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		<title><![CDATA[Mesalia Forums - Past Settings]]></title>
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		<pubDate>Tue, 28 Jul 2026 01:09:16 +0000</pubDate>
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			<title><![CDATA[Lore Site - Roda Tribe]]></title>
			<link>https://www.mesalia.net/forum/showthread.php?tid=994</link>
			<pubDate>Tue, 03 Jan 2017 19:37:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.mesalia.net/forum/member.php?action=profile&uid=9">SentaiPink</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.mesalia.net/forum/showthread.php?tid=994</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><img src="http://i.imgur.com/ix2n3Fh.jpg" loading="lazy"  alt="[Image: ix2n3Fh.jpg]" class="mycode_img" /><br />
<br />
Updated 8/22-<br />
<div style="text-align: left;" class="mycode_align">Recent events have left the Ban'Roda suspicious and callous to their neighbors. An ill advised attempt to kidnap a child from Nightveil resulted in the death of a few tribes men and a strong air of distrust between Nightveil and the Ban'Roda. At the moment no one is allowed in the tribes lands (Anywhere over the land bridge) and they make it a point to guard their boarders now. They tribe doesn't know why one of their leaders struck out against the locals of Nightveil, but he'd been well respected by the tribe and it's hard for the Ban'Roda to overlook what fault maybe on Nightveil for the confusing events.<br />
<br />
Why are they so confused? Because harming and taking children is a principle crime to the Ko'ban. They love and cherish children, they're the future of the tribe and the people of Nightveil. Since it was one of their leaders willing to commit such a taboo, the tribe wonders if he wasn't justified in some way to do such an unthinkable thing. Because of this the locals of Nightveil now have been set back several years in their relationship with their local tribe. The Ko'ban has withdrawn from communicating with Nightveil and will only send a runner into town if there is an emergency (IE; dragon).<br />
<br />
So much so they've put the warriors who speak the least amount of common to guard the boarders. Talking to them is reminiscent of a wall or piece of furniture. However they do seem willing to deliver messages to their chief; provided said message is in Ko'ban. Visiting the tribe isn't an option for anyone who hasn't already joined them. Those that have joined the tribe previously, should be welcomed as family regardless of the events of late. <br />
<br />
Please contact a member of staff if your character attempts to enter/invade/visit the Ban'Roda.</div>
</div>
<div class="spoiler_wrap"><div class="spoiler_header"><a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='&lt;img title=&quot;[+]&quot; alt=&quot;[+]&quot; src=&quot;/images/collapse_collapsed.png&quot; class=&quot;expandspoiler&quot; /&gt;Old Entry';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='&lt;img title=&quot;[-]&quot; alt=&quot;[-]&quot; src=&quot;/images/collapse.png&quot; class=&quot;expandspoiler&quot; /&gt;Old Entry';}"><img title="[+]" alt="[+]" src="/images/collapse_collapsed.png" class="expandspoiler" />Old Entry</a></div><div class="spoiler_body" style="display: none;">
Entry 1<br />
At any point characters can travel out to meet the tribe or even become friendly with them. Staff doesn’t need to be notified, but we’d like to know for the sake of consistently for the RP. The tribe is generally pretty welcoming and will allow outsiders to stay a night or two with them at a time. They will often throw parties when they have guests or any reason good enough.<br />
<br />
When hosting a celebration the Ko’ban will build a large fire, eat spicy food, and drink what they call Kricksuucha (Moonshine). They welcome outsiders and are often open and upfront about a general desire to bed others. This isn’t from a collective lack of moral fiber, but rather the Ko’ban’s naturally open way of life coupled with the need to bring in new blood to ensure the small tribe's survival. Rejection is handled well and affects the jovial nature of their hosting none.<br />
<br />
If someone is behaving strangely, attacks a tribe member, or is caught attempting to steal or otherwise do something harmful to the tribe, there are even odds on being captured and dragged back to Nightveil or just killed on the spot. Despite the tribes generally kind nature, the warriors are lead by a brutal man who has little love for the citizens of Nightveil.<br />
<br />
It is possible for citizens of Nightveil to join the tribe on a more permanent bases. They can become a member of the Roda tribe and gain the ability to come and go as they please and even live with the tribe. In order to do so they must complete a successful hunt with them, so it would require hunting and survival skills to join.<br />
<br />
<span style="color: #df5b14;" class="mycode_color">If your character is going to start trouble with the tribe or attempt to join them, please talk it over with a member of staff.</div></div></span><br />
<hr class="mycode_hr" />
 <br />
<div style="text-align: center;" class="mycode_align"><span style="color: #df5b14;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tribe Members</span></span></span></div>
The majority of the Ko’ban tribe are NPC’s. Ask staff if you have any questions about interactions with the tribe or if you wish to interact with the following characters:<br />
<br />
Name: Masotta Roda’Kinnta<br />
Title: Tribe Chief<br />
Age: 65<br />
Common Language: Basic<br />
Masotta is a very old man, he is kind and soft spoken. His common is rough and can be hard to understand at times. Overall Masotta detests war, being a survivor of the War of Veld this should come as no surprise. He works hard for the betterment of his tribe, even at the expense of his own pride. Recently he'd become very ill and many thought he'd parish. After Sawanta's sudden death the chief began to recover from his mysterious illness. The tribe believes Sawanta's soul is healing their chief... Masotta and Chepi now believe something a little more devious may have been at play.<br />
<br />
<br />
Name: Chepi<br />
Title: Shaman<br />
Age: 28<br />
Common Language: Fluent<br />
The tribe shaman is a gentle woman. She’s no ability to fight, and it’s clear she’s never needed it. She speaks with wisdom far beyond her years and is often the first to greet visitors to the tribe. She acts as a sort of buffer to protect the Chief and tribe should someone wish ill upon them. Chepi insists on doing this, despite her inability to defend herself should her trust be misplaced. She proudly upholds Masotta’s will and tends to agree with his determinations in regards to Nightveil.<br />
<br />
As of late she is of the belief that Sawanta was out of line and no hero to the tribe. His ambition lead them to where they are now with the citizens of Nightveil. That being said, spreading truth around the tribe will lead to dissidence in a time when they need to find new leadership. So she tries to quell any suspicions on Nightveil as she goes about grooming Sawanta's replacement. <br />
<br />
<br />
Name: Kowarona<br />
Title: Head Warrior<br />
Age: 24<br />
Common Language: Fluent<br />
Kowarona is hardly ever in camp. She is always out exploring, trading and traveling. She was the first of the Ko’ban to find Volten, and the one that alerted the tribe that Nightveil had inhabitants again. Kowarona is a nice enough woman, but often times short with others and outsiders. She always gives the impression there's somewhere else she’d rather be. She worships Drymaterras almost exclusively and can sometimes be spotted exploring outside of the camp. Of the Ko’ban she is the most likely to be met in Nightveil as she is the one that comes to trade with town on occasion. She acts as the tribes eyes and ears in a lot of ways and leads most hunting parties.<br />
<br />
She wasn’t around during the Chiefs sickness and power struggle. She is not a big fan of Sawanta and on the rare occasion she is in town, she is often fighting with him. As such she is one of the few Ko'ban on friendly terms with Nightveil. Though she's not the friendliest person in the tribe, she doesn't fear and hate the locals. With Sawanta gone, she takes his place as head warrior, obligating her to be with the tribe more.<br />
<br />
<br />
Name: Mor'Roka<br />
Title: Head Hunter<br />
Age: 20<br />
Common Language: Basic<br />
Mor'Roka was very close to Sawanta and with his passing he was the next in line for Kowarona's position with the hunters. He is a very large man for Ko'ban, round and thick in the middle, he's never had much of a fighting spirit but being stubborn is second nature to the man. As such he, like most of the tribe, believes some fault lies in Nightveil for the death of Sawanta and the abduction of the Nightveil child. As such he's profoundly unwelcoming to outsiders and makes it a point to mess with any Nightveil citizens he stumbles across in the woods. <br />
<br />
<br />
<div class="spoiler_wrap"><div class="spoiler_header"><a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='&lt;img title=&quot;[+]&quot; alt=&quot;[+]&quot; src=&quot;/images/collapse_collapsed.png&quot; class=&quot;expandspoiler&quot; /&gt;Dead';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='&lt;img title=&quot;[-]&quot; alt=&quot;[-]&quot; src=&quot;/images/collapse.png&quot; class=&quot;expandspoiler&quot; /&gt;Dead';}"><img title="[+]" alt="[+]" src="/images/collapse_collapsed.png" class="expandspoiler" />Dead</a></div><div class="spoiler_body" style="display: none;">
<br />
Name: Sawanta <br />
Title: Head Warrior<br />
Age: 33<br />
Common Language: Very Little<br />
Pride is Sawanta’s vice of choice. He’s an excellent hunter and an even better warrior, and this has resulted in him being ambitious and full of himself. He is a narcissist in the ugliest ways and cannot admit defeat or fault easily. He disagrees with almost all of Chief Masotta’s determinations in regards to Nightveil and is regarded as dangerous to the town, even by his fellow Ko’ban. While he is under direct orders not to hurt anyone, he is at his heart, an opportunist and has the potential to harm others given the chance.<br />
<br />
Sawanta attempted to nominate himself as the obvious choice to replace Chief Masotta when he grew suddenly and gravely ill. His feelings towards Nightveil left Chepi unnerved by this prospect. Shockingly, she stepped up to confront him, asking the Elder of Nightveil to fight on her behalf. He was defeated by the warrior, which may have left him looking for an avenue to strike back.<br />
<br />
No one really knows why Sawanta stole the child from Nightveil that resulted in his untimely death. Those with him at the time say he'd not thought Nightveil capable of raising the half-Ko'ban boy, given the mothers grave illness at the time, this maybe true. </div></div><hr class="mycode_hr" />
 <br />
<div style="text-align: center;" class="mycode_align"><span style="color: #df5b14;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">History</span></span></span></div>
<br />
<br />
The Roda tribe is of Ko’ban origin, they had fled the mainlands shortly after the War of Veld. When the tribe initially arrived, they would wander huge stretches of the forbidden lands but when they found the Aether Garden they soon settled down. At the time, the plentiful hunting in the garden and the mild seasons made it an ideal place to establish themselves.<br />
<br />
One of the tribes first interactions with the city of Nightveil had been with the original settlers that rebuilt sections of the ancient castle. The first meeting had ended poorly, so the tribe attempted to broker peace after the unfortunate encounter. Sadly, the original Nightveil guard and locals looked down on the tribe and attacked them again. While the Nightveil settlers did not survive the attempt, the tribe was certain it could not find peace with them. They withdrew from town and moved their camp around for several years to follow.<br />
<br />
The tribe kept a keen eye on the town and when the original settlers to Nightveil abandoned their town, the tribe celebrated. They finally began establishing their own, permanent homes at the site they now can be found in, Southwest of Nightveil.<br />
<br />
The Ko’ban tribe was aware of the dragon long before the current residents of Nightveil were. They needed only one look at the dragon to know he was a harbinger of destruction. The tribe was left so in awe of the creature they named it Volten; ‘Messenger of the Fire God’. Needless to say they gave the creature a wide berth. The nature of their homes and hunting left little evidence of their presence and they managed a tense coexistence. Both them and Volten feeding off the Aether Garden.<br />
<br />
This of course went sideways when new settlers to Nightveil sent scouts into the dragon’s den. Volten was enraged by the attack and as it had found and eaten a few Ko’ban hunters, it headed toward their camp for retribution instead of Nightveil.<br />
<br />
This became the start of the strained relationship with the Ko’ban and the new residents of Nightveil. The tribe demanded answers, and needed help after the devastating attack claimed a solid third of their population. Despite protests from some of the tribe members the Chief reached out to Nightveil for resolution.<br />
<br />
Nightveil’s Elder saw their mistake and offered to throw a festival for the Ko’ban to make amends. For a week the tribe stayed in Nightveil, drank, danced, ate and partied. While it would not bring their lost loved ones back, the tribe was satisfied that their neighbors meant then no harm… for the most part.<br />
<br />
The Roda now live peacefully with their Nightveil neighbors, even trading with town at times. While some of the tribe is still suspicious of the locals they are overall hospitable and friendly. Even welcoming visits and outsiders into their tribe to help recover their weakened numbers.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><img src="http://i.imgur.com/ix2n3Fh.jpg" loading="lazy"  alt="[Image: ix2n3Fh.jpg]" class="mycode_img" /><br />
<br />
Updated 8/22-<br />
<div style="text-align: left;" class="mycode_align">Recent events have left the Ban'Roda suspicious and callous to their neighbors. An ill advised attempt to kidnap a child from Nightveil resulted in the death of a few tribes men and a strong air of distrust between Nightveil and the Ban'Roda. At the moment no one is allowed in the tribes lands (Anywhere over the land bridge) and they make it a point to guard their boarders now. They tribe doesn't know why one of their leaders struck out against the locals of Nightveil, but he'd been well respected by the tribe and it's hard for the Ban'Roda to overlook what fault maybe on Nightveil for the confusing events.<br />
<br />
Why are they so confused? Because harming and taking children is a principle crime to the Ko'ban. They love and cherish children, they're the future of the tribe and the people of Nightveil. Since it was one of their leaders willing to commit such a taboo, the tribe wonders if he wasn't justified in some way to do such an unthinkable thing. Because of this the locals of Nightveil now have been set back several years in their relationship with their local tribe. The Ko'ban has withdrawn from communicating with Nightveil and will only send a runner into town if there is an emergency (IE; dragon).<br />
<br />
So much so they've put the warriors who speak the least amount of common to guard the boarders. Talking to them is reminiscent of a wall or piece of furniture. However they do seem willing to deliver messages to their chief; provided said message is in Ko'ban. Visiting the tribe isn't an option for anyone who hasn't already joined them. Those that have joined the tribe previously, should be welcomed as family regardless of the events of late. <br />
<br />
Please contact a member of staff if your character attempts to enter/invade/visit the Ban'Roda.</div>
</div>
<div class="spoiler_wrap"><div class="spoiler_header"><a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='&lt;img title=&quot;[+]&quot; alt=&quot;[+]&quot; src=&quot;/images/collapse_collapsed.png&quot; class=&quot;expandspoiler&quot; /&gt;Old Entry';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='&lt;img title=&quot;[-]&quot; alt=&quot;[-]&quot; src=&quot;/images/collapse.png&quot; class=&quot;expandspoiler&quot; /&gt;Old Entry';}"><img title="[+]" alt="[+]" src="/images/collapse_collapsed.png" class="expandspoiler" />Old Entry</a></div><div class="spoiler_body" style="display: none;">
Entry 1<br />
At any point characters can travel out to meet the tribe or even become friendly with them. Staff doesn’t need to be notified, but we’d like to know for the sake of consistently for the RP. The tribe is generally pretty welcoming and will allow outsiders to stay a night or two with them at a time. They will often throw parties when they have guests or any reason good enough.<br />
<br />
When hosting a celebration the Ko’ban will build a large fire, eat spicy food, and drink what they call Kricksuucha (Moonshine). They welcome outsiders and are often open and upfront about a general desire to bed others. This isn’t from a collective lack of moral fiber, but rather the Ko’ban’s naturally open way of life coupled with the need to bring in new blood to ensure the small tribe's survival. Rejection is handled well and affects the jovial nature of their hosting none.<br />
<br />
If someone is behaving strangely, attacks a tribe member, or is caught attempting to steal or otherwise do something harmful to the tribe, there are even odds on being captured and dragged back to Nightveil or just killed on the spot. Despite the tribes generally kind nature, the warriors are lead by a brutal man who has little love for the citizens of Nightveil.<br />
<br />
It is possible for citizens of Nightveil to join the tribe on a more permanent bases. They can become a member of the Roda tribe and gain the ability to come and go as they please and even live with the tribe. In order to do so they must complete a successful hunt with them, so it would require hunting and survival skills to join.<br />
<br />
<span style="color: #df5b14;" class="mycode_color">If your character is going to start trouble with the tribe or attempt to join them, please talk it over with a member of staff.</div></div></span><br />
<hr class="mycode_hr" />
 <br />
<div style="text-align: center;" class="mycode_align"><span style="color: #df5b14;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tribe Members</span></span></span></div>
The majority of the Ko’ban tribe are NPC’s. Ask staff if you have any questions about interactions with the tribe or if you wish to interact with the following characters:<br />
<br />
Name: Masotta Roda’Kinnta<br />
Title: Tribe Chief<br />
Age: 65<br />
Common Language: Basic<br />
Masotta is a very old man, he is kind and soft spoken. His common is rough and can be hard to understand at times. Overall Masotta detests war, being a survivor of the War of Veld this should come as no surprise. He works hard for the betterment of his tribe, even at the expense of his own pride. Recently he'd become very ill and many thought he'd parish. After Sawanta's sudden death the chief began to recover from his mysterious illness. The tribe believes Sawanta's soul is healing their chief... Masotta and Chepi now believe something a little more devious may have been at play.<br />
<br />
<br />
Name: Chepi<br />
Title: Shaman<br />
Age: 28<br />
Common Language: Fluent<br />
The tribe shaman is a gentle woman. She’s no ability to fight, and it’s clear she’s never needed it. She speaks with wisdom far beyond her years and is often the first to greet visitors to the tribe. She acts as a sort of buffer to protect the Chief and tribe should someone wish ill upon them. Chepi insists on doing this, despite her inability to defend herself should her trust be misplaced. She proudly upholds Masotta’s will and tends to agree with his determinations in regards to Nightveil.<br />
<br />
As of late she is of the belief that Sawanta was out of line and no hero to the tribe. His ambition lead them to where they are now with the citizens of Nightveil. That being said, spreading truth around the tribe will lead to dissidence in a time when they need to find new leadership. So she tries to quell any suspicions on Nightveil as she goes about grooming Sawanta's replacement. <br />
<br />
<br />
Name: Kowarona<br />
Title: Head Warrior<br />
Age: 24<br />
Common Language: Fluent<br />
Kowarona is hardly ever in camp. She is always out exploring, trading and traveling. She was the first of the Ko’ban to find Volten, and the one that alerted the tribe that Nightveil had inhabitants again. Kowarona is a nice enough woman, but often times short with others and outsiders. She always gives the impression there's somewhere else she’d rather be. She worships Drymaterras almost exclusively and can sometimes be spotted exploring outside of the camp. Of the Ko’ban she is the most likely to be met in Nightveil as she is the one that comes to trade with town on occasion. She acts as the tribes eyes and ears in a lot of ways and leads most hunting parties.<br />
<br />
She wasn’t around during the Chiefs sickness and power struggle. She is not a big fan of Sawanta and on the rare occasion she is in town, she is often fighting with him. As such she is one of the few Ko'ban on friendly terms with Nightveil. Though she's not the friendliest person in the tribe, she doesn't fear and hate the locals. With Sawanta gone, she takes his place as head warrior, obligating her to be with the tribe more.<br />
<br />
<br />
Name: Mor'Roka<br />
Title: Head Hunter<br />
Age: 20<br />
Common Language: Basic<br />
Mor'Roka was very close to Sawanta and with his passing he was the next in line for Kowarona's position with the hunters. He is a very large man for Ko'ban, round and thick in the middle, he's never had much of a fighting spirit but being stubborn is second nature to the man. As such he, like most of the tribe, believes some fault lies in Nightveil for the death of Sawanta and the abduction of the Nightveil child. As such he's profoundly unwelcoming to outsiders and makes it a point to mess with any Nightveil citizens he stumbles across in the woods. <br />
<br />
<br />
<div class="spoiler_wrap"><div class="spoiler_header"><a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='&lt;img title=&quot;[+]&quot; alt=&quot;[+]&quot; src=&quot;/images/collapse_collapsed.png&quot; class=&quot;expandspoiler&quot; /&gt;Dead';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='&lt;img title=&quot;[-]&quot; alt=&quot;[-]&quot; src=&quot;/images/collapse.png&quot; class=&quot;expandspoiler&quot; /&gt;Dead';}"><img title="[+]" alt="[+]" src="/images/collapse_collapsed.png" class="expandspoiler" />Dead</a></div><div class="spoiler_body" style="display: none;">
<br />
Name: Sawanta <br />
Title: Head Warrior<br />
Age: 33<br />
Common Language: Very Little<br />
Pride is Sawanta’s vice of choice. He’s an excellent hunter and an even better warrior, and this has resulted in him being ambitious and full of himself. He is a narcissist in the ugliest ways and cannot admit defeat or fault easily. He disagrees with almost all of Chief Masotta’s determinations in regards to Nightveil and is regarded as dangerous to the town, even by his fellow Ko’ban. While he is under direct orders not to hurt anyone, he is at his heart, an opportunist and has the potential to harm others given the chance.<br />
<br />
Sawanta attempted to nominate himself as the obvious choice to replace Chief Masotta when he grew suddenly and gravely ill. His feelings towards Nightveil left Chepi unnerved by this prospect. Shockingly, she stepped up to confront him, asking the Elder of Nightveil to fight on her behalf. He was defeated by the warrior, which may have left him looking for an avenue to strike back.<br />
<br />
No one really knows why Sawanta stole the child from Nightveil that resulted in his untimely death. Those with him at the time say he'd not thought Nightveil capable of raising the half-Ko'ban boy, given the mothers grave illness at the time, this maybe true. </div></div><hr class="mycode_hr" />
 <br />
<div style="text-align: center;" class="mycode_align"><span style="color: #df5b14;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">History</span></span></span></div>
<br />
<br />
The Roda tribe is of Ko’ban origin, they had fled the mainlands shortly after the War of Veld. When the tribe initially arrived, they would wander huge stretches of the forbidden lands but when they found the Aether Garden they soon settled down. At the time, the plentiful hunting in the garden and the mild seasons made it an ideal place to establish themselves.<br />
<br />
One of the tribes first interactions with the city of Nightveil had been with the original settlers that rebuilt sections of the ancient castle. The first meeting had ended poorly, so the tribe attempted to broker peace after the unfortunate encounter. Sadly, the original Nightveil guard and locals looked down on the tribe and attacked them again. While the Nightveil settlers did not survive the attempt, the tribe was certain it could not find peace with them. They withdrew from town and moved their camp around for several years to follow.<br />
<br />
The tribe kept a keen eye on the town and when the original settlers to Nightveil abandoned their town, the tribe celebrated. They finally began establishing their own, permanent homes at the site they now can be found in, Southwest of Nightveil.<br />
<br />
The Ko’ban tribe was aware of the dragon long before the current residents of Nightveil were. They needed only one look at the dragon to know he was a harbinger of destruction. The tribe was left so in awe of the creature they named it Volten; ‘Messenger of the Fire God’. Needless to say they gave the creature a wide berth. The nature of their homes and hunting left little evidence of their presence and they managed a tense coexistence. Both them and Volten feeding off the Aether Garden.<br />
<br />
This of course went sideways when new settlers to Nightveil sent scouts into the dragon’s den. Volten was enraged by the attack and as it had found and eaten a few Ko’ban hunters, it headed toward their camp for retribution instead of Nightveil.<br />
<br />
This became the start of the strained relationship with the Ko’ban and the new residents of Nightveil. The tribe demanded answers, and needed help after the devastating attack claimed a solid third of their population. Despite protests from some of the tribe members the Chief reached out to Nightveil for resolution.<br />
<br />
Nightveil’s Elder saw their mistake and offered to throw a festival for the Ko’ban to make amends. For a week the tribe stayed in Nightveil, drank, danced, ate and partied. While it would not bring their lost loved ones back, the tribe was satisfied that their neighbors meant then no harm… for the most part.<br />
<br />
The Roda now live peacefully with their Nightveil neighbors, even trading with town at times. While some of the tribe is still suspicious of the locals they are overall hospitable and friendly. Even welcoming visits and outsiders into their tribe to help recover their weakened numbers.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Lore Site - The Aether Garden]]></title>
			<link>https://www.mesalia.net/forum/showthread.php?tid=699</link>
			<pubDate>Tue, 09 Dec 2014 22:50:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.mesalia.net/forum/member.php?action=profile&uid=9">SentaiPink</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.mesalia.net/forum/showthread.php?tid=699</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size">~~@ <span style="font-weight: bold;" class="mycode_b">The Aether Garden</span> @~~</span></div>
<br />
To the west of Nightveil across the forest the trees suddenly start to get much larger, the plants and animals more plentiful until a river is reached with a steep cliff side across the water. A foreboding bridge of massive and old bones leads up into what can only be described as a paradise.<br />
<br />
Flowers as tall as trees feintly glow with their own light. Casting the whole land in a brightness unlike anywhere else. Huge trees warp and grow around and with massive quartz crystals of blue, yellow and pale purple. Most impressively is the size of the wildlife here. While having the same range of wildlife as the forest outside of Nightveil, all of the animals here are all at the peak of their species size. So much so hunting them and returning with all the meat may be cumbersome. <br />
<br />
The area is bright, devoid of duskspawn regardless of time of day or night, [IE, ignore mobs] and gives a positive buzz of energy to those exploring it. The counter to that is that this can be tiring after a long enough time in the garden.<br />
<br />
Curiously, The bridge is only the first sign that people have and still use these grounds, though there’s no one currently inhabiting any of the locations within. What could this place tell of Nightveil’s past and for its future?<br />
<br />
Go find out.<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="http://i.imgur.com/e42YDcp.png" loading="lazy"  alt="[Image: e42YDcp.png]" class="mycode_img" /><br />
<br />
~~~~&lt;(@)&gt;~~~~</div>
<br />
This site is complete! You may explore it at your leisure, the Aether Garden is not a hostile place, so any character can putts around there in relative safety. The only real threat is wildlife, and for the most part, due to their size, they don't see people as threats. Please don't take any lore books from this setting, and don't empty chests of all their loot, leave some for others. Have fun! <br />
<br />
PS; Yes, the Aether here makes the whole garden pretty much deadly to Xitians.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size">~~@ <span style="font-weight: bold;" class="mycode_b">The Aether Garden</span> @~~</span></div>
<br />
To the west of Nightveil across the forest the trees suddenly start to get much larger, the plants and animals more plentiful until a river is reached with a steep cliff side across the water. A foreboding bridge of massive and old bones leads up into what can only be described as a paradise.<br />
<br />
Flowers as tall as trees feintly glow with their own light. Casting the whole land in a brightness unlike anywhere else. Huge trees warp and grow around and with massive quartz crystals of blue, yellow and pale purple. Most impressively is the size of the wildlife here. While having the same range of wildlife as the forest outside of Nightveil, all of the animals here are all at the peak of their species size. So much so hunting them and returning with all the meat may be cumbersome. <br />
<br />
The area is bright, devoid of duskspawn regardless of time of day or night, [IE, ignore mobs] and gives a positive buzz of energy to those exploring it. The counter to that is that this can be tiring after a long enough time in the garden.<br />
<br />
Curiously, The bridge is only the first sign that people have and still use these grounds, though there’s no one currently inhabiting any of the locations within. What could this place tell of Nightveil’s past and for its future?<br />
<br />
Go find out.<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="http://i.imgur.com/e42YDcp.png" loading="lazy"  alt="[Image: e42YDcp.png]" class="mycode_img" /><br />
<br />
~~~~&lt;(@)&gt;~~~~</div>
<br />
This site is complete! You may explore it at your leisure, the Aether Garden is not a hostile place, so any character can putts around there in relative safety. The only real threat is wildlife, and for the most part, due to their size, they don't see people as threats. Please don't take any lore books from this setting, and don't empty chests of all their loot, leave some for others. Have fun! <br />
<br />
PS; Yes, the Aether here makes the whole garden pretty much deadly to Xitians.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Previous setting] Nightveil]]></title>
			<link>https://www.mesalia.net/forum/showthread.php?tid=670</link>
			<pubDate>Sat, 11 Oct 2014 17:47:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.mesalia.net/forum/member.php?action=profile&uid=9">SentaiPink</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.mesalia.net/forum/showthread.php?tid=670</guid>
			<description><![CDATA[I thought that it would be worth it to give some general information about Nightveil as a setting.<br />
<br />
Nightveil is located in the forbidden lands somewhere north of Alroc and south of Auria. It's several miles <span style="font-style: italic;" class="mycode_i">inland</span> and sits on a very large lake, access to it is through a winding river pass.<br />
<br />
The lake itself is known by sailors as Myst Lake, this is because in the early mornings, particularly in the fall and winter, a fog will roll over the lake and the lowest sections of town. Usually this mist is gone before afternoon. <br />
<br />
Nightveil isn't a terribly well known town, but now that it's occupied again, trade comes in usual rotations and ships to and fro are not hard to find. Though most sailors will not set foot off their boats into town, and all of them agree the place is cursed. Though none can give a reason where such a rumor came from. <br />
<br />
Seasons are pretty mild in Nightveil, The summers can get hot and humid but generally are well tolerated. Winter does occasionally become cold enough to snow, but this is very infrequent. If it snows at all it will only do so for a single day for the whole season. Both spring and fall are pleasant, with fall being exceptional in that the thick forest around town becomes richly colored in orange, burgundy and yellow leaves for months at a time before winter finally sets in.<br />
<br />
See the <a href="http://www.mesalia.net/forum/showthread.php?tid=491&amp;pid=3641#pid3641" target="_blank" rel="noopener" class="mycode_url">farming thread</a> for details, but the soil is rich and the the temperate nature of the town opens the ability to grow most kinds of crops with little difficulty. <br />
<br />
The mines are not particularly rich, though ores and minerals can still be found aplenty within. The mountain the mines dig into are riddled with caves, making mining in some area’s dangerous and blast charges a poor idea in most sections.<br />
<br />
Hunting around Nightveil is plentiful, any animal well acclimated to mountainous or temperate forest could be located in the woods, this does include everything from deer, rabbits, goats, and turkey to predators like wolves, mountain lions, and bears. <br />
<br />
Dusk fiends are as ever a nightly blight upon the town of Nightveil, though the massive dark walkers are not fans of the Mysty Lake and aren’t often seen in the area.]]></description>
			<content:encoded><![CDATA[I thought that it would be worth it to give some general information about Nightveil as a setting.<br />
<br />
Nightveil is located in the forbidden lands somewhere north of Alroc and south of Auria. It's several miles <span style="font-style: italic;" class="mycode_i">inland</span> and sits on a very large lake, access to it is through a winding river pass.<br />
<br />
The lake itself is known by sailors as Myst Lake, this is because in the early mornings, particularly in the fall and winter, a fog will roll over the lake and the lowest sections of town. Usually this mist is gone before afternoon. <br />
<br />
Nightveil isn't a terribly well known town, but now that it's occupied again, trade comes in usual rotations and ships to and fro are not hard to find. Though most sailors will not set foot off their boats into town, and all of them agree the place is cursed. Though none can give a reason where such a rumor came from. <br />
<br />
Seasons are pretty mild in Nightveil, The summers can get hot and humid but generally are well tolerated. Winter does occasionally become cold enough to snow, but this is very infrequent. If it snows at all it will only do so for a single day for the whole season. Both spring and fall are pleasant, with fall being exceptional in that the thick forest around town becomes richly colored in orange, burgundy and yellow leaves for months at a time before winter finally sets in.<br />
<br />
See the <a href="http://www.mesalia.net/forum/showthread.php?tid=491&amp;pid=3641#pid3641" target="_blank" rel="noopener" class="mycode_url">farming thread</a> for details, but the soil is rich and the the temperate nature of the town opens the ability to grow most kinds of crops with little difficulty. <br />
<br />
The mines are not particularly rich, though ores and minerals can still be found aplenty within. The mountain the mines dig into are riddled with caves, making mining in some area’s dangerous and blast charges a poor idea in most sections.<br />
<br />
Hunting around Nightveil is plentiful, any animal well acclimated to mountainous or temperate forest could be located in the woods, this does include everything from deer, rabbits, goats, and turkey to predators like wolves, mountain lions, and bears. <br />
<br />
Dusk fiends are as ever a nightly blight upon the town of Nightveil, though the massive dark walkers are not fans of the Mysty Lake and aren’t often seen in the area.]]></content:encoded>
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			<title><![CDATA[[Previous setting] The History of Alroc]]></title>
			<link>https://www.mesalia.net/forum/showthread.php?tid=490</link>
			<pubDate>Fri, 07 Mar 2014 23:34:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.mesalia.net/forum/member.php?action=profile&uid=9">SentaiPink</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.mesalia.net/forum/showthread.php?tid=490</guid>
			<description><![CDATA[<span style="font-size: x-large;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Alroc</span></div></span><br />
<br />
After the War of Veld, freed slaves fled the mainlands looking for better lives far from the painful memories of what had happened there. Prospectors went out looking to find themselves riches in the forbidden lands, and what they found was Alroc Lake. Which was named for the prospector that found it, of course; Romia Alroc. What they found in Alroc Lake was a vast coal deposit. They immediately returned word of the bountiful resource, but its location on top of the lake caused concerns. Mining could not begin until something was done to give better access to the coal vein.<br />
<br />
Two short years later the lake had been dammed and mining finally started in Alroc Lake. At first it was a community that lived on the sides of the receding lake in simple tents. As time went on houses were built, a clinic, forge, inn… A decade after the liberation of the middle realm Alroc was large enough to call a town. Since the lake had dried up the town was simply named ‘Alroc’.<br />
<br />
By this point in Alroc’s history more than just miners had come to call this place home.   Craftsmen, traders, smiths, and all sorts settled to trade in the wealth of coal its mine provided. The heat took some time to get used to. Alroc was unforgiving in the summer but its mildness in the winter allowed for year-round planting. The mines and plentiful crops supported the government of Alroc, in turn this new government did well to provide and protect its population. For a decade and a half the town thrived and prospered.<br />
<br />
The wealth of Alroc was what eventually caused its downturn. So much trade was passing through the town that it drew unwanted attention of seafaring robbers. Two trade ships were sunk and a third narrowly escaped with only a part of the crew still breathing. Pirates had set their sights on Alroc and their attacks only grew more bold as time went on. Finally the pirates had located the source of the trade and attacked Alroc properly. They raided the town in the truest of pirate fashion: stealing, raping, and pillaging. Alroc’s guard was overwhelmed, never before had they dealt with anything on this scale and there was little hope of stopping it. The pirates took all they could carry of Alroc’s riches and left the survivors to pick up the pieces of their livelihoods.<br />
<br />
Alroc tried to better defend itself should a second attack come. Constructing a bell tower to warn the citizens should the ship be spotted coming in, it also ended up being used to signal shift changes to the mine. Two rings to change shift but anymore was warning of an attack. The guard was repopulated and plans were drawn for better defence.<br />
<br />
The following year the pirates returned. They arrived to find the entrance to town barricaded. As a result they set fire to the barricade and sent dinghies around the hill side to attack from the north instead. The citizens took cover in cellars that had been built under a few of the homes, barricading themselves inside. This, for the most part, worked. The pirates did not bother with the basements as the majority of what they wanted was still accessible. Once more they took their fill and left. <br />
<br />
The following year they returned and the year after that. Each time more aggressive, and each time ripping open more cellars to look for treasures. The danger was too great and in spite of Alroc’s wealth and prosperity its citizens started to flee. The pirates attacked twice more and by the time they made their final assault Alroc consisted of no more than five people. There was scarcely enough to steal to warrant the effort. Furious the pirates killed most of who was left, taking some prisoners and leaving one survivor.<br />
<br />
The lone survivor became the only inhabitant of Alroc and, while ships still stopped by every now and again, there was never much trade to be had. Perhaps the merchants were hopeful that miners would return. Given time, nearly five years in fact, people started to arrive again to make Alroc their home. It was a slow trickle, but Alroc was perhaps as stubborn a town as the lone man that had kept her occupied in her darkest years. Since the return of a handful of people new trade was established and everything was right for Alroc to thrive again.<br />
<br />
Then one day good news arrived in the form of a rumour, traded to Alroc by a merchant sailor. The pirate ship that had plagued the town in the years prior, the ‘Nipos’ Wrath’ had been sunk with all hands after a failed attempt to plunder a village that lay in the North.<br />
<br />
Now safe knowing that the pirates of their past would bother them no more, and feeling stronger from the tribulation of those who survived, Alroc pressed on, eager for a second chance.]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-large;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Alroc</span></div></span><br />
<br />
After the War of Veld, freed slaves fled the mainlands looking for better lives far from the painful memories of what had happened there. Prospectors went out looking to find themselves riches in the forbidden lands, and what they found was Alroc Lake. Which was named for the prospector that found it, of course; Romia Alroc. What they found in Alroc Lake was a vast coal deposit. They immediately returned word of the bountiful resource, but its location on top of the lake caused concerns. Mining could not begin until something was done to give better access to the coal vein.<br />
<br />
Two short years later the lake had been dammed and mining finally started in Alroc Lake. At first it was a community that lived on the sides of the receding lake in simple tents. As time went on houses were built, a clinic, forge, inn… A decade after the liberation of the middle realm Alroc was large enough to call a town. Since the lake had dried up the town was simply named ‘Alroc’.<br />
<br />
By this point in Alroc’s history more than just miners had come to call this place home.   Craftsmen, traders, smiths, and all sorts settled to trade in the wealth of coal its mine provided. The heat took some time to get used to. Alroc was unforgiving in the summer but its mildness in the winter allowed for year-round planting. The mines and plentiful crops supported the government of Alroc, in turn this new government did well to provide and protect its population. For a decade and a half the town thrived and prospered.<br />
<br />
The wealth of Alroc was what eventually caused its downturn. So much trade was passing through the town that it drew unwanted attention of seafaring robbers. Two trade ships were sunk and a third narrowly escaped with only a part of the crew still breathing. Pirates had set their sights on Alroc and their attacks only grew more bold as time went on. Finally the pirates had located the source of the trade and attacked Alroc properly. They raided the town in the truest of pirate fashion: stealing, raping, and pillaging. Alroc’s guard was overwhelmed, never before had they dealt with anything on this scale and there was little hope of stopping it. The pirates took all they could carry of Alroc’s riches and left the survivors to pick up the pieces of their livelihoods.<br />
<br />
Alroc tried to better defend itself should a second attack come. Constructing a bell tower to warn the citizens should the ship be spotted coming in, it also ended up being used to signal shift changes to the mine. Two rings to change shift but anymore was warning of an attack. The guard was repopulated and plans were drawn for better defence.<br />
<br />
The following year the pirates returned. They arrived to find the entrance to town barricaded. As a result they set fire to the barricade and sent dinghies around the hill side to attack from the north instead. The citizens took cover in cellars that had been built under a few of the homes, barricading themselves inside. This, for the most part, worked. The pirates did not bother with the basements as the majority of what they wanted was still accessible. Once more they took their fill and left. <br />
<br />
The following year they returned and the year after that. Each time more aggressive, and each time ripping open more cellars to look for treasures. The danger was too great and in spite of Alroc’s wealth and prosperity its citizens started to flee. The pirates attacked twice more and by the time they made their final assault Alroc consisted of no more than five people. There was scarcely enough to steal to warrant the effort. Furious the pirates killed most of who was left, taking some prisoners and leaving one survivor.<br />
<br />
The lone survivor became the only inhabitant of Alroc and, while ships still stopped by every now and again, there was never much trade to be had. Perhaps the merchants were hopeful that miners would return. Given time, nearly five years in fact, people started to arrive again to make Alroc their home. It was a slow trickle, but Alroc was perhaps as stubborn a town as the lone man that had kept her occupied in her darkest years. Since the return of a handful of people new trade was established and everything was right for Alroc to thrive again.<br />
<br />
Then one day good news arrived in the form of a rumour, traded to Alroc by a merchant sailor. The pirate ship that had plagued the town in the years prior, the ‘Nipos’ Wrath’ had been sunk with all hands after a failed attempt to plunder a village that lay in the North.<br />
<br />
Now safe knowing that the pirates of their past would bother them no more, and feeling stronger from the tribulation of those who survived, Alroc pressed on, eager for a second chance.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Previous setting] The History of Ravenna]]></title>
			<link>https://www.mesalia.net/forum/showthread.php?tid=300</link>
			<pubDate>Sat, 03 Aug 2013 02:27:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.mesalia.net/forum/member.php?action=profile&uid=21">MelancholyFae</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.mesalia.net/forum/showthread.php?tid=300</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #E6E6FA;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size">Lore of the Lost City of Ravenna</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: small;" class="mycode_size">~ first draft by Mcmanusaur ~<br />
~ edited by MelancholyFae, Conradian, SentaiPink, Azmythera, Zarkaylia ~</span></div>
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #FFFFFF;" class="mycode_color"><br />
The Founding</span></span></span><br />
Deep inside the Forbidden Lands, far north across the Sands of Tribulation, there lay a region of unparalleled abundance and fertility. A few millennia ago, the Vagrant people roamed these lands freely, and eventually they stumbled upon this bountiful domain. Bounded by yellow sands to the South, blue seas to the West, white snow to the North, and green forests to the East, the expansive region lay ready for settlement. This might have been a slow and disorganized process in most cases, but the moment these Vagrants came upon it they knew this was the paradise they were looking for.<br />
<br />
Snow-topped mountains leveled out into pine forests on top of a plateau, with a lake that forked into two large streams. The streams both etched themselves along the edges of the sheer cliffs, creating two beautiful waterfalls and two gently flowing rivers. These two rivers created a moat for the lower lands, which eventually merged into one expansive river that continues out toward the sea.<br />
<br />
Along the border of the plateau between the upper streams and waterfalls, was a naturally formed stone outcropping that greatly resembled a raven as it overlooked the lands below. This magnificent sight was seen as a good omen, and was unrivaled in its majestic beauty and potential.<br />
<br />
And so the Vagrants settled at the foot of the cliff, with the stoic Raven watching over them, ever vigilant. They built their homes and established their markets, and for a time reaped the benefits of nature’s gifts. Trade and business flourished, the government was an egalitarian meritocracy (equal society with power given to those who merit it), and the wider populace led happy lives. However, this new paradise gave way to moral shortcomings.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Time of Oppression</span></span></span><br />
Free trade gave rise to great profit, and soon enough a few of the families began to accumulate great masses of wealth at the expense of the poorer classes of citizens, who found themselves increasingly resigned to debt and to servitude. Rather than use their wealth for the betterment of all citizens’ lives, the rich few preferred to put on bold displays celebrating their status. This risky process continued unchecked for many generations, and eventually these greedy aristocrats hungered for even greater glory.<br />
<br />
To these ambitious ends, the nobles initiated a series of extravagant construction projects on the clifftops, creating an acropolis. One by one, a great citadel, a council house, a marble arena, and a temple to the primal deity of Time towered above the residential quarter. To supply this project, laborers from the poorer citizenry were rounded up and forced into the mines where they produced the raw materials needed for this monumental architecture. This was the way that they would pay off their families’ debts, or so they were told. Instead, upon the completion of the acropolis, the nobles’ ambitions only heightened, and so they went back on their word.<br />
<br />
The laborers became trapped in the mines indefinitely, doomed to lifelong servitude while the elites lived in luxury. Working conditions were extremely dangerous, and their tiny dwellings were crowded and poor. The only time that they could spot even the faintest glimpse of sunlight was whilst loading the elevator platform that brought the ore they had mined up to the acropolis. However, it was the cruel discipline that constituted the worst part of their already miserable lives; the miners were subject to all manners of corporal punishment. Any suspicion of wrongdoing, and they found themselves condemned to fighting wild beasts in the arena for the nobles’ entertainment. Worse still were the fates of those accused of heresy, who according to rumor fell victim to unspeakable evils at the hands of overly fanatical priests.<br />
<br />
This was truly a miserable existence, and successive generations of captive miners gradually began to lose hope. But in the course of their labors, they uncovered huge runic ore formations that exhibited rather strange-looking veins of an unknown substance... some whispered that these crystals possessed the power to right the grave injustices inflicted upon them. Other rumors accredit similarly immense potential to the impressive formations, but for the time being nothing changed.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Lorimar’s Rebellion</span></span></span><br />
A great hero was born among the downtrodden; his name was Lorimar, and he was said to be particularly attuned to the energies emanated by the rune formations. His colossal physique is was said to have dwarfed anyone standing next to him, and Lorimar’s mind was every bit as keen as his body was strong. Through a great deal of effort, he managed to rally the battered minds of his fellow miners, preaching liberation and promising a better life to all those who joined him.<br />
<br />
Finally, a couple of centuries after the class divide had first begun to develop, he had acquired enough of a following to strike back at the nobles.The timing of the rebellion was perfect, and after a few days of fighting the miners had liberated themselves, slaughtering their oppressors in the process. Of the male members of the upper class, only the doctors and scholars were spared, and the original residential district of town at the foot of the cliff was razed to the ground. Needless to say, Ravenna’s society would need rebuilding.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Time of Reclamation</span></span></span><br />
Like any truly great leader, Lorimar knew that he had served his purpose, and once things settled down he retreated from public life, letting new leaders come to the forefront. It was these people who set up the new system of government, which utilized a democratic assembly in place of the old elite high council. A new criminal punishment system was also created, with gallows for supposedly more humane executions, while the old arena came to be used for performances of theater. The once-oppressed peoples built new houses for themselves at the foot of the cliff, and once more the Raven guarded over them, but the rest of the once-wealthy residential quarter was left in ruins.<br />
<br />
Rumors buzzed that it was the mysterious rune formations that enabled the miners to overcome their wicked oppressors, and word of these natural wonders spread far and wide. Not long after, Ravenna found itself becoming an increasingly popular destination for those inclined to embark upon religious pilgrimages. To facilitate this business, which came to support the new economy, beacons were constructed to guide travelers across the Sands of Tribulation. This rebirth would usher in a new age of happiness that would last several generations. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Great Departure</span></span></span><br />
Unfortunately, this newly remade utopia was also not destined to last. Trade routes became more dangerous with undead creatures and frenzied wild animals, almost to the point of closing Ravenna off from the rest of the world.  Superstitions and accusations arose, along with rumors and myths as to the cause. The energies that Lorimar had mastered to win Ravenna its revolution and which its rebirth was built upon became the target of the blame for the escalating strife. This caused people to scatter what they could outside of the city as atonement, leaving only traces of information in various hidden places for the possibility that these energies would be needed once more. <br />
<br />
Eventually, the truth came in the form of two powerful people - one with red eyes and the gift of fire-working, and one with eyes of glowing blue, who controlled water.  They had called themselves Sages, but the Vagrant folk believed them to be sacred messengers from the gods, here to save them from the growing terror.<br />
<br />
These Sages had talked to the frightened people about the increasing number of Dusk creatures and the corrupting forces that were becoming more evident every day, and implied that doom and destruction were unavoidable without intervention. The Sages knew how to stop the approach of the Nether Realm, but it required the people of Ravenna to abandon their town, and even the prosperous continent itself, never to return.<br />
<br />
And so with great reluctance, the people bid their Raven farewell, after many generations of fighting for prosperity and freedom, and took with them back to the mainlands the stories of the now-Forbidden Lands and its people.<br />
<br />
Ravenna became abandoned, and thus it remained for centuries. The buildings aged and entered into varying states of ruin, and overgrowth enveloped the shambles. Even if the location had been utterly forgotten, the legends surrounding the lost city continued in quiet whispers and rumor.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Rediscovery</span></span></span><br />
After many centuries, the Lucins broke the treaty between their Xitian counterparts, and went to look for land to settle in the Forbidden Lands.  They came upon Ravenna’s ruins and its surroundings, and saw great potential.  They took the time to rebuild what they could of the great city, aided by the remnants left over by time. Most of Ravenna’s upper section was rebuilt true to its original structures, with the marble buildings and statues and fancy fountains, and the lower city’s housing and gardens were redone for the lower bred Lucins and some of their Mesalian servants.<br />
<br />
The challenges faced by these Lucins did not deter them from making their homes here, and they even spread out further in each direction, recreating trade routes to and from Ravenna on this side of the Forbidden Lands. But it was their overconfidence in a land of snow that hastened their downfall, for after a hundred years, their display of land-claim was finally discovered by the Xitians. The Lucins retreated back to the mainland as war was unavoidable, leaving those that stayed behind to be slaughtered after the Xitians struck at the heart of the Celestial realm. This became known as the betrayal that triggered the time of slavery, and cast the  Middle Realm into war and darkness.<br />
<br />
Thus Ravenna was abandoned once more, left to the wild, for another few decades.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Ravenna Lives Once More</span></span></span><br />
Despite the violent aftermath of the War of Veld that afflicted the Mainland, the resettlement of the Forbidden Lands moved slowly, but even so Ravenna was eventually rediscovered by a group of wandering explorers. They set up camp in the old port district, and began to rebuild in the hopes that Ravenna would reclaim its former greatness. However, it came time for the group to restock their supply, and to these ends half of them set out on a journey back to the Mainland. <br />
<br />
Tragically, mere months after this expeditionary group had departed from their new outpost, the remainder of the party who stayed behind in Ravenna met their end; centuries of neglect had left much of the city thoroughly unfit for habitation, and disease and other hazards took their deadly toll. Meanwhile, the news of Ravenna’s rediscovery reached the mainlands.<br />
<br />
Eventually Xitian guerillas, desperate due to being stranded in the Middle Realm, caught wind of these rather intriguing tales and dispatched a makeshift task force to investigate. This group successfully intercepted the returning supply train before it could reach the Mainland and, after finding the interrogation process somewhat unrewarding, eradicated any trace of its existence. Unfortunately for them, a group of Lucins had already taken notice of their movements, and responded by sending their own makeshift crew to investigate, even if they felt that these rumors were probably a waste of time...]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #E6E6FA;" class="mycode_color"><span style="font-size: xx-large;" class="mycode_size">Lore of the Lost City of Ravenna</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: small;" class="mycode_size">~ first draft by Mcmanusaur ~<br />
~ edited by MelancholyFae, Conradian, SentaiPink, Azmythera, Zarkaylia ~</span></div>
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #FFFFFF;" class="mycode_color"><br />
The Founding</span></span></span><br />
Deep inside the Forbidden Lands, far north across the Sands of Tribulation, there lay a region of unparalleled abundance and fertility. A few millennia ago, the Vagrant people roamed these lands freely, and eventually they stumbled upon this bountiful domain. Bounded by yellow sands to the South, blue seas to the West, white snow to the North, and green forests to the East, the expansive region lay ready for settlement. This might have been a slow and disorganized process in most cases, but the moment these Vagrants came upon it they knew this was the paradise they were looking for.<br />
<br />
Snow-topped mountains leveled out into pine forests on top of a plateau, with a lake that forked into two large streams. The streams both etched themselves along the edges of the sheer cliffs, creating two beautiful waterfalls and two gently flowing rivers. These two rivers created a moat for the lower lands, which eventually merged into one expansive river that continues out toward the sea.<br />
<br />
Along the border of the plateau between the upper streams and waterfalls, was a naturally formed stone outcropping that greatly resembled a raven as it overlooked the lands below. This magnificent sight was seen as a good omen, and was unrivaled in its majestic beauty and potential.<br />
<br />
And so the Vagrants settled at the foot of the cliff, with the stoic Raven watching over them, ever vigilant. They built their homes and established their markets, and for a time reaped the benefits of nature’s gifts. Trade and business flourished, the government was an egalitarian meritocracy (equal society with power given to those who merit it), and the wider populace led happy lives. However, this new paradise gave way to moral shortcomings.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Time of Oppression</span></span></span><br />
Free trade gave rise to great profit, and soon enough a few of the families began to accumulate great masses of wealth at the expense of the poorer classes of citizens, who found themselves increasingly resigned to debt and to servitude. Rather than use their wealth for the betterment of all citizens’ lives, the rich few preferred to put on bold displays celebrating their status. This risky process continued unchecked for many generations, and eventually these greedy aristocrats hungered for even greater glory.<br />
<br />
To these ambitious ends, the nobles initiated a series of extravagant construction projects on the clifftops, creating an acropolis. One by one, a great citadel, a council house, a marble arena, and a temple to the primal deity of Time towered above the residential quarter. To supply this project, laborers from the poorer citizenry were rounded up and forced into the mines where they produced the raw materials needed for this monumental architecture. This was the way that they would pay off their families’ debts, or so they were told. Instead, upon the completion of the acropolis, the nobles’ ambitions only heightened, and so they went back on their word.<br />
<br />
The laborers became trapped in the mines indefinitely, doomed to lifelong servitude while the elites lived in luxury. Working conditions were extremely dangerous, and their tiny dwellings were crowded and poor. The only time that they could spot even the faintest glimpse of sunlight was whilst loading the elevator platform that brought the ore they had mined up to the acropolis. However, it was the cruel discipline that constituted the worst part of their already miserable lives; the miners were subject to all manners of corporal punishment. Any suspicion of wrongdoing, and they found themselves condemned to fighting wild beasts in the arena for the nobles’ entertainment. Worse still were the fates of those accused of heresy, who according to rumor fell victim to unspeakable evils at the hands of overly fanatical priests.<br />
<br />
This was truly a miserable existence, and successive generations of captive miners gradually began to lose hope. But in the course of their labors, they uncovered huge runic ore formations that exhibited rather strange-looking veins of an unknown substance... some whispered that these crystals possessed the power to right the grave injustices inflicted upon them. Other rumors accredit similarly immense potential to the impressive formations, but for the time being nothing changed.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Lorimar’s Rebellion</span></span></span><br />
A great hero was born among the downtrodden; his name was Lorimar, and he was said to be particularly attuned to the energies emanated by the rune formations. His colossal physique is was said to have dwarfed anyone standing next to him, and Lorimar’s mind was every bit as keen as his body was strong. Through a great deal of effort, he managed to rally the battered minds of his fellow miners, preaching liberation and promising a better life to all those who joined him.<br />
<br />
Finally, a couple of centuries after the class divide had first begun to develop, he had acquired enough of a following to strike back at the nobles.The timing of the rebellion was perfect, and after a few days of fighting the miners had liberated themselves, slaughtering their oppressors in the process. Of the male members of the upper class, only the doctors and scholars were spared, and the original residential district of town at the foot of the cliff was razed to the ground. Needless to say, Ravenna’s society would need rebuilding.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Time of Reclamation</span></span></span><br />
Like any truly great leader, Lorimar knew that he had served his purpose, and once things settled down he retreated from public life, letting new leaders come to the forefront. It was these people who set up the new system of government, which utilized a democratic assembly in place of the old elite high council. A new criminal punishment system was also created, with gallows for supposedly more humane executions, while the old arena came to be used for performances of theater. The once-oppressed peoples built new houses for themselves at the foot of the cliff, and once more the Raven guarded over them, but the rest of the once-wealthy residential quarter was left in ruins.<br />
<br />
Rumors buzzed that it was the mysterious rune formations that enabled the miners to overcome their wicked oppressors, and word of these natural wonders spread far and wide. Not long after, Ravenna found itself becoming an increasingly popular destination for those inclined to embark upon religious pilgrimages. To facilitate this business, which came to support the new economy, beacons were constructed to guide travelers across the Sands of Tribulation. This rebirth would usher in a new age of happiness that would last several generations. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Great Departure</span></span></span><br />
Unfortunately, this newly remade utopia was also not destined to last. Trade routes became more dangerous with undead creatures and frenzied wild animals, almost to the point of closing Ravenna off from the rest of the world.  Superstitions and accusations arose, along with rumors and myths as to the cause. The energies that Lorimar had mastered to win Ravenna its revolution and which its rebirth was built upon became the target of the blame for the escalating strife. This caused people to scatter what they could outside of the city as atonement, leaving only traces of information in various hidden places for the possibility that these energies would be needed once more. <br />
<br />
Eventually, the truth came in the form of two powerful people - one with red eyes and the gift of fire-working, and one with eyes of glowing blue, who controlled water.  They had called themselves Sages, but the Vagrant folk believed them to be sacred messengers from the gods, here to save them from the growing terror.<br />
<br />
These Sages had talked to the frightened people about the increasing number of Dusk creatures and the corrupting forces that were becoming more evident every day, and implied that doom and destruction were unavoidable without intervention. The Sages knew how to stop the approach of the Nether Realm, but it required the people of Ravenna to abandon their town, and even the prosperous continent itself, never to return.<br />
<br />
And so with great reluctance, the people bid their Raven farewell, after many generations of fighting for prosperity and freedom, and took with them back to the mainlands the stories of the now-Forbidden Lands and its people.<br />
<br />
Ravenna became abandoned, and thus it remained for centuries. The buildings aged and entered into varying states of ruin, and overgrowth enveloped the shambles. Even if the location had been utterly forgotten, the legends surrounding the lost city continued in quiet whispers and rumor.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Rediscovery</span></span></span><br />
After many centuries, the Lucins broke the treaty between their Xitian counterparts, and went to look for land to settle in the Forbidden Lands.  They came upon Ravenna’s ruins and its surroundings, and saw great potential.  They took the time to rebuild what they could of the great city, aided by the remnants left over by time. Most of Ravenna’s upper section was rebuilt true to its original structures, with the marble buildings and statues and fancy fountains, and the lower city’s housing and gardens were redone for the lower bred Lucins and some of their Mesalian servants.<br />
<br />
The challenges faced by these Lucins did not deter them from making their homes here, and they even spread out further in each direction, recreating trade routes to and from Ravenna on this side of the Forbidden Lands. But it was their overconfidence in a land of snow that hastened their downfall, for after a hundred years, their display of land-claim was finally discovered by the Xitians. The Lucins retreated back to the mainland as war was unavoidable, leaving those that stayed behind to be slaughtered after the Xitians struck at the heart of the Celestial realm. This became known as the betrayal that triggered the time of slavery, and cast the  Middle Realm into war and darkness.<br />
<br />
Thus Ravenna was abandoned once more, left to the wild, for another few decades.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Ravenna Lives Once More</span></span></span><br />
Despite the violent aftermath of the War of Veld that afflicted the Mainland, the resettlement of the Forbidden Lands moved slowly, but even so Ravenna was eventually rediscovered by a group of wandering explorers. They set up camp in the old port district, and began to rebuild in the hopes that Ravenna would reclaim its former greatness. However, it came time for the group to restock their supply, and to these ends half of them set out on a journey back to the Mainland. <br />
<br />
Tragically, mere months after this expeditionary group had departed from their new outpost, the remainder of the party who stayed behind in Ravenna met their end; centuries of neglect had left much of the city thoroughly unfit for habitation, and disease and other hazards took their deadly toll. Meanwhile, the news of Ravenna’s rediscovery reached the mainlands.<br />
<br />
Eventually Xitian guerillas, desperate due to being stranded in the Middle Realm, caught wind of these rather intriguing tales and dispatched a makeshift task force to investigate. This group successfully intercepted the returning supply train before it could reach the Mainland and, after finding the interrogation process somewhat unrewarding, eradicated any trace of its existence. Unfortunately for them, a group of Lucins had already taken notice of their movements, and responded by sending their own makeshift crew to investigate, even if they felt that these rumors were probably a waste of time...]]></content:encoded>
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