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   <channel>
      <title>Dark Isles</title>
      <link>http://www.dark-isles.com/</link>
      <description>An intricate text-based role playing game.</description>
      <language>en</language>
      <copyright>Copyright 2008</copyright>
      <lastBuildDate>Sat, 09 Aug 2008 04:17:35 +0000</lastBuildDate>
      <generator>http://www.sixapart.com/movabletype/</generator>
      <docs>http://blogs.law.harvard.edu/tech/rss</docs> 

            <item>
         <title>Sayaki - Vital Statistics</title>
         <description><![CDATA[<ul><li><a href="http://www.dark-isles.com/game/races/humans/sayaki/">Sayaki Vital Statistics</a></li>
<li><a href="http://www.dark-isles.com/2008/01/sayaki_towns.html">Sayaki Towns</a></li>
<li><a href="http://www.dark-isles.com/2008/01/sayaki_religion.html">Sayaki Religion</a></li>
</ul>

<strong>Name of Race: Sayaki, plural Sayaki</strong>


<strong>Height range:</strong>

Males 5'4" - 6' norm

Females 5' 2" - 5'10" norm


<strong>Weight range:</strong>

Males 130 - 190 lb.

Females 100 - 170 lb.


<strong>Age ranges:</strong> Child 1 - 12, Young Adult 13 - 15, Adult 16 - 50, Old age 51 - 80

<strong>Build:</strong>
Lithe, slender frames with a fair amount of condensed muscle, usually.

<strong>Hair colour range:</strong>

Dark browns and blacks, very rarely darker shades of red.


<strong>Eye colour range:</strong>

Lighter greens and blues tend to be prevalent, but amber, hazel, and dark blues making up the less common colours


<strong>Skin colour range:</strong>

Lighter, fairer shades to deep tans, depending on lifestyle


<strong>Population:</strong> 10K


<strong>Number of villages:</strong>

1 Major Village (Kizuni Odawi) [Means Stalwart Castle]


Many small clan-based homesteads/outposts


<strong>Average number of offspring per family:</strong>

5, though usually only 2 or 3 make it to adulthood


<strong>Technology Level:</strong>

Quite similar to the other human groups, though different cultural aspects have led them to different discoveries, and certain gaps in understanding, as well.


<strong>Weapon Types:</strong>

Whips are prevalent among the lower castes, as are single-bladed knives and daggers. Polearms are a favourite, but swords are strictly prohibited to all Sayaki other than the Shavaell Akir, who wield a special weapon, unique to the warrior, called a shavaell.


<strong>Armour Types:</strong>

Scale, brigandine and chain are highly used among the warrior types, whereas plate is common among the most elite warriors, if they bother to wear armour at all.

 
<strong>Building Type:</strong>

Mostly wooden, shoji, very little stone is used except in fortifications.


<strong>Main Foods They Eat:</strong>

Fish of varying colours and sizes, grown crops such as rice, and grains such as wheat, barley and rye tend to constitute a typical Sayaki diet.

<strong>Typical Clothing Style:</strong>

Men and women alike tend to wear a multi-layered robe-like garment known as a kimono. These garments typically are darker colours, and sometimes bear patterns from nature. Women's kimonos have longer sleeves and more layers, about ten typically, a cultural tradition of limiting the gender to less difficult work and certainly restricting them from combat. As such, women in these professions must dress notably differently, and it will earn them some ire from traditionalists. Men's kimonos are usually only a few layers, five on average, and have sleeves which cut off a few inches above the wrist.

A sturdy cloth belt is worn with these kimonos, called an obi, and varies widely with other cultural influences. Sometimes they are padded heavily, contain some measure of decoration, or even are made from leather, but always they are tied very skillfully, able to hold up most sheaths a normal belt could while leaving one comfortable. A traditionalist obi is made from thick linen, or if the individual has no need of a weapon, cotton or silk.

There is another garment similar to the kimono, known as the yukata. They are much the same, excepting that the yukata is made of only one or two layers, made of a very light fabric, and is not for general wear. It is worn during bathing, mostly, as it is easily removed, put on again, and one can dry off easily while wearing it.

A haori is a 'kimono coat', simply spoken. Originally meant to indicate formality, the weather of Heas has turned their make to thicker fabrics and their intent towards warmth and dryness in bad weather.

A nagajuban, often simply referred to as a juban, is an under garment worn by both men and women. It is a simple robe no different than the kimono, really. It consists of three layers, is made of linen, and typically remains undyed. Only the collar, and on less traditionalist dress the collar, can be seen under a kimono, but the colours are still highly indicative, just like all other clothing colours are.

Finally, the hakama is an article of clothing worn over a kimono that covers the belt line and lower, little more than a pleated skirt that resembles a very very wide pair of pants. It is almost exclusively worn by men, as wearing it allows one more freedom and women seen wearing them are thought of as trying to impersonate men. Still, the Rhythmist movement encourages such things, and women increasingly find themselves donning the hakama as part of their daily outfit, especially if they work in close proximity to demon sightings.

Cross-culturing, especially with the Skrel'eth and Tir, has led to the formation of a Rhythmist movement within the Sayaki. While it will be detailed elsewhere, it is worth noting that open members of this stand against restrictive traditions often wear kimonos which are far shorter, ending at the knees, and simply wearing typical pants in conjunction. This isn't widespread, however, and carries significant disdain within the Sayaki culture.

As far as footwear goes, the Sayaki are less restrictive of what is allowed. Traditionalists stick to the sandals native to their culture, of course, but wearing boots or shoes such as the other cultures do would not be -too- badly frowned on. Certainly it doesn't carry the horrible social stigma others do, to the Sayaki elders.


One could write an entire volume on what symbolism is produced with any exact coloring. However, some key points are presented here, for general knowledge:

* Clothing is typically season oriented, reflecting colours and patterns related to the season itself.
* Special events such as births, deaths, marriages, deaths, and gatherings amongst the most prominent in society warrant special colours and patterns to reflect one's station and mood. For example of station, note that only Shavaell Akir (Lord/Lady and member of the warrior caste) may wear clothing with a large symbol or character presented on their back and/or that same symbol or character on the breast, over the heart.
*Women are expected to follow certain rules, as mentioned above in individual clothing descriptions.
*Wearing non-Sayaki clothing is NOT acceptable, under ANY circumstances, though this rule does not necessarily apply to armour.
*A kimono of entirely fuschia is reserved solely or a member of the Imperial line or its direct representatives by blood (Shavaell Akir Azuchi, which roughly translates to the title of Duke)
*A kimono of pure white is to be worn ONLY if one is the bride of a wedding, or the parent of a child about to be born.
*A kimono of pure black may be worn only at one's father's funeral, and if the man was a Shavaell Akir, a shavaell must be worn with it, but kept sheathed.
*A kimono of mixed black and white may only be done in the following manner: black on the left side, as viewed when seen by others, and white on the right, with a single teardrop on each side emblazoned in the opposing colour, on the chest... May be worn only by priests of the Four, Two and One or those meditating before battle.


<strong>Typical Occupations:</strong>

Soldiers, first and foremost. Fishermen and master craftsmen are prized. artists of every form find more acceptance here than in other cultures, oddly enough, and even those with heavily martial careers are expected to know some form of art to ease their minds.


<strong>Differences (if any) between male and female and how they are treated:</strong>

Sayaki culture is heavily biased, and while contact with the Skrel'eth and Aartiran have lessened this, they still are quite disgruntled about females with any kind of life other than keeping house and/or becoming a priestess to any of the Four, Two, and One.  


<strong>Method of Transport:</strong>

Warships (the only kind of ship Sayaki people know how to make!) foot, litter, and officers often have a warhorse, though such animals are kept for the privileged and the skilled alone.


<strong>Gods and Worship of:</strong>

See lengthier article on religion! Curiously enough, they don't believe in Belial, or know anything of him. Any manifested power of his is explained as the risen forces of darkness within any given person (most often magic users, who supposedly walk closer to the gods in order to wield their gift,) and thus meditation is often prescribed to any who even THINK they might do something wrong. Meditation cleanses oneself, and allows one to connect to the gods and banish the darkness within.


<strong>The Darkness:</strong>

The Sayaki feel that the Darkness is a world-wide manifestation of inner darkness, an ultimate form of inner darkness if you will... 'All must be cautious of their inner darkness, these days, lest the true darkness only grow.' the average Sayaki would say, and they do just that, even going to epic lengths to preach the word to the other races.


<strong>Their View of Magic:</strong>

It is the direct power of the Four, Two, and One, and any who wields it with skill is duty bound to ward away the inner darkness of us all. However, if they don't control themselves, and let the inner darkness take them over... they can be dealt with. Sharp weapons pierce these folk too, y'know.


<strong>Their View of the Other Races:</strong>

The Sayaki view themselves as inherently superior, due to believing they worship the Four, Two and One the only 'proper' way. The Skrel'eth are seen as, at best, cultural sparring partners, but the only common link the two have is their love for battle. The Aartirans are seen as horribly weak due to their highly festive society, and the Sayaki almost feel honour bound to lead the lost flock to safety. Almost any Sayaki will treat any other human as if said human were a social class lower than them. The Tirrish are true masters of art, in Sayaki eyes, and might be worth keeping around. Some would argue they seem to have obtained an inner peace, in their society, and though it means weakness of body, strength of heart is far better.
 
]]></description>
         <link>http://www.dark-isles.com/2008/01/sayaki_vital_statistics.html</link>
         <guid>http://www.dark-isles.com/2008/01/sayaki_vital_statistics.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Sayaki</category>
        
        
         <pubDate>Thu, 31 Jan 2008 09:34:45 +0000</pubDate>
      </item>
            <item>
         <title>Sayaki - Towns</title>
         <description>Kizuni Odawi is the central location for all Sayaki people, whether they wander nearby in the various clan holdings, are out at sea, stationed in Seahaven or even its far eastern border. It is located very far northwest of Seahaven, approximately three day&apos;s walk on foot, the only real available transportation to any but the wealthiest, and the castle itself serves as the primary buffer line between the demons and Seahaven&apos;s fair walls. The Sayaki reached an agreement with the rulers of the coastal city years ago, and a team of expert architects (and the pseudo-slaves Seahaven has plenty of,) soon erected this fortification from which the Sayaki people would live prosperously, manage their land, hold fast to their traditions, and ultimately cut down the demons with their amazing combat prowess.

A mighty stone wall surrounds the keep and nearby village, three stories tall and a third of that wide. Barricades of all manner face north, where defences are primarily concentrated, but all edges of Sayaki land enjoy the best in protection. Tightly packed housing and buildings fill the streets, mostly made of shoji, a thicker parchment-like substance, combined with lighter woods, stray, and occasionally stone. It has a single market square, where one can find nearly every merchant in the fortress city, as well as several stations for Seahaven and Perran goods.

The Sayaki are very distrustful of unwanted guests, needing neither the trade nor the attention from those who aren&apos;t in the aptly named settlement by invitation. Also, as Kizuni Odawi bears no dock of its own, one can only reach it by passing through the wilderness.

History, what they have been doing over the last couple of centuries:

The Sayaki are actually, believe it or not, refugees from the overthrow of a human Kingdom. The leaders no longer followed the &apos;proper path&apos; and the Four, Two and One saw them smote for it. The traditionalist nobility led whom they could to the seas, and by fate, they ended up on Heas.
In light of this failure, their true nature has come out: Those in charge now are the most skilled combatants and leaders. They will settle for nothing less than everyone else submitting to their superior way of life, by sword or otherwise. The Darkness only proves to them that these infidels are letting their inner darkness prevail, which means the Sayaki must show them the righteous path soon, or never.

</description>
         <link>http://www.dark-isles.com/2008/01/sayaki_towns.html</link>
         <guid>http://www.dark-isles.com/2008/01/sayaki_towns.html</guid>
        
        
         <pubDate>Thu, 31 Jan 2008 09:44:37 +0000</pubDate>
      </item>
            <item>
         <title>Sayaki - Religion</title>
         <description><![CDATA[In order to understand the Sayaki mindset regarding the Gods, one must first come to the conclusion that Sayaki culture groups all things into cycles. The weather, the seasons, life... All follow rotating patterns of some sort, and the Sayaki extend this to be true of everything.

This is especially true with the Gods. The Gods are each believed to have cycles of high and low power, by the Sayaki, influenced by their divine 'rank' compared to their other deities, and by how faithful the Sayaki (who consider themselves THE children of the Gods,) are.

While the virtues and characteristics the Sayaki associate with the gods may, in some cases, conflict with the traditional human worship, it is important to note that the Gods themselves are the same, even if their mortal followers have a different understanding of them.

Each of the four major gods represent a major direction, a major element, a greater and lesser virtue, and a vice.

Cymur, referred to as the <strong>Draken</strong> by the Sayaki, is associated with the East, Fire, Loyalty and Valour, and finally Pride as a vice.

Balor, known as the <strong>Rajim</strong> (a ferocious and powerful species of large cat,) is associated with the West, Air, Strength and Confidence, and Wrath as a vice.

Morhiag, the <strong>Raven</strong>, is associated with the North, Earth, Patience and Wisdom, and Jealousy.

Ylessa, the <strong>Dri'iv</strong> (dolphin,) is associated with the South, Water, Benevolence and Mercy, and Cowardice. (slight irony here: one is expected to be merciful, but not TOO merciful, or they are considered craven.)

The three 'lesser' gods, as they are understood by the Sayaki, represent smaller aspects, though just as important.

Melchior, represented by the <strong>Gull</strong>, is the divine expression of one's inner spirit, calm, inspiration and, ultimately, potential. Everything about one's inner self is explained as being that which Melchior is. Dreams, Goals, Memories, and Experiences.

Elbahn, the <strong>Hare</strong>, is change, luck, and the random probability of anything that happens to oneself. These events are uncontrollable by oneself, and thus is a different aspect from that of Melchior.

Sykala, the <strong>Wolf</strong>, is the nature around oneself, surrounding oneself in every way. The spirits of every animal, the lie energies found in a strong, thriving tree, and the inevitable way everything must pass on: these are all Sykala. The transient phase between birth and death is life, and life belongs to neither the beginning nor end.



]]></description>
         <link>http://www.dark-isles.com/2008/01/sayaki_religion.html</link>
         <guid>http://www.dark-isles.com/2008/01/sayaki_religion.html</guid>
        
        
         <pubDate>Thu, 31 Jan 2008 09:46:44 +0000</pubDate>
      </item>
            <item>
         <title>Tir - Overview</title>
         <description><![CDATA[<ul><a href="http://www.dark-isles.com/game/races/tir/">Tir - Overview</a></li>
<li><a href="http://www.dark-isles.com/2008/01/tir_vital_statistics.html">Tir - Vital Statistics</a></li>
<li><a href="http://www.dark-isles.com/2008/01/tir_towns.html">Tir - Towns</a></li>
</ul>

The Tir are an unusual, gypsy-like, nomadic race.   They are seen as flamboyant; energetic, playful, colourful, and artistic.  They are a rather musical group as a whole, which is evidenced by the lilting, musical tones of their spoken language.    Throughout history, they have typically traveled in caravans of loosely related family groups and were rarely known to settle in one place for longer than a year, often moving with the seasons in a migratory pattern.

Their nomadic and gypsy-like traditions and behaviour have often resulted in misunderstandings with other races in the past, leading to mistrust and even, in some cases, intense discrimination against the Tir.  Their wandering lifestyle was often seen as a disguise for deviant and criminal behaviour, and they were quite regularly the first to be accused when a crime was committed.  The Tyeni were responsible for the worst of this discrimination, and across Aagos the Tir were often enslaved by the Tyeni and those under their rule.

While slavery has since been eradicated, the centuries of repetitive subjugation of the Tirrish people have resulted in a distinct division between their public persona and their private or ‘true’ selves.  Publicly, the Tir are stoic, despite their often flamboyant dress and behaviour, for the most part calmly accepting circumstances, and rarely, if ever, expressing any negative emotion.  Their internal, true selves, consisting of their emotions, dreams, and goals, are typically only known to those closest to them, and rarely exhibited outside of the home.

Discrimination against the Tir by established governments, along with the nomadic lifestyle which some still maintain, has resulted in an inherent distrust of those in leadership positions, and a tendency for the Tir to rebel against any defined form of authority.  This has become so cultural that very few Tir maintain a surname or patronym, and titles or political rankings within the Tirrish race are unheard of.

The carefree lifestyle, which is heartily embraced by many Tir, has resulted in very loose family ties at best.  Tirrish caravans are usually composed of individuals with compatible personalities or similar interests, rather than blood ties.   Monogamy is restrictive, and is therefore not a trait that is particularly valued by the Tir.  While they do value their heritage, they are light-hearted about it, and taking lovers from other races is quite acceptable, and does occur.  When these relationships result in half-breed offspring, the children are accepted as equals with all full-blooded Tir, with the only exception to this being, for obvious reasons, the Tyeni, or any with mixed Tyeni blood.  Those caught taking a Tyeni as a lover are treated as if they were Tyeni themselves, or worse, and have on occasion been attacked or even executed for this ‘crime’ against their people.

The Tir have no official written language of their own, and though they have borrowed the human alphabet to create a make-shift written language, it is bare-bones and often used for little more than brief communication and trade.   Tirrish history therefore, has been passed down via oral traditions, with storytellers highly valued within the caravans.  Because of this, stories have changed from telling to retelling, and from group to group, becoming quickly about the aesthetic value of the story, rather than the facts.    Even to the present day, a Tir will often embellish a retelling of an event, to make it more interesting.  This is not typically an intentional deception.  To the Tir, the facts are secondary to the entertainment of telling and hearing the story.]]></description>
         <link>http://www.dark-isles.com/2008/01/tir_overview.html</link>
         <guid>http://www.dark-isles.com/2008/01/tir_overview.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Tir</category>
        
        
         <pubDate>Thu, 31 Jan 2008 21:13:11 +0000</pubDate>
      </item>
            <item>
         <title>Tir - Vital Statistics</title>
         <description><![CDATA[<strong>Name of Race:</strong> Tir, plural Tir  

<strong>Language:</strong>  Tir 

<strong>Height range:  </strong>

     Males: 6' 3" - 6'11" norm (with extremes ranging from 5'10" – 7'3") 

    Females: 5' 8" - 6'2" norm (with extremes ranging from 5'5" to 6'6") 

<strong>Weight range: </strong> 

    Males: 130 - 200 lb.  

    Females: 110 - 180 lb.  

<strong>Life span:</strong> Child 1 - 12, Young Adult 13 - 20, Adult 21 - 65, Old age 66 - 100 

<strong>Build: </strong>Tall and lean with toned, rather than bulky, muscle.

<strong>Hair colour range: </strong> Pale to golden blondes and light reds and browns.  Full-blooded Tir do not have dark hair. 

<strong>Eye colour range:</strong>  Greens  and blues are most common, with hazel occurring occasionally.  Full-blooded Tir do not have dark eyes. 

<strong>Skin colour range:</strong>  Pale cream to soft tans.  

<strong>Any other differences from the ‘norm’: </strong> Narrow, elongated, flexible ears that can be moved independently of each other, lifting and pivoting without the need to turn the head. 

<strong>Population:</strong> 3,500  

<strong>Number of villages:</strong> 1. (Perran) 

<strong>Location of villages:</strong> Perran is located on the continent of Tarkas. Those that do not live in the trading village of Perran are scattered throughout the world, typically living among the other races. 
 
<strong>Average number of offspring per family:</strong> The typical female Tir will give birth to 2-3 children, though males may father many more than that. 

<strong>Type of culture:</strong>  The Tir are inherently a nomadic, gypsy-like people.  Since the Cataclysm however, many have settled into larger cities and villages, modifying the culture of the people living there, or adopting it entirely. 

<strong>Technology Level:</strong> Low, typically the Tir make use of technology borrowed from other cultures. 

<strong>Weapon Types: </strong>Small arms such as daggers and short swords are common among the Tir though many traditionally favour spears and spear-like javelins made of wood with bone or stone heads, although metals have also begun to be used with the Tirrish integration into other cultures and societies.

<strong>Armour Types: </strong> If the Tir wear armour at all, it is likely to be leather or hide.  Very little metal is used, and it would be rare to see a Tir in anything heavier than studded leather as they typically rely on their speed and quick reactions to keep them alive when hunting.  Serious militaristic combat is rare for the Tirrish people as a whole. 

<strong>Building Type: </strong> Tents fashioned from brightly coloured fabrics and leather, and other make-shift buildings are common among the Tir, given their nomadic heritage.  However, those who have made cities their home after the Cataclysm often use the house and building structures of that culture. 

<strong>Main Foods They Eat:</strong>  Traditionally, the Tir are hunters and gatherers, and as such their diet has tended to consist of wild meat such as venison and rabbit, fish, wild vegetables and herbs.   Tir living in the cities may adopt the dietary customs of those they live with however. 

<strong>Typical Clothing Style: </strong> The Tir are, as a whole, an artistic and somewhat flamboyant race who finds significance in colour.  Brightly coloured, gypsy-like garments with vibrant accessories such as sashes and head-scarves, and jewellery are common among the Tir, both male and female, though more sombre styles are also accepted – a Tir dresses to fit their personality.  Tir living within the cities often hold on to this traditional style of dress, though it may have become somewhat muted as they have assimilated into other cultures.  To a Tir, the colours of one's clothing and accessories often are seen as a way to honour or worship their chosen deity or deities, as well as a way to express their internal, ‘true’ selves which are otherwise kept quite private. 

<strong>Typical Occupations:</strong>  The nomadic tendencies of the Tir have often prevented them from becoming involved with occupations that require settling, such as farming.  Even within the cities, Tir tend to migrate towards occupations and professions that support this aspect of their nature.  They are, as a whole, a creative people, and many renowned artisans have been of Tirrish ancestry.   Many Tir are artists and craftsmen, even if they consider it more of a hobby than a true profession.  Others are drawn towards the wild places, working as hunters and gatherers.  Very few Tir have traditionally been sailors, although for those born and raised within the cities, it is becoming more common.  Given their outwardly peaceful nature, it is also rare to find a particularly militaristic Tir. 

<strong>Differences (if any) between male and female and how they are treated:  </strong>The Tir are a very open-minded culture, where one is encouraged to find one’s own place.  Male or female, to the Tir one’s calling determines one’s place in society, and it is not uncommon to see the Tir crossing the gender boundaries established by the human cultures with males doing “women’s work”, and vice versa.   

<strong>Method of Transport:</strong>  For the most part, the Tir travel on foot, as they have traditionally.  Long distances however may call for the use of ships.   

<strong>Gods and Worship of: </strong> Though the Tirrish race has no patron deity, the lifestyle of most Tir tends to direct them towards the worship of Sykala and Elbahn.  To the Tir, worship of the Gods is a mystical thing, with true worship inspiring both emotion and devotion.  The Tirrish tradition suggests that this emotional response to a God ought to be demonstrated by outward attempts to prove their devotion.  Often, Tir who follow one specific deity devotedly will dedicate themselves as priests or priestesses, while others use their skills to combat the demons and the darkness. 

<strong>The Darkness: </strong>The darkness is a mystery, an enigma with the true answer known only to the Seven.   Most Tir consider it an affront to creation and to the Seven themselves, as well as an extreme inconvenience to their lifestyle, and many will work to combat the darkness and demons, though their methods and reasons for doing so will vary.  
 
<strong>Their View of Magic: </strong> The rarity and mystical nature of magic appeals to the superstitious nature of the Tir, and those with the capability to draw and manipulate the Kha are encouraged to do so by their people.  This ability is viewed as a gift from the Seven, and magic users are looked on with respect.  Those of any race who have such a Gods-given gift and refuse to use it or whom use it in a manner deemed inappropriate by the Tir are viewed as heretics, and often ostracised. 

<strong>Their View of the Other Races:</strong> For the most part, the Tir are a very unbiased people, and see the good in most races, alongside the bad.  

<strong>Skrel’eth:</strong>  A strange race full often obnoxious, stubborn people.  Their strong clans and forceful personalities make the Tir somewhat uncomfortable, but the Skrell are reasonable, for the most part, and easy enough to get along with.  Besides, they are warriors, and this makes them a useful ally. 

<strong>Sayaki:</strong> These people truly know how to appreciate the beauty of the world around them, even if they are rather arrogant.  Their dedication to the Gods is to be admired, and their strong military force makes them a useful ally. To the Tir, a Skrel'eth and a Sayaki aren't too different, barring the colour of their skin, the shape of their ears and the weight of their weaponry.

<strong>Aartirans: </strong> There is much about these people that makes living among them a simple matter.  With their extravagant tastes and often flamboyant lifestyles, the Tir often fit right in, even if the humans do insist on putting down roots and staying in one place.  The caveat? Government.  The human race seems to be obsessed with it. 

<strong>Tyen: </strong>If the Tir are racist at all, it is against this particular group.  They are despised for the cultural injustices meted out against the Tir, and no Tir with any pride at all would interact with the Tyeni or any with Tyeni blood in any manner.  They are often ostracized by the Tir, treated as if they do not even exist, as are any Tir who would lower themselves to the point of interacting with them. 

<strong>Half-breeds: </strong> With the exception of those of Tyeni heritage, the Tir view half-breeds as no different than those of the races from which they originated.   

]]></description>
         <link>http://www.dark-isles.com/2008/01/tir_vital_statistics.html</link>
         <guid>http://www.dark-isles.com/2008/01/tir_vital_statistics.html</guid>
        
        
         <pubDate>Thu, 31 Jan 2008 21:16:55 +0000</pubDate>
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            <item>
         <title>Tir - Towns</title>
         <description>Perran is the only official Tirrish village.  With a population of approximately 5,000 Tir, it is the largest accumulated population of Tir in the known, accessible world.  Perran is a trading village located in the Skrel’eth homeland, and while it is considered by most Tir to be their homeland, it was originally a Skrel&apos;eth village, and is still occupied by many Skrell.  Given the Tirrish feelings about government, many of those in leadership positions within Perran are, in fact, Skrell rather than Tir.

Outside of Perran, one can expect to run into a Tir pretty much anywhere they aren&apos;t expected to be. Such a spontaneous nature is that of the Tirrish people that they can be found in Seahaven, the wilderness about Heas and Tarkas, and even occasionally the various smaller Skrel&apos;eth villages.
</description>
         <link>http://www.dark-isles.com/2008/01/tir_towns.html</link>
         <guid>http://www.dark-isles.com/2008/01/tir_towns.html</guid>
        
        
         <pubDate>Thu, 31 Jan 2008 21:28:19 +0000</pubDate>
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            <item>
         <title>10 DAYS TO GO</title>
         <description>OPEN DAY: Monday, 7th of July (10 days to go)

Quite a few people have nudged me about when we&apos;re looking to open over the last couple of weeks and I&apos;m happy to announce that at this stage, the opening date is set to Monday, 7th of July.

If anyone wishes to join us in aiding with the development over the next few days, please contact me ASAP.
</description>
         <link>http://www.dark-isles.com/2008/06/10_days_to_go.html</link>
         <guid>http://www.dark-isles.com/2008/06/10_days_to_go.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">News</category>
        
        
         <pubDate>Fri, 27 Jun 2008 03:45:21 +0000</pubDate>
      </item>
            <item>
         <title>The Gods of Aagos</title>
         <description><![CDATA[As with all societies, the peoples of Aagos worship many different divine beings, and in different ways. Despite the vast number of traditions though, it can be said that nearly any divine being is one of the Eight known gods of Aagos. These entities are beings with vast power to create, maintain, and destroy, and have made themselves known quite vividly to the cultures of Aagos throughout history. In ages past, they walked among the land like mortals, guiding and teaching. In these dark days, however, the Gods are all but silent to the pains of their children, and many wonder why they do not simply strike down the Darkness which plagues the land.

The eight known gods are:




<font size=6>Cymur</font>, the Golden Dragon, the Fiery Protector, the Lord of Flame. One of the original two deities, Cymur is immensely powerful even by divine standards. He (if Cymur can truly be called a he, being above genders,) is constantly at odds with Balor, his brother and rival, and this conflict follows down even unto their followers. It is part of their divine making not to agree, as they must always be pushing and pulling against one another. The last time the two Elder Gods came to agreement, the world was bathed in fire and made anew during the Apocalypse of the Eye. Cymur is especially associated with protection, justice and Fire.

<font size=6>Balor</font>, the Father of War, Patron of Battle and Bringer of Strength. He is the other of the original two deities, and directly opposes Cymur in nearly everything. Where Cymur is protection and defence, Balor is aggression and conflict. Balor is also known for having a hand in Fate and the primordial element of Air, in addition to his obvious domain of Battle.

<font size=6>Morhiag</font>, the Queen of Death, Ruler of Annwn.. She is third among the gods, made to begin a cycle for the mortal spirits- a cycle of birth, life, death and rebirth. Though many these days think Morhiag a cold, merciless deity, she is simply the goddess in charge of overseeing both death and rebirth, and as such rules from her dead city of Annwn, where mortal souls go upon death and await judgement before being reborn. She is the Goddess of Death, Dark Prophecy, the Night and Vengeance.

<font size=6>Ylessa</font>, the All-Mother, the Maiden, Lady of the Sea. Fourth is she, but in the hearts of many mortals she plays the key role, for she is the goddess over Love, Birth, Water and Healing. Those who cherish life and seek to better it for all often pray to Ylessa, and those who wish to use the water around them, whether it be for travel, drinking or cleaning, know it is She who makes those things possible.

<font size=6>Sykala</font>, the Grove Guardian, the One-Eyed Hunter and the Keeper of the Balance. He is the driving force of nature, and the sole divine being who enforces a balance between the many elements of it and the societies that flourish on Aagos. Those that better nature are his favored, and those who wastefully destroy it are his bitter enemies. The animals and the weather both heed his divine mandate, and the oldest hunters will tell you that when the wolf's eye gleams at you from the distant thicket, it is no mortal wolf watching you...

<font size=6>Melchior</font>, the Sage, Primus Magi and Holder of Knowledge is one of the two gods at the bottom of the 'standard' divine totem pole. Born to Ylessa and a mortal man of lost origins, Melchior brings to the sentient races that which they crave most: knowledge. It is said he knows all, or the secrets to knowing that which he does not yet know. Everyone from master craftsmen to apprentice bards turn to him for inspiration, guidance and wisdom, and he is said to come in dreams to those worthy, to provide key information that will benefit them.

<font size=6>Elbahn</font>, the Lucky, Bringer of Change and Master of Fortune is Melchior's brother, similarly born to Ylessa, though by a different mortal man. His divine influence extends deep into the 'random chance' many feel they have. He has powers over luck, fate, fortune and the very elements of change and chaos. The wealthy know he is pleased with them by their growing hoard, and the poor beg to him for an ounce of mercy.

<font size=6>The Eighth</font>... This God's name is known only to those who want their tongues removed, and likewise not even whispered in dark alleyways. Though mortals in this age are uncertain of what transpired, this god is the key element of evil in the world and the direct enemy of the Seven (the seven non-forbidden deities.) His children are plagues to mortals, and his whispers are hideous and tainted, tempting and yet vile at the same time. Even those of little faith in the gods avoid this one, and the most hardened criminals are still loathe to be involved with the Forbidden God.]]></description>
         <link>http://www.dark-isles.com/2008/07/the_gods_of_aagos.html</link>
         <guid>http://www.dark-isles.com/2008/07/the_gods_of_aagos.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Gods</category>
        
        
         <pubDate>Wed, 02 Jul 2008 11:16:04 +0000</pubDate>
      </item>
            <item>
         <title>Dryth</title>
         <description><![CDATA[If you choose to create a Dryth, it is important to remember that many people in the land would fear and be suspicious of your unique gift. Fear may cause them to hunt, hurt or even kill your character. Stay mysterious and you'll live longer.

Following is some basic information about the Dryth. More information (some of which is not common knowledge) can be found in game through the tips system once you have created a Dryth character. You can turn these tips on and off using the TIPS command in game.

<ul>
<li>Dryth can be any of the 'normal' races. However, it is not possible to have a Wolfkin or Vek'pem Ahyre who is a Dryth.
<li>Dryth can still be channelers.
<li>Dryth have the ability to read the minds of people nearby. How well they can read the minds of others is dependant upon their psyche.
<li>Dryth despise the Vek'pem Ahyre and most make it their goal in life to do everything in their power to destroy them.
<li>Being a Dryth is something that is not hereditary thus it is not passed on from parents to their children.
<li>Dryth regularly have 'nightmares' showing Dryth in the past being tortured and experimented on by Vek'pem Ahyre.
<li>Melchoir is often seen as the patron God of the Dryth.
</ul>]]></description>
         <link>http://www.dark-isles.com/2008/07/dryth.html</link>
         <guid>http://www.dark-isles.com/2008/07/dryth.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Dryth</category>
        
        
         <pubDate>Sat, 05 Jul 2008 01:57:38 +0000</pubDate>
      </item>
            <item>
         <title>Vek&apos;pem Ahyre</title>
         <description><![CDATA[If you choose to create a Vek'pem Ahyre, it is important to remember that many people in the land would fear and be suspicious of your unique gift. Fear may cause them to hunt, hurt or even kill your character. Stay mysterious and you'll live longer.

Of all the races to play, a Vek'pem Ahyre is probably the most difficult. They are brutal and often emotionless. They think little of the 'cattle' that they feed upon. They are usually murderers who do not feel remorse for their actions. They are the enemies of the Seven Gods and all of their followers. They have few allies outside a few Wolfkin who chose to align themselves with the Vek'pem Ahyre, and the odd follower of Belial amongst the 'normal' races. Think very seriously about whether you are ready to play such a character before selecting it in creation.

Following is some basic information about the Vek'pem Ahyre. More information (some of which is not common knowledge) can be found in game through the tips system once you have created a Vek'pem Ahyre character.

<ul>
<li>Vek'pem Ahyre can be any of the 'normal' races. However, it is not possible to have a Wolfkin, Channeler or Dryth who is a Vek. 
<li>Be wary of the Dryth, their main goal in life is to destroy all Vek'pem Ahyre.
<li>Vek'pem Ahyre once experimented upon and tortured the Dryth. Many Vek'pem Ahyre want to see this practice taken up again. Most just want to see the Dryth destroyed.
<li>The Vek'pem Ahyre follow Belial and as a result, are the enemy of all the other gods. They fear and will avoid any of the other God's places of worship as nearing will cause them pain. Similarly, symbols of the Gods and their prayers.
<li>Vek'pem Ahyre hunger for the blood of others. This is a need, not a want.
<li>Vek'pem Ahyre are weak under the light of Cymur and Balor and tend to avoid direct sunlight.
<li>Vek'pem Ahyre are immortal. They cannot be killed by normal means.
</ul>	

<strong>Additional Note Concerning Vek and Vampire:</strong>
Although there are certainly similarities, Vek'pem Ahyre are not the same as Vampires found in fiction now-a-days. They are not adverse to garlic, a stake through the heart will not kill them, nor will be-heading. Sunlight weakens and causes pain but doesn't destroy them. They are not too fond of holy items or anything that may direct the wrath of the Seven upon them.The only way to become a Vek'pem Ahyre is to <b>choose</b> to become one and forsake all the gods. It CANNOT be forced be upon someone. Vek'pem Ahyre are immortal, but not un-dead. They do not have to drink blood to survive, but have an extremely strong desire for it. They have no fangs, most typically cut through the skin using a small blade.



]]></description>
         <link>http://www.dark-isles.com/2008/07/vekpem_ahyre.html</link>
         <guid>http://www.dark-isles.com/2008/07/vekpem_ahyre.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Vek&apos;pem Ahyre</category>
        
        
         <pubDate>Sat, 05 Jul 2008 02:13:39 +0000</pubDate>
      </item>
            <item>
         <title>Naming Conventions in the Dark Isles</title>
         <description>Aartiran Naming Conventions

Aartirans tend to use the traditional human conventions established across most human societies on Aagos:

For males:  Name ap Father&apos;s name (optional ab Grandfather&apos;s name.) Most people don&apos;t use their grandfather&apos;s name in casual conversation, but more for recorded business or when interacting with important individuals.

Example- Aleiron ap Verin ab Darmen 
              (Aleiron, son of Verin, son of Darmen)

Women have only two changes: ferch, instead of ap, and the replacement of their father with their husband, when they take one.

Example- Feily ferch Miara 
              (Feily, daughter of Miara)

        Should she marry Aleiron, she&apos;d become Feily ferch Aleiron


Sayaki Naming Conventions

Sayaki are a sort of mix between the Aartiran conventions and the Skrel&apos;eth conventions.

The general syntax is: Name father&apos;s-name(-or-husband&apos;s) clan-name

Example: Susakai Suzaku Ashikaga, or &quot;Susakai, son/daughter/wife of Suzaku, of clan Ashikaga&quot;. 

Noticing between daughter or wife, in the even of women, is usually a case of taking note as to how they dress, act, speak of the individual their second name belongs to, and how similar the names are.

Not including titles, Sayaki of noble birth receive the patronym &quot;xi&quot; before their clan name.

Example: Sakuzen Susakai xi Ashikaga, or &quot;Sakuzen, son/daughter/wife of Susakai, and noble belonging to clan Ashikaga.&quot;

xi actually means &quot;voice of&quot;, but means the same thing as &quot;belonging to&quot; in terms of naming conventions.

Skrel&apos;eth Naming Conventions

Skrel&apos;eth receive their adult names upon completion of their Litany, though they do not possess surnames. Instead, they use their clan name.

Example: Destrach of Clan Hoska&apos;ach

Tir Naming Conventions

Tir do not actually possess a naming convention, as they live a very unstructured life. Some Tir choose to take the surname traditions of whatever culture they interact most with, some choose to go without entirely, and some simply pick a surname for themselves. The law is less free regarding this, however, and sometimes simply gives them one if they need one for recording purposes.
</description>
         <link>http://www.dark-isles.com/2008/07/naming_conventions_in_the_dark.html</link>
         <guid>http://www.dark-isles.com/2008/07/naming_conventions_in_the_dark.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Naming Conventions</category>
        
        
         <pubDate>Fri, 11 Jul 2008 01:09:27 +0000</pubDate>
      </item>
            <item>
         <title>The Cataclysm</title>
         <description><![CDATA[<em>The Cataclysm was a drastic change in everything about the world of Aagos that occurred in the year those in Seahaven know as 1075 A.R. (After Remaking)

Though the exact origins of the Cataclysm are unknown, most suspect the wrath of the Gods, or more likely only the wrath of one God - the Eighth. It is known that the Free city Yarsin exploded in an instant, likely the first subject to such destruction. The Darkness, an impenetrable lack of light that seemed to corrupt all it came into contact with, began to quickly cover the world from then on. Most cultures were destroyed, and if not that, changed forever.

In Tarkas, the Skrel'eth inter-clan fighting ceased quite quickly, as the Skrell had to suddenly focus their efforts and their blades on combating the demon threat. Still, villages and land were lost quickly, dragged under the unstoppable hordes of destruction.

Meanwhile, in Heas, the city-state of Seahaven found itself under heavy attack. The city was not traditionally militaristic, and they were already fighting in a covert war with the Sayaki. However, fortune turned the tides of the battle for all as the Sayaki hometown of Kizuni Odawi found demons at its own door.

With a sudden truce neither side expected, the Sayaki were granted luxurious rights in Seahaven, on the condition that they would use Kizuni Odawi as a fort by which to guard Seahaven's western stretch of land from demon incursion.

In the east, the wolfwood stood tall and unswerving against the demons. Though residents of nearby Milford heard the deadly swarm coming, all that entered the forest of fangs, never returned. Thus, an unseen force halted the eastern advance.

Still, the Darkness encroached. Even past the barriers presented by stalwart defenders such as General Shinto Saiyura Ashikaga of the Kizuni Odawi, and the Skrel'eth clans of Tana'asht, Hope began to fade, and despair settled in among the ranks of those who would return the demons from whence they came.

It was five years later when the fortunes of man and demon began to change... On the Eve of Twilight, when all seemed lost, an elderly monk and his apprentice stumbled up the stairs to the most holy chambers in the Shrine of Balinand. Though priests and casual believers alike had prayed for mercy for years, only this priest had the knowledge and faith to conjure any measurement of divine attention.

The incense burned in the brazier with little noise other than the flickering, crackling sound of flames in the night, and the apprentice busied himself preparing scrolls and arranging offerings. The elderly priest himself, having spent just over a century devoting himself to his patron, Balor, knew that his final night was upon him. He had lived long enough, and now needed to insure the safety of those who would come after him.

Sitting down before the brazier, the priest gently recorded his final words upon the scroll to his left, and his first words on the scroll to his right.And immediately before him, a prayer for the safety of all things. For the strength to see through this Darkness, and combat it as fairly as one combats anything else. For the surge of power enough to see out this fight to the very end.

The aging man beckoned his apprentice Junyu forth, and he meekly stepped forward to receive the two scrolls to either side of the priest. The prayer scroll, however, both placed a hand on, and without so much as gritting their teeth, stuck into the fire. The flames consumed them, their hands charred by the ferocity of the blaze. Junyu's hand was without damage, when all was said and done, but turned deepest black, shining almost with the fire contained within it. And as for Mellishou, the old priest... He was but ashes upon the temple floor. In the instant that the fire consumed him, a wave of light, as powerful as any wave of the ocean that filled so much of the region, surged outwards from Balinand Isle, pushing back the Darkness where they met. Demons fled in a panic, and all of those who fought that night felt the strength of the Lion residing within their chests, guiding them to further victory.

The Age of Darkness had ended, in the Dark Isles- Now came the imminent reclamation of all that had been taken from them. The slow, bloody retreat had finally ended, with Mellishou's Sacrifice, and now it was up to the Skrel'eth of Tana'asht, the Sayaki of Kizuni Odawi, and the proud people of Seahaven to finish the job...

Junyu read the scrolls before him, hours later.

Upon the scroll in his right hand, were Mellishou's first words, "Balor, give me strength."

And upon the scroll in his left hand, Mellishou's last words. "My Lord, Balor.. Grant my strength to my children, for they need it more than I, now."</em>

~Junyu Fireclaw, Priest-Adept of Balor]]></description>
         <link>http://www.dark-isles.com/2008/07/the_cataclysm.html</link>
         <guid>http://www.dark-isles.com/2008/07/the_cataclysm.html</guid>
                  <category domain="http://www.sixapart.com/ns/types#category">Cataclysm</category>
        
        
         <pubDate>Sun, 13 Jul 2008 21:08:07 +0000</pubDate>
      </item>
            <item>
         <title>Important People of Seahaven</title>
         <description><![CDATA[<strong>The King</strong> (Also the Southern Marquis, Marquis de Seahaven)

The King of Seahaven is always the person who possesses the title of Marquis de Seahaven, as the titles doubly inherit the right to own the land Seahaven proper is founded on, and the latter title charges he who holds it to protect the realm with their very life.

The current king of Seahaven is King Wisdom the VI, named so by the Head Priestess of the Tranquil Tide upon his coronation. Having led the realm for nearly two decades, he is still in a tenative position influentially, as his lifetime has seen the rise to power of several very skilled Merchant Lords. He genuinely wishes the best for his city, but his methods are often questioned by those effected by them.

He inherited the throne at the young age of ten, his father dead by sudden health complications, and the previous Watch Commander assigned as his regent. The city enjoyed a tough, but fair rule under the Azure Wolf regency, and just two years before the Cataclysm, the man handed rule over to his charge, the young King.

The King is currently single and heirless, subject to much rumor over the fate of the realm. The Azure Wolf still remains as his guardian, having resigned his post as Watch Commander to Jarel Armanis. Of late, talk of the King's health, eventual succession, and rule fills the streets, and some speculate that such worries, whether genuine or not, are started by the King's rivals for power.


"Azure Wolf" <strong>Mortison ap Merriv</strong>

The Azure Wolf, as Mortison ap Merriv has come to be known, is an aged defender of all that is right, having come into the world a little over 60 years ago, and began upholding his ideals just over 45 years ago. If there is a word to describe him, it would be "righteous". In all accounts of his attitude, one would hear that he is fair and just, but certainly not warm or kind. He is the epitome of absolute justice, and his days as Regent were a nightmare for criminals and deceivers.

He was the third Watch Commander of Seahaven, in his day, and suffered no brook, gave no quarter to those who would defy the will of the King. His time in that position saw the successful arrest and execution of two traitorous Merchant Lords, as well as the annihilation of several criminal groups. He eventually resigned the position to his close confidante, Jarel Armanis.

When the former King, Wisdom III, passed away due to sudden health complications, the nobles came together and assigned Mortison the post of Regent over the young King Wisdom IV, and it is speculated this was to get the man out of their business. Up until twelve years ago, when the throne was returned from Regent to Monarch, the Azure Wolf kept a fiercely tight guard on the realm's finances, security and prospering. After the current King took over, Mortison moved to the post as Captain of the King's Guard, where he remains today.


Watch Commander <strong>Jarel Armanis</strong>

When the Azure Wolf resigned, the duty to protect the realm, whether it wanted to be protected or not, fell to Jarel. Whereas Mortison was lawful without exception, Jarel Armanis is more focused on keeping things 'right' in Seahaven, whether lawful or not.

Mortison's removal as Watch Commander beckoned an age where criminals could once again breathe safely. Their opposition was the highly criticized 13-year-old Armanis, who was barely a man, let alone in a position to solidify his power as Watch Commander. However, he was a student of the Wolf's in more than just leadership skills, and the nobles quickly began to fear the boy as much as the master before him.

Armanis grew up with assassin's at his door, as Merchant Lords and criminals alike wanted his head on a pike. He was -too- good a replacement, as the aristocracy quickly found out. However, unlike Mortison, Jarel was willing to use less open methods to turn back the tide of dark. Deals were made, men hired, glasses of wine drank, and slowly but surely the city of Seahaven found itself in the care of its new Watch Commander.

The Merchant Lords fought back, demanding the King and his Regent remove this pompous fool from the post. But the King was pleased with the order in his city, and the Regent wasn't about to fire his own successor because he was doing good at his task.

Again, deals were made. The Merchant Lords found that their only hope was to fill the ranks of the Watch with men and women who were obedient to THEM, not to some higher purpose like Mortison and Jarel were.

This struggle continued through the Cataclysm and on into the present, without halting. In the year 1083, Jarel is still quite powerful and combating the efforts of the deceptive aristocracy without trouble. The Scarlet Touch, however, prove to be more difficult.

Four years ago (1079) Jarel issued an edict forbidding sacrifice of living creatures of any sort across the realm. While this meant a simple change in worship for some farmers and hunters, followers of the Dark Queen were hit hard by this. Morhiag is pleased by human and animal sacrifice, and so by making it illegal, Jarel had all but crippled them.

Most followers accepted this and found other methods to please the Dark Queen, but the Scarlet Touch is an assassin group comprised primarily of those who refuse to let their religious worship be dictated by a Watch Commander without any official authority in the matter.

Some say the Scarlet Touch are after his head, and even worse, the darkest rumors indicate a connection between the Scarlet Touch, the Merchant Lords, and even normal thieving rings...


<strong>Marquis de Wolfwood</strong> (the Eastern Marquis)

The Marquis de Wolfwood is a tall, muscled individual who has led a life of luxury. Forty-five years of age, he descends from the previous Marquis, a line long established by the second King of Seahaven, Benevolence I. The Marquis is one of very few landed nobles, possessing the land from the west of Milford, stretching east to the edges of the Wolfwood, and south to the coast. While it has always been his charge to protect Seahaven through careful watch over his realm, the Cataclysm made that necessity even more important.

Since the Darkness, the Marquis has become very withdrawn and the subject of many rumors, especially due to the unnatural efficiency of the Wolfwood in turning back the demons. Those who interact with the man say his eyes have turned a dim yellow, and his heart has been set aflame with determination.

He has only one daughter in his House, though it is speculated several bastards exist from his youthful years. His wife died from sickness some years ago, and that, too, is the subject of rumor.

<strong>General Shinto Saiyura xi Ashikaga</strong> (Also the Western Marquis, Marquis de Bregh)

When the Sayaki arrived on Heas just a little over five decades ago, they needed a strong, skilled leader to insure their successful integration to local governments and cultures. That leader was Shinto Saiyura xi Ashikaga. He was already widely known as a skilled tactician, from his days before the Great Retreat. Leader of the Ashikaga clan and one of the most skilled Shavaell Akir to ever live, he was a natural choice.

The Sayaki took less then three months to overrun the last Marquis de Bregh's forces, taking Bregh Meadows and the surrounding region for themselves. Shinto's negotiations with Seahaven provided the Sayaki with the fort-home of Kizuni Odawi, based almost entirely on a ceasefire to open warfare. It is only when the Cataclysm happened in 1075 that the Azure Wolf, sent by King Wisdom IV, met with the General, and negotiated for the Sayaki to receive fortifications to Kizuni Odawi, priveileges in Seahaven's borders, and more, unknown elements of the treaty, in exchange for Shinto to lead his people in battle against the demons on the west. Both sides found this arrangement beneficial: The King of Seahaven now had his kingdom, decreased in size as it might be, completely sealed off from the demons, and Shinto now had a battle to lead his warrior brethren into, as well as a luxurious number of benefits from the only other true society on Heas.

Shinto is at least 85 years old, venerable by all standards possible, yet still healthy enough to battle demons on a regular basis, in addition to leading the rest of his kin. Those who witness him say he may even be a demon himself, with the ferocity of his blade and the, some would argue, supernatural way his battlecries encourage his fellow warriors to fight harder.

In recent years, the Rhythmist movement has set a deep crinkle in the General's brow. This perversion of the old ways is felt even harder by the wise old man, who has lived easily three times as many years as most Shavaell Akir ever see.


<strong>Marquis de Aruta</strong> (The Northern Marquis)

The last Marquis de Aruta was killed in action three years ago, in 1080, and has yet to be replaced. The Aruta Highlands are regarded somewhat suspiciously, as no one has made movement to replace him, but few venture north of the city even so. It is speculated that something dark has happened to the region, though no one will tell exactly what it might be.


<strong>Vivian ferch Vitor</strong>, "the Vivid Flower of Ylessa"

Vivian ferch Vitor is the beautiful young head of the Tranquil Tide. Only twenty-two, she received the position due to her attunement to Ylessa's edicts and her passionate way of going about life. Even priests older than her can't help but watch in awe at the way the Priestess goes about teaching newcomers to the Tide about the ways of the Oceanmother, and even in her youth, she is far wiser than most.

She seems to be generally good-willed, and is a trusted advisor the King in religious and emotional matters. As with all things important, she is the subject of much rumor. Gossipers comment how friendly she is with King Wisdom IV, even with their age difference, and some say that she may be the one to provide an heir for the realm. Those who know Vivian, however, assure that these rumors are just that, and that she is entirely well-intentioned regarding the Monarch of the realm.

<strong>The Dockmaster of Seahaven</strong>

The current Dockmaster of Seahaven is one Baris ap Barmone, formerly captain of a merchant vessel fleet, ruined by the Cataclysm. Stories of him had reached epic proportion even before his fortieth year, so when the last dockmaster passed away, the Azure Wolf whispered to the King's ear that perhaps Baris was a suitable candidate for the lofty position, charged with much responsibility and given some of the most powerful decision-making allowances in the entire realm, just under the King himself.

He has not disappointed, and the last five years have seen trade flourish even with the Darkness and the troubles it brings with it. Of all the important individuals in the city, he is the one least subject to rumor. One only hears past tales of glory regarding his sailing skills, including fending off a reported ship of Vek'pem Ahyre pirates, taking down a Leviathan that attacked his ship, and even encountering the Oceanmother herself, supposedly having taken the form of a mermaid to appear before him.]]></description>
         <link>http://www.dark-isles.com/2008/07/important_people_of_seahaven.html</link>
         <guid>http://www.dark-isles.com/2008/07/important_people_of_seahaven.html</guid>
        
        
         <pubDate>Tue, 15 Jul 2008 17:00:43 +0000</pubDate>
      </item>
            <item>
         <title>A Brief History of Luna</title>
         <description><![CDATA[So, it all started some years ago. 1997 to be more (or less) exact.

<b>Starting Out</b>
I got out a book from a library titled "Muds", I read, and tried it out but didn't find a mud populated with any body so soon went back to yahoo chat rooms. A few months later, I was browsing 'free games' on Tucows and found a download for a game called "Realms of Despair." The creators were smart and put a free client that could connect only to their game on a very popular download site.

<b>Realms of Despair</b> - still open
Realms of Despair is Smaug based and has typically 200+ people online, so this time, I was not alone. I had fun. It was a hack-n-slash style game and I made a few friends. One of these, Ryoga, bugged and bugged me to try out a new game... but I was happy on RoD so I refused.. until one day it was down and he convinced me to log on my first roleplaying mud, Eternal Struggle. My character on RoD was called Clarimonde, after a fictional vampire in ancient text, which is interesting considering what she became much later on.

<b>Eternal Struggle</b> - closed
This was also Smaug based so the commands were similar. It was new, and I think I must of been the only female player on back then. I got a lot of attention, and a lot of help. My first character, Clarimonde, reached level 50 (the max) in less than a week. The staff were friendly (Radagast, Vir, etc) and I had fun. I learned what an emote was, and I learned how to type. And then touch-type. I loved the whole story writing aspect and back then my spelling was horrendous.. well maybe it is still pretty bad but I have a few spell checkers to help me out now.

Eventually, I was made a staff member and went by the name of Jaeela. Playing a game from a staffing point of view takes on a whole new perspective. It is different and not everyone can handle it. When you become a staff member, the game loses some of the mystery. But on the other hand, you get the chance to shape a world. Back then, to balance it out, I tried roleplaying on other muds occasionally (so I could still experience some of the mystery) and staffing on Eternal Struggle. 

Eventually, all of the original staff on ES moved on, and a new group took over. I found them not to my liking, and I disliked how many of them treated the players. It was a power trip for most, and when I heard them refer to the players in a 'staff' meeting as scavenging dogs that was a turning point. I left and others who also had issues with the staff came with me and Shadow Siege was born.

My characters on ES included: Clarimonde, Sira, Dana, Tevia, Jashika, Lilikia and Venice.


<b>Eternal Visions</b> - closed
Before I talk about Shadow Siege, I want to briefly mention Eternal Visions. This is one of the muds I played on the side whilst staffing on Shadow Siege. I had some of my best roleplay here, despite the game having a lot of OOC elements. There was a lot of strife and the staff got involved with the players and for me, that was a first. It was also my first real 'bad-guy' or rather 'bad-girl'. A particularly memorable scene was when she (Lilikia) and her very evil partner, entered a talent show under the pretence of a magic show. She got an Orc up from the audience, intending to 'saw him in half'. The audience thought it was just trick, not realising that his screams were in fact real, as was the blood. When the reality sunk in, there was quite a chase across town trying to avoid getting caught.

Another memorable moment from this mud came when I slayed a staff member. He bet that I couldn't do it, I got out my rune-stick and used my most poweful spell. He died. 

<b>Shadow Siege</b> - still open
I started up Shadow Siege with my then-partner and a few friends from Eternal Struggle. My staff character was Mina (yes, I do tend to have a leaning towards names with an 'a' on the end). I think things went well at the start, we had a great mythos for a base. I was getting into coding so could really effect the world. We put in our own unique characters and our own spin on things but again things, I think, were not quite right. Eventually, I split from my partner and decided it was time to go it alone, so with his agreement, we used the same mythos we had come up with as a base for my final mud, Dark Isles.

My characters on SS included: Sira, Venice, Zarika, Lien.

<b>Dark Isles</b> - open
Which is where I am now. It has been over a year now in development. It has a mythos that has roots in Shadow Siege but we are putting our own twist on things. It is set in a different part of the world, an island theme and a lot of the races have been adjusted for this new setting. I am happy to have a really REALLY amazing group of staff who have helped me create a friendly community. That bit, 'friendly' is really important to me. I know a lot of muds have power-hungry staff who are less than nice to the players, and I intend to do everything possible to make sure Dark Isles is not like that. That's not to say trouble makers won't be dealt with firmly, break the rules and there will be an associated punishment.

The other bit that is important is roleplay. It should be fun. And you should have adequate documentation to play your character. You shouldn't certainly not be penalised for not knowing something that isn't written up anywhere. To that end, if you want to join us in helping to provide more information to other players, let me know. Help files are editable by players through the website.

There's still a long way to go with Dark Isles. Still a lot of things that need to go in. Still documentation that needs writing up, areas that need building, systems put in place, but I certainly think we're on the right track.

If you are interested in becoming a part of Dark Isles development, then I welcome you. Whether it be just to roleplay and become a personality within the world, or directly involved through building, writing documentation, and helping us come up with ideas on how things work, or through donations to help pay for hosting and other costs associated with running Dark Isles.

My characters on DI include: Sira. There are a couple of others, but I'll keep them to myself. Sira is a long standing character for me, my second oldest.. over 10 years old now. That's quite a while, am quite proud of her history across 3 muds.

<b>Other Muds/Muxs</b>
Other muds/muxs I have played on and enjoyed: 
<ul>
<li>Harshlands - still open</li>
<li>Ancient Realms - closed</li>
<li>Akashat - still open</li>
</ul>

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         <pubDate>Sat, 09 Aug 2008 03:31:54 +0000</pubDate>
      </item>
            <item>
         <title>We&apos;re Open</title>
         <description>This is a post that should of been put up a while ago: &quot;We&apos;re Open.&quot;

As of the 8th of July, exactly one year after we booted the mud for the first time, we are fully open for roleplay and testing.

Already a lot of new code has gone in and I&apos;m going to endeavour to post here in news with future additions so you guys can have somewhere to keep track of it all. Or maybe I should start a blog? That might be a bit more useful, and keep the more major stuff for the news.

On that point, the major new stuff:

- Help files have shifted over to a mysql database system. This means you can search through both the text and keywords for an entry. It also means players can also add entries for approval as well.

- We now have a basic in game messaging system. Help messages for how it works. It&apos;ll be expanded in the future to become an IC messaging system too.

- Boards, both IC &amp; OOC ones are now in. This is just a temporary system as I plan to shift this over to mysql eventually.

- Vek have been altered. They now get bonuses at night and get hurt under the sun during the day. Cloaks are their best friend in the sun. There are other things as well, if you&apos;re a Vek, you&apos;ll know about them.

- Skills now go up through usage.

- Laws IC have been defined. Look for the law-book in the library.

- Display of objects has been changed to a list format. A bit easier to read.

- Colours of NPCs and PCs are now Cyan rather than pink. Fits our colour scheme a little better.


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         <pubDate>Sat, 09 Aug 2008 04:17:35 +0000</pubDate>
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