercadia is a monarchy under the rule of the Narindun Dynasty. While the King is known to be measured and fair, his authority is absolute. The crown is descended directly from Merenthal, the First King of Men. According to legend, Merenthal received a divine vision from Talathas, a call to unite the human tribes.  And so, to this day, the King is considered the living instrument of Talathas’ divine will.&lt;br /&gt;
&lt;br /&gt;
The capital city of Edana is overseen by a Council of prominent citizens. The Councilman presides over this assembly, having been appointed by the King as the executor of his will. This Council is an informal organization in constant flux, with invitation to meetings extended on need.  However, the gathering is always anchored by three keystone representatives:  the Councilman, the Lord Commander of the Kingsguard,  and the Prelate of the Church. &lt;br /&gt;
&lt;br /&gt;
In the maintenance of public order, strict social hierarchy is enforced. Among the gravest offenses one can commit is to publicly question the role or rule of the King. Given his descent and divine mandate, such an act is considered not only treason against the state but also blasphemy against Talathas.&lt;br /&gt;
&lt;br /&gt;
While the King has unmatched authority in the Realm, the nobility at large is responsible for its daily stewardship and defense. Having been appointed or bound to their title by blood, Mercadian nobles also command respect from the citizenry. A polite demeanor is expected of all citizens, but especially in the presence of the wealthy, priestly, and noble.&lt;br /&gt;
&lt;br /&gt;
Players can leverage a wily character to act the part of a rebel, knowing it comes at the expense of their standing in Mercadia. Mercadian laws are known for their loose wording and outcome depends on the individual interpretation of enforcement. On the other hand, a well-played sycophant could easily get in the good graces of the upper strata and curry favor for themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Council==&lt;br /&gt;
&lt;br /&gt;
The keystone of Mercadian governance, comprising the three leaders who form the head of government. All members are granted a personal estate, funded by the city, and are legally compensated at the highest level. Besides the Councilman, these characters are the fourth rank in the guild, '''Councilmember'''. All positions require a vacancy and agreement between the existing members before they can be taken. Players in this group are encouraged to act with relative autonomy in overseeing their respective branches.&lt;br /&gt;
&lt;br /&gt;
The '''Councilman''' is the head and final word of all civil matters. They set the strategy for city laws, economy, and diplomacy - proposing major legislation, allocating the budget, and engaging in foreign relations. The Councilman is expected to oversee '''three public events per month'''.&lt;br /&gt;
&lt;br /&gt;
The '''Lord/Lady Commander''' is the supreme commander of the military. They set the kingdom's defense strategy and command all military forces. The Lord Commander is expected to lead '''two high level dungeon runs per month'''.&lt;br /&gt;
&lt;br /&gt;
The '''Prelate''' is the head of the organized Mercadian faith. They are the ultimate authority on religious law, advising the Council on matters of morality and divine will. The Prelate is expected to run at least '''two Church events per month''' - such as sermons, rites, or religious festivals.&lt;br /&gt;
&lt;br /&gt;
===Specialist Advisors===&lt;br /&gt;
&lt;br /&gt;
Unique roles for trusted citizens, appointed by the Council based on proven expertise - such as Court Mage, Quartermaster, and Spymaster. These roles can expand and develop into sub-branches with their own hierarchies as they grow in power and need. All specialists are afforded a hefty budget to oversee approved projects and they are legally compensated at the highest level. These positions are the third rank in the guild, '''Courtier'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Administrative Branch==&lt;br /&gt;
&lt;br /&gt;
The civil service, led by the '''Councilman''', ensuring the city's daily functionality. This branch is more suited to players who enjoy management, meetings, and a more social role.  They are encouraged to run public events with a focus on bringing the community together - markets, festivals, and the like.&lt;br /&gt;
&lt;br /&gt;
'''Assistants''' are entry-level administrators. They receive petitions from citizens, organize records, and assist with city busywork. Assistants receive room and board at the inn and subsidized supplies. They are legally compensated as Burghers. To be promoted, an assistant needs to hold their post for up to a month, demonstrate working knowledge of Mercadian law, process five petitions (eg. citizenship), reach level 15, and-or receive recommendation from a reeve.&lt;br /&gt;
&lt;br /&gt;
'''Reeves''' are professional administrators. They judge smaller, non-violent civil trials and have the authority to pursue and collect debts owed. They are tasked with making sure the warehouse and vaults are stocked by securing resources and overseeing corvees. Reeves will receive subsidies on a personal estate for up to 6,000gp and are legally compensated at the highest level. Reeves are expected to run at least '''one city event per month'''. For consideration as the future Councilman, a reeve must hold their post for three months, oversee at least five corvees, reach level 20, preside over three trials with the verdict being accepted by all parties, and-or be recommended by a sitting Councilmember.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Military Branch==&lt;br /&gt;
&lt;br /&gt;
Armed forces led by the '''Lord/Lady Commander''', protecting the kingdom, as part of the Kingsguard. This branch is more suited to players who enjoy combat and the grittier parts of political intrigue. They are encouraged to participate in regular patrols and act as a force for kingdom security.&lt;br /&gt;
&lt;br /&gt;
'''Guards''' are professional soldiers able to enforce city and kingdom laws. They receive proper equipment and training from the Kingdom, as well as lodging in the barracks, and are legally compensated as Burghers. To be promoted, a guard must keep their post for at least a month, demonstrate working knowledge of Mercadian law, participate in at least five official patrols or missions, reach level 15, and-or be recommended by a superior.&lt;br /&gt;
&lt;br /&gt;
'''Elite Guards''' are veterans of the Kingsguard. They are able to lead guards on missions, investigate crimes, train recruits, and write official reports. They have free access to the armory, with preferential choice of equipment, and receive subsidies on a personal estate for up to 10,000gp. They are legally compensated at the highest level. Elite guards are expected to lead '''one patrol per month'''. For consideration as the future Lord/Lady Commander, an elite guard must hold their post for three months, lead at least five patrols, reach level 20, preside over three law enforcements, and-or be recommended by a sitting Councilmember.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Faith Branch==&lt;br /&gt;
&lt;br /&gt;
Religious order led by the '''Prelate''', whose seat is the Edana Church. This branch is more suited to players who enjoy the mystique of theological roleplay and the intrigue associated with the inner-workings of organized faith. They are encouraged to develop rites, deliver sermons, and oversee religious festivals.&lt;br /&gt;
&lt;br /&gt;
'''Priests''' and '''Priestesses''' are full members of the clergy. They lead services, provide spiritual counseling, and perform healings and consecrations. Clergy members at this level are given accommodations in the Church, able to wear formal vestments of the faith, and are able to collect alms from the public. They are legally compensated as Burghers. To be promoted, priests and priestesses must keep their post for at least a month, demonstrate working knowledge of the Mercadian faith, lead or assist in at least five religious events, reach level 15, and-or be recommended by a superior.&lt;br /&gt;
&lt;br /&gt;
'''High Priests''' and '''High Priestesses''' are senior members of the clergy. They manage the daily operations of the Church with a working budget and oversee major rituals and rites, with the authority to ordain Priests and Priestesses. High priests and High priestesses receive a subsidy for a personal estate for up to 10,000gp and are legally compensated at the highest level. High priests and High priestesses are expected to lead '''one religious event per month'''. For consideration as the future Prelate, a high priest or high priestess must hold their post for three months, lead at least five religious ceremonies, reach level 20, lead at least three public religious festivals, and-or be recommended by a sitting Councilmember.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Druid&amp;diff=6423</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Druid&amp;diff=6423"/>
		<updated>2026-07-24T18:49:01Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[File:Druidpic.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
== Jump to Section ==&lt;br /&gt;
[[#Class Summary|Summary]] &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
[[#Stats|Stats]] &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
[[#Skills|Skills]] &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
[[#Spells|Spells]] &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
[[#Feats and Abilities|Feats]] &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
[[#Subclasses|Subclasses]]&lt;br /&gt;
&lt;br /&gt;
== Class Summary ==&lt;br /&gt;
&lt;br /&gt;
The Druid channels the natural world—calling forth beasts, awakening plant life, and commanding the primal forces of nature. Unlike Mages who bend elemental forces, Druids walk in harmony with the wild, invoking its blessings or fury when needed. They excel at animal taming, shapeshifting, and survival, but must live with humility, wearing only leather and honoring nature's balance.&lt;br /&gt;
&lt;br /&gt;
'''Restrictions:'''&lt;br /&gt;
* Leather armor only&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
The stat offset for Druid can be viewed on the [[Level System]] page.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
''(All other skills default to 0.0)''&lt;br /&gt;
&lt;br /&gt;
=== Combat Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill !! Cap&lt;br /&gt;
|-&lt;br /&gt;
| Magery || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Resist Spells || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Anatomy || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Tactics || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Wrestling || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Mace Fighting || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Block || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || 60.0&lt;br /&gt;
|-&lt;br /&gt;
| Healing || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Evaluating Intelligence || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Swordsmanship || 40.0&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || 40.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafting Skills ===&lt;br /&gt;
''(Capped at 40 unless crafting feats are allocated)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill !! Cap&lt;br /&gt;
|-&lt;br /&gt;
| Blacksmithing || 40.0&lt;br /&gt;
|-&lt;br /&gt;
| Carpentry || 40.0&lt;br /&gt;
|-&lt;br /&gt;
| Cooking || 40.0&lt;br /&gt;
|-&lt;br /&gt;
| Tailoring || 40.0&lt;br /&gt;
|-&lt;br /&gt;
| Tinkering || 40.0&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy || 100.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill !! Cap&lt;br /&gt;
|-&lt;br /&gt;
| Animal Taming || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Camping || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Detect Hidden || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Herding || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Inscription || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Veterinary || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Cartography || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Tracking || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Herbalism || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Fishing || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjacking || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Mining || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Musicianship || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Item Identification || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Arms Lore || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || 100.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Circle !! Spells&lt;br /&gt;
|-&lt;br /&gt;
| '''First Circle''' || [[File:create_food_icon.gif|44px|Create Food]] [[Create Food]] • [[File:heal_icon.gif|44px|Heal]] [[Heal]] • [[File:night_sight_icon.gif|44px|Night Sight]] [[Night Sight]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Second Circle''' || [[File:agility_icon.gif|44px|Agility]] [[Agility]] • [[File:cunning_icon.gif|44px|Cunning]] [[Cunning]] • [[File:cure_icon.gif|44px|Cure]] [[Cure]] • [[File:protection_icon.gif|44px|Protection]] [[Protection]] • [[File:strength_icon.gif|44px|Strength]] [[Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Third Circle''' || [[File:poison_icon.gif|44px|Poison]] [[Poison]] • [[File:wall_of_stone_icon.gif|44px|Wall of Stone]] [[Wall of Stone]] • [[file:bless_icon.gif|44px|Bless]] [[Bless]] &amp;lt;small&amp;gt; (Restoration only)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Fourth Circle''' || [[File:arch_protection_icon.gif|44px|Arch Protection]] [[Arch Protection]] • [[File:arch_cure_icon.gif|44px|Arch Cure]] [[Arch Cure]] • [[File:curse_icon.gif|44px|Curse]] [[Curse]] • [[File:greater_heal_icon.gif|44px|Greater Heal]] [[Greater Heal]] &amp;lt;small&amp;gt;(Restoration only)&amp;lt;/small&amp;gt; • [[File:lightning_icon.gif|44px|Lightning]] [[Lightning]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fifth Circle''' || [[File:poison_field_icon.gif|44px|Poison Field]] [[Poison Field]] • [[File:summon_creature_icon.gif|44px|Summon Creature]] [[Summon Creature]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Sixth Circle''' || [[File:dispel_icon.gif|44px|Dispel]] [[Dispel]] • [[File:mass_curse_icon.gif|44px|Mass Curse]] [[Mass Curse]] • [[File:reveal_icon.gif|44px|Reveal]] [[Reveal]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Seventh Circle''' || [[File:chain_lightning_icon.gif|44px|Chain Lightning]] [[Chain Lightning]] • [[File:mass_dispel_icon.gif|44px|Mass Dispel]] [[Mass Dispel]] &lt;br /&gt;
|-&lt;br /&gt;
| '''Eighth Circle''' || [[File:earthquake_icon.gif|44px|Earthquake]] [[Earthquake]] • [[File:resurrection_icon.gif|44px|Resurrection]] [[Resurrection]] • [[File:summon_air_elemental_icon.gif|44px|Summon Air Elemental]] [[Summon Air Elemental]] • [[File:summon_earth_elemental_icon.gif|44px|Summon Earth Elemental]] [[Summon Earth Elemental]] • [[File:summon_water_elemental_icon.gif|44px|Summon Water Elemental]] [[Summon Water Elemental]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feats and Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Base Feats ===&lt;br /&gt;
* [[Wild Shape]]  &lt;br /&gt;
* [[Beast Lore]]  &lt;br /&gt;
* [[Advanced Healing]]  &lt;br /&gt;
* [[Forestwalking]]  &lt;br /&gt;
&lt;br /&gt;
=== Base Abilities (Free Feats) ===&lt;br /&gt;
* [[Resist Poison]]  &lt;br /&gt;
* [[Alchemy Science]]  &lt;br /&gt;
* [[Druid_Craft|Druid Craft]]  &lt;br /&gt;
* Arch Protection spell prevents a death blow at the cost of your stamina&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
''At level 10, Druids may choose a subclass from the feat menu to specialize further.''&lt;br /&gt;
&lt;br /&gt;
=== Predator ===&lt;br /&gt;
Predators are fierce melee shapeshifters, gaining bleed effects, enhanced combat skills, and physical resilience. They cannot cast Greater Heal.&lt;br /&gt;
&lt;br /&gt;
'''Subclass Feats:'''&lt;br /&gt;
* [[Onslaught]]  &lt;br /&gt;
* [[Tough Hide]]  &lt;br /&gt;
* [[Pounce]]  &lt;br /&gt;
&lt;br /&gt;
'''Subclass Abilities (Free):'''&lt;br /&gt;
* [[Bite]]  &lt;br /&gt;
* [[Physical Resistance]]  &lt;br /&gt;
* +10% Wrestling / Tactics cap  &lt;br /&gt;
* +15% Dodge cap  &lt;br /&gt;
* +2 HP Regeneration  &lt;br /&gt;
* Unique passive effects while shapeshifted&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Restoration ===&lt;br /&gt;
Restoration Druids specialize in healing, regeneration, and support spells. While still capable of shapeshifting, they gain powerful restorative enhancements.&lt;br /&gt;
&lt;br /&gt;
'''Subclass Feats:'''&lt;br /&gt;
* [[Restorative Aura|Nature Aura]]  &lt;br /&gt;
* [[Wild Growth]]  &lt;br /&gt;
* [[Nature's Defender]]  &lt;br /&gt;
&lt;br /&gt;
'''Subclass Abilities (Free):'''&lt;br /&gt;
* [[Entangling Roots]]  &lt;br /&gt;
* [[Nature's Enchantment]]  &lt;br /&gt;
* +3 Mana Regeneration  &lt;br /&gt;
* Healing spells gain heal-over-time&lt;br /&gt;
* 80% Meditation cap&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to: [[Classes]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Restorative_Aura&amp;diff=6422</id>
		<title>Restorative Aura</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Restorative_Aura&amp;diff=6422"/>
		<updated>2026-07-24T18:22:41Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
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[[Druid]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Nature Aura ==&lt;br /&gt;
&lt;br /&gt;
''Your deep connection to nature has granted you the ability to heal yourself and nearby party members. As you continue to follow your path and gain strength, so too will the potency of the aura increase when it is used.''&lt;br /&gt;
&lt;br /&gt;
* Activated by using the ]NatureAura command.&lt;br /&gt;
* Effect scales with druid level and magery skill (+1 healing per 10 points of magery).&lt;br /&gt;
&lt;br /&gt;
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__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Nature%27s_Defender&amp;diff=6421</id>
		<title>Nature's Defender</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Nature%27s_Defender&amp;diff=6421"/>
		<updated>2026-07-24T18:11:42Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
[[Druid]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Nature's Defender ==&lt;br /&gt;
&lt;br /&gt;
''The call of the Defender is strong, by taking this oath you gain great insight into the ways of combat, increasing your potential with Mace Fighting and Parrying, as well as increasing your affinity for magical spells.''&lt;br /&gt;
&lt;br /&gt;
* One-time increase in skills/skill caps&lt;br /&gt;
&lt;br /&gt;
* 120% Skillcap: Macing/Block&lt;br /&gt;
* 100% Skillcap: Eval Int&lt;br /&gt;
* 80% Skillcap: Focus&lt;br /&gt;
&lt;br /&gt;
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__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human_Society_and_Laws&amp;diff=6420</id>
		<title>Human Society and Laws</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human_Society_and_Laws&amp;diff=6420"/>
		<updated>2026-07-23T21:15:04Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Human]]&lt;br /&gt;
&lt;br /&gt;
==Human Society and Law==&lt;br /&gt;
&lt;br /&gt;
The society of Mercadia, located in the northwestern corner of the continent, is an amalgamation of a fascinating past and a hopeful present. Originally settled by tribes from Kelt, under the leadership of the ancient warrior King Merenthal, the city of [[Edana]] has grown over eight millennia into a beacon of civilization. The history of Mercadia is rich with wars fought against and alongside Elves, Dwarves, and Orcs, as they forged their identity. In the current year Mercadians live in the [[Human_History | Era of Renewal]], which began in 16323. This period signifies the transformation of Mercadian society from the tribulations of its warring past towards a future of peace and progress. However, the scars and triumphs of their past are still visible in their architecture, customs, and culture, allowing them to hold on to their rich heritage while advancing towards a future built on cooperation and mutual respect.&lt;br /&gt;
&lt;br /&gt;
Religion plays a central role in Mercadian society, as they worship a pantheon of four deities. Kinarugi, referred to as the Father, governs the inevitable realm of death, while Talathas, the Shepherd, maintains law, order, and justice. Kamalini, the Mother, is a beacon of life, partnered with Kinarugi. Adalia, the Healer, presides over compassion and healing, and is Talathas's wife and Kamalini's sister. Talathas, being Kinarugi's brother, completes the intricate family of the pantheon. The largest following in Mercadia belongs to Talathas, which is a reflection of the importance placed on justice, law, and order in their society. The Mercadians see these virtues as the foundations upon which their civilization thrives. This focus on justice also speaks volumes about their desire for peace and harmony in the Era of Renewal, a stark contrast to their turbulent past. Yet, even with the majority of the populace favoring Talathas, the other deities are not overlooked. The balance maintained among the four deities in worship reflects the balance the Mercadians seek in their own lives: embracing mortality (Kinarugi), fostering compassion (Adalia), welcoming life (Kamalini), and upholding justice (Talathas).&lt;br /&gt;
&lt;br /&gt;
Mercadian society, despite its warlike past, has embraced the Era of Renewal and has seen significant growth in its socio-economic aspects. The people are hardworking, devoted to their deities, and committed to maintaining the harmony and prosperity of their society. The city of Edana, once a symbol of a warring past, now stands as a testament to the power of change and the resilience of the Mercadian people. Through the combined efforts of its citizens and the divine guidance of their pantheon, Mercadia continues to flourish as a beacon of civilization.&lt;br /&gt;
&lt;br /&gt;
==Laws==&lt;br /&gt;
&lt;br /&gt;
''The Mercadian Charter of Rights and Duties''&lt;br /&gt;
&lt;br /&gt;
By the Right and Authority of Our Majesty, King Lando Narindun.  &lt;br /&gt;
Approved and published by the Council of the Kingdom of Mercadia on the 20th of Duskrun, 16991.&lt;br /&gt;
&lt;br /&gt;
=== Jump to ===&lt;br /&gt;
* [[#The Mercadian Charter of Rights and Duties|Charter of Rights and Duties]]&lt;br /&gt;
** [[#On Rights|On Rights]]&lt;br /&gt;
** [[#On Duties|On Duties]]&lt;br /&gt;
* [[#The Mercadian Criminal Code|Criminal Code]]&lt;br /&gt;
** [[#Conditions of Compensation|Conditions of Compensation]]&lt;br /&gt;
** [[#Acts of Criminality|Acts of Criminality]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Mercadian Charter of Rights and Duties =&lt;br /&gt;
&lt;br /&gt;
== On Rights ==&lt;br /&gt;
&lt;br /&gt;
* The Kingdom guarantees the sanctity and religious authority of the Mercadian Church, and respects plurality of belief in its adherents.&lt;br /&gt;
&lt;br /&gt;
* The Kingdom does not recognize the divine authority of foreign beliefs, but tolerates their place in respect of the law.&lt;br /&gt;
&lt;br /&gt;
* Nobles retain the right to render scutage in the form of three thousand coins in lieu of service, and knights in the form of one thousand coins.&lt;br /&gt;
&lt;br /&gt;
* Fines are to always be proportional to their offense, and even in their most grave, never deprive a lawful resident of their livelihood.&lt;br /&gt;
&lt;br /&gt;
* Fines levied by the Kingdom that are considered unjust may be investigated by the Council upon complaint.&lt;br /&gt;
&lt;br /&gt;
* Except in times of war, merchants shall always be free to enter and exit Mercadia.&lt;br /&gt;
&lt;br /&gt;
* If the Kingdom is able to ensure the safety of Mercadian merchants abroad, travel passes may be issued to foreign merchants of adversarial states.&lt;br /&gt;
&lt;br /&gt;
* At the outset of a war, foreign merchants of the adversarial state present within Mercadia are to be granted two weeks to depart safely, save those instead issued passage under the prior right.&lt;br /&gt;
&lt;br /&gt;
* It is lawful for any Mercadian to leave the Kingdom for an extended period of time without prejudice towards their allegiance to the King, save those who are exiled. A Mercadian who voluntarily travels to an adversarial state during war time does so at their own legal risk.&lt;br /&gt;
&lt;br /&gt;
== On Duties ==&lt;br /&gt;
&lt;br /&gt;
* Officials of the Kingdom may not put an accused party to trial on their own word, without witness.&lt;br /&gt;
&lt;br /&gt;
* Officials are forbidden to accept bribes, neither to advance nor delay justice.&lt;br /&gt;
&lt;br /&gt;
* Nobles and masters of the crafts shall not demand forced labor of a commoner or freeholder beyond that lawfully ordered in satisfaction of debt, lest they be guilty of simple assault per each count.&lt;br /&gt;
&lt;br /&gt;
* Owners of market stalls are to use their space only to house wares and relevant working areas. Those who occupy stall space without conducting lawful trade may be charged up to a hundred in coin per count.&lt;br /&gt;
&lt;br /&gt;
* Nobles and knights are to provide service in times of formal war, or pay scutage.&lt;br /&gt;
&lt;br /&gt;
* Only those familiar with the laws of the land and intend to uphold them are to be appointed as officials.&lt;br /&gt;
&lt;br /&gt;
* Every season, the Freeholders shall elect a Speaker of the Estates for representation in the Council.&lt;br /&gt;
&lt;br /&gt;
* Before any declaration of war or peace, councilmembers shall be consulted, and none may be excluded from this deliberation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Mercadian Criminal Code =&lt;br /&gt;
&lt;br /&gt;
== Conditions of Compensation ==&lt;br /&gt;
&lt;br /&gt;
* If a guilty party cannot pay their debt, they will forfeit property equal in value to the debt owed.&lt;br /&gt;
&lt;br /&gt;
* Where a guilty party lacks sufficient property, forfeiture may be pursued by labor orders -- terms of lawful work assigned in place of payment, at the Council's discretion.&lt;br /&gt;
&lt;br /&gt;
* For every hundred owed, the guilty party will be granted a day to procure the debt.&lt;br /&gt;
&lt;br /&gt;
* If a guilty party cannot pay their debt in any material form, they will be held in the jails at a rate of half-day per hundred owed.&lt;br /&gt;
&lt;br /&gt;
* If the guilty party cannot procure their debt in the time allowed, they will be contacted first by letter.&lt;br /&gt;
&lt;br /&gt;
* If this period passes plus a month, they will be summoned.&lt;br /&gt;
&lt;br /&gt;
* Should another month pass after, they will be considered wanted, and apprehended if encountered within Mercadian borders, though otherwise free to move.&lt;br /&gt;
&lt;br /&gt;
* Should a further month of continued evasion pass thereafter, they will be considered exiled until surrender.&lt;br /&gt;
&lt;br /&gt;
== Acts of Criminality ==&lt;br /&gt;
&lt;br /&gt;
* Public disorder -- to incite violence and mistrust among the people or to publicly defame a noble -- will be met with half a day served in the jails.&lt;br /&gt;
&lt;br /&gt;
* Perjury in official matters is punishable by one hundred in coin per count of misdeed.&lt;br /&gt;
&lt;br /&gt;
* Trespassing upon owned land is to be compensated by six hundred in coin.&lt;br /&gt;
&lt;br /&gt;
* Practitioners of necromancy are exiled from the Realm, and those treasonous likewise.&lt;br /&gt;
&lt;br /&gt;
* If a murderer evading the law be the tenant of a lord or burgher, or employed in the trades, their company shall pay half the fine.&lt;br /&gt;
&lt;br /&gt;
=== On Theft, Assault, and Death -- Compensation by Standing ===&lt;br /&gt;
&lt;br /&gt;
For these three offenses, compensation owed is determined by the standing of the wronged party, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:0&amp;quot;&lt;br /&gt;
! Standing !! Theft (x value) !! Assault (conscious) !! Assault (unconscious) !! Death (returned*) !! Death (not returned**) !! Crown's Due***&lt;br /&gt;
|-&lt;br /&gt;
| Commonfolk || 2x || 300 || 600 || 1,000 || 2,000 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Freeholders || 3x || 900 || 1,800 || 3,000 || 6,000 || 1,500&lt;br /&gt;
|-&lt;br /&gt;
| Burghers / Clergy || 6x || 1,800 || 3,600 || 6,000 || 12,000 || 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Nobles / Officials || 9x || 2,700 || 5,400 || 9,000 || 18,000 || 4,500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* *Paid to the victim, should the priests act in time or the divine favor their return.&lt;br /&gt;
&lt;br /&gt;
* **Paid to the deceased's named heir or estate, should they not be returned to life.&lt;br /&gt;
&lt;br /&gt;
* ***Paid to the Crown regardless of whether the slain is returned.&lt;br /&gt;
&lt;br /&gt;
* The murderer will be kept in the jails for half a day, irrespective of standing.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6419</id>
		<title>Sunken Ruins</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6419"/>
		<updated>2026-07-06T03:34:17Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sunken Ruins==&lt;br /&gt;
&lt;br /&gt;
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.&lt;br /&gt;
&lt;br /&gt;
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.&lt;br /&gt;
&lt;br /&gt;
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.&lt;br /&gt;
&lt;br /&gt;
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.&lt;br /&gt;
&lt;br /&gt;
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.&lt;br /&gt;
&lt;br /&gt;
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the Ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...&lt;br /&gt;
&lt;br /&gt;
The Sunken Ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barges===&lt;br /&gt;
&lt;br /&gt;
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!&lt;br /&gt;
&lt;br /&gt;
[[File:BR.PNG|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
&lt;br /&gt;
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.&lt;br /&gt;
&lt;br /&gt;
[[File:Fw.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rusty Coins===&lt;br /&gt;
&lt;br /&gt;
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
[[File:Rc.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encrusted Trader===&lt;br /&gt;
&lt;br /&gt;
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.&lt;br /&gt;
&lt;br /&gt;
[[File:Et.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Handmarks===&lt;br /&gt;
&lt;br /&gt;
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
[[File:Yh.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Six Biomes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Gray Lake===&lt;br /&gt;
&lt;br /&gt;
The original ruins lie here. Their history is forgotten. Their purpose, unknown. They were flooded after an accident during the construction of the dwarven temple. It is said that a terror from the depths was swept into the caves, its foul presence corrupting the waters forever.&lt;br /&gt;
&lt;br /&gt;
[[File:Graylake.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Fetid Nest===&lt;br /&gt;
&lt;br /&gt;
The mindless hordes of terathans claimed this region as their own, where every stream of tainted water eventually drains. What horrors might those corrupted waters have wrought upon the arachnids over the ages?&lt;br /&gt;
&lt;br /&gt;
[[File:Fetidnest.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Pale Forest===&lt;br /&gt;
&lt;br /&gt;
A sacred place hidden within a forsaken land. And, like all sacred places, it has its guardians. Unlike those of the surface, the denizens of this strange forest offer refuge to no one — not even druids.&lt;br /&gt;
&lt;br /&gt;
[[File:Paleforest.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stilt Village===&lt;br /&gt;
&lt;br /&gt;
When the mindless hordes were driven back by the Green Warden, the ratmen tribe relocated to a labyrinth of tunnels carved by the terathans. In time, an ocean of filth swallowed those passages, above which the frail kingdom of the Rat King sways and creaks.&lt;br /&gt;
&lt;br /&gt;
[[File:Stiltvillage.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Shattered Peaks===&lt;br /&gt;
&lt;br /&gt;
This is where the ratmen first settled after arriving from the surface. There, they discovered an ancient horror, perhaps older than the ruins themselves. Though most of the tribe escaped, some were captured, reduced to little more than puppets of the eldritch aberration.&lt;br /&gt;
&lt;br /&gt;
[[File:Shatteredpeaks.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lost Temple of Saerin===&lt;br /&gt;
&lt;br /&gt;
A temple dedicated to the dwarven god Saerin, long forgotten in the cavernous depths. The wards laid centuries ago still endure, preserving the inner sanctum against the ravages of time. A dwarven hero of old rests here.&lt;br /&gt;
&lt;br /&gt;
[[File:Temple.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
(Click on the images for full size)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aboleth, The Sunken Terror===&lt;br /&gt;
&lt;br /&gt;
Many believe the dwarves did not abandon the ruins because of the flood, but because of the menace it washed in. Now the sunken terror lies imprisoned beneath the Gray Lake, its mere presence corrupting the waters and the very minerals of the surrounding caverns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Aboleth.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Qr'zaa, The Hive Queen===&lt;br /&gt;
&lt;br /&gt;
They came from the fathomless depths, carving their way toward the surface, driven by an insatiable hunger. Though they are known as the Mindless Hordes, the name is not entirely accurate, for they do possess a mind — one shared by all: the Hive Queen's. What devastation would the terathans unleash if they ever reached the surface?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hive_queen.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skrizz, The Rat King===&lt;br /&gt;
&lt;br /&gt;
The ruler of the Stilt Village. A descendant of the first ratmen tribe to enter the ruins, he is rumored to have played a role in the grand escape from the Peaks and the gazers. Over the years, his subjects have amassed an immense collection of trash and debris for him. No one knows to what end. Perhaps not even the rat king himself. But the piling is important and it must continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Rat_king.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beholder, The Eldritch Master===&lt;br /&gt;
&lt;br /&gt;
The tyrant of the Shattered Peaks. He and his army of gazers bide their time, watching and waiting as they search for suitable vessels to further their machinations. They are rumored to be the source of much of the wild magic that permeates the caverns, and their leader most of all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Beholder.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Forlorn Hero of Old===&lt;br /&gt;
&lt;br /&gt;
A Champion of Saerin whose spirit was reforged in pure mithril. This was meant to be his final resting place, but the untamed magics surrounding the temple denied him the eternal rest he had earned, as though the ruins themselves commanded him to awaken. Though his name has been lost to the ages, perhaps his might will be remembered once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Forlorn_hero.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips From The Experts==&lt;br /&gt;
&lt;br /&gt;
'''Best Practices While Exploring the Ruins'''&lt;br /&gt;
&lt;br /&gt;
''by the Triune Adventurers' Faction''&lt;br /&gt;
&lt;br /&gt;
- Go prepared. A megadungeon is no place for the inexperienced or the careless.&lt;br /&gt;
&lt;br /&gt;
- Tread slowly and carefully. Secure safe spots you can retreat to before pressing onward.&lt;br /&gt;
&lt;br /&gt;
- Use the environment to your advantage. Your enemies certainly will.&lt;br /&gt;
&lt;br /&gt;
- Learn what your enemies are capable of. Use that knowledge tactically.&lt;br /&gt;
&lt;br /&gt;
- Examine every item you find closely. Even the smallest details may reveal valuable clues.&lt;br /&gt;
&lt;br /&gt;
- Over the ages, the ancient magics of the ruins have seeped into many of the objects found within. They will eventually turn to dust if taken too far from that place.&lt;br /&gt;
&lt;br /&gt;
- Should you perish within, rumors speak of a hidden druid grove where an Ankh can be found. Locating it may prove essential.&lt;br /&gt;
&lt;br /&gt;
- Misfortune can befall any adventuring party, but it is far more dangerous to face the ruins alone.&lt;br /&gt;
&lt;br /&gt;
- If you find yourself lost, look for the yellow handmarks. They will show you the way.&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6417</id>
		<title>Sunken Ruins</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6417"/>
		<updated>2026-06-30T20:25:30Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sunken Ruins==&lt;br /&gt;
&lt;br /&gt;
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.&lt;br /&gt;
&lt;br /&gt;
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.&lt;br /&gt;
&lt;br /&gt;
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.&lt;br /&gt;
&lt;br /&gt;
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.&lt;br /&gt;
&lt;br /&gt;
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.&lt;br /&gt;
&lt;br /&gt;
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the Ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...&lt;br /&gt;
&lt;br /&gt;
The Sunken Ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barges===&lt;br /&gt;
&lt;br /&gt;
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!&lt;br /&gt;
&lt;br /&gt;
[[File:BR.PNG|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
&lt;br /&gt;
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.&lt;br /&gt;
&lt;br /&gt;
[[File:Fw.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rusty Coins===&lt;br /&gt;
&lt;br /&gt;
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
[[File:Rc.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encrusted Trader===&lt;br /&gt;
&lt;br /&gt;
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.&lt;br /&gt;
&lt;br /&gt;
[[File:Et.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Handmarks===&lt;br /&gt;
&lt;br /&gt;
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
[[File:Yh.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Six Biomes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Gray Lake===&lt;br /&gt;
&lt;br /&gt;
The original ruins lie here. Their history is forgotten. Their purpose, unknown. They were flooded after an accident during the construction of the dwarven temple. It is said that a terror from the depths was swept into the caves, its foul presence corrupting the waters forever.&lt;br /&gt;
&lt;br /&gt;
[[File:Graylake.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Fetid Nest===&lt;br /&gt;
&lt;br /&gt;
The mindless hordes of terathans claimed this region as their own, where every stream of tainted water eventually drains. What horrors might those corrupted waters have wrought upon the arachnids over the ages?&lt;br /&gt;
&lt;br /&gt;
[[File:Fetidnest.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Pale Forest===&lt;br /&gt;
&lt;br /&gt;
A sacred place hidden within a forsaken land. And, like all sacred places, it has its guardians. Unlike those of the surface, the denizens of this strange forest offer refuge to no one — not even druids.&lt;br /&gt;
&lt;br /&gt;
[[File:Paleforest.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stilt Village===&lt;br /&gt;
&lt;br /&gt;
When the mindless hordes were driven back by the Green Warden, the ratmen tribe relocated to a labyrinth of tunnels carved by the terathans. In time, an ocean of filth swallowed those passages, above which the frail kingdom of the Rat King sways and creaks.&lt;br /&gt;
&lt;br /&gt;
[[File:Stiltvillage.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Shattered Peaks===&lt;br /&gt;
&lt;br /&gt;
This is where the ratmen first settled after arriving from the surface. There, they discovered an ancient horror, perhaps older than the ruins themselves. Though most of the tribe escaped, some were captured, reduced to little more than puppets of the eldritch aberration.&lt;br /&gt;
&lt;br /&gt;
[[File:Shatteredpeaks.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lost Temple of Saerin===&lt;br /&gt;
&lt;br /&gt;
A temple dedicated to the dwarven god Saerin, long forgotten in the cavernous depths. The wards laid centuries ago still endure, preserving the inner sanctum against the ravages of time. A dwarven hero of old rests here.&lt;br /&gt;
&lt;br /&gt;
[[File:Temple.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
(Click on the images for full size)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aboleth, The Sunken Terror===&lt;br /&gt;
&lt;br /&gt;
Many believe the dwarves did not abandon the ruins because of the flood, but because of the menace it washed in. Now the sunken terror lies imprisoned beneath the Gray Lake, its mere presence corrupting the waters and the very minerals of the surrounding caverns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Aboleth.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Qr'zaa, The Hive Queen===&lt;br /&gt;
&lt;br /&gt;
They came from the fathomless depths, carving their way toward the surface, driven by an insatiable hunger. Though they are known as the Mindless Hordes, the name is not entirely accurate, for they do possess a mind — one shared by all: the Hive Queen's. What devastation would the terathans unleash if they ever reached the surface?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hive_queen.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skrizz, The Rat King===&lt;br /&gt;
&lt;br /&gt;
The ruler of the Stilt Village. A descendant of the first ratmen tribe to enter the ruins, he is rumored to have played a role in the grand escape from the Peaks and the gazers. Over the years, his subjects have amassed an immense collection of trash and debris for him. No one knows to what end. Perhaps not even the rat king himself. But the piling is important and it must continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Rat_king.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beholder, The Eldritch Master===&lt;br /&gt;
&lt;br /&gt;
The tyrant of the Shattered Peaks. He and his army of gazers bide their time, watching and waiting as they search for suitable vessels to further their machinations. They are rumored to be the source of much of the wild magic that permeates the caverns, and their leader most of all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Beholder.png|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Forlorn Hero of Old===&lt;br /&gt;
&lt;br /&gt;
A Champion of Saerin whose spirit was reforged in pure mithril. This was meant to be his final resting place, but the untamed magics surrounding the temple denied him the eternal rest he had earned, as though the ruins themselves commanded him to awaken. Though his name has been lost to the ages, perhaps his might will be remembered once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Forlorn_hero.png|300px]]&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Forlorn_hero.png&amp;diff=6416</id>
		<title>File:Forlorn hero.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Forlorn_hero.png&amp;diff=6416"/>
		<updated>2026-06-30T20:12:11Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Beholder.png&amp;diff=6415</id>
		<title>File:Beholder.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Beholder.png&amp;diff=6415"/>
		<updated>2026-06-30T19:55:18Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Rat_king.png&amp;diff=6414</id>
		<title>File:Rat king.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Rat_king.png&amp;diff=6414"/>
		<updated>2026-06-30T19:47:22Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Hive_queen.png&amp;diff=6413</id>
		<title>File:Hive queen.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Hive_queen.png&amp;diff=6413"/>
		<updated>2026-06-30T19:27:20Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Aboleth.png&amp;diff=6412</id>
		<title>File:Aboleth.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Aboleth.png&amp;diff=6412"/>
		<updated>2026-06-30T19:17:49Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6403</id>
		<title>Sunken Ruins</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6403"/>
		<updated>2026-06-29T19:50:42Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sunken Ruins==&lt;br /&gt;
&lt;br /&gt;
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.&lt;br /&gt;
&lt;br /&gt;
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.&lt;br /&gt;
&lt;br /&gt;
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.&lt;br /&gt;
&lt;br /&gt;
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.&lt;br /&gt;
&lt;br /&gt;
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.&lt;br /&gt;
&lt;br /&gt;
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the Ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...&lt;br /&gt;
&lt;br /&gt;
The Sunken Ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barges===&lt;br /&gt;
&lt;br /&gt;
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!&lt;br /&gt;
&lt;br /&gt;
[[File:BR.PNG|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
&lt;br /&gt;
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.&lt;br /&gt;
&lt;br /&gt;
[[File:Fw.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rusty Coins===&lt;br /&gt;
&lt;br /&gt;
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
[[File:Rc.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encrusted Trader===&lt;br /&gt;
&lt;br /&gt;
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.&lt;br /&gt;
&lt;br /&gt;
[[File:Et.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Handmarks===&lt;br /&gt;
&lt;br /&gt;
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
[[File:Yh.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Six Biomes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Gray Lake===&lt;br /&gt;
&lt;br /&gt;
The original ruins lie here. Their history is forgotten. Their purpose, unknown. They were flooded after an accident during the construction of the dwarven temple. It is said that a terror from the depths was swept into the caves, its foul presence corrupting the waters forever.&lt;br /&gt;
&lt;br /&gt;
[[File:Graylake.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Fetid Nest===&lt;br /&gt;
&lt;br /&gt;
The mindless hordes of terathans claimed this region as their own, where every stream of tainted water eventually drains. What horrors might those corrupted waters have wrought upon the arachnids over the ages?&lt;br /&gt;
&lt;br /&gt;
[[File:Fetidnest.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Pale Forest===&lt;br /&gt;
&lt;br /&gt;
A sacred place hidden within a forsaken land. And, like all sacred places, it has its guardians. Unlike those of the surface, the denizens of this strange forest offer refuge to no one — not even druids.&lt;br /&gt;
&lt;br /&gt;
[[File:Paleforest.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stilt Village===&lt;br /&gt;
&lt;br /&gt;
When the mindless hordes were driven back by the Green Warden, the ratmen tribe relocated to a labyrinth of tunnels carved by the terathans. In time, an ocean of filth swallowed those passages, above which the frail kingdom of the Rat King sways and creaks.&lt;br /&gt;
&lt;br /&gt;
[[File:Stiltvillage.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Shattered Peaks===&lt;br /&gt;
&lt;br /&gt;
This is where the ratmen first settled after arriving from the surface. There, they discovered an ancient horror, perhaps older than the ruins themselves. Though most of the tribe escaped, some were captured, reduced to little more than puppets of the eldritch aberration.&lt;br /&gt;
&lt;br /&gt;
[[File:Shatteredpeaks.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lost Temple of Saerin===&lt;br /&gt;
&lt;br /&gt;
A temple dedicated to the dwarven god Saerin, long forgotten in the cavernous depths. The wards laid centuries ago still endure, preserving the inner sanctum against the ravages of time. A dwarven hero of old rests here.&lt;br /&gt;
&lt;br /&gt;
[[File:Temple.png|500px]]&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6380</id>
		<title>Sunken Ruins</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6380"/>
		<updated>2026-06-25T22:13:29Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sunken Ruins==&lt;br /&gt;
&lt;br /&gt;
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.&lt;br /&gt;
&lt;br /&gt;
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.&lt;br /&gt;
&lt;br /&gt;
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.&lt;br /&gt;
&lt;br /&gt;
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.&lt;br /&gt;
&lt;br /&gt;
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.&lt;br /&gt;
&lt;br /&gt;
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the Ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...&lt;br /&gt;
&lt;br /&gt;
The Sunken Ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barges===&lt;br /&gt;
&lt;br /&gt;
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!&lt;br /&gt;
&lt;br /&gt;
[[File:BR.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
&lt;br /&gt;
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.&lt;br /&gt;
&lt;br /&gt;
[[File:Fw.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rusty Coins===&lt;br /&gt;
&lt;br /&gt;
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
[[File:Rc.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encrusted Trader===&lt;br /&gt;
&lt;br /&gt;
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.&lt;br /&gt;
&lt;br /&gt;
[[File:Et.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Handmarks===&lt;br /&gt;
&lt;br /&gt;
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
[[File:Yh.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Six Biomes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Gray Lake===&lt;br /&gt;
&lt;br /&gt;
The original ruins lie here. Their history is forgotten. Their purpose, unknown. They were flooded after an accident during the construction of the dwarven temple. It is said that a terror from the depths was swept into the caves, its foul presence corrupting the waters forever.&lt;br /&gt;
&lt;br /&gt;
[[File:Graylake.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Fetid Nest===&lt;br /&gt;
&lt;br /&gt;
The mindless hordes of terathans claimed this region as their own, where every stream of tainted water eventually drains. What horrors might those corrupted waters have wrought upon the arachnids over the ages?&lt;br /&gt;
&lt;br /&gt;
[[File:Fetidnest.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Pale Forest===&lt;br /&gt;
&lt;br /&gt;
A sacred place hidden within a forsaken land. And, like all sacred places, it has its guardians. Unlike those of the surface, the denizens of this strange forest offer refuge to no one — not even druids.&lt;br /&gt;
&lt;br /&gt;
[[File:Paleforest.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stilt Village===&lt;br /&gt;
&lt;br /&gt;
When the mindless hordes were driven back by the Green Warden, the ratmen tribe relocated to a labyrinth of tunnels carved by the terathans. In time, an ocean of filth swallowed those passages, above which the frail kingdom of the Rat King sways and creaks.&lt;br /&gt;
&lt;br /&gt;
[[File:Stiltvillage.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Shattered Peaks===&lt;br /&gt;
&lt;br /&gt;
This is where the ratmen first settled after arriving from the surface. There, they discovered an ancient horror, perhaps older than the ruins themselves. Though most of the tribe escaped, some were captured, reduced to little more than puppets of the eldritch aberration.&lt;br /&gt;
&lt;br /&gt;
[[File:Shatteredpeaks.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lost Temple of Saerin===&lt;br /&gt;
&lt;br /&gt;
A temple dedicated to the dwarven god Saerin, long forgotten in the cavernous depths. The wards laid centuries ago still endure, preserving the inner sanctum against the ravages of time. A dwarven hero of old rests here.&lt;br /&gt;
&lt;br /&gt;
[[File:Temple.png]]&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Temple.png&amp;diff=6379</id>
		<title>File:Temple.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Temple.png&amp;diff=6379"/>
		<updated>2026-06-25T21:43:09Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Shatteredpeaks.png&amp;diff=6378</id>
		<title>File:Shatteredpeaks.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Shatteredpeaks.png&amp;diff=6378"/>
		<updated>2026-06-25T21:42:17Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Stiltvillage.png&amp;diff=6377</id>
		<title>File:Stiltvillage.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Stiltvillage.png&amp;diff=6377"/>
		<updated>2026-06-25T21:37:34Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Paleforest.png&amp;diff=6376</id>
		<title>File:Paleforest.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Paleforest.png&amp;diff=6376"/>
		<updated>2026-06-25T21:37:05Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Fetidnest.png&amp;diff=6375</id>
		<title>File:Fetidnest.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Fetidnest.png&amp;diff=6375"/>
		<updated>2026-06-25T21:36:19Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Graylake.png&amp;diff=6374</id>
		<title>File:Graylake.png</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Graylake.png&amp;diff=6374"/>
		<updated>2026-06-25T21:35:16Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human_Culture&amp;diff=6370</id>
		<title>Human Culture</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human_Culture&amp;diff=6370"/>
		<updated>2026-06-23T11:06:46Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Human]]&lt;br /&gt;
&lt;br /&gt;
= Human Origins =&lt;br /&gt;
&lt;br /&gt;
It is believed that the human race first appeared on a small, frozen continent to the north of the mainland — Kelt. They were pioneers of seafaring, their ships allowing them to travel farther than the elder races ever had. When the first humans departed from Kelt, each vessel set out in a different direction. It is said that these primeval explorers became the founders of all known human realms across Regisfall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kelt==&lt;br /&gt;
&lt;br /&gt;
This small continent to the North of the established territories has spent the last thirty years in a state of civil War. The Kingdom of Kelt is ruled by the Royal Family of Hapsenbran. The rebellion against the crown followed the ascension to the throne of King Albert III after the death of his Father King Janus. The new regime taxed the Lords of the land to the point that widespread famine and poverty coupled with poor harvests led the Lords to refuse to pay their tariffs and cropshares. The crown responded by sending their military into the holdings of those who refused, but they were generally unable to overwhelm local forces, who were more familiar with their lands and used this advantage to resist.&lt;br /&gt;
&lt;br /&gt;
This led to the King recruiting several mercenary companies that served in the civil war, amongst them the Crimson Dawn, a company largely manned by Ka’Mellan sellswords. Anyone else who wished to have a ‘War Torn’ land sort of background or have served in a Mercenary army during civil unrest or times of strife could have come from Kelt, or spent time in Kelt. Starvation, illness and banditry were common parts of life in war torn regions in Kelt, as was the effects of a corrupt overzealous monarchy. The Crown ultimately fell but the chaos that followed leaves things open as regions may have experienced different results.&lt;br /&gt;
&lt;br /&gt;
Keltish are straight-forward and speak their mind. A hardened people, they have little patience for frivolities. Many still feel uncomfortable in the more warm climate of the mainland. Keltish aren't very religious: there are no temples left in the war ravaged land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Edana==&lt;br /&gt;
&lt;br /&gt;
The grand heart of Mercadia, Edana stands as the largest and most vibrant human city in the mainland. Founded upon fertile plains and built with imposing walls, the city flourishes through the zeal and devotion of its people. Edanans worship The Four: Adalia, Kamalini, Talathas and Kinurugi. They express their faith through daily labor, grand festivals and the construction of cathedrals in the gods' names. Their devotion is matched by a tireless industriousness: fields teem with harvest, crafts hum in workshops, while knights and clerics maintain Edana’s network of alliances and moral authority.&lt;br /&gt;
&lt;br /&gt;
Edana embodies the ideals of honor, diplomacy and pious work. Under the steady gaze of King Lando Narindun and the Council, the city thrives as the political and cultural center of Mercadia, the Holy Kingdom. Its streets bustle with artisans, scholars and the faithful who uphold the traditions of their rulers and gods. In contrast to frontier cities and fractured isles, Edana’s influence extends far, sending envoys of faith and governance across the continent. Though tested by no short amount of threats, Edana remains steadfast: a shining example of human civilization built on zeal, labor and unwavering belief in the gods.&lt;br /&gt;
&lt;br /&gt;
Edanans are amicable and diplomatic. They often make great negotiators or orators. Their willingness to help is sometimes mistaken for naivety. A heroic, hearty people, and the descendants of Prophet Merenthal and the First Kings of Men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tilverton==&lt;br /&gt;
&lt;br /&gt;
Originally founded as a humble fishing outpost of the Kingdom of Mercadia, Tilverton clung to existence atop a foul coastal bog. Though the settlers eked out a living from sea harvests and modest mining, the kingdom soon abandoned the colony. Lawlessness followed the neglect: vagrants, smugglers and underworld figures drifted in the wake of a vacuum that gave rise to the Consortium, a powerful criminal syndicate that turned the port into a hub for clandestine smuggling and illicit trade.&lt;br /&gt;
&lt;br /&gt;
In recent years, the mysterious Wyrd Cabal arrived, dismantled the Consortium’s grip and declared Tilverton reclaimed and free. Though they wielded no formal mandate, the Cabal’s members effectively governed the Freeport, managing trade, maintaining order and shaping culture in their esoteric image. Under their influence, Tilverton’s spiritual life transformed: worship shifted from The Four to The Stranger, The Eldritch God. A deity discovered and embraced by Prophet Wyrd, the Cabal’s enigmatic founder. Welcoming all walks in life, the Freeport became a haven of rogues, outcasts, merchants and necromancers, being the first city in the world to legalize necromancy. Today, Tilverton stands proudly as a freeport of the fringe, a melting pot where freedom, magic and shadow thrive side by side.&lt;br /&gt;
&lt;br /&gt;
Tilvans are grim, resilient folk. They're great at keeping secrets. Their lives marked by hardships has prepared them for any situation. They're witty and of a quick mind. Many tilvans in recent years feel seduced by the pursuit of power, wealth or simply better conditions in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Old Khallusia==&lt;br /&gt;
&lt;br /&gt;
Once a proud dominion of warlords and warlocks, Khallusia lay isolated beyond the storm-lashed southeastern seas. Its people venerate no pantheon. Khallusians are not atheists, but they reject the gods. Instead, they worship Khallus, The God-Emperor. Khallusians believe only in strength and Khallus, whose deeds are the stuff of myths (at least among his people), was considered the apex of human ascendancy: a saint of supremacy and violence. In his age, Khallusia was a brutal meritocracy: only the strongest ruled and claimed land. A period where valor in battle alone determined one's status within the khallusian society.&lt;br /&gt;
&lt;br /&gt;
In the centuries after Khallus’ passing, the island fell into decline. Rivers silted, crops failed and ambition turned to ruin. Settlements crumbled and the once-great fortresses became skeletons of stone. Few now live among the debris of Old Khallusia, scattered survivors who still whisper oaths to the ancient emperor, believing one day he will return. Today, Khallusia endures as a barren monument to a singular truth: in their worship of might, they forsook all else, and in forsaking balance, they lost everything. Their legacy remains etched in shattered ramparts and in the stories of a man who would be god through strength alone.&lt;br /&gt;
&lt;br /&gt;
Khallusians are very literal and slow to trust others, especially foreigners. They are a quiet people and tend to stick to themselves. They reveal their names only to those deemed worthy and usually cover their faces with masks or helmets while they travel across the realms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lorehaven==&lt;br /&gt;
&lt;br /&gt;
Once a respectable magocracy nestled upon an island in the mist‑wreathed northwestern seas. The land was ruled for centuries by Archmages whose devotion to Vystara, the enigmatic Goddess of Magic, shaped every stone of the city. Towering spires once pierced the clouds and arcane academies shaped the mages of many generations. The Archmages believed that Vystara favored the most powerful wizards and they sought ever greater power, through whatever means necessary. In those days, the island radiated with a mystical light and loreni scholars believed themselves chosen by the goddess herself.&lt;br /&gt;
&lt;br /&gt;
But such hunger bore a steep cost. In their relentless pursuit, the Archmages tore at the fabric of reality. Magic storms scoured the island, ley‑lines snapped and once‑fertile fields turned to ash. Tower foundations cracked and sprawling libraries collapsed as an arcane cataclysm assaulted the city. Centuries later, only a handful of loreni remain, guardians of an almost deserted kingdom, where wild magical energies still hum beneath the empty streets. Although most have left, every child born on Lorehaven inherits a spark of its raw magical power, a piece of the island’s legacy woven into their essence. Truly, those gifted with arcane talent sometimes trace it back to Lorehaven. Though hushed and nearly forgotten, the island still breathes its power into the world.&lt;br /&gt;
&lt;br /&gt;
Loreni are curious by nature, driven by a curiosity nearly irresistible. They are good speakers and even better listeners, blessed with an impressive memory. They are often drawn by anything magical: spells, magic items, arcane topics etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ka'Mella==&lt;br /&gt;
&lt;br /&gt;
A sun-baked desert island in the tranquil southern seas. Ka’Mella was originally settled by human seafarers and fishermen who worshipped Kamalini, the Goddess of Desire. The kamellans carved an existence from the sands, harnessing mysterious techniques to irrigate fields in the most arid soil, turning infertile land into farms. Over generations, their society fused devotion to lustful guile and resourceful agriculture, birthing a culture both sensual and pragmatic. Their palm-fringed harbors echoed with the clatter of rigging and the song of sailors. The daughters and sons of Ka’Mella are renowned across Regisfall for unparalleled skill at sea, sailing the most treacherous waters and charting distant shores.&lt;br /&gt;
&lt;br /&gt;
In recent decades, a growing tide of the Ophidian faith has lapped at the island, drawing kamellans toward the worship of Sskaer, the Scaled Goddess. Where crops once whispered of Kamalini’s fertility, now desert farms are seen as miracles wrought by Sskaer’s will. Nowadays, few kamellans hold fast to their ancestral dual traditions and many leave the island. Yet, even those carry its heritage in their blood: a people as adaptable as the shifting sands themselves.&lt;br /&gt;
&lt;br /&gt;
Kamellans tend to have darker or tanned skin. They're good at hiding their intentions and conveying different emotions. They're usually subtle and cautious, with a deep passion for the desert. Warm sands always remind them of home.&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6365</id>
		<title>Sunken Ruins</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6365"/>
		<updated>2026-06-18T19:35:26Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sunken Ruins==&lt;br /&gt;
&lt;br /&gt;
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.&lt;br /&gt;
&lt;br /&gt;
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.&lt;br /&gt;
&lt;br /&gt;
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.&lt;br /&gt;
&lt;br /&gt;
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.&lt;br /&gt;
&lt;br /&gt;
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.&lt;br /&gt;
&lt;br /&gt;
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the Ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...&lt;br /&gt;
&lt;br /&gt;
The Sunken Ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barges===&lt;br /&gt;
&lt;br /&gt;
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!&lt;br /&gt;
&lt;br /&gt;
[[File:BR.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
&lt;br /&gt;
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.&lt;br /&gt;
&lt;br /&gt;
[[File:Fw.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rusty Coins===&lt;br /&gt;
&lt;br /&gt;
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
[[File:Rc.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encrusted Trader===&lt;br /&gt;
&lt;br /&gt;
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.&lt;br /&gt;
&lt;br /&gt;
[[File:Et.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Handmarks===&lt;br /&gt;
&lt;br /&gt;
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
[[File:Yh.PNG]]&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:BR.PNG&amp;diff=6364</id>
		<title>File:BR.PNG</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:BR.PNG&amp;diff=6364"/>
		<updated>2026-06-18T19:33:57Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Fw.PNG&amp;diff=6363</id>
		<title>File:Fw.PNG</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Fw.PNG&amp;diff=6363"/>
		<updated>2026-06-18T19:22:32Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Rc.PNG&amp;diff=6362</id>
		<title>File:Rc.PNG</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Rc.PNG&amp;diff=6362"/>
		<updated>2026-06-18T19:19:04Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Yh.PNG&amp;diff=6361</id>
		<title>File:Yh.PNG</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Yh.PNG&amp;diff=6361"/>
		<updated>2026-06-18T19:11:13Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Et.PNG&amp;diff=6360</id>
		<title>File:Et.PNG</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Et.PNG&amp;diff=6360"/>
		<updated>2026-06-18T19:10:10Z</updated>

		<summary type="html">&lt;p&gt;Drowking: Drowking uploaded a new version of File:Et.PNG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=File:Et.PNG&amp;diff=6359</id>
		<title>File:Et.PNG</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=File:Et.PNG&amp;diff=6359"/>
		<updated>2026-06-18T19:08:33Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6358</id>
		<title>Sunken Ruins</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6358"/>
		<updated>2026-06-15T18:46:58Z</updated>

		<summary type="html">&lt;p&gt;Drowking: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sunken Ruins==&lt;br /&gt;
&lt;br /&gt;
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.&lt;br /&gt;
&lt;br /&gt;
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.&lt;br /&gt;
&lt;br /&gt;
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.&lt;br /&gt;
&lt;br /&gt;
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.&lt;br /&gt;
&lt;br /&gt;
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.&lt;br /&gt;
&lt;br /&gt;
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the Ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...&lt;br /&gt;
&lt;br /&gt;
The Sunken Ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barges===&lt;br /&gt;
&lt;br /&gt;
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
&lt;br /&gt;
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rusty Coins===&lt;br /&gt;
&lt;br /&gt;
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encrusted Trader===&lt;br /&gt;
&lt;br /&gt;
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Handmarks===&lt;br /&gt;
&lt;br /&gt;
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=World&amp;diff=6357</id>
		<title>World</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=World&amp;diff=6357"/>
		<updated>2026-06-15T18:40:58Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[File:Felucca.png|thumb|left|link=World Map]]&lt;br /&gt;
Regisfall has a vast world filled with many unique and interesting places to explore. The surface is home to the race of Man, Elves, and Orc. While underground dwell the Dwarves. There are also many wondrous treasures to be discovered deep in the pits of many dungeons and abandoned tombs.&lt;br /&gt;
&lt;br /&gt;
[[Time | Telling Time In Game]]&lt;br /&gt;
&lt;br /&gt;
==Starting Cities==&lt;br /&gt;
&lt;br /&gt;
===[[Edana | Mercadia]]=== &lt;br /&gt;
* The largest [[Human]] settlement on the continent is called Edana&lt;br /&gt;
* Historically Edana is part of the larger ancient Kingdom of Mercadia, these are sometimes interchangeable&lt;br /&gt;
* Edana is the Capital of Mercadia&lt;br /&gt;
&lt;br /&gt;
===[[Arandor]]===&lt;br /&gt;
* The Capital of the [[ Elf | Elves]]&lt;br /&gt;
&lt;br /&gt;
===[[Karagard]]===&lt;br /&gt;
* The Capital of the [[Dwarf | Dwarves]]&lt;br /&gt;
&lt;br /&gt;
===[[Burz'Kal]]===&lt;br /&gt;
* The Capital of the [[Orc | Orcs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Locations==&lt;br /&gt;
&lt;br /&gt;
===[[Ameresh]]===&lt;br /&gt;
Gateway to the South&lt;br /&gt;
&lt;br /&gt;
===[[Darmshall]]===&lt;br /&gt;
The mountain fortress of the South&lt;br /&gt;
&lt;br /&gt;
===[[Tilverton]]===&lt;br /&gt;
A village on the western edge of the continent, until recently, under the grip of [[The_Consortium | The Consortium]]&lt;br /&gt;
&lt;br /&gt;
===[[Blackwatch]]===&lt;br /&gt;
Home to the [[The_Northern_Resistance | Northern Resistance]]&lt;br /&gt;
&lt;br /&gt;
===[[Wyrmwood]]===&lt;br /&gt;
On the eastern side of the continent, in a mountainous valley, resides a horde of dragons&lt;br /&gt;
&lt;br /&gt;
===[[The Dread Bog]]===&lt;br /&gt;
Home to a violent group of cultists and the vengeful tree spirit they worship&lt;br /&gt;
&lt;br /&gt;
===[[The Mercadian Pass]]===&lt;br /&gt;
The northernmost outpost operated by [[The_Consortium | The Consortium]]&lt;br /&gt;
&lt;br /&gt;
===[[The Druid Grove]]===&lt;br /&gt;
South of Ameresh and North West of Jyn-Pal this sacred grove has served as the gathering place for Druids long before recorded history, while Druids help maintain it, it is also closely managed and monitored by the Elves in Arandor.&lt;br /&gt;
&lt;br /&gt;
==Dungeons==&lt;br /&gt;
&lt;br /&gt;
===[[Shadowclan Mountain]]===&lt;br /&gt;
Home of the Shadowclan Orcs&lt;br /&gt;
&lt;br /&gt;
===[[Jyn-Pal]]===&lt;br /&gt;
An ancient Elven Ruin now home to a host of undead and demons&lt;br /&gt;
&lt;br /&gt;
===[[Fort Arinson]]===&lt;br /&gt;
A fortress in the south eastern section of the map, and the primary stronghold of [[The_Consortium | The Consortium]]&lt;br /&gt;
&lt;br /&gt;
===[[Azamul Fortress]]===&lt;br /&gt;
A sanctuary of darkness in the south western corner of the continent controlled by the [[The_Cult_of_Azamul | Cult of Azamul]]&lt;br /&gt;
&lt;br /&gt;
===[[Sunken Ruins]]===&lt;br /&gt;
A massive cavernous complex formed by a patchwork of ruins built on top of one another across the ages.&lt;br /&gt;
&lt;br /&gt;
==NPC Factions==&lt;br /&gt;
&lt;br /&gt;
===[[The Consortium]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Arcanum Imperium]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Shadowclan]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Northern Resistance]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Cult of Azamul]]===&lt;br /&gt;
&lt;br /&gt;
===[[ The Chromatic Flight]]===&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
===[[Travelling_Merchant | Butch, The Travelling Merchant]]===&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6356</id>
		<title>Sunken Ruins</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Sunken_Ruins&amp;diff=6356"/>
		<updated>2026-06-15T18:06:04Z</updated>

		<summary type="html">&lt;p&gt;Drowking: Created page with &amp;quot;==The Sunken Ruins==  No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from his...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Sunken Ruins==&lt;br /&gt;
&lt;br /&gt;
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.&lt;br /&gt;
&lt;br /&gt;
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.&lt;br /&gt;
&lt;br /&gt;
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.&lt;br /&gt;
&lt;br /&gt;
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.&lt;br /&gt;
&lt;br /&gt;
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.&lt;br /&gt;
&lt;br /&gt;
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...&lt;br /&gt;
&lt;br /&gt;
The Sunken Ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barges===&lt;br /&gt;
&lt;br /&gt;
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
&lt;br /&gt;
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rusty Coins===&lt;br /&gt;
&lt;br /&gt;
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encrusted Trader===&lt;br /&gt;
&lt;br /&gt;
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Handmarks===&lt;br /&gt;
&lt;br /&gt;
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Donations&amp;diff=6346</id>
		<title>Donations</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Donations&amp;diff=6346"/>
		<updated>2026-06-02T20:44:08Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Main Page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[http://regisfalluo.com/app.php/donations Donate to Regisfall here]'''&lt;br /&gt;
&lt;br /&gt;
=Claiming a Donation Reward=&lt;br /&gt;
&lt;br /&gt;
* Open the Donation Rewards gump in-game by using the ''']donations''' command&lt;br /&gt;
&lt;br /&gt;
* Donation Credits are account-wide and can be used by any character on your account&lt;br /&gt;
&lt;br /&gt;
=Donation Rewards=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Perk Point''' (5 Credits) - Adds 1 [[Perks | Perk Point]] to your character&lt;br /&gt;
* Perks can be spent through the ]Perks command&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vanity Ticket''' (5 Credits) - Adds 1 [[Vanity_Ticket | Vanity Ticket]] to your backpack&lt;br /&gt;
* Allows you to alter the Item ID, Hue, and Name of one item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience Boost''' (10 Credits) - Adds 1 Personal Experience Boost deed to your backpack; Increases most non-quest experience gained by 25% for 3 days&lt;br /&gt;
* Does NOT stack with global experience boost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feat Reset''' (15 Credits) - Adds 1 [[Afterthought_Potion | Afterthought Potion]] to your backpack&lt;br /&gt;
* Reset all selected feats, including subclass selection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Identity Reset''' (15 Credits) - Adds 1 Character Rename Deed, Skin Hue Selector, Hair Restyling Deed, and Hair Dye to your backpack&lt;br /&gt;
* Change your character's name, skin hue, and hair style/hue to give your character a new identity while maintaining the same race/class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Character Slot''' (25 Credits) - Adds 1 Character Slot to your account, allowing you to create more than 4 characters&lt;br /&gt;
* Max 7 characters total per account&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Character Reforge''' (30 Credits) - Adds 1 [[Character_Reforge | Character Reforge Scroll]] to your backpack&lt;br /&gt;
* Reforge your character, selecting a new class while retaining your current experience and skill points(not to exceed skill caps of the new class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Variety Dealer Items'''&lt;br /&gt;
* Donation Credits may be used at the [[VarietyDealer | Variety Dealer]] for a wide range of cosmetic and convenience items such as: decorations, equipment dyes, custom storage solutions, and placeable house deeds.&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Critical_Strike&amp;diff=6345</id>
		<title>Critical Strike</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Critical_Strike&amp;diff=6345"/>
		<updated>2026-06-02T19:15:57Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
[[Fighter]] | [[Kensai]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Critical Strike ==&lt;br /&gt;
&lt;br /&gt;
''This feat can be activated when using any weapon. Once activated, the player's next successful weapon hit will strike one of four critical areas on the target, dealing increased damage and a special effect based on the area hit.''&lt;br /&gt;
&lt;br /&gt;
* Activated by using the ]CriticalStrike command&lt;br /&gt;
&lt;br /&gt;
* 30 Second cooldown &lt;br /&gt;
&lt;br /&gt;
* Damage is based on weapon damage, player level, and where the hit lands&lt;br /&gt;
&lt;br /&gt;
* Damage also ignores 25% of the target's armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four possible areas a Critical Strike may hit and they each have a unique effect:&lt;br /&gt;
* Head - Stuns the target for 3 seconds, increases damage modifier by 20%&lt;br /&gt;
* Neck - Silences the target for 10 seconds, increases damage modifier by 15%&lt;br /&gt;
* Heart - Causes the target to begin bleeding, increases damage modifier by 10%&lt;br /&gt;
* Hamstring - Slows the target for 5 seconds, increases damage modifier by 5%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Quests&amp;diff=6309</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Quests&amp;diff=6309"/>
		<updated>2026-04-24T02:50:26Z</updated>

		<summary type="html">&lt;p&gt;Drowking: /* COLLECT type quests: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quests==&lt;br /&gt;
&lt;br /&gt;
Quests in Regisfall are organized into two main types, with others occasionally appearing:&lt;br /&gt;
&lt;br /&gt;
'''Kill''' and '''Collect'''&lt;br /&gt;
&lt;br /&gt;
Kill: Defeat a certain number of type of enemies.&lt;br /&gt;
&lt;br /&gt;
Collect: Gather items from the world&lt;br /&gt;
&lt;br /&gt;
The other types of quests you may encounter are:&lt;br /&gt;
&lt;br /&gt;
'''Give''' and '''Escort'''&lt;br /&gt;
&lt;br /&gt;
Give: Deliver item(s) to specified NPCs or Targets.&lt;br /&gt;
&lt;br /&gt;
Escort: Protect an NPC while they travel to a destination. (Quests of this type have not been implemented yet)&lt;br /&gt;
&lt;br /&gt;
These quests can also have a &amp;quot;Named&amp;quot; variety: Kill Named, Collect Named which would specify the name of the mobile/item required.&lt;br /&gt;
&lt;br /&gt;
Quests are activated by locating a Quest NPC (Often identified by &amp;quot;'''(Quest)'''&amp;quot; in their name) and single clicking their sprite to produce a context menu with a 'Talk' option. Use the 'Talk' option to engage with the quester, this will begin the quest. &lt;br /&gt;
&lt;br /&gt;
''Please note that all Quest NPCs are on timers. If you 'Talk' to a Quest NPC and they do not respond immediately, please retry after a few seconds''&lt;br /&gt;
&lt;br /&gt;
= The Triune Wayhouse =&lt;br /&gt;
&lt;br /&gt;
The Triune Wayhouse stands at the heart of Ameresh, centrally located in Regisfall, where roads, rivers, and trade routes converge. It is a sanctuary for adventurers seeking challenge, purpose, and reward. Its name, “Triune,” comes from the three quester factions that govern its halls, each offering a distinct path for those who enter.&lt;br /&gt;
&lt;br /&gt;
Quests given within the Triune Wayhouse are repeatable on a '''5 day''' cooldown on completion per individual quest giver.&lt;br /&gt;
&lt;br /&gt;
On accepting a quests, players will be required to wait '''2 hours''' before being able to accept another quest from ''any quester within the Wayhouse.&lt;br /&gt;
&lt;br /&gt;
==Ardon the Taverner==&lt;br /&gt;
&lt;br /&gt;
Ardon inherited the Wayhouse decades after the Triune first formed in its first iteration and funded the construction of it's relocation to Ameresh. Reserved to the point of suspicion, he speaks in measured words and listens far more than he lets on. Most assume he knows far more about the Triune’s early years and its darker dealings than he cares to share.&lt;br /&gt;
&lt;br /&gt;
He never confirms anything.&lt;br /&gt;
He never denies anything.&lt;br /&gt;
He simply pours another drink.&lt;br /&gt;
&lt;br /&gt;
Ardon acts as the unofficial keeper of balance between the factions. Fights don’t break out under his roof. Secrets don’t spill freely. And no matter who you are, he’ll treat you with the same calm steadiness.&lt;br /&gt;
&lt;br /&gt;
If you ask about the cell, he’ll only say:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Some folk need a night to cool down. Others… need a reminder the Triune keeps order here.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==Factions of the Wayhouse==&lt;br /&gt;
&lt;br /&gt;
===The Bounty Hunters===&lt;br /&gt;
&lt;br /&gt;
The Bounty Hunters Faction thrives in the shadows of the realm, where danger and reward go hand in hand. Renowned for their razor-sharp instincts and unmatched tenacity, they pursue high-value targets with a singular focus, whether it be notorious criminals, fearsome creatures, or fugitives of great renown. Armed with specialized skills and an intimate knowledge of the terrain, they navigate the realm as both feared adversaries and indispensable allies.&lt;br /&gt;
&lt;br /&gt;
Whether stalking their prey alone or orchestrating missions through their vast network, the Bounty Hunters Faction exemplifies resilience, resourcefulness, and the relentless pursuit of justice or profit, depending on their motives. Their presence serves as a reminder that in a world full of chaos, there is always someone watching, ready to strike when the price is right. &lt;br /&gt;
&lt;br /&gt;
Their presence is why the Wayhouse includes a reinforced holding cell.&lt;br /&gt;
Some captives arrive alive… for a time.&lt;br /&gt;
&lt;br /&gt;
Rumor says Ardon knows exactly how often that cell is used.. and who built it but he’s never offered more than a shrug.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Kill''' and '''Kill Named'''&lt;br /&gt;
&lt;br /&gt;
===The Adventurers===&lt;br /&gt;
&lt;br /&gt;
Where hunters deal in certainty, adventurers deal in possibility. They are explorers, relic-seekers, ruin delvers, and risk-takers who chase whatever waits beyond the next ridge.&lt;br /&gt;
They come from every walk of life: scholars, sellswords, would-be legends, and the occasionally reckless farmer who decides plowing fields isn’t exciting enough.&lt;br /&gt;
&lt;br /&gt;
Many blame the adventurers for stirring up things best left buried.&lt;br /&gt;
The adventurers respond by lifting their mugs and drinking to it.&lt;br /&gt;
&lt;br /&gt;
For all their chaos, they bring knowledge, stories, and sometimes rare finds that help Ameresh thrive.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Collect''' and '''Collect Named'''&lt;br /&gt;
&lt;br /&gt;
===The Couriers===&lt;br /&gt;
&lt;br /&gt;
The couriers seem the least dangerous of the three, yet their reputation is one of iron-bound honor. They carry sealed missives, sacred parcels, and long-distance contracts the other factions rely on.&lt;br /&gt;
A courier’s oath is absolute: once a burden is taken, it reaches its destination.&lt;br /&gt;
&lt;br /&gt;
They don’t boast. They don’t threaten.&lt;br /&gt;
They simply walk the roads no matter the danger.&lt;br /&gt;
&lt;br /&gt;
The Wayhouse shelters them, and in return they maintain the maps, routes, and whispered network that keeps Ameresh connected to the wider world.&lt;br /&gt;
&lt;br /&gt;
Even Ardon speaks quietly around them.. A rare sight.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Give''' and '''Give Named'''&lt;br /&gt;
&lt;br /&gt;
==Features of the Triune==&lt;br /&gt;
&lt;br /&gt;
===Quest Book===&lt;br /&gt;
&lt;br /&gt;
The '''Quest Book''' is available for purchase from '''Ardon the Taverner'''. The Quest Book acts similar to a BOD book, storing your quests in a single location. From the quest book you can see: Quest Name, if it is Solo or Party quest, quest status (completed/incomplete), and expiry. You can also open a quest to see it's specific details in the original quest gump. You can drop a quest from the book which will place it in your pack. Similarly to Quest Holders, if you attempt to lay them on the ground, you will be prompted to confirm your action as '''the book and any quests within will be deleted regardless of their status.''' &lt;br /&gt;
&lt;br /&gt;
''Please do not alter the ID of this item or it may not work properly.''&lt;br /&gt;
&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&lt;br /&gt;
Quests reward points equal to their difficulty. Over time as players accumulate these points they can be spent at the '''Quest Reward Cache''' located within the triune.&lt;br /&gt;
&lt;br /&gt;
Quest Rewards are separated into tiers which require a ''minimum points obtained'' to be unlocked to purchase. The minimum points required are seen in the ''Min Points'' column in the Reward Cache. Spending credits will '''not affect''' your Min Points.&lt;br /&gt;
&lt;br /&gt;
===The Triune Contract Ledger===&lt;br /&gt;
&lt;br /&gt;
The Contract Ledger is an item that players can interact with to produce ''blank quests''. These quests are designed for players to create themselves.&lt;br /&gt;
&lt;br /&gt;
What is a Playermade quest?&lt;br /&gt;
&lt;br /&gt;
Playermade quests are created by giving out blank ''QuestHolder'' books that have the PlayerMade property set to true. &lt;br /&gt;
They allow players to design quests for other players to complete.&lt;br /&gt;
&lt;br /&gt;
Players can edit blank QuestHolders by double clicking them. This brings up a quest-design gump that allows them to enter their own objectives, text, and attach their own rewards.&lt;br /&gt;
&lt;br /&gt;
Playermade quests can be just designed just like normal quests that a GM or other staff might create with some additional restrictions and features.&lt;br /&gt;
&lt;br /&gt;
These quests can be given directly to other players or placed on player vendors or added to the Task Board bulletin board within the Triune.&lt;br /&gt;
&lt;br /&gt;
The quests will automatically be configured for AutoReward when reward items are attached meaning players will be rewarded upon quest completion.&lt;br /&gt;
&lt;br /&gt;
Differences between Playermade and non-Playermade quests:&lt;br /&gt;
&lt;br /&gt;
So that player quests can always be distinguished from non-player quests by spawners and other triggering items, player quests will have &amp;quot;PQ: &amp;quot; automatically appended to the beginning of their name.&lt;br /&gt;
&lt;br /&gt;
When playermade quests expire or are deleted before being completed, the reward item that was attached to them will be returned to the quest creator. This way, players can hand out quests without worrying about losing the committed reward if the quest isn't used or completed.&lt;br /&gt;
&lt;br /&gt;
A return container can be specified to receive quest reward returns. If not set, then it is returned to the issuing players backpack.&lt;br /&gt;
&lt;br /&gt;
Playermade quests have the weight of the reward items that they contain. This is to prevent exploits involving use of playerquests as weight-free containers. Non-playermade quests are weightless.&lt;br /&gt;
&lt;br /&gt;
Players have to use the ''']whatisit''' command to identify the name and type of a targeted object to use in their quest objectives. &lt;br /&gt;
&lt;br /&gt;
==Player Made Quest Types==&lt;br /&gt;
&lt;br /&gt;
===COLLECT type quests:===&lt;br /&gt;
&lt;br /&gt;
Players can design quests that require other players to go out and collect specified items.&lt;br /&gt;
&lt;br /&gt;
The items collected are returned to the quest creator and placed into the specified return container (or the creator's backpack if nothing is specified).&lt;br /&gt;
This allows resource contract type quests to be made, in which players offer rewards in return for certain goods.&lt;br /&gt;
&lt;br /&gt;
For example, constructing a quest with this objective:&lt;br /&gt;
&lt;br /&gt;
'''COLLECT,goldingot,100'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract for 100 gold ingots.&lt;br /&gt;
&lt;br /&gt;
'''COLLECT,greatercurepotion,100'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract for 100 greater cure potions.&lt;br /&gt;
&lt;br /&gt;
===KILL type quests:===&lt;br /&gt;
&lt;br /&gt;
Playermade quests can specify objectives that require certain creatures to be killed by using the same type of KILL objective specifications used in normal quests. For example&lt;br /&gt;
&lt;br /&gt;
'''KILL,balron,5'''&lt;br /&gt;
&lt;br /&gt;
would instruct the player to kill 5 balrons.&lt;br /&gt;
&lt;br /&gt;
If suggested installation STEP 6 is followed, the playermade quests will support various types of player kill contracts.&lt;br /&gt;
&lt;br /&gt;
For example, a player constructing a quest with an objective&lt;br /&gt;
&lt;br /&gt;
'''KILLNAMED,playername,PlayerMobile'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract that would give the reward when the named player was killed. ''You must spell the name exactly for the quester to be rewarded.''&lt;br /&gt;
&lt;br /&gt;
Note that specifying the PlayerMobile type avoids exploits that would be possible with just a simple name specification of the target (for example killing a pet named the same as the target player).&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Quests&amp;diff=6308</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Quests&amp;diff=6308"/>
		<updated>2026-04-24T02:49:20Z</updated>

		<summary type="html">&lt;p&gt;Drowking: /* COLLECT and KILL type quests: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quests==&lt;br /&gt;
&lt;br /&gt;
Quests in Regisfall are organized into two main types, with others occasionally appearing:&lt;br /&gt;
&lt;br /&gt;
'''Kill''' and '''Collect'''&lt;br /&gt;
&lt;br /&gt;
Kill: Defeat a certain number of type of enemies.&lt;br /&gt;
&lt;br /&gt;
Collect: Gather items from the world&lt;br /&gt;
&lt;br /&gt;
The other types of quests you may encounter are:&lt;br /&gt;
&lt;br /&gt;
'''Give''' and '''Escort'''&lt;br /&gt;
&lt;br /&gt;
Give: Deliver item(s) to specified NPCs or Targets.&lt;br /&gt;
&lt;br /&gt;
Escort: Protect an NPC while they travel to a destination. (Quests of this type have not been implemented yet)&lt;br /&gt;
&lt;br /&gt;
These quests can also have a &amp;quot;Named&amp;quot; variety: Kill Named, Collect Named which would specify the name of the mobile/item required.&lt;br /&gt;
&lt;br /&gt;
Quests are activated by locating a Quest NPC (Often identified by &amp;quot;'''(Quest)'''&amp;quot; in their name) and single clicking their sprite to produce a context menu with a 'Talk' option. Use the 'Talk' option to engage with the quester, this will begin the quest. &lt;br /&gt;
&lt;br /&gt;
''Please note that all Quest NPCs are on timers. If you 'Talk' to a Quest NPC and they do not respond immediately, please retry after a few seconds''&lt;br /&gt;
&lt;br /&gt;
= The Triune Wayhouse =&lt;br /&gt;
&lt;br /&gt;
The Triune Wayhouse stands at the heart of Ameresh, centrally located in Regisfall, where roads, rivers, and trade routes converge. It is a sanctuary for adventurers seeking challenge, purpose, and reward. Its name, “Triune,” comes from the three quester factions that govern its halls, each offering a distinct path for those who enter.&lt;br /&gt;
&lt;br /&gt;
Quests given within the Triune Wayhouse are repeatable on a '''5 day''' cooldown on completion per individual quest giver.&lt;br /&gt;
&lt;br /&gt;
On accepting a quests, players will be required to wait '''2 hours''' before being able to accept another quest from ''any quester within the Wayhouse.&lt;br /&gt;
&lt;br /&gt;
==Ardon the Taverner==&lt;br /&gt;
&lt;br /&gt;
Ardon inherited the Wayhouse decades after the Triune first formed in its first iteration and funded the construction of it's relocation to Ameresh. Reserved to the point of suspicion, he speaks in measured words and listens far more than he lets on. Most assume he knows far more about the Triune’s early years and its darker dealings than he cares to share.&lt;br /&gt;
&lt;br /&gt;
He never confirms anything.&lt;br /&gt;
He never denies anything.&lt;br /&gt;
He simply pours another drink.&lt;br /&gt;
&lt;br /&gt;
Ardon acts as the unofficial keeper of balance between the factions. Fights don’t break out under his roof. Secrets don’t spill freely. And no matter who you are, he’ll treat you with the same calm steadiness.&lt;br /&gt;
&lt;br /&gt;
If you ask about the cell, he’ll only say:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Some folk need a night to cool down. Others… need a reminder the Triune keeps order here.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==Factions of the Wayhouse==&lt;br /&gt;
&lt;br /&gt;
===The Bounty Hunters===&lt;br /&gt;
&lt;br /&gt;
The Bounty Hunters Faction thrives in the shadows of the realm, where danger and reward go hand in hand. Renowned for their razor-sharp instincts and unmatched tenacity, they pursue high-value targets with a singular focus, whether it be notorious criminals, fearsome creatures, or fugitives of great renown. Armed with specialized skills and an intimate knowledge of the terrain, they navigate the realm as both feared adversaries and indispensable allies.&lt;br /&gt;
&lt;br /&gt;
Whether stalking their prey alone or orchestrating missions through their vast network, the Bounty Hunters Faction exemplifies resilience, resourcefulness, and the relentless pursuit of justice or profit, depending on their motives. Their presence serves as a reminder that in a world full of chaos, there is always someone watching, ready to strike when the price is right. &lt;br /&gt;
&lt;br /&gt;
Their presence is why the Wayhouse includes a reinforced holding cell.&lt;br /&gt;
Some captives arrive alive… for a time.&lt;br /&gt;
&lt;br /&gt;
Rumor says Ardon knows exactly how often that cell is used.. and who built it but he’s never offered more than a shrug.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Kill''' and '''Kill Named'''&lt;br /&gt;
&lt;br /&gt;
===The Adventurers===&lt;br /&gt;
&lt;br /&gt;
Where hunters deal in certainty, adventurers deal in possibility. They are explorers, relic-seekers, ruin delvers, and risk-takers who chase whatever waits beyond the next ridge.&lt;br /&gt;
They come from every walk of life: scholars, sellswords, would-be legends, and the occasionally reckless farmer who decides plowing fields isn’t exciting enough.&lt;br /&gt;
&lt;br /&gt;
Many blame the adventurers for stirring up things best left buried.&lt;br /&gt;
The adventurers respond by lifting their mugs and drinking to it.&lt;br /&gt;
&lt;br /&gt;
For all their chaos, they bring knowledge, stories, and sometimes rare finds that help Ameresh thrive.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Collect''' and '''Collect Named'''&lt;br /&gt;
&lt;br /&gt;
===The Couriers===&lt;br /&gt;
&lt;br /&gt;
The couriers seem the least dangerous of the three, yet their reputation is one of iron-bound honor. They carry sealed missives, sacred parcels, and long-distance contracts the other factions rely on.&lt;br /&gt;
A courier’s oath is absolute: once a burden is taken, it reaches its destination.&lt;br /&gt;
&lt;br /&gt;
They don’t boast. They don’t threaten.&lt;br /&gt;
They simply walk the roads no matter the danger.&lt;br /&gt;
&lt;br /&gt;
The Wayhouse shelters them, and in return they maintain the maps, routes, and whispered network that keeps Ameresh connected to the wider world.&lt;br /&gt;
&lt;br /&gt;
Even Ardon speaks quietly around them.. A rare sight.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Give''' and '''Give Named'''&lt;br /&gt;
&lt;br /&gt;
==Features of the Triune==&lt;br /&gt;
&lt;br /&gt;
===Quest Book===&lt;br /&gt;
&lt;br /&gt;
The '''Quest Book''' is available for purchase from '''Ardon the Taverner'''. The Quest Book acts similar to a BOD book, storing your quests in a single location. From the quest book you can see: Quest Name, if it is Solo or Party quest, quest status (completed/incomplete), and expiry. You can also open a quest to see it's specific details in the original quest gump. You can drop a quest from the book which will place it in your pack. Similarly to Quest Holders, if you attempt to lay them on the ground, you will be prompted to confirm your action as '''the book and any quests within will be deleted regardless of their status.''' &lt;br /&gt;
&lt;br /&gt;
''Please do not alter the ID of this item or it may not work properly.''&lt;br /&gt;
&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&lt;br /&gt;
Quests reward points equal to their difficulty. Over time as players accumulate these points they can be spent at the '''Quest Reward Cache''' located within the triune.&lt;br /&gt;
&lt;br /&gt;
Quest Rewards are separated into tiers which require a ''minimum points obtained'' to be unlocked to purchase. The minimum points required are seen in the ''Min Points'' column in the Reward Cache. Spending credits will '''not affect''' your Min Points.&lt;br /&gt;
&lt;br /&gt;
===The Triune Contract Ledger===&lt;br /&gt;
&lt;br /&gt;
The Contract Ledger is an item that players can interact with to produce ''blank quests''. These quests are designed for players to create themselves.&lt;br /&gt;
&lt;br /&gt;
What is a Playermade quest?&lt;br /&gt;
&lt;br /&gt;
Playermade quests are created by giving out blank ''QuestHolder'' books that have the PlayerMade property set to true. &lt;br /&gt;
They allow players to design quests for other players to complete.&lt;br /&gt;
&lt;br /&gt;
Players can edit blank QuestHolders by double clicking them. This brings up a quest-design gump that allows them to enter their own objectives, text, and attach their own rewards.&lt;br /&gt;
&lt;br /&gt;
Playermade quests can be just designed just like normal quests that a GM or other staff might create with some additional restrictions and features.&lt;br /&gt;
&lt;br /&gt;
These quests can be given directly to other players or placed on player vendors or added to the Task Board bulletin board within the Triune.&lt;br /&gt;
&lt;br /&gt;
The quests will automatically be configured for AutoReward when reward items are attached meaning players will be rewarded upon quest completion.&lt;br /&gt;
&lt;br /&gt;
Differences between Playermade and non-Playermade quests:&lt;br /&gt;
&lt;br /&gt;
So that player quests can always be distinguished from non-player quests by spawners and other triggering items, player quests will have &amp;quot;PQ: &amp;quot; automatically appended to the beginning of their name.&lt;br /&gt;
&lt;br /&gt;
When playermade quests expire or are deleted before being completed, the reward item that was attached to them will be returned to the quest creator. This way, players can hand out quests without worrying about losing the committed reward if the quest isn't used or completed.&lt;br /&gt;
&lt;br /&gt;
A return container can be specified to receive quest reward returns. If not set, then it is returned to the issuing players backpack.&lt;br /&gt;
&lt;br /&gt;
Playermade quests have the weight of the reward items that they contain. This is to prevent exploits involving use of playerquests as weight-free containers. Non-playermade quests are weightless.&lt;br /&gt;
&lt;br /&gt;
Players have to use the ''']whatisit''' command to identify the name and type of a targeted object to use in their quest objectives. &lt;br /&gt;
&lt;br /&gt;
==Player Made Quest Types==&lt;br /&gt;
&lt;br /&gt;
===COLLECT type quests:===&lt;br /&gt;
&lt;br /&gt;
Players can design quests that require other players to go out and collect items or kill creatures.&lt;br /&gt;
&lt;br /&gt;
The items collected are returned to the quest creator and placed into the specified return container (or the creator's backpack if nothing is specified).&lt;br /&gt;
This allows resource contract type quests to be made, in which players offer rewards in return for certain goods.&lt;br /&gt;
&lt;br /&gt;
For example, constructing a quest with this objective:&lt;br /&gt;
&lt;br /&gt;
'''COLLECT,goldingot,100'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract for 100 gold ingots.&lt;br /&gt;
&lt;br /&gt;
'''COLLECT,greatercurepotion,100'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract for 100 greater cure potions.&lt;br /&gt;
&lt;br /&gt;
===KILL type quests:===&lt;br /&gt;
&lt;br /&gt;
Playermade quests can specify objectives that require certain creatures to be killed by using the same type of KILL objective specifications used in normal quests. For example&lt;br /&gt;
&lt;br /&gt;
'''KILL,balron,5'''&lt;br /&gt;
&lt;br /&gt;
would instruct the player to kill 5 balrons.&lt;br /&gt;
&lt;br /&gt;
If suggested installation STEP 6 is followed, the playermade quests will support various types of player kill contracts.&lt;br /&gt;
&lt;br /&gt;
For example, a player constructing a quest with an objective&lt;br /&gt;
&lt;br /&gt;
'''KILLNAMED,playername,PlayerMobile'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract that would give the reward when the named player was killed. ''You must spell the name exactly for the quester to be rewarded.''&lt;br /&gt;
&lt;br /&gt;
Note that specifying the PlayerMobile type avoids exploits that would be possible with just a simple name specification of the target (for example killing a pet named the same as the target player).&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Quests&amp;diff=6307</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Quests&amp;diff=6307"/>
		<updated>2026-04-24T02:47:07Z</updated>

		<summary type="html">&lt;p&gt;Drowking: /* COLLECT and GIVE type quests: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quests==&lt;br /&gt;
&lt;br /&gt;
Quests in Regisfall are organized into two main types, with others occasionally appearing:&lt;br /&gt;
&lt;br /&gt;
'''Kill''' and '''Collect'''&lt;br /&gt;
&lt;br /&gt;
Kill: Defeat a certain number of type of enemies.&lt;br /&gt;
&lt;br /&gt;
Collect: Gather items from the world&lt;br /&gt;
&lt;br /&gt;
The other types of quests you may encounter are:&lt;br /&gt;
&lt;br /&gt;
'''Give''' and '''Escort'''&lt;br /&gt;
&lt;br /&gt;
Give: Deliver item(s) to specified NPCs or Targets.&lt;br /&gt;
&lt;br /&gt;
Escort: Protect an NPC while they travel to a destination. (Quests of this type have not been implemented yet)&lt;br /&gt;
&lt;br /&gt;
These quests can also have a &amp;quot;Named&amp;quot; variety: Kill Named, Collect Named which would specify the name of the mobile/item required.&lt;br /&gt;
&lt;br /&gt;
Quests are activated by locating a Quest NPC (Often identified by &amp;quot;'''(Quest)'''&amp;quot; in their name) and single clicking their sprite to produce a context menu with a 'Talk' option. Use the 'Talk' option to engage with the quester, this will begin the quest. &lt;br /&gt;
&lt;br /&gt;
''Please note that all Quest NPCs are on timers. If you 'Talk' to a Quest NPC and they do not respond immediately, please retry after a few seconds''&lt;br /&gt;
&lt;br /&gt;
= The Triune Wayhouse =&lt;br /&gt;
&lt;br /&gt;
The Triune Wayhouse stands at the heart of Ameresh, centrally located in Regisfall, where roads, rivers, and trade routes converge. It is a sanctuary for adventurers seeking challenge, purpose, and reward. Its name, “Triune,” comes from the three quester factions that govern its halls, each offering a distinct path for those who enter.&lt;br /&gt;
&lt;br /&gt;
Quests given within the Triune Wayhouse are repeatable on a '''5 day''' cooldown on completion per individual quest giver.&lt;br /&gt;
&lt;br /&gt;
On accepting a quests, players will be required to wait '''2 hours''' before being able to accept another quest from ''any quester within the Wayhouse.&lt;br /&gt;
&lt;br /&gt;
==Ardon the Taverner==&lt;br /&gt;
&lt;br /&gt;
Ardon inherited the Wayhouse decades after the Triune first formed in its first iteration and funded the construction of it's relocation to Ameresh. Reserved to the point of suspicion, he speaks in measured words and listens far more than he lets on. Most assume he knows far more about the Triune’s early years and its darker dealings than he cares to share.&lt;br /&gt;
&lt;br /&gt;
He never confirms anything.&lt;br /&gt;
He never denies anything.&lt;br /&gt;
He simply pours another drink.&lt;br /&gt;
&lt;br /&gt;
Ardon acts as the unofficial keeper of balance between the factions. Fights don’t break out under his roof. Secrets don’t spill freely. And no matter who you are, he’ll treat you with the same calm steadiness.&lt;br /&gt;
&lt;br /&gt;
If you ask about the cell, he’ll only say:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Some folk need a night to cool down. Others… need a reminder the Triune keeps order here.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==Factions of the Wayhouse==&lt;br /&gt;
&lt;br /&gt;
===The Bounty Hunters===&lt;br /&gt;
&lt;br /&gt;
The Bounty Hunters Faction thrives in the shadows of the realm, where danger and reward go hand in hand. Renowned for their razor-sharp instincts and unmatched tenacity, they pursue high-value targets with a singular focus, whether it be notorious criminals, fearsome creatures, or fugitives of great renown. Armed with specialized skills and an intimate knowledge of the terrain, they navigate the realm as both feared adversaries and indispensable allies.&lt;br /&gt;
&lt;br /&gt;
Whether stalking their prey alone or orchestrating missions through their vast network, the Bounty Hunters Faction exemplifies resilience, resourcefulness, and the relentless pursuit of justice or profit, depending on their motives. Their presence serves as a reminder that in a world full of chaos, there is always someone watching, ready to strike when the price is right. &lt;br /&gt;
&lt;br /&gt;
Their presence is why the Wayhouse includes a reinforced holding cell.&lt;br /&gt;
Some captives arrive alive… for a time.&lt;br /&gt;
&lt;br /&gt;
Rumor says Ardon knows exactly how often that cell is used.. and who built it but he’s never offered more than a shrug.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Kill''' and '''Kill Named'''&lt;br /&gt;
&lt;br /&gt;
===The Adventurers===&lt;br /&gt;
&lt;br /&gt;
Where hunters deal in certainty, adventurers deal in possibility. They are explorers, relic-seekers, ruin delvers, and risk-takers who chase whatever waits beyond the next ridge.&lt;br /&gt;
They come from every walk of life: scholars, sellswords, would-be legends, and the occasionally reckless farmer who decides plowing fields isn’t exciting enough.&lt;br /&gt;
&lt;br /&gt;
Many blame the adventurers for stirring up things best left buried.&lt;br /&gt;
The adventurers respond by lifting their mugs and drinking to it.&lt;br /&gt;
&lt;br /&gt;
For all their chaos, they bring knowledge, stories, and sometimes rare finds that help Ameresh thrive.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Collect''' and '''Collect Named'''&lt;br /&gt;
&lt;br /&gt;
===The Couriers===&lt;br /&gt;
&lt;br /&gt;
The couriers seem the least dangerous of the three, yet their reputation is one of iron-bound honor. They carry sealed missives, sacred parcels, and long-distance contracts the other factions rely on.&lt;br /&gt;
A courier’s oath is absolute: once a burden is taken, it reaches its destination.&lt;br /&gt;
&lt;br /&gt;
They don’t boast. They don’t threaten.&lt;br /&gt;
They simply walk the roads no matter the danger.&lt;br /&gt;
&lt;br /&gt;
The Wayhouse shelters them, and in return they maintain the maps, routes, and whispered network that keeps Ameresh connected to the wider world.&lt;br /&gt;
&lt;br /&gt;
Even Ardon speaks quietly around them.. A rare sight.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Give''' and '''Give Named'''&lt;br /&gt;
&lt;br /&gt;
==Features of the Triune==&lt;br /&gt;
&lt;br /&gt;
===Quest Book===&lt;br /&gt;
&lt;br /&gt;
The '''Quest Book''' is available for purchase from '''Ardon the Taverner'''. The Quest Book acts similar to a BOD book, storing your quests in a single location. From the quest book you can see: Quest Name, if it is Solo or Party quest, quest status (completed/incomplete), and expiry. You can also open a quest to see it's specific details in the original quest gump. You can drop a quest from the book which will place it in your pack. Similarly to Quest Holders, if you attempt to lay them on the ground, you will be prompted to confirm your action as '''the book and any quests within will be deleted regardless of their status.''' &lt;br /&gt;
&lt;br /&gt;
''Please do not alter the ID of this item or it may not work properly.''&lt;br /&gt;
&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&lt;br /&gt;
Quests reward points equal to their difficulty. Over time as players accumulate these points they can be spent at the '''Quest Reward Cache''' located within the triune.&lt;br /&gt;
&lt;br /&gt;
Quest Rewards are separated into tiers which require a ''minimum points obtained'' to be unlocked to purchase. The minimum points required are seen in the ''Min Points'' column in the Reward Cache. Spending credits will '''not affect''' your Min Points.&lt;br /&gt;
&lt;br /&gt;
===The Triune Contract Ledger===&lt;br /&gt;
&lt;br /&gt;
The Contract Ledger is an item that players can interact with to produce ''blank quests''. These quests are designed for players to create themselves.&lt;br /&gt;
&lt;br /&gt;
What is a Playermade quest?&lt;br /&gt;
&lt;br /&gt;
Playermade quests are created by giving out blank ''QuestHolder'' books that have the PlayerMade property set to true. &lt;br /&gt;
They allow players to design quests for other players to complete.&lt;br /&gt;
&lt;br /&gt;
Players can edit blank QuestHolders by double clicking them. This brings up a quest-design gump that allows them to enter their own objectives, text, and attach their own rewards.&lt;br /&gt;
&lt;br /&gt;
Playermade quests can be just designed just like normal quests that a GM or other staff might create with some additional restrictions and features.&lt;br /&gt;
&lt;br /&gt;
These quests can be given directly to other players or placed on player vendors or added to the Task Board bulletin board within the Triune.&lt;br /&gt;
&lt;br /&gt;
The quests will automatically be configured for AutoReward when reward items are attached meaning players will be rewarded upon quest completion.&lt;br /&gt;
&lt;br /&gt;
Differences between Playermade and non-Playermade quests:&lt;br /&gt;
&lt;br /&gt;
So that player quests can always be distinguished from non-player quests by spawners and other triggering items, player quests will have &amp;quot;PQ: &amp;quot; automatically appended to the beginning of their name.&lt;br /&gt;
&lt;br /&gt;
When playermade quests expire or are deleted before being completed, the reward item that was attached to them will be returned to the quest creator. This way, players can hand out quests without worrying about losing the committed reward if the quest isn't used or completed.&lt;br /&gt;
&lt;br /&gt;
A return container can be specified to receive quest reward returns. If not set, then it is returned to the issuing players backpack.&lt;br /&gt;
&lt;br /&gt;
Playermade quests have the weight of the reward items that they contain. This is to prevent exploits involving use of playerquests as weight-free containers. Non-playermade quests are weightless.&lt;br /&gt;
&lt;br /&gt;
Players have to use the ''']whatisit''' command to identify the name and type of a targeted object to use in their quest objectives. &lt;br /&gt;
&lt;br /&gt;
==Player Made Quest Types==&lt;br /&gt;
&lt;br /&gt;
===COLLECT and KILL type quests:===&lt;br /&gt;
&lt;br /&gt;
Players can design quests that require other players to go out and collect items or kill creatures.&lt;br /&gt;
&lt;br /&gt;
The items collected are returned to the quest creator and placed into the specified return container (or the creator's backpack if nothing is specified).&lt;br /&gt;
This allows resource contract type quests to be made, in which players offer rewards in return for certain goods.&lt;br /&gt;
&lt;br /&gt;
For example, constructing a quest with this objective:&lt;br /&gt;
&lt;br /&gt;
'''COLLECT,goldingot,100'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract for 100 gold ingots.&lt;br /&gt;
&lt;br /&gt;
'''COLLECT,greatercurepotion,100'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract for 100 greater cure potions.&lt;br /&gt;
&lt;br /&gt;
===KILL type quests:===&lt;br /&gt;
&lt;br /&gt;
Playermade quests can specify objectives that require certain creatures to be killed by using the same type of KILL objective specifications used in normal quests. For example&lt;br /&gt;
&lt;br /&gt;
'''KILL,balron,5'''&lt;br /&gt;
&lt;br /&gt;
would instruct the player to kill 5 balrons.&lt;br /&gt;
&lt;br /&gt;
If suggested installation STEP 6 is followed, the playermade quests will support various types of player kill contracts.&lt;br /&gt;
&lt;br /&gt;
For example, a player constructing a quest with an objective&lt;br /&gt;
&lt;br /&gt;
'''KILLNAMED,playername,PlayerMobile'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract that would give the reward when the named player was killed. ''You must spell the name exactly for the quester to be rewarded.''&lt;br /&gt;
&lt;br /&gt;
Note that specifying the PlayerMobile type avoids exploits that would be possible with just a simple name specification of the target (for example killing a pet named the same as the target player).&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Augments&amp;diff=6306</id>
		<title>Augments</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Augments&amp;diff=6306"/>
		<updated>2026-04-20T01:28:48Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
=Item Augmentation=&lt;br /&gt;
* Item Augmentation is a method of enchanting player constructed(non-plan) weapons with a variety of bonuses/attributes&lt;br /&gt;
&lt;br /&gt;
* Every player constructed item (except for [[Crafting_Plans | Crafting Plan Items]]) has 3 open augmentation slots by default (regardless of quality)&lt;br /&gt;
&lt;br /&gt;
* Augmentations of a given type may not be added to the same item more than once, for example, you cannot add two +5 Hit Chance augments to an item, but you can add one plus +10 Hit Chance augment &lt;br /&gt;
&lt;br /&gt;
* Augmentation scrolls may drop from various creatures throughout the realm&lt;br /&gt;
&lt;br /&gt;
* Augmentations cannot be removed from an item once they are applied. The augmentation is consumed upon application&lt;br /&gt;
&lt;br /&gt;
[[file:Augment_1.png]]&lt;br /&gt;
&lt;br /&gt;
To view which augments have been added to an item, single-click it to access the context menu, then select &amp;quot;Item Augmentation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[file:Augment_3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[file:Augment_2.png]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Augments==&lt;br /&gt;
&lt;br /&gt;
'''1 Slot Augments:'''&lt;br /&gt;
* +5 Hit Chance Increase &lt;br /&gt;
* +5 Defense Chance Increase &lt;br /&gt;
* +5 Swing Speed Increase &lt;br /&gt;
* +5 Dexterity&lt;br /&gt;
* +10 Strength&lt;br /&gt;
* +2 Self Repair&lt;br /&gt;
* +25 Luck&lt;br /&gt;
&lt;br /&gt;
'''2 Slot Augments:'''&lt;br /&gt;
* +10 Swing Speed Increase&lt;br /&gt;
* +10 Dexterity&lt;br /&gt;
* +20 Strength&lt;br /&gt;
* +4 Self Repair&lt;br /&gt;
* +50 Luck&lt;br /&gt;
* Spell Channeling&lt;br /&gt;
* Use Best Weapon Skill&lt;br /&gt;
* +5 Skill Bonus(Weapon skills, Tactics, Anatomy, Dodge, Block)&lt;br /&gt;
* Chance to bleed on hit(10% chance to proc)&lt;br /&gt;
* Chance to burn on hit(12% chance to proc)&lt;br /&gt;
&lt;br /&gt;
'''3 Slot Augments:'''&lt;br /&gt;
* +10 Hit Chance Increase&lt;br /&gt;
* +10 Defense Chance Increase&lt;br /&gt;
* +20 Swing Speed Increase&lt;br /&gt;
* +20 Dexterity&lt;br /&gt;
* +30% Life/Mana/Stamina Leech&lt;br /&gt;
* +5 Weapon Damage&lt;br /&gt;
* Chance to deal Greater Poison on hit(8% chance to proc)&lt;br /&gt;
* +50% Cast Fireball/Lightning&lt;br /&gt;
* Weapon Chain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Main_Page&amp;diff=6305</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Main_Page&amp;diff=6305"/>
		<updated>2026-04-18T03:36:05Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
[[File:Regisfall.png|link=http://regisfalluo.com/]]&lt;br /&gt;
&lt;br /&gt;
Welcome to Regisfall, we are an Ultima Online shard based on a modified version of [[Teiravon]], one of the longest running roleplay shards in the UO community. Featuring a diverse race and class system with experience based leveling, custom scripted abilities, a custom map, and a player driven economy. Our goal is to provide UO Roleplay fans with a highly upgraded and enhanced &amp;quot;spiritual successor&amp;quot; to the [[Teiravon]] shard. Regisfall includes significant modifications/additions to the world map, new core features such as crafting plans and subclasses, as well as countless quality of life updates and bug fixes. Come make the world your own or just get lost in our world of Regisfall.&lt;br /&gt;
&lt;br /&gt;
== Jump to Section ==&lt;br /&gt;
[[#Quick links|Quick Links]] &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
[[#The World of Regisfall|The World]] &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
[[#Custom Features|Custom Features]]&lt;br /&gt;
&lt;br /&gt;
== '''Quick links:''' ==&lt;br /&gt;
&lt;br /&gt;
'''[http://regisfalluo.com/ Main Website]'''   &lt;br /&gt;
&lt;br /&gt;
'''[https://regisfalluo.com/index.php Forums]'''&lt;br /&gt;
&lt;br /&gt;
'''[http://regisfalluo.com/app.php/faq Frequently Asked Questions]'''   &lt;br /&gt;
&lt;br /&gt;
'''[[Donations]]'''   &lt;br /&gt;
&lt;br /&gt;
'''[[Team]]''' &lt;br /&gt;
&lt;br /&gt;
'''[[Support]]''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''New to Regisfall?'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Begin by reading the [[Starting Guide]] which will walk you through your first in-game moments on Regisfall and teach you some of the main commands. If you’re new to roleplay, you should read our [[Roleplay 101]] article. &lt;br /&gt;
&lt;br /&gt;
Read the [https://regisfalluo.com/app.php/rules Shard Rules] and be well acquainted with them. Not knowing is not an excuse for breaking one of them, and we have quite a few of them in order to make sure everyone’s roleplay runs as smoothly as possible. If you're a Mac user, read the [[Installation Guide]] which will walk you through the motions of setting up Ultima Online to work with Regisfall.&lt;br /&gt;
&lt;br /&gt;
Read the [[Shard Lore]], it contains a lot of information such as race/religion information, and geography of the land.&lt;br /&gt;
&lt;br /&gt;
Read this [[Optimization | Gameplay Guide]] for optimizing your in game experience using Classic UO/Razor.&lt;br /&gt;
&lt;br /&gt;
== '''The World of Regisfall''' ==&lt;br /&gt;
&lt;br /&gt;
'''[[Classes]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Housing]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Items]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Races]]''' &lt;br /&gt;
&lt;br /&gt;
'''[[Skills]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[Time]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[World]]'''&lt;br /&gt;
&lt;br /&gt;
== '''Custom Features''' ==&lt;br /&gt;
&lt;br /&gt;
'''''Main Gameplay Features:''''' &lt;br /&gt;
&lt;br /&gt;
* '''[[Feats]]''' &lt;br /&gt;
* '''[[Guilds]]''' &lt;br /&gt;
* '''[[Death | KO/Death System]]'''&lt;br /&gt;
* '''[[Level_System | Level System]]'''&lt;br /&gt;
* '''[[Perks]]''' &lt;br /&gt;
* '''[[PetSystem | Pet Collection System]]'''&lt;br /&gt;
* '''[[Quests]]'''&lt;br /&gt;
&lt;br /&gt;
'''''Noteworthy Additions:'''''&lt;br /&gt;
&lt;br /&gt;
* '''[[Afterthought Potion]]'''&lt;br /&gt;
* '''[[Ankhstone]]'''&lt;br /&gt;
* '''[[Changes to Luck]]''' &lt;br /&gt;
* '''[[Changes to Taming]]'''&lt;br /&gt;
* '''[[Character Reforge]]'''&lt;br /&gt;
* '''[[Nodes | Conquest Node System]]'''  &lt;br /&gt;
* '''[[Construction_Projects | Craftable Houses]]'''&lt;br /&gt;
* '''[[Dungeon Treasure]]'''&lt;br /&gt;
* '''[[Language System]]'''&lt;br /&gt;
* '''[[Mastery System]]'''&lt;br /&gt;
* '''[[MerchantBoard | Merchant Board]]'''&lt;br /&gt;
* '''[[PvP | Player Versus Player Combat]]'''&lt;br /&gt;
* '''[[Travelling_Merchant | Travelling Merchant]]'''&lt;br /&gt;
* '''[[Vanity_Ticket | Vanity Tickets]]'''&lt;br /&gt;
* '''[[VarietyDealer | Variety Dealer]]'''&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Quests&amp;diff=6304</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Quests&amp;diff=6304"/>
		<updated>2026-04-18T03:34:16Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quests==&lt;br /&gt;
&lt;br /&gt;
Quests in Regisfall are organized into two main types, with others occasionally appearing:&lt;br /&gt;
&lt;br /&gt;
'''Kill''' and '''Collect'''&lt;br /&gt;
&lt;br /&gt;
Kill: Defeat a certain number of type of enemies.&lt;br /&gt;
&lt;br /&gt;
Collect: Gather items from the world&lt;br /&gt;
&lt;br /&gt;
The other types of quests you may encounter are:&lt;br /&gt;
&lt;br /&gt;
'''Give''' and '''Escort'''&lt;br /&gt;
&lt;br /&gt;
Give: Deliver item(s) to specified NPCs or Targets.&lt;br /&gt;
&lt;br /&gt;
Escort: Protect an NPC while they travel to a destination. (Quests of this type have not been implemented yet)&lt;br /&gt;
&lt;br /&gt;
These quests can also have a &amp;quot;Named&amp;quot; variety: Kill Named, Collect Named which would specify the name of the mobile/item required.&lt;br /&gt;
&lt;br /&gt;
Quests are activated by locating a Quest NPC (Often identified by &amp;quot;'''(Quest)'''&amp;quot; in their name) and single clicking their sprite to produce a context menu with a 'Talk' option. Use the 'Talk' option to engage with the quester, this will begin the quest. &lt;br /&gt;
&lt;br /&gt;
''Please note that all Quest NPCs are on timers. If you 'Talk' to a Quest NPC and they do not respond immediately, please retry after a few seconds''&lt;br /&gt;
&lt;br /&gt;
= The Triune Wayhouse =&lt;br /&gt;
&lt;br /&gt;
The Triune Wayhouse stands at the heart of Ameresh, centrally located in Regisfall, where roads, rivers, and trade routes converge. It is a sanctuary for adventurers seeking challenge, purpose, and reward. Its name, “Triune,” comes from the three quester factions that govern its halls, each offering a distinct path for those who enter.&lt;br /&gt;
&lt;br /&gt;
Quests given within the Triune Wayhouse are repeatable on a '''5 day''' cooldown on completion per individual quest giver.&lt;br /&gt;
&lt;br /&gt;
On accepting a quests, players will be required to wait '''2 hours''' before being able to accept another quest from ''any quester within the Wayhouse.&lt;br /&gt;
&lt;br /&gt;
==Ardon the Taverner==&lt;br /&gt;
&lt;br /&gt;
Ardon inherited the Wayhouse decades after the Triune first formed in its first iteration and funded the construction of it's relocation to Ameresh. Reserved to the point of suspicion, he speaks in measured words and listens far more than he lets on. Most assume he knows far more about the Triune’s early years and its darker dealings than he cares to share.&lt;br /&gt;
&lt;br /&gt;
He never confirms anything.&lt;br /&gt;
He never denies anything.&lt;br /&gt;
He simply pours another drink.&lt;br /&gt;
&lt;br /&gt;
Ardon acts as the unofficial keeper of balance between the factions. Fights don’t break out under his roof. Secrets don’t spill freely. And no matter who you are, he’ll treat you with the same calm steadiness.&lt;br /&gt;
&lt;br /&gt;
If you ask about the cell, he’ll only say:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Some folk need a night to cool down. Others… need a reminder the Triune keeps order here.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==Factions of the Wayhouse==&lt;br /&gt;
&lt;br /&gt;
===The Bounty Hunters===&lt;br /&gt;
&lt;br /&gt;
The Bounty Hunters Faction thrives in the shadows of the realm, where danger and reward go hand in hand. Renowned for their razor-sharp instincts and unmatched tenacity, they pursue high-value targets with a singular focus, whether it be notorious criminals, fearsome creatures, or fugitives of great renown. Armed with specialized skills and an intimate knowledge of the terrain, they navigate the realm as both feared adversaries and indispensable allies.&lt;br /&gt;
&lt;br /&gt;
Whether stalking their prey alone or orchestrating missions through their vast network, the Bounty Hunters Faction exemplifies resilience, resourcefulness, and the relentless pursuit of justice or profit, depending on their motives. Their presence serves as a reminder that in a world full of chaos, there is always someone watching, ready to strike when the price is right. &lt;br /&gt;
&lt;br /&gt;
Their presence is why the Wayhouse includes a reinforced holding cell.&lt;br /&gt;
Some captives arrive alive… for a time.&lt;br /&gt;
&lt;br /&gt;
Rumor says Ardon knows exactly how often that cell is used.. and who built it but he’s never offered more than a shrug.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Kill''' and '''Kill Named'''&lt;br /&gt;
&lt;br /&gt;
===The Adventurers===&lt;br /&gt;
&lt;br /&gt;
Where hunters deal in certainty, adventurers deal in possibility. They are explorers, relic-seekers, ruin delvers, and risk-takers who chase whatever waits beyond the next ridge.&lt;br /&gt;
They come from every walk of life: scholars, sellswords, would-be legends, and the occasionally reckless farmer who decides plowing fields isn’t exciting enough.&lt;br /&gt;
&lt;br /&gt;
Many blame the adventurers for stirring up things best left buried.&lt;br /&gt;
The adventurers respond by lifting their mugs and drinking to it.&lt;br /&gt;
&lt;br /&gt;
For all their chaos, they bring knowledge, stories, and sometimes rare finds that help Ameresh thrive.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Collect''' and '''Collect Named'''&lt;br /&gt;
&lt;br /&gt;
===The Couriers===&lt;br /&gt;
&lt;br /&gt;
The couriers seem the least dangerous of the three, yet their reputation is one of iron-bound honor. They carry sealed missives, sacred parcels, and long-distance contracts the other factions rely on.&lt;br /&gt;
A courier’s oath is absolute: once a burden is taken, it reaches its destination.&lt;br /&gt;
&lt;br /&gt;
They don’t boast. They don’t threaten.&lt;br /&gt;
They simply walk the roads no matter the danger.&lt;br /&gt;
&lt;br /&gt;
The Wayhouse shelters them, and in return they maintain the maps, routes, and whispered network that keeps Ameresh connected to the wider world.&lt;br /&gt;
&lt;br /&gt;
Even Ardon speaks quietly around them.. A rare sight.&lt;br /&gt;
&lt;br /&gt;
Quest Types: '''Give''' and '''Give Named'''&lt;br /&gt;
&lt;br /&gt;
==Features of the Triune==&lt;br /&gt;
&lt;br /&gt;
===Quest Book===&lt;br /&gt;
&lt;br /&gt;
The '''Quest Book''' is available for purchase from '''Ardon the Taverner'''. The Quest Book acts similar to a BOD book, storing your quests in a single location. From the quest book you can see: Quest Name, if it is Solo or Party quest, quest status (completed/incomplete), and expiry. You can also open a quest to see it's specific details in the original quest gump. You can drop a quest from the book which will place it in your pack. Similarly to Quest Holders, if you attempt to lay them on the ground, you will be prompted to confirm your action as '''the book and any quests within will be deleted regardless of their status.''' &lt;br /&gt;
&lt;br /&gt;
''Please do not alter the ID of this item or it may not work properly.''&lt;br /&gt;
&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&lt;br /&gt;
Quests reward points equal to their difficulty. Over time as players accumulate these points they can be spent at the '''Quest Reward Cache''' located within the triune.&lt;br /&gt;
&lt;br /&gt;
Quest Rewards are separated into tiers which require a ''minimum points obtained'' to be unlocked to purchase. The minimum points required are seen in the ''Min Points'' column in the Reward Cache. Spending credits will '''not affect''' your Min Points.&lt;br /&gt;
&lt;br /&gt;
===The Triune Contract Ledger===&lt;br /&gt;
&lt;br /&gt;
The Contract Ledger is an item that players can interact with to produce ''blank quests''. These quests are designed for players to create themselves.&lt;br /&gt;
&lt;br /&gt;
What is a Playermade quest?&lt;br /&gt;
&lt;br /&gt;
Playermade quests are created by giving out blank ''QuestHolder'' books that have the PlayerMade property set to true. &lt;br /&gt;
They allow players to design quests for other players to complete.&lt;br /&gt;
&lt;br /&gt;
Players can edit blank QuestHolders by double clicking them. This brings up a quest-design gump that allows them to enter their own objectives, text, and attach their own rewards.&lt;br /&gt;
&lt;br /&gt;
Playermade quests can be just designed just like normal quests that a GM or other staff might create with some additional restrictions and features.&lt;br /&gt;
&lt;br /&gt;
These quests can be given directly to other players or placed on player vendors or added to the Task Board bulletin board within the Triune.&lt;br /&gt;
&lt;br /&gt;
The quests will automatically be configured for AutoReward when reward items are attached meaning players will be rewarded upon quest completion.&lt;br /&gt;
&lt;br /&gt;
Differences between Playermade and non-Playermade quests:&lt;br /&gt;
&lt;br /&gt;
So that player quests can always be distinguished from non-player quests by spawners and other triggering items, player quests will have &amp;quot;PQ: &amp;quot; automatically appended to the beginning of their name.&lt;br /&gt;
&lt;br /&gt;
When playermade quests expire or are deleted before being completed, the reward item that was attached to them will be returned to the quest creator. This way, players can hand out quests without worrying about losing the committed reward if the quest isn't used or completed.&lt;br /&gt;
&lt;br /&gt;
A return container can be specified to receive quest reward returns. If not set, then it is returned to the issuing players backpack.&lt;br /&gt;
&lt;br /&gt;
Playermade quests have the weight of the reward items that they contain. This is to prevent exploits involving use of playerquests as weight-free containers. Non-playermade quests are weightless.&lt;br /&gt;
&lt;br /&gt;
Players have to use the ''']whatisit''' command to identify the name and type of a targeted object to use in their quest objectives. &lt;br /&gt;
&lt;br /&gt;
==Player Made Quest Types==&lt;br /&gt;
&lt;br /&gt;
===COLLECT and GIVE type quests:===&lt;br /&gt;
&lt;br /&gt;
Players can design quests that require other players to go out and collect or retrieve specified items.&lt;br /&gt;
&lt;br /&gt;
The items collected or given are returned to the quest creator and placed into the specified return container (or the creators backpack if nothing is specified).&lt;br /&gt;
This allows resource contract type quests to be made, in which players offer rewards in return for certain goods.&lt;br /&gt;
&lt;br /&gt;
For example constructing a quest with this objective&lt;br /&gt;
&lt;br /&gt;
'''COLLECT,goldingot,100'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract for 100 gold ingots.&lt;br /&gt;
&lt;br /&gt;
'''COLLECT,greatercurepotion,100'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract for 100 greater cure potions.&lt;br /&gt;
&lt;br /&gt;
===KILL type quests:===&lt;br /&gt;
&lt;br /&gt;
Playermade quests can specify objectives that require certain creatures to be killed by using the same type of KILL objective specifications used in normal quests. For example&lt;br /&gt;
&lt;br /&gt;
'''KILL,balron,5'''&lt;br /&gt;
&lt;br /&gt;
would instruct the player to kill 5 balrons.&lt;br /&gt;
&lt;br /&gt;
If suggested installation STEP 6 is followed, the playermade quests will support various types of player kill contracts.&lt;br /&gt;
&lt;br /&gt;
For example, a player constructing a quest with an objective&lt;br /&gt;
&lt;br /&gt;
'''KILLNAMED,playername,PlayerMobile'''&lt;br /&gt;
&lt;br /&gt;
would create a basic contract that would give the reward when the named player was killed. ''You must spell the name exactly for the quester to be rewarded.''&lt;br /&gt;
&lt;br /&gt;
Note that specifying the PlayerMobile type avoids exploits that would be possible with just a simple name specification of the target (for example killing a pet named the same as the target player).&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human_Culture&amp;diff=6303</id>
		<title>Human Culture</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human_Culture&amp;diff=6303"/>
		<updated>2026-04-09T21:15:52Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Human]]&lt;br /&gt;
&lt;br /&gt;
= Human Origins =&lt;br /&gt;
&lt;br /&gt;
It is believed that the human race first appeared on a small, frozen continent to the north of the mainland — Kelt. They were pioneers of seafaring, their ships allowing them to travel farther than the elder races ever had. When the first humans departed from Kelt, each vessel set out in a different direction. It is said that these primeval explorers became the founders of all known human realms across Regisfall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kelt==&lt;br /&gt;
&lt;br /&gt;
This small continent to the North of the established territories has spent the last thirty years in a state of civil War. The Kingdom of Kelt is ruled by the Royal Family of Hapsenbran. The rebellion against the crown followed the ascension to the throne of King Albert III after the death of his Father King Janus. The new regime taxed the Lords of the land to the point that widespread famine and poverty coupled with poor harvests led the Lords to refuse to pay their tariffs and cropshares. The crown responded by sending their military into the holdings of those who refused, but they were generally unable to overwhelm local forces, who were more familiar with their lands and used this advantage to resist.&lt;br /&gt;
&lt;br /&gt;
This led to the King recruiting several mercenary companies that served in the civil war, amongst them the Crimson Dawn, a company largely manned by Ka’Mellan sellswords. Anyone else who wished to have a ‘War Torn’ land sort of background or have served in a Mercenary army during civil unrest or times of strife could have come from Kelt, or spent time in Kelt. Starvation, illness and banditry were common parts of life in war torn regions in Kelt, as was the effects of a corrupt overzealous monarchy. The Crown ultimately fell but the chaos that followed leaves things open as regions may have experienced different results.&lt;br /&gt;
&lt;br /&gt;
Keltish are straight-forward and speak their mind. A hardened people, they have little patience for frivolities. Many still feel uncomfortable in the more warm climate of the mainland. Keltish aren't very religious: there are no temples left in the war ravaged land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Edana==&lt;br /&gt;
&lt;br /&gt;
The grand heart of Mercadia, Edana stands as the largest and most vibrant human city in the mainland. Founded upon fertile plains and built with imposing walls, the city flourishes through the zeal and devotion of its people. Edanans worship The Four: Adalia, Kamalini, Talathas and Kinurugi. They express their faith through daily labor, grand festivals and the construction of cathedrals in the gods' names. Their devotion is matched by a tireless industriousness: fields teem with harvest, crafts hum in workshops, while knights and clerics maintain Edana’s network of alliances and moral authority.&lt;br /&gt;
&lt;br /&gt;
Edana embodies the ideals of honor, diplomacy and pious work. Under the steady gaze of King Lando Narindun and the Council, the city thrives as the political and cultural center of Mercadia, the Holy Kingdom. Its streets bustle with artisans, scholars and the faithful who uphold the traditions of their rulers and gods. In contrast to frontier cities and fractured isles, Edana’s influence extends far, sending envoys of faith and governance across the continent. Though tested by no short amount of threats, Edana remains steadfast: a shining example of human civilization built on zeal, labor and unwavering belief in the gods.&lt;br /&gt;
&lt;br /&gt;
Edanans are amicable and diplomatic. They often make great negotiators or orators. Their willingness to help is sometimes mistaken for naivety. A heroic, hearty people, and the descendants of Prophet Merenthal and the First Kings of Men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tilverton==&lt;br /&gt;
&lt;br /&gt;
Originally founded as a humble fishing outpost of the Kingdom of Mercadia, Tilverton clung to existence atop a foul coastal bog. Though the settlers eked out a living from sea harvests and modest mining, the kingdom soon abandoned the colony. Lawlessness followed the neglect: vagrants, smugglers and underworld figures drifted in the wake of a vacuum that gave rise to the Consortium, a powerful criminal syndicate that turned the port into a hub for clandestine smuggling and illicit trade.&lt;br /&gt;
&lt;br /&gt;
In recent years, the mysterious Wyrd Cabal arrived, dismantled the Consortium’s grip and declared Tilverton reclaimed and free. Though they wielded no formal mandate, the Cabal’s members effectively governed the Freeport, managing trade, maintaining order and shaping culture in their esoteric image. Under their influence, Tilverton’s spiritual life transformed: worship shifted from The Four to The Stranger, The Eldritch God. A deity discovered and embraced by Prophet Wyrd, the Cabal’s enigmatic founder. Welcoming all walks in life, the Freeport became a haven of rogues, outcasts, merchants and necromancers, being the first city in the world to legalize necromancy. Today, Tilverton stands proudly as a freeport of the fringe, a melting pot where freedom, magic and shadow thrive side by side.&lt;br /&gt;
&lt;br /&gt;
Tilvans are grim, resilient folk. They're great at keeping secrets. Their lives marked by hardships has prepared them for any situation. They're witty and of a quick mind. Many tilvans in recent years feel seduced by the pursuit of power, wealth or simply better conditions in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Old Khallusia==&lt;br /&gt;
&lt;br /&gt;
Once a proud dominion of warlords and warlocks, Khallusia lay isolated beyond the storm-lashed southeastern seas. Its people venerate no pantheon. Khallusians are not atheists, but they reject the gods. Instead, they worship Khallus, The God-Emperor. Khallusians believe only in strength and Khallus, whose deeds are the stuff of myths (at least among his people), was considered the apex of human ascendancy: a saint of supremacy and violence. In his age, Khallusia was a brutal meritocracy: only the strongest ruled and claimed land. A period where valor in battle alone determined one's status within the khallusian society.&lt;br /&gt;
&lt;br /&gt;
In the centuries after Khallus’ passing, the island fell into decline. Rivers silted, crops failed and ambition turned to ruin. Settlements crumbled and the once-great fortresses became skeletons of stone. Few now live among the debris of Old Khallusia, scattered survivors who still whisper oaths to the ancient emperor, believing one day he will return. Today, Khallusia endures as a barren monument to a singular truth: in their worship of might, they forsook all else, and in forsaking balance, they lost everything. Their legacy remains etched in shattered ramparts and in the stories of a man who would be god through strength alone.&lt;br /&gt;
&lt;br /&gt;
Khallusians are slow to trust others, especially foreigners. They are a quiet people and tend to stick to themselves. They reveal their names only to those deemed worthy and usually cover their faces with masks or helmets while they travel across the realms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lorehaven==&lt;br /&gt;
&lt;br /&gt;
Once a respectable magocracy nestled upon an island in the mist‑wreathed northwestern seas. The land was ruled for centuries by Archmages whose devotion to Vystara, the enigmatic Goddess of Magic, shaped every stone of the city. Towering spires once pierced the clouds and arcane academies shaped the mages of many generations. The Archmages believed that Vystara favored the most powerful wizards and they sought ever greater power, through whatever means necessary. In those days, the island radiated with a mystical light and loreni scholars believed themselves chosen by the goddess herself.&lt;br /&gt;
&lt;br /&gt;
But such hunger bore a steep cost. In their relentless pursuit, the Archmages tore at the fabric of reality. Magic storms scoured the island, ley‑lines snapped and once‑fertile fields turned to ash. Tower foundations cracked and sprawling libraries collapsed as an arcane cataclysm assaulted the city. Centuries later, only a handful of loreni remain, guardians of an almost deserted kingdom, where wild magical energies still hum beneath the empty streets. Although most have left, every child born on Lorehaven inherits a spark of its raw magical power, a piece of the island’s legacy woven into their essence. Truly, those gifted with arcane talent sometimes trace it back to Lorehaven. Though hushed and nearly forgotten, the island still breathes its power into the world.&lt;br /&gt;
&lt;br /&gt;
Loreni are curious by nature, driven by a curiosity nearly irresistible. They are good speakers and even better listeners, blessed with an impressive memory. They are often drawn by anything magical: spells, magic items, arcane topics etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ka'Mella==&lt;br /&gt;
&lt;br /&gt;
A sun-baked desert island in the tranquil southern seas. Ka’Mella was originally settled by human seafarers and fishermen who worshipped Kamalini, the Goddess of Desire. The kamellans carved an existence from the sands, harnessing mysterious techniques to irrigate fields in the most arid soil, turning infertile land into farms. Over generations, their society fused devotion to lustful guile and resourceful agriculture, birthing a culture both sensual and pragmatic. Their palm-fringed harbors echoed with the clatter of rigging and the song of sailors. The daughters and sons of Ka’Mella are renowned across Regisfall for unparalleled skill at sea, sailing the most treacherous waters and charting distant shores.&lt;br /&gt;
&lt;br /&gt;
In recent decades, a growing tide of the Ophidian faith has lapped at the island, drawing kamellans toward the worship of Sskaer, the Scaled Goddess. Where crops once whispered of Kamalini’s fertility, now desert farms are seen as miracles wrought by Sskaer’s will. Nowadays, few kamellans hold fast to their ancestral dual traditions and many leave the island. Yet, even those carry its heritage in their blood: a people as adaptable as the shifting sands themselves.&lt;br /&gt;
&lt;br /&gt;
Kamellans tend to have darker or tanned skin. They're good at hiding their intentions and conveying different emotions. They're usually subtle and cautious, with a deep passion for the desert. Warm sands always remind them of home.&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human_Society_and_Laws&amp;diff=6302</id>
		<title>Human Society and Laws</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human_Society_and_Laws&amp;diff=6302"/>
		<updated>2026-04-09T21:03:25Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Human]]&lt;br /&gt;
&lt;br /&gt;
==Human Society and Law==&lt;br /&gt;
&lt;br /&gt;
The society of Mercadia, located in the northwestern corner of the continent, is an amalgamation of a fascinating past and a hopeful present. Originally settled by tribes from Kelt, under the leadership of the ancient warrior King Merenthal, the city of [[Edana]] has grown over eight millennia into a beacon of civilization. The history of Mercadia is rich with wars fought against and alongside Elves, Dwarves, and Orcs, as they forged their identity. In the current year Mercadians live in the [[Human_History | Era of Renewal]], which began in 16323. This period signifies the transformation of Mercadian society from the tribulations of its warring past towards a future of peace and progress. However, the scars and triumphs of their past are still visible in their architecture, customs, and culture, allowing them to hold on to their rich heritage while advancing towards a future built on cooperation and mutual respect.&lt;br /&gt;
&lt;br /&gt;
Religion plays a central role in Mercadian society, as they worship a pantheon of four deities. Kinarugi, referred to as the Father, governs the inevitable realm of death, while Talathas, the Shepherd, maintains law, order, and justice. Kamalini, the Mother, is a beacon of life, partnered with Kinarugi. Adalia, the Healer, presides over compassion and healing, and is Talathas's wife and Kamalini's sister. Talathas, being Kinarugi's brother, completes the intricate family of the pantheon. The largest following in Mercadia belongs to Talathas, which is a reflection of the importance placed on justice, law, and order in their society. The Mercadians see these virtues as the foundations upon which their civilization thrives. This focus on justice also speaks volumes about their desire for peace and harmony in the Era of Renewal, a stark contrast to their turbulent past. Yet, even with the majority of the populace favoring Talathas, the other deities are not overlooked. The balance maintained among the four deities in worship reflects the balance the Mercadians seek in their own lives: embracing mortality (Kinarugi), fostering compassion (Adalia), welcoming life (Kamalini), and upholding justice (Talathas).&lt;br /&gt;
&lt;br /&gt;
Mercadian society, despite its warlike past, has embraced the Era of Renewal and has seen significant growth in its socio-economic aspects. The people are hardworking, devoted to their deities, and committed to maintaining the harmony and prosperity of their society. The city of Edana, once a symbol of a warring past, now stands as a testament to the power of change and the resilience of the Mercadian people. Through the combined efforts of its citizens and the divine guidance of their pantheon, Mercadia continues to flourish as a beacon of civilization.&lt;br /&gt;
&lt;br /&gt;
==Laws==&lt;br /&gt;
&lt;br /&gt;
''The Mercadian Charter of Rights and Duties''&lt;br /&gt;
&lt;br /&gt;
By the Right and Authority of Our Majesty, King Lando Narindun.  &lt;br /&gt;
Approved and published by the Council of the Kingdom of Mercadia on the 20th of Duskrun, 16991.&lt;br /&gt;
&lt;br /&gt;
=== Jump to ===&lt;br /&gt;
* [[#The Mercadian Charter of Rights and Duties|Charter of Rights and Duties]]&lt;br /&gt;
** [[#On Rights|On Rights]]&lt;br /&gt;
** [[#On Duties|On Duties]]&lt;br /&gt;
* [[#The Mercadian Criminal Code|Criminal Code]]&lt;br /&gt;
** [[#Conditions of Compensation|Conditions of Compensation]]&lt;br /&gt;
** [[#Acts of Criminality|Acts of Criminality]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Mercadian Charter of Rights and Duties =&lt;br /&gt;
&lt;br /&gt;
== On Rights ==&lt;br /&gt;
* The Kingdom guarantees the sanctity and religious authority of the Mercadian Church, and respects plurality of belief in its adherents.  &lt;br /&gt;
* The Kingdom does not recognize the divine authority of foreign beliefs, but tolerates their place in respect of the law.&lt;br /&gt;
* Lords retain the right to scutage in the form of three thousand coins, and knights in the form of one thousand coins.&lt;br /&gt;
* Fines are to always be proportional to their offense, and even in their most grave, never deprive a lawful resident of their livelihood.&lt;br /&gt;
* Fines levied by the Kingdom that are considered unjust may be investigated by the Council upon complaint.&lt;br /&gt;
* Except in times of war, merchants shall always be free to enter and exit Mercadia.  &lt;br /&gt;
* If the Kingdom is able to ensure the safety of Mercadian merchants abroad, travel passes may be issued to foreign merchants of adversarial states.&lt;br /&gt;
* Except for merchants granted passage, no foreigners of an adversarial state are to be present in Mercadia for two weeks after the end of a war.&lt;br /&gt;
* Except for those who are exiled or take voluntary travel to adversarial states during war time, it is lawful for any Mercadian to leave the Kingdom for an extended period of time, without prejudice towards their allegiance to the King.&lt;br /&gt;
&lt;br /&gt;
== On Duties ==&lt;br /&gt;
* Officials of the Kingdom may not put an accused party to trial on their own word, without witness.&lt;br /&gt;
* Officials are forbidden to accept bribes, neither to advance nor delay justice.&lt;br /&gt;
* Lords and masters of the crafts shall not demand the unlawful forced labor of a commoner, nor freeholder, lest they be guilty of simple assault per each count.&lt;br /&gt;
* Owners of market stalls are to use their space only to house wares and relevant working areas. Those who choose to engage in vagrancy may be charged up to a hundred in coin per count. &lt;br /&gt;
* Lords and knights are to provide service in times of formal war, or pay scutage.&lt;br /&gt;
* Only those familiar with the laws of the land and intend to uphold them are to be appointed as officials.&lt;br /&gt;
* Every season, the Freeholders shall elect a Speaker of the Estates for representation in the Council.&lt;br /&gt;
* Consultation with the Council before war and peace is the legal duty of the Councilman.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= The Mercadian Criminal Code =&lt;br /&gt;
&lt;br /&gt;
== Conditions of Compensation ==&lt;br /&gt;
* If a guilty party cannot pay their debt, they will forfeit property equal in value to the affected party.&lt;br /&gt;
* Where a guilty party lacks sufficient property, forfeiture may be pursued by labor orders.&lt;br /&gt;
* For every hundred owed, the guilty party will be granted a day to procure the debt.  &lt;br /&gt;
* If a guilty party cannot pay their debt in any material form due to general misfortunes, they will be held in the jails at a rate of half-day per hundred owed.&lt;br /&gt;
* If the guilty party cannot procure their debt in the time allowed, they will be contacted first by letter.  &lt;br /&gt;
* If this period passes plus a month, they will be summoned.  &lt;br /&gt;
* Should another month pass after, they will be considered wanted or exiled until surrender.&lt;br /&gt;
&lt;br /&gt;
== Acts of Criminality ==&lt;br /&gt;
* Public disorder — to incite violence and mistrust among the people or to publicly defame a noble — will be met with half a day served in the jails.&lt;br /&gt;
* Perjury in official matters is punishable by one hundred in coin per count of misdeed.&lt;br /&gt;
* Trespassing upon owned land is to be compensated by six hundred in coin.&lt;br /&gt;
* Property stolen will be appraised by officials, and repaid twofold their value.&lt;br /&gt;
* Practitioners of necromancy are exiled from the Realm, and those treasonous likewise.&lt;br /&gt;
* For the more egregious of crimes, freeholders are to be compensated threefold, burghers and the common clergy sixfold, lords and officials ninefold.&lt;br /&gt;
* In simple assault, a victim is owed three hundred in coin.  &lt;br /&gt;
* If they are knocked unconscious, they will be owed six hundred.&lt;br /&gt;
* For slaying a citizen, the base compensation is one thousand in coin to the victim should the priests act in time or the divine favor their return, and an additional five hundred paid to the Crown.  &lt;br /&gt;
* The murderer will be kept in the jails for half a day.  &lt;br /&gt;
* If a murderer evading the law be the tenant of a lord or burgher, or employed in the trades, their company shall pay half the fine.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
	<entry>
		<id>http://regisfalluo.com/wiki/index.php?title=Human&amp;diff=6301</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="http://regisfalluo.com/wiki/index.php?title=Human&amp;diff=6301"/>
		<updated>2026-04-09T21:00:17Z</updated>

		<summary type="html">&lt;p&gt;Drowking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:&amp;lt;span style=&amp;quot;position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
[[Races]]&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:humans.jpg|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Known to settle anywhere and pursue nearly anything, Humans run the gamut on terms of beliefs, customs, and alignment. They can represent the kindest friends, or fiercest foes. From skilled warriors, powerful mages, or skilled craftsmen, Humanity represents unbridled potential, tapped into short lifespans. &lt;br /&gt;
&lt;br /&gt;
Humans are often regarded as mercurial, hurried, and driven by the other races of the lands&lt;br /&gt;
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==Human Lore==&lt;br /&gt;
&lt;br /&gt;
[[Personality and Physical Appearances]]&lt;br /&gt;
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[[Human Society and Laws]]&lt;br /&gt;
&lt;br /&gt;
[[Human Government]]&lt;br /&gt;
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[[Human Culture]]&lt;br /&gt;
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[[Human Religion]]&lt;br /&gt;
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[[Human Views]]&lt;br /&gt;
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[[Human History]]&lt;br /&gt;
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==Human Feats==&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
* [[Jack of All Trades]]&lt;br /&gt;
* [[Oath of Talathas]]&lt;br /&gt;
&lt;br /&gt;
==Racial Bonuses==&lt;br /&gt;
* +100 Total skill cap&lt;br /&gt;
* +2 stats per level that can be allocated to strength, intelligence, or dexterity&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Drowking</name></author>
		
	</entry>
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