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	<title>Riiga - User contributions [en]</title>
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	<updated>2026-04-05T20:33:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.riiga.net/index.php?title=Main_Page&amp;diff=2502</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Main_Page&amp;diff=2502"/>
		<updated>2024-05-04T06:11:18Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== LAND OF RIIGA ==&lt;br /&gt;
&lt;br /&gt;
[[File:riiga_old_map.jpg|700px|thumb|One of the newest maps of Riiga from the Ambelian Academy in Margon. For other maps, visit [[World Maps]]. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Riiga is a large fantasy world with realistic geography, a wide number of varied cultures with around 4000 years of known [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history], and numerous mythologies and stories of what happened in Riiga&#039;s prehistoric past. It has mysterious gigantic ruins called [[Archaios]], beneath which lie lost networks of potentially artifact- and [[Monsters|monster]]-filled corridors and chambers. Much of the western world experiences Black Storms, which are remnants of a world-changing event called The [[Darkness]] and leave behind magical aetherite crystals in the wake of their destruction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic] in Riiga is drawn from the invisible atmosphere of aether called the tolus, which flows in large shifting channels called cannas around the world. Magic-wielders connect through the use of venas, and willpower converts the aether into magic. But aether&#039;s ultimate source is a mystery to the [[Magic|mages]] of Riiga. The realm of [[Adumbra]] adds additional layers of complexity to the understanding of magic. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the Red Temple of [[Benevis]] which houses an avatar of an actual god, to the desert mystics and holy god-chosen leaders of [[Seleru]], to the heroic nomadic horsemen and divine shamans of [[Batur]], to the sophisticated and spiritual golden kingdoms of [[Temanea]], to the immortal emperor and merchant lords surrounding the Sea of Lions in arid [[Qarbak]], to the beast-taming druids and monster-slaying warriors of [[Yvatshun]], to the elite horned knights and secular kingdoms of [[Vaman]], to the most long-lived god-kings of the ancient jungle empire of [[Into]], Riiga has potential for a colossal number of tales and stories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unless explicitly stated, the contents of every article are written from the point of view of educated humans around the year 1000AL. The viewpoints of the [[Benevis|Kingdoms of Benevis]] dominate this wiki. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check out my [https://discord.gg/yngu4TU Riiga Discord]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Main Pages&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Societal&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Natural&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Historical&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Supernatural&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Technological&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Metaphysical&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fan-made&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[People|Cultures]]&lt;br /&gt;
|[[Geography|Geography]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 History]&lt;br /&gt;
|[[Monsters]] &amp;amp; [[Sentions]]&lt;br /&gt;
|[[World_Maps|World Maps]]&lt;br /&gt;
|[[Nikina]]&lt;br /&gt;
|[[Benevis Mapping]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Wonders|Manmade Wonders]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1181094728 Fauna]&lt;br /&gt;
|[[Archaios|Archaic Wonders]]&lt;br /&gt;
|[[Magic|Magic by Culture]]&lt;br /&gt;
|[[Trains]]&lt;br /&gt;
|[[Garukavar]]&lt;br /&gt;
|[[Cuisine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Trade|Global Trade]]&lt;br /&gt;
|[[Astronomy]]&lt;br /&gt;
|The [[Darkness]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic Details]&lt;br /&gt;
|[[Artillery|Siege Weapons]]&lt;br /&gt;
|[[Viyar]] &amp;amp; [[Hireos]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 All People]&lt;br /&gt;
|[[Ilborn]]&lt;br /&gt;
|[[History|History by Culture]]&lt;br /&gt;
|[[Other_Races|Other Races]]&lt;br /&gt;
|&lt;br /&gt;
|[[Endon]] &amp;amp; [[Odanon]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethnicity|Ethnic Groups]]&lt;br /&gt;
|[[Heredity]]&lt;br /&gt;
|[[Manamorians]]&lt;br /&gt;
|[[Adumbra]]&lt;br /&gt;
|&lt;br /&gt;
|[[Religions]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[https://bheiskell.github.io/riiga-timeline-map/ History Slideshow]&lt;br /&gt;
|[[Deathless]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Riiga is a fictional world that has been created by Treijim (myself) and Xennavor (my brother). It was started in early 2001. Having previously made up numerous fantasy worlds throughout our childhood, we decided we needed one we could share with the world, as the last world was more of a personal project of ours. Riiga, though mostly our creation, has also had input from [[friends]] of mine, and it is also where pretty much all of my stories take place. You can read about the story of its creation [[Creation|here]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Updates]] 9/2022&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Main_Page&amp;diff=2501</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Main_Page&amp;diff=2501"/>
		<updated>2024-05-04T06:11:02Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== LAND OF RIIGA ==&lt;br /&gt;
&lt;br /&gt;
[[File:riiga_old_map.jpg|700px|thumb|One of the newest maps of Riiga from the Ambelian Academy in Margon. For other maps, visit [[World Maps]]. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Riiga is a large fantasy world with realistic geography, a wide number of varied cultures with around 4000 years of known [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history], and numerous mythologies and stories of what happened in Riiga&#039;s prehistoric past. It has mysterious gigantic ruins called [[Archaios]], beneath which lie lost networks of potentially artifact- and [[Monsters|monster]]-filled corridors and chambers. Much of the western world experiences Black Storms, which are remnants of a world-changing event called The [[Darkness]] and leave behind magical aetherite crystals in the wake of their destruction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic] in Riiga is drawn from the invisible atmosphere of aether called the tolus, which flows in large shifting channels called cannas around the world. Magic-wielders connect through the use of venas, and willpower converts the aether into magic. But aether&#039;s ultimate source is a mystery to the [[Magic|mages]] of Riiga. The realm of [[Adumbra]] adds additional layers of complexity to the understanding of magic. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the Red Temple of [[Benevis]] which houses an avatar of an actual god, to the desert mystics and holy god-chosen leaders of [[Seleru]], to the heroic nomadic horsemen and divine shamans of [[Batur]], to the sophisticated and spiritual golden kingdoms of [[Temanea]], to the immortal emperor and merchant lords surrounding the Sea of Lions in arid [[Qarbak]], to the beast-taming druids and monster-slaying warriors of [[Yvatshun]], to the elite horned knights and secular kingdoms of [[Vaman]], to the most long-lived god-kings of the ancient jungle empire of [[Into]], Riiga has potential for a colossal number of tales and stories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unless explicitly stated, the contents of every article are written from the point of view of educated humans around the year 1000AL. The viewpoints of the [[Benevis|Kingdoms of Benevis]] dominate this wiki. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check out my [https://discord.gg/yngu4TU Riiga Discord]!&#039;&#039;&#039; Or see the list of [[Patreon]] supporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Main Pages&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Societal&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Natural&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Historical&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Supernatural&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Technological&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Metaphysical&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fan-made&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[People|Cultures]]&lt;br /&gt;
|[[Geography|Geography]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 History]&lt;br /&gt;
|[[Monsters]] &amp;amp; [[Sentions]]&lt;br /&gt;
|[[World_Maps|World Maps]]&lt;br /&gt;
|[[Nikina]]&lt;br /&gt;
|[[Benevis Mapping]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Wonders|Manmade Wonders]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1181094728 Fauna]&lt;br /&gt;
|[[Archaios|Archaic Wonders]]&lt;br /&gt;
|[[Magic|Magic by Culture]]&lt;br /&gt;
|[[Trains]]&lt;br /&gt;
|[[Garukavar]]&lt;br /&gt;
|[[Cuisine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Trade|Global Trade]]&lt;br /&gt;
|[[Astronomy]]&lt;br /&gt;
|The [[Darkness]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic Details]&lt;br /&gt;
|[[Artillery|Siege Weapons]]&lt;br /&gt;
|[[Viyar]] &amp;amp; [[Hireos]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 All People]&lt;br /&gt;
|[[Ilborn]]&lt;br /&gt;
|[[History|History by Culture]]&lt;br /&gt;
|[[Other_Races|Other Races]]&lt;br /&gt;
|&lt;br /&gt;
|[[Endon]] &amp;amp; [[Odanon]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethnicity|Ethnic Groups]]&lt;br /&gt;
|[[Heredity]]&lt;br /&gt;
|[[Manamorians]]&lt;br /&gt;
|[[Adumbra]]&lt;br /&gt;
|&lt;br /&gt;
|[[Religions]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[https://bheiskell.github.io/riiga-timeline-map/ History Slideshow]&lt;br /&gt;
|[[Deathless]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Riiga is a fictional world that has been created by Treijim (myself) and Xennavor (my brother). It was started in early 2001. Having previously made up numerous fantasy worlds throughout our childhood, we decided we needed one we could share with the world, as the last world was more of a personal project of ours. Riiga, though mostly our creation, has also had input from [[friends]] of mine, and it is also where pretty much all of my stories take place. You can read about the story of its creation [[Creation|here]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Updates]] 9/2022&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Main_Page&amp;diff=2500</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Main_Page&amp;diff=2500"/>
		<updated>2024-05-04T06:10:52Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== LAND OF RIIGA ==&lt;br /&gt;
&lt;br /&gt;
[[File:riiga_old_map.jpg|700px|thumb|One of the newest maps of Riiga from the Ambelian Academy in Margon. For other maps, visit [[World Maps]]. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Riiga is a large fantasy world with realistic geography, a wide number of varied cultures with around 4000 years of known [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history], and numerous mythologies and stories of what happened in Riiga&#039;s prehistoric past. It has mysterious gigantic ruins called [[Archaios]], beneath which lie lost networks of potentially artifact- and [[Monsters|monster]]-filled corridors and chambers. Much of the western world experiences Black Storms, which are remnants of a world-changing event called The [[Darkness]] and leave behind magical aetherite crystals in the wake of their destruction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic] in Riiga is drawn from the invisible atmosphere of aether called the tolus, which flows in large shifting channels called cannas around the world. Magic-wielders connect through the use of venas, and willpower converts the aether into magic. But aether&#039;s ultimate source is a mystery to the [[Magic|mages]] of Riiga. The realm of [[Adumbra]] adds additional layers of complexity to the understanding of magic. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the Red Temple of [[Benevis]] which houses an avatar of an actual god, to the desert mystics and holy god-chosen leaders of [[Seleru]], to the heroic nomadic horsemen and divine shamans of [[Batur]], to the sophisticated and spiritual golden kingdoms of [[Temanea]], to the immortal emperor and merchant lords surrounding the Sea of Lions in arid [[Qarbak]], to the beast-taming druids and monster-slaying warriors of [[Yvatshun]], to the elite horned knights and secular kingdoms of [[Vaman]], to the most long-lived god-kings of the ancient jungle empire of [[Into]], Riiga has potential for a colossal number of tales and stories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unless explicitly stated, the contents of every article are written from the point of view of educated humans around the year 1000AL. The viewpoints of the [[Benevis|Kingdoms of Benevis]] dominate this wiki. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check out my [https://discord.gg/yngu4TU Riiga Discord]!&#039;&#039;&#039; or see the list of [[Patreon]] supporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Main Pages&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Societal&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Natural&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Historical&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Supernatural&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Technological&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Metaphysical&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fan-made&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[People|Cultures]]&lt;br /&gt;
|[[Geography|Geography]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 History]&lt;br /&gt;
|[[Monsters]] &amp;amp; [[Sentions]]&lt;br /&gt;
|[[World_Maps|World Maps]]&lt;br /&gt;
|[[Nikina]]&lt;br /&gt;
|[[Benevis Mapping]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Wonders|Manmade Wonders]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1181094728 Fauna]&lt;br /&gt;
|[[Archaios|Archaic Wonders]]&lt;br /&gt;
|[[Magic|Magic by Culture]]&lt;br /&gt;
|[[Trains]]&lt;br /&gt;
|[[Garukavar]]&lt;br /&gt;
|[[Cuisine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Trade|Global Trade]]&lt;br /&gt;
|[[Astronomy]]&lt;br /&gt;
|The [[Darkness]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic Details]&lt;br /&gt;
|[[Artillery|Siege Weapons]]&lt;br /&gt;
|[[Viyar]] &amp;amp; [[Hireos]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 All People]&lt;br /&gt;
|[[Ilborn]]&lt;br /&gt;
|[[History|History by Culture]]&lt;br /&gt;
|[[Other_Races|Other Races]]&lt;br /&gt;
|&lt;br /&gt;
|[[Endon]] &amp;amp; [[Odanon]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethnicity|Ethnic Groups]]&lt;br /&gt;
|[[Heredity]]&lt;br /&gt;
|[[Manamorians]]&lt;br /&gt;
|[[Adumbra]]&lt;br /&gt;
|&lt;br /&gt;
|[[Religions]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[https://bheiskell.github.io/riiga-timeline-map/ History Slideshow]&lt;br /&gt;
|[[Deathless]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Riiga is a fictional world that has been created by Treijim (myself) and Xennavor (my brother). It was started in early 2001. Having previously made up numerous fantasy worlds throughout our childhood, we decided we needed one we could share with the world, as the last world was more of a personal project of ours. Riiga, though mostly our creation, has also had input from [[friends]] of mine, and it is also where pretty much all of my stories take place. You can read about the story of its creation [[Creation|here]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Updates]] 9/2022&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Monsters&amp;diff=2496</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Monsters&amp;diff=2496"/>
		<updated>2023-05-20T05:44:39Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Monstrous History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Monsters in Riiga go by many names. In [[Benevis]] they are called monsters, fiends, demons, and sometimes beasts. The [[Seleru|Eber]] call them sisral, which means &amp;quot;from the deep&amp;quot;. People from [[Qarbak]] call them mhukur, &amp;quot;people-killers&amp;quot;, or qime, &amp;quot;unnatural&amp;quot;. [[Yvatshun|Yvabirans]] call them anomyara, &amp;quot;anomaly&amp;quot;, or monnas, &amp;quot;murderers&amp;quot;. The [[Batur|Dunin]] call them curiq, meaning &amp;quot;disturbing ones&amp;quot;. [[Temanea|Temaneans]] call them yuo mosu, &amp;quot;end of man&amp;quot;. [[Vaman|Vamans]] call them mahar, &amp;quot;demons&amp;quot;. [[Remdor|Remdorians]] call them horrors or demons. Other cultures have other names for them as well, but the only thing that unites all these descriptions is that monsters match a set of conditions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monstrous History== &lt;br /&gt;
&lt;br /&gt;
A monster in Riiga is something that matches the following conditions: &lt;br /&gt;
* It is not part of the natural order. Monsters show no consideration for fauna and flora. &lt;br /&gt;
* It cannot breed. Monsters are made by other beings, not a result of mating. They are consequentially considered genderless. &lt;br /&gt;
* It hates humans. Monsters will go to any length to cause destruction to humans and hybrid races. Records of monsters showing hesitation or mercy are almost completely unheard of. &lt;br /&gt;
* It is mortal, and can die. &lt;br /&gt;
* It can be reproduced; if only one instance of a monstrous thing exists, it is not considered a monster, but rather a being of some kind. &lt;br /&gt;
* It will fight alongside other monsters, given the chance. &lt;br /&gt;
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According to the [[Religions#Red_Temple|Red Temple]], monsters are made by a particular being among the [[Antemplars]], which acts out the will of the god of destruction, [[Garukavar]]. While Garukavar himself has the ability to create monsters, he leaves it up to two beings: the one who coordinates all monster attacks (including the Darkness), and his designated monster-crafter. The former being is called [[Endon#Votorin|Votorin]], or sometimes simply known as &amp;quot;The Enemy&amp;quot;, and was first described to people around 800BD, when Nikina first revealed himself to the people of the Nor Vastin Kingdom. It was explained that monsters emerge from the ground at the behest of the latter being known as [[Odanon#Toryalnor|Toryalnor]] -- either from well-known caves referred to as &amp;quot;pits&amp;quot;, or from non-specific areas such as sinkholes, lakes, [[Archaios]], cracks caused by earthquakes, volcanoes, or anything that would offer access to the abyssal depths -- and that these monsters would stop at nothing to bring destruction to civilisation. It is not a war to be won, but an unnatural force against humanity that should be defeated at every opportunity. This idea became central to the unification and growth of the Nor Vastin Kingdom, and the same idea carries right through to the Benevis Kingdoms of the modern day, almost 2000 years later.&lt;br /&gt;
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==Monster-Slayers==&lt;br /&gt;
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Given that occasionally monsters will attack in unison, there are several major orders that are dedicated to fighting monsters. Two of the largest surviving orders are the [[Venquis]] in Benevis -- a secret order of divine knights who operate under the influence of the Temple; and the Order of [[Nhorcea]] -- a powerful body of monster-slaying knights that has become so influential and wealthy that they govern lands as large as a kingdom. &lt;br /&gt;
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On the other hand, the largest order which has actually supported Garukavar and monsters of darkness is the [[Antemplars]]. Though they have had only a few human followers historically, they are made up of other powerful beings deemed to be as strong as demigods, such as Votorin, Toryalnor, and the Black Whale that supposedly caused the [[Darkness]] in 0BD.&lt;br /&gt;
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==Monster Areas== &lt;br /&gt;
[[File:monsterzones.jpg|750px|thumb|A map of current and historical sites of heavy monster or monster-race activity. ]]&lt;br /&gt;
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===Anti-Human Races===&lt;br /&gt;
Though not monsters in a strict sense, some [[Other_Races#Anti-Human_Races|hybrid races]] seem to show nothing but contempt and violence toward humans and humanoid people. They are regarded as monsters by some. &lt;br /&gt;
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&#039;&#039;&#039;Karithians&#039;&#039;&#039; of Yrtkuam. &lt;br /&gt;
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&#039;&#039;&#039;Fanorans&#039;&#039;&#039; of Jindiara. &lt;br /&gt;
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&#039;&#039;&#039;Modeoa&#039;&#039;&#039; of the White Islands. &lt;br /&gt;
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&#039;&#039;&#039;Cullashin&#039;&#039;&#039; of Solcul. &lt;br /&gt;
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&#039;&#039;&#039;Hamakro&#039;&#039;&#039; of Iyakel Islands.&lt;br /&gt;
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&#039;&#039;&#039;Bokoro&#039;&#039;&#039; of eastern Moonlight Island.&lt;br /&gt;
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&#039;&#039;&#039;Fothrozz&#039;&#039;&#039; and fothrazors of the Beasten Mountains.&lt;br /&gt;
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&#039;&#039;&#039;Gliroch&#039;&#039;&#039; of the Blightlands.&lt;br /&gt;
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===Monster Zones===&lt;br /&gt;
Areas frequented by monsters either currently or historically. Many unknown or unexplored areas are also believed to be inhabited by monsters. &lt;br /&gt;
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Northern &#039;&#039;&#039;Yaele&#039;&#039;&#039; near the [[Vastin]] Kingdom. &lt;br /&gt;
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Archaios such as &#039;&#039;&#039;Velena&#039;&#039;&#039;, &#039;&#039;&#039;Dalmuver&#039;&#039;&#039;, &#039;&#039;&#039;Etlas&#039;&#039;&#039;, &#039;&#039;&#039;Sefu Nas&#039;&#039;&#039;, &#039;&#039;&#039;Na Hangme&#039;&#039;&#039;, and the &#039;&#039;&#039;Abyss of Aiaosia&#039;&#039;&#039;. &lt;br /&gt;
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&#039;&#039;&#039;Bay of the Dead&#039;&#039;&#039; off the shore of the Mintar Kingdom in the [[Oolu]] Empire. &lt;br /&gt;
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&#039;&#039;&#039;Lake Mancisa&#039;&#039;&#039; in [[Incidu]]. &lt;br /&gt;
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Northern &#039;&#039;&#039;Qran&#039;&#039;&#039;. &lt;br /&gt;
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Beneath the &#039;&#039;&#039;Mezil Pyramid&#039;&#039;&#039; in [[Eber]]. &lt;br /&gt;
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Northern &#039;&#039;&#039;Grave Island&#039;&#039;&#039;.&lt;br /&gt;
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The middle of the &#039;&#039;&#039;Augair&#039;&#039;&#039; ocean, in an area called the Lethum Expanse. &lt;br /&gt;
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&#039;&#039;&#039;Lake Ewkar&#039;&#039;&#039; in Jadar. &lt;br /&gt;
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&#039;&#039;&#039;Lagsi Island&#039;&#039;&#039; north of Batur. &lt;br /&gt;
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The southern &#039;&#039;&#039;Great Dustlands&#039;&#039;&#039; near the Braqai clans.&lt;br /&gt;
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The southern &#039;&#039;&#039;Totani Sea&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Anomeyl&#039;&#039;&#039; forests in northern Armalia. &lt;br /&gt;
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Anywhere [[Darkness#Black_Storms|Black Storms]] appear.&lt;br /&gt;
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==Pervasive Monsters==&lt;br /&gt;
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Pervasive monsters are types that dwell in places where they can be encountered, such as underground, and in many of the above areas associated with monsters. Below is a list of the known types of pervasive monsters, in order from the smallest and weakest to the largest and most powerful. &lt;br /&gt;
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===Folang===&lt;br /&gt;
[[File:Folang.jpg|thumb|An Adult and Child Folang]]&lt;br /&gt;
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Some of the smallest and weakest monsters, Folangs are short man-wolf creatures. They often have grey or white thick fur, the head of a wolf, a slender tail with spikes on the end, and long claws, and are often seen wielding weapons made from hide, wood, or bone, or stolen from humans they&#039;ve slain. They sometimes try to make themselves appear more intimidating by wearing spikes and human body parts. Though not skilled fighters, they are extremely aggressive and have very little sense of self-preservation as adults. In large packs, they will never back down from a target. There are also rare instances of much larger Folang, big and strong enough to reportedly carry a horse. They aren&#039;t known to wield weapons like other Folang, and act in a much more animalistic and violent manner. &lt;br /&gt;
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Folang dwell underground but nearer to the surface than most other monsters are thought to lurk. They burrow under human settlements, tunneling under farmland and city walls alike. Sometimes small child-like Folang are seen among fighting forces. They are thought to be either stunted variants, or younger less &amp;quot;developed&amp;quot; Folangs that have been dragged out to fight. It is for this reason that some think Folang are made as pups, and don&#039;t emerge until they are fully grown. They also have their own language, though near nothing is known about it. &lt;br /&gt;
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The only known Folang city is known as Ethenem City, and is found within the cliffs overlooking the Shard Sea, just east of the Senyn Ranges in [[Yaele]]. In around 450AL, a local child playing atop the cliffs accidentally broke the weakened surface of a cave and fell into what turned out to be a vast network of carved caverns and corridors. The villagers from nearby explored further than the child had, and it was discovered that the city was made of several hundred rooms arranged in many layers and networks, with several points overlooking the Shard Sea. Some areas were reinforced with timber, and there were traces of clay pots and stone tools. The skeletons there were part wolf and part human, thought at first to be [[Gruitin]]. It wasn&#039;t until a larger band of adventurers delved deeper, down into the labyrinthine tunnels where no sunlight would ever reach, that they found Folangs still dwelling there. They were forced to retreat. Ethenem City is a place that is now under surveillance, as people expect that one day the Folangs there will emerge in an explosive assault.&lt;br /&gt;
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===Ungloat===&lt;br /&gt;
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Ungloats are humanoid monsters that dwell underground. They are bulky and often hunched, and have somewhat oily and bulbous skin, frequently regarded to be flammable. This and their aversion to sunlight complements their strange abilities, as all Ungloats are blind and have a very good sense of hearing and smell. Like Folangs, they wield primitive weapons often stolen from humans, and unlike Folangs they are usually seen wearing human armour that they scavenge. Some Ungloats can vomit up a greenish-black substance which is very sticky. They aim it at sources of voices, hoping to hit the face, where the substance can temporarily blind a victim. &lt;br /&gt;
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They are believed to have their own language, which is mostly heard when Ungloat shamans cast their spells. Ungloat shamans seem to coordinate Ungloats around them, and the spells they utilise generally involve harmful valeturgic spells such as causing harm, creating toxins and disease, and deteriorating biological material. This aligns with their demonstrated resentment for not only humans but for nature overall, as they will go out of their way to destroy fauna and flora. It is said that Ungloats never stop growing, and while the smaller mature Ungloats are as big as a short person, there are reports of Ungloats that grow much larger, standing at an estimated 6 meters (20 feet) in height, their bodies becoming more swollen. It is not known how large Ungloats can grow. &lt;br /&gt;
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===Ymptos===&lt;br /&gt;
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Commonly called imps, Ymptos are small humanoid masculine winged monsters. They have reddish skin, horns, paint their faces white, are always naked, and seem to use their wings to aid in making longer and higher leaps rather than fly for extended durations. They have a strong association with fire and are usually drawn to open flames. They spontaneously self-immolate upon death, and can somehow throw small fireballs from their hands. Some speculate that this is a primitive form of magic, as they are known to utter vocalisations. &lt;br /&gt;
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Ymptos are known for their cunning behaviour and will often stalk prey in caves where they dwell, looking for opportunities to torment victims rather than initiate conflict. Some of these behaviours include flickering lights in the dark, chattering, stealing items such as food or weapons, disrupting attempts at rest, urinating/defecating on sleeping victims, and extinguishing sources of light. Some Ymptos can grow to much larger sizes, growing scaly protective hide as they age, and becoming much more aggressive and territorial in the process. There are rumours that Ymptos are human children who went missing at the hands of monsters and were corrupted and turned into something else. This idea is possibly due to how visually similar they look to humans, disregarding the wings, claws, and horns.&lt;br /&gt;
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===Korfis===&lt;br /&gt;
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Korfises are monsters that resemble a cross between a stingray and a bat. With a large but fragile frame, webbed wings, a skull-like face, and a whip-like tail, they can swim almost as well as they can fly, but due to the lack of any other limbs, they are almost immobile when grounded. They usually leap out of darkness and wrap their wings and tails around victims, stabbing them with the poisonous barbs on their tails in the process. If this opportunity doesn&#039;t present itself, a Korfis will instead fly into unsuspecting victims headfirst, ramming its large single horn into them. Korfis also often press their bodies flat against surfaces, and while the underside of their wings is a bold red colour, their rough and dark backs help them camouflage when against a wall. &lt;br /&gt;
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===Lamius Vulpes===&lt;br /&gt;
[[File:Batfox.jpg|thumb|A batfox]] &lt;br /&gt;
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Lamius Vulpes, commonly known as the Vampire Fox or Batfox, are small to medium sized, omnivorous monsters. Vampire Foxes have upright triangular ears, a pointed and slightly upturned snout as well as a long bushy tail. Their rear legs are representative of a wolf. Additionally, upon their forelimbs are wings like that of a bat and black razor-sharp claws that can slice through the hide of a boar. Vampire Foxes are known to reside in forests in northern Armalia and Baracsa, and tend to pursue vulnerable targets during monster attacks like livestock and children. &lt;br /&gt;
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Vampire Foxes are known to hunt in packs, and make use of their exceptional sense of smell, hearing and sight. They can walk silently in the forests they reside in and usually hunt during the dark usually starting around dusk. They use the underbrush as well as trees to hide in wait till the opportunity to attack. They are known to have powerful jaws -- not at the same level as a wolf but strong enough that a grown man could struggle to pull away. &lt;br /&gt;
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Vampire foxes use their razor-sharp teeth and claws to tear into and grab on to prey. They can cut through soft leather and cloth, so hard armour or multiple layers of dense padding are recommended when in their habitat. They communicate with each other through different barks and yelps, though it has not been established what each of these barks mean. There are claims that the Vampire Fox has a paralytic poison, but it has yet to be proven as they are dangerous to research, and due to their intelligence and ferocity they are good at escaping captivity.&lt;br /&gt;
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This monster was submitted by Artimijs. &lt;br /&gt;
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===Molbas===&lt;br /&gt;
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On their own, Molbases are rather defenseless monsters that look like a dark brown beating heart crawling around using various claw-like appendages and not doing much else. But once it finds a building, it utilises its unique ability. Molbases -- capable of eating even through stone -- burrow into a deep, safe point within the building and nestle in, leaving only a hole in its wake to breathe through. Once it settles in, it can take control of the building as though it were one entity, moving things like furniture and even pieces of the structure itself to defend its new home. Molbases are believed to be able to understand speech, and they seem to have intimate knowledge of whatever is happening within the inhabited structure. They are most often found living in abandoned farmhouses or the like in remote areas, but there are stories of Molbases possessing entire castles and wreaking havoc upon them. To stop a Molbas, one must generally look for its breathing hole, which is usually in a low point of the structure as they don&#039;t like to climb. It can then be dug out, or something can be poured into the hole to damage or attempt to drown it. Once exposed, killing a Molbas is not difficult. &lt;br /&gt;
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===Belbuga===&lt;br /&gt;
[[File:Belbuga.jpg|thumb|A Belbuga]] &lt;br /&gt;
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Belbuga are toad-like monsters that emerge in temperate or swampy regions near bodies of water, especially in northern Baracsa and western Armalia. They can be up to 1.5 meters (5 feet) in height, and can grow to weigh around 200-400kg (440-880lbs), making them large and powerful enough to swallow children or small livestock, and sometimes tear limbs off adults or large livestock. Their tongues can reach 2-3 times their body length, are muscled and prehensile, and are covered in a slimy coating that can inflict paralysis if the Belbuga is large enough to produce potent enough chemicals. When a tongue is cut off near the tip it regrows, but if it is cut off near the base, it can regrow into two tongues. This doubling of tongues can be repeated many times, but the more tongues a Belbuga has, the less prehensile and dexterous the tongues become. &lt;br /&gt;
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They have very large and strong foreclaws which they use to burrow into the soil. They are thought to live below the surface in underground bodies of water, emerging with their eyes and top of the head showing, where they lay in wait for prey to come along. They are slow, clumsy, and are slow to turn, but have been known to jump unexpectedly and sometimes land on victims, crushing them with their bulk. Additionally, they have armour on the tops and sides of their body, with thick hide covering most of the rest of the monster, aside from the flexible skin of their throat sac. They can inflate this sac and unleash a noise which can be loud and sudden enough to stun victims and throw people off their feet. Despite all this, they are often cowardly, and will retreat if they are injured rather than fight and risk further injury. &lt;br /&gt;
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This monster was submitted by Scraver. &lt;br /&gt;
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===Korogoro===&lt;br /&gt;
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Korogoro are devilish, fiendish humanoids who only emerge during the [[Geography#Phenomena|Blue Night]] on the Islands of Night to wreak havoc on humanity. When in their regular form, they are humanoid off-green or blood-red figures with grotesque features, fat bellies, and curling nails. They wear feathers or furs with elaborate designs to strike fear and awe into the hearts of those they encounter. They can be as small as a child or be large enough to kick down a small house, and have very large tusks, which they can use alongside their own weapons, to attack people. They are very unclean and often spread disease wherever they go, most of which have no known cure, and symptoms can often shift unpredictably, making diagnosis very difficult. &lt;br /&gt;
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They often emerge in small groups and torment helpless villages by harassing, capturing, or murdering the people there. They cannot breed, but they can create a sort of half-human offspring if they mate with a human. Male korogoro will capture female humans, or female korogoro will shapeshift and lure away male humans for this purpose. The offspring is always another korogoro. They can not only shapeshift into humans, but can turn into other animals -- mostly large beasts like garula, bear-dogs, lynx, boars, zebu, or deer. Particularly powerful or ancient korogoro can operate alone, and instead sieze control of a village or group of bandits, and get them to do something horrible in return for some vague promises, like supernatural power or wealth. Despite their horrific reputation and strange abilities, they can be felled with conventional weaponry, but the body must be burned, or it will return during the next Blue Night to relentlessly pursue its killer. &lt;br /&gt;
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This monster was submitted by Brosifer.&lt;br /&gt;
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===Uniphon===&lt;br /&gt;
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With a body no bigger than a lion, bat-like wings, bird-like beaked heads with jagged beaks, and a long crest of dark feathers, and a single horn protruding from the forehead, Uniphons are terrifying things to behold. The front two feet are like a bird of prey, and the back pair are like a wildcat. They travel in packs of up to a dozen and are one of the few monster varieties to kill one another, though it mostly seems accidental due to how violent and sporadic they are. Despite this, their single horns are often displayed as trophies, a sign of accomplishment for anyone claiming to be a monster slayer. They are very fast both on foot and in flight, and will attempt to eat almost anything.&lt;br /&gt;
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===Gargoule===&lt;br /&gt;
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Known for their fondness of abandoned stone structures like castles and catacombs, Gargoules are large winged monsters that somewhat resemble a beastly canine with webbed wings and long tapering tails. Unlike almost all other monsters, Gargoules seem territorial, and will only tolerate one other Gargoule at most. They have grey-green hide which is very tough and rough, allowing them to shrug off most weaponry with ease, and their claws are known to be dangerously sharp, severing limbs or even cutting armoured bodies in half with a single swipe. They also have a very powerful voice and although they don&#039;t seem to have a language, their roars can be loud and sudden enough to effectively stun a victim, and can also be hot and strong enough to burn skin and knock someone over. Their many frightening abilities are often offset by their highly territorial and solitary nature, making them a candidate for many tales. &lt;br /&gt;
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===Fothrazor===&lt;br /&gt;
[[File:fothrazor.jpg|thumb|A fothrozz riding a fothrazor]] &lt;br /&gt;
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Fothrazor are giant boar-like monsters somehow only utilised by the [[Other Races#Anti-Human Races|Fothrozz]] of the Beasten Mountains. Fothrazor birth them somehow and then ride them, either using them as scouts due to their wide paws being suitable for stalking, or using them as combat mounts where they can charge into a fight, goring and trampling people and horses alike. They are fearless monsters with two forward tusks like an elephant and two downward fangs, and they are known to feed on anything deceased, sometimes not even waiting for the victim to die first. If a fothrazor loses its rider, it tends to go berserk, destroying any perceived threat nearby before fleeing, presumably back to its place among the Fothrozz. They can grow to weigh as much as a draft horse, have excellent night vision, and can sprint with short bursts of speed. Their hide is thick and is not penetrated by projectiles unless entering from a perpendicular angle, and it releases a bellow which carries across the snowy mountains for miles. &lt;br /&gt;
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This monster was submitted by Scraver. &lt;br /&gt;
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===Ferehen===&lt;br /&gt;
[[File:Ferehen.jpg|thumb|A Ferehen]]&lt;br /&gt;
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Ferehen are similar in size to Chimakors, but are a bit larger and much lighter, having more of an overall bird-like appearance. They have a beak and crown of feathers, four legs with curved black talons, broad feathered wings with hidden spines, and a long tail with a gathering of feathers at the end. They are covered head-to-toe in dark vertical stripes on top of their earthy orange-coloured feathers, much like a tiger. Ferehens are unpredictable, wild, and very violent; they will attack any other living thing without hesitation, and their superior size over most fauna means it will usually emerge the victor. Despite their fearlessness, they are sometimes deterred by large projectile weapons such as a hurled rock or scorpion bolt. &lt;br /&gt;
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The most peculiar ability of the Ferehen is that they can create shockwaves by beating their wings in a particular way, and can summon whirlwinds by circling a target repeatedly. Given that the effects they can create don&#039;t seem possible for a single monster to do, it&#039;s believed that they are using some sort of innate wind magic to perform these dangerous tricks. &lt;br /&gt;
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===Chimakor===&lt;br /&gt;
[[File:Chimakor.jpg|thumb|A Chimakor]] &lt;br /&gt;
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Chimakors are winged monsters with the body of a mane-less lion but often between five and seven meters (16 - 23 feet) in length, wide membranous wings, a long thick spiked tail, two large tusks protruding downward from the upper jaw, and three spines atop the head. Some also have two arcing spines coming from the side of the skull and pointing forward. They are large and strong enough, with powerful forelimbs they can use to pick up cattle and horses, and usually use this method to defeat mounted knights by picking them up and dropping them from heights. They are often solitary, but will join in monster attacks. They aren&#039;t good flyers, and use their wings to glide or make bounding leaps, rather than to remain airborne for extended periods. &lt;br /&gt;
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They seem to have a fondness of forests and fog, and have a call which sounds like a gargled scream, striking terror into the hearts of any prey nearby. Some say the Chimakor can summon a fog cloud if it winds up alone and unable to use its wings for some reason, as a method of defending itself and scaring away anyone who might be trying to hunt it down. Despite the way Chimakors will pick up and drop mounted knights, being on horseback tends to be the best way to combat a Chimakor, as they have a habit of quickly moving from area to area to try to confuse its foe and keep the terrain in its favour, so catching up to it becomes an issue for monster slayers. Regardless of their bold and reckless nature, they will retreat if the circumstance has turned out to be unfavourable.&lt;br /&gt;
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===Shoamut===&lt;br /&gt;
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Shoamuts are very large beastly monsters. They have a bulky furry body with short stocky legs, a long neck bearing a heavy head with a single eye, a thin curling tail, and large tusks. Aside from using hoofs and tusks to assault victims, they are known for the several abilities of their one eye. Not only does the single eye have fantastic vision, but looking into it can force a victim to lose control of their body, or even physically chill a person to the point where it can cause death. These strange abilities have given Shoamuts a reputation for being horrific things to encounter. Fortunately, they have never been seen above ground. Due to their rarity and solitary behaviour, nothing more is known about them. &lt;br /&gt;
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===Dreturel===&lt;br /&gt;
[[File:Dreturel.jpg|thumb|A Dreturel]]&lt;br /&gt;
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Dreturel are reptilian monsters, but have bodies made of overlapping bony armoured plates with tough scales along the underbelly and back of the limbs. The long tail has blade-like spikes on the end, which it uses like a razor whip. Their claws are especially long and hooked, and they have a mane of clumped, tendril-like appendages. They are proficient burrowers and are usually known to emerge from soft, fine dirt like desert sand to attack. They seem to have an aversion to moisture and water, and will avoid emerging near beaches. Sometimes they lie in wait by disguising themselves as an animal skeleton; their bone-coloured armour helps add to this camouflage. When a victim gets near enough, they will lunge forward with either their jaws or tail and ensnare or slash at their target. &lt;br /&gt;
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They are very tough and are not perturbed by fire, with armour that shrugs off most human weapons. The only effective methods of defeating them seem to be the crushing or penetrating force from large artillery weapons, or find a weakness in the armour, which is no small feat -- even the insides of their mouths have tough, dry material which is hard to puncture.&lt;br /&gt;
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===Slogga===&lt;br /&gt;
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Sloggas are notorious monsters that come in two forms: spawn and Sloggakeu. Slogga spawns look like giant monstrous slugs covered in mucous and dripping with acid. Their bite isn&#039;t terribly powerful, but they can dissolve a chunk of flesh with just one bite, and spit it back with a spray of acid. They can climb vertical surfaces quite easily, and tend to burrow into the ground to flee danger. &lt;br /&gt;
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Sloggakeu are huge monsters that, at first glance, look like a towering mess of bone, chitin, flesh, moss, appendages, and slime. They stumble around on various short limbs and can use various extensions to scratch or strike. As with Slogga spawns, their bites are highly acidic, and they can also spray acid either in a concentrated glob or in a wide shower. Not only can they burrow into stone, but when in their burrows they can vibrate caverns nearby, disorienting unknowing victims. They are also known to occasionally use their stingers, which inflict a venom known to kill people within a week. Sloggakeu live alone, only surrounding themselves with their spawn. They carve out burrows in stone and line the surfaces with mucous and other strange substances. These are known as Slogga hives, and are generally found in warmer regions. &lt;br /&gt;
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===Scuruvoq===&lt;br /&gt;
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Found residing in manmade ruins found in arid regions, Scuruvoq resemble large lions with another pair of paws on their webbed wings and two pairs of horns. Aside from being physically powerful and competent fliers, they are mostly known for being able to use magic by uttering things in their strange guttural language. Scuruvoq can cast a variety of impiturgic spells, as well as some air- and arcane-based spells. Aside from these abilities, not much else is known about them, except that they prefer to hide in shadows rather than confront intruders, and are quite cunning and intelligent compared to most monsters. &lt;br /&gt;
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===Bileworm===&lt;br /&gt;
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Bileworms are hideous monsters that make large networks of burrows underground. They have smooth but tough leathery skin, jaws filled with thin sharp teeth that open very wide, and are completely blind. In smaller sizes, they use their small limbs to assist in movement, but these limbs seem absent on larger Bileworms, which can grow up to 15 meters (50 feet) in length. Their teeth inject a venom into victims, and their jaws are so powerful that sometimes they remain clamped onto bodies long after the Bileworm is dead. The largest Bileworms are able to produce huge amounts of toxic saliva, which they can either spit at range or dribble around themselves to keep annoyances at bay. Bileworm dens tend to exist under farmland, as they like to create pits where livestock can fall into, to be devoured by the Bileworms hiding inside. Fortunately, Bileworms don&#039;t seem to like using existing dens, so once a den is cleared of Bileworms it is generally deemed free of these monsters. &lt;br /&gt;
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===Anomeyl===&lt;br /&gt;
Anomeyl are tree monsters which dwell in remote forests in northern Armalia. They are able to perceive and experience their surroundings, and when rooted they look like a tree with a split in the trunk containing a beating human heart. The sound of the heart resonates through the wood of the tree and is amplified. Anomeyl hearts always beat in unison when they are grouped together. Young anomeyl are thought to grow from seeds and become sapling-type creatures which somehow trick dour and miserable people into giving up their hearts in exchange for peace. Once the infant anomeyl acquires the heart, it gains the ability to root itself and become part of a beating forest, where it can produce its own seeds. The victim&#039;s fate is uncertain. Some say it becomes another type of monster; a man-eating tree-person sometimes called a vatnin. Others say the victim&#039;s soul becomes trapped in the anomeyl and the body is left behind as an empty carcass. &lt;br /&gt;
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When anomeyl gather in large enough groups, the unified sounds of their beating hearts are believed to drain nearby life; anomeyl forests are often void of other forms of life including both fauna and flora. Sometimes anomeyl roots are found grasping bones and rotting corpses, suggesting that even once they root anomeyl are capable of attacking and killing other living things within their reach. There are some groups of people who go around with special axes chopping down rooted anomeyl and hunting their sapling infants to prevent them from taking over entire areas. They often wear certain kinds of protection across their rib cages to deter anomeyl from trying to steal their hearts. &lt;br /&gt;
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===Likerde===&lt;br /&gt;
Likerdes are large monsters with a roughly reptilian appearance. Mostly elongated in shape, they have a very long muscular tail, walk on an unclear amount of limbs (records range between four and eight), and have a long neck with a long head. They have slippery and tough skin all over their bodies which shifts and bulges in a way that suggests it doesn&#039;t have consistent anatomy, with a sort of crest or trail of twisting and curling horns protruding from the back of the skull and trailing down the neck. Its claws are like talons, long and curved, and its teeth and gums are exposed, jutting from the upper and lower jaw like a tiger fish. These strange monsters are known to be fearless and bold, and at home in many environments, boasting terrifying agility whether running, climbing, swimming, or tunnelling underground. They can spew fire from their mouths and can also unleash a tremendous roar sudden and loud enough to kill unsuspecting victims and send their bodies flying. Despite being seen on the surface of the land, they are mostly known for remaining underground in vast cave systems. &lt;br /&gt;
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===Gigas===&lt;br /&gt;
[[File:duskgigas.jpg|thumb|A dusk gigas]]&lt;br /&gt;
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Gigas are enormous monsters which have a stance like a gorilla or giant sloth, boasting large and thick forelimbs with enormous claws, small but stocky hind-limbs, large rocky/scaly plates covering the top of the body and outside of the limbs, a long and heavy tail, a long neck with a crown of asymmetrical horns atop its head, and three eyes. While hunched on all fours they can reach 20 meters (65 feet), but have been seen reaching twice this high when standing on their hind legs. They are very slow and cumbersome, releasing a very deep vibrating sound when angered, which causes great discomfort and pain to those nearby. Due to their slow movement, large size, and often idle nature, many gigas have plants growing on the scaly plates of their backs, giving them a kind of light camouflage when lying down. Despite this, they show no affection toward nature overall, and tend to decimate and scare away any native wildlife with their mere presence. It is also common to find countless weapons embedded into gigas, adding up over the years from people trying to attack them. It is said that despite the scaly plates only covering half their body, the rest of their hide is still strong enough to turn aside all weapons. There are a few variants of gigas, listed below: &lt;br /&gt;
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&#039;&#039;&#039;Dusk Gigas&#039;&#039;&#039;&lt;br /&gt;
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A type of gigas which only moves during the greys of dusk and dawn. It has orange eyes and spends most of its time in shallow waters of mountainous parts of [[Yvatshun]], devouring fish and fishermen alike, using shockwaves of its deep call to paralyse its victims with fear before showering them with its boiling hot steam breath and eating the softened body whole while still alive. If it catches scent of a larger meal, like a horse, it can sometimes pursue it at great lengths, despite a horse easily being able to outrun it with bursts of speed. Dusk gigas, like most gigas, create large burrows, but nobody ever enters them so their purpose is unknown. &lt;br /&gt;
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&#039;&#039;&#039;Glacial Gigas&#039;&#039;&#039;&lt;br /&gt;
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A type of gigas which lives at high altitudes in northern Armalia and spends most of its time lying dormant under a layer of snow. On hearing anything large enough moving nearby, it lifts itself out of the snow and unleashes a huge shockwave of thundering deep sound which tears up the ground and snow and throws creatures to the ground, sometimes breaking bones if near enough to the monster. It does not create burrows, but is known to follow victims for very long lengths of time, especially when the meal is deemed worth it. They tend to be perturbed by smoke and fire. Their horns are more like great thorny dead trees than the more conventional bull-like horns of a dusk gigas. &lt;br /&gt;
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This monster was submitted by Artimijs.&lt;br /&gt;
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==Transient Monsters==&lt;br /&gt;
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Transient monsters are types that are only seen during events such as [[Darkness#Black_Storms|Black Storms]], and as such cannot be encountered or observed in any other context. Because of this rarity, they are generally seen as more dangerous and mysterious than pervasive monsters. Below is a list of the known types of transient monsters, in order from the smallest and weakest to the largest and most powerful. &lt;br /&gt;
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===Oroch===&lt;br /&gt;
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Like a mix between a dog, horse, and goat, Orochs are aggressive and strong monsters wreathed in fire. They appear during Black Storms and wreak havoc upon civilisation, spreading fire with their mere presence. They possess sturdy horns like a goat and a long tail, and are about as large as a horse, with a majestic and imposing posture. Reports regarding whether Orochs have clawed or hoofed feet are inconclusive; regardless, they will attack people with all parts of their body, ramming, biting, kicking, scratching, and tackling whatever they can. Larger Orochs have such intense fires surrounding their bodies that they seem to rise up like fiery wings, but it isn&#039;t known whether they can take flight. Some Orochs can also breathe fire, and there are less reliable stories of them vanishing in a ball of fire, only to emerge from a different source of fire in a nearby area. &lt;br /&gt;
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===Rekaziel===&lt;br /&gt;
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Among the more humanoid monsters is the Rekaziel. Wreathing themselves in magic fire, they are magic users who dress themselves in dark robes and carry strange wooden structures on their backs that seem to slow them down. Despite this apparent burden, they are known to cast a wide range of spells of the fire, ice, stone, and arcane varieties. They seem to have a spoken language, and there are stories of them speaking with human victims that they capture. Little more is known about these mysterious monster mages, though many think that they were once human -- due to their humanoid size -- or perhaps still are human. &lt;br /&gt;
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===Slaewthuiga===&lt;br /&gt;
A Slaewthuiga is a very large monster that is infamous for its bewildering form. It has only reared its head during The Darkness, showing up at various locations, and reports describe a variety of body parts: A long ribbed neck, broad and strong tentacles, gangling arms, several legs that bend forwards or backwards, wings like a bat either with or without skin between the fingers, and other appendages that cannot quite be described. It consistently has a short face with curling horns and eyes positioned quite far forward, and its wrinkled skin shifts and folds, shining dark like ink. During the sightings, the Slaewthuiga was seen peering and leaping over structures as high as castle walls, summoning dense fog, causing people to drop dead with its gaze, locating people behind walls as though it can see through solid material, disappearing before the eye, causing blindness and deafness, lifting people off their feet without touching them, and creating images that aren&#039;t real. Like the Rekaziel, many scholars think the Slaewthuiga can use magic, as some of these descriptions match what can be achieved by competent mages. &lt;br /&gt;
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===Giakdon===&lt;br /&gt;
[[File:Giakdon.jpg|thumb|A Giakdon]]&lt;br /&gt;
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One of the mightiest humanoid monsters, Giakdon are gigantic beings, usually standing close to ten meters (33 feet) in height. They only seem to show up during coordinated monster assaults against civilisations, and come wielding giant weapons and armour, forged in some unnatural place deep below the surface. Their most distinctive features include the thick metal helmets they wear which are long and beak-like, the two curved horns that protrude in the same manner as a mature bull, and the mane of blood red hair that flows down their backs. They are known to have hides too thick to penetrate with handheld weapons, and will try to brute-force their way through fortifications by smashing into them repeatedly with great axes or hammers. Even orders of monster slayers will usually back away from an encroaching Giakdon; they have no known weak points, aside from the high-up narrow slots in their helmets through which they see. &lt;br /&gt;
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It is rumoured that a Giakdon without its weapon will charge on all fours like a bull. It&#039;s also rumoured that their flesh is poisonous, but this has not been confirmed. A Giakdon&#039;s horns, helmet, or bones make for extravagant trophies worth ridiculous amounts of money to the right people. They have never been known to speak, despite their somewhat humanoid appearance. &lt;br /&gt;
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===Stonejaw===&lt;br /&gt;
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Stonejaw is the common name for a monster that has not been seen for many centuries. It shows up in similar circumstances to the Giakdon -- during coordinated assaults against humanity. They are usually described as very large reptilian creatures that walk on two or four legs, with long, thick tails, impenetrable scaly hide, a back covered in jagged spikes, and a mouth covered in armoured plates that opens wide enough to swallow carriages whole. They are cumbersome, slow, and stupid, but a single crunch of its jaws can break a castle wall into fragments. &lt;br /&gt;
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Another distinct feature Stonejaws possess is the ability to produce sound that is felt more than it is heard. They can make a rumbling vocalisation which can travel quite far, and is said to be able to shock, paralyse, or even kill people if it does it loud and sudden enough. The sounds of earthquakes are often associated with stonejaws, and some folk people think they are caused by herds of stonejaws moving around underground. &lt;br /&gt;
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===Xelevikenar===&lt;br /&gt;
[[File:Xelevikenar.jpg|thumb|Rhknar GvoranShun]]&lt;br /&gt;
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&#039;&#039;&#039;Origin and History&#039;&#039;&#039;&lt;br /&gt;
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Xelevikenar -- sometimes called Xelkenar, Greater Demons, or Storm-bringers -- are monstrous war generals of [[Endon#Votirin|The Enemy]]. [[Nikina]] warns people of the danger of Xelevikenar -- that if one should ever be sighted during a [[Darkness#Black_Storms|Black Storm]], that one should flee and hide. Nikina describes the Xelevikenar as being members of ancient fallen order of [[Shimteak]] of especially great ability who were stolen by Votorin and corrupted, turned into weapons to be used against humans. As far as reliable historic records go, Xelevikenar have only been sighted once, though there are many accounts of people having think they saw them. Most of these rumours happen during Black Storms when monsters attack. &lt;br /&gt;
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The Xelevikenar called Veriviet appeared during the [[Darkness]], commanding the monster attack against the ancient city of Arngos in southern [[Umberia]]. So great was the attack and Veriviet&#039;s power that Arngos was razed and the land became so scarred that the city was not rebuilt. Veriviet was slain by the high priest of the Kingdom of Elecia -- a man known as Shaurdoril of Wolgommen -- by sanctifying a silver ballista bolt and commanding the soldiers to aim it at Veriviet&#039;s great gem embedded in his chest armour. Veriviet&#039;s great sword, Miesich, remains at the site of his death to this day, standing upright like a narrow tower leaning before its collapse. As the land itself kills any who step upon it, the sword can only be seen from a distance, and even then at risk to the viewer. &lt;br /&gt;
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&#039;&#039;&#039;Appearance and Abilities&#039;&#039;&#039;&lt;br /&gt;
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Xelevikenar are giant ferocious humanoid-like entities, standing tall enough to peer over a two-storied house despite their hunched stature, and are covered head-to-toe in thick, jagged plate armour of grotesque design. They have three arms; whether the third arm is on the left side or right side seems to vary, but the single arm always bears a shield. Some think this third arm is the source of the Xelevikenar&#039;s corruption, as Shimteak always have two arms, making the third arm an unnatural addition. Others disagree, saying the source of their power is their great gem, as indicated by the accounts of Shaurdoril of Wolgommen slaying Veriviet GvoranShun. They are known to wield one or two other weapons with their other two hands. Much like Shimteak, it is not known what they look like beneath their armour, as upon death the land around the body becomes corrupted and deadly to living things. This is presumably evil magic leaking from the body, and can leave a stain on the land lasting hundreds of years. &lt;br /&gt;
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They are said to have unrivalled intelligence, skill in combat, and magical prowess compared with humans; they are believed to be able to cast strong curses that can linger for centuries by uttering a single vocalisation. Despite their great size, thick armour, and apparent bulk, they move like unhindered shadows, agile and terrifyingly graceful. The weapons they possess usually appear to be enchanted with powerful ancient magic that seems to ignite air and matter alike with black fire and sparks. &lt;br /&gt;
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&#039;&#039;&#039;Individuals&#039;&#039;&#039;&lt;br /&gt;
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According to Nikina, there have been six known Xelevikenar, each with its own name, gemstone (embedded in the chest-piece of its armour), and aspect. They are as follows: &lt;br /&gt;
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&#039;&#039;&#039;Rhknar GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Onuxutex|Onuxutex]] helmet. Right hand: shield. Left hand: sword, Terihkoma. Second left hand: hammer, Atarigen (lost). &lt;br /&gt;
Rhknar&#039;s faction uses the gold phederite and represents strength.&lt;br /&gt;
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&#039;&#039;&#039;Kavika GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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Chimakor helmet. Right hand: staff, Khabem. Second right hand: flail, Remiksen. Left hand: shield.&lt;br /&gt;
Kavika&#039;s faction uses the green reserorka and represents possession.&lt;br /&gt;
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&#039;&#039;&#039;Veriviet GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Nuinrari|Nuinrari]] helmet. Right and left hand: sword, Miesich. Second left hand: shield.&lt;br /&gt;
Veriviet&#039;s faction uses the blue kijisilira and represents knowledge. He appeared during the Darkness, commanding the monster attack against the ancient city of Arngos in [[Umberia]]. So great was the attack and Veriviet&#039;s power that Arngos was razed and the land became so scarred that the city was not rebuilt. Veriviet was slain by the high priest of the Kingdom of Elecia -- a man known as Shaurdoril of Wolgommen -- by sanctifying a silver ballista bolt and commanding the soldiers to aim it at Veriviet&#039;s great gem embedded in his chest armour. &lt;br /&gt;
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&#039;&#039;&#039;Ashmah GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Cmarla|Cmarla]] helmet. Right hand: axe, Ibhkimasula. Second right hand: trident, Kornuhk. Left hand: shield.&lt;br /&gt;
Ashmah&#039;s faction uses the red druutvrol and represents creativity.&lt;br /&gt;
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&#039;&#039;&#039;Iethyer GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Mavara|Mavara]] helmet. Right hand: shield. Left hand: mace, Vahmeaka. Second left hand: halberd, Eangen (lost).&lt;br /&gt;
Iethyer&#039;s faction uses the black omortis and represents wonder.&lt;br /&gt;
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&#039;&#039;&#039;Vigoruhn GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Yrmbaro|Yrmbaro]] helmet. Right and left hand: hammer, Vasteatagu. Second right hand: shield.&lt;br /&gt;
Vigoruhn&#039;s faction uses the white latilheris and represents mortality.&lt;br /&gt;
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===Orkatang===&lt;br /&gt;
[[File:Orkatang.jpg|thumb|An Orkatang]]&lt;br /&gt;
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A monster of legend, the Orkatang exists only in old tales and is arguably not a monster. According to these stories, Orkatangs are the size of a small mountain, but other than that the descriptors are vague. To some people, the Orkatang is not a being of the past, but a symbol of a world-ending event to come. Others argue that it is the same entity as the Black Whale Murluron that brought about the [[Darkness]], given the apparent colossal size and apocalyptic power of both entities. The most famous old poem about an Orkatang implies that at least one existed, and was divided into eight parts which were scattered about the land. The poem is as follows:&lt;br /&gt;
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O Orkatang&lt;br /&gt;
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And I bid ye heed me, O Orkatang&lt;br /&gt;
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I ventured through the mountains looking east for your toes&lt;br /&gt;
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O&#039;er the grey fields in bitter cold for your fingers&lt;br /&gt;
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And under the heavy seas of the Nest for your wings&lt;br /&gt;
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But ne&#039;er did I find your tokens&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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Devour my mind for I am unworthy, O Giant of Winds&lt;br /&gt;
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And I bid ye heed me, O Orkatang&lt;br /&gt;
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I ventured through the deepest woods of the Red King for your tail&lt;br /&gt;
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O&#039;er the crescent of the heart for your horns like pines&lt;br /&gt;
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And under the stars which dance with clouds for your tongue&lt;br /&gt;
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But ne&#039;er did I find your tokens&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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Devour my heart for I am unworthy, O Giant of Winds&lt;br /&gt;
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And I bed ye heed me, O Orkatang&lt;br /&gt;
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I ventured through the winding depths of the dead white for your fangs&lt;br /&gt;
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O&#039;er the dusty ash for your eyes&lt;br /&gt;
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And under the dead holes for your heart&lt;br /&gt;
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But ne&#039;er did I find your tokens&lt;br /&gt;
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And so you watch from afar and still waiting&lt;br /&gt;
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Torn apart by the Grand and still waiting&lt;br /&gt;
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Buried by the palace and still waiting&lt;br /&gt;
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Bound by magics and split by magics, O Giant of Winds&lt;br /&gt;
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And still waiting to become one&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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Devour my soul for I am unworthy&lt;br /&gt;
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==Sea Monsters==&lt;br /&gt;
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===Mirung===&lt;br /&gt;
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Mirung are large monsters that resemble a cross between an elephant seal and a killer whale. They can swim fast or waddle slowly across land, and are usually around 8 meters (26 feet) long and 6000kgs (13,000lbs). Once they spot prey they pursue it relentlessly, even going so far as to knock themselves into small boats to try to overturn them, or utilise their loud hoots which can knock a rowboat over. Even if they spot sailors on a ship, they will pursue it and try to damage the ship to cause it to sink, whereupon they will devour the crew. They are usually seen around the shores of Grave Island, and don&#039;t seem to be able to survive in warmer climates where the sun shines too much, as they have an aversion to sunlight and seem to overheat. &lt;br /&gt;
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===Scumtide===&lt;br /&gt;
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A scumtide is a poorly understood creature which appears as a wide area of ocean covered in a thick jelly-like substance. They are mostly encountered in remote areas of the southern Totani Sea, greatly limiting naval transportation in the area. The greenish jelly eats away at any organic material it comes into contact with and is very sticky. It was thought for a long time to be a plant or a school of jellyfish, but recent studies show it is in fact one creature: If a portion of the jelly is torn away, the rest will move into the vacant space and search for the removed piece. Upon finding it, it will be reincorporated back into the main bulk and it will behave as normal; it will quickly react to what happens on the opposite side of the body, even at distances of hundreds of meters; it will recoil from fire but doesn&#039;t seem very affected by it given its wetness. &lt;br /&gt;
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Small ships often lose their momentum on sailing into the scumtide, at which point the slime will eat away at the hull until the ship breaks apart, and anyone onboard becomes victim to the monster. There are even rumours of it slowly pursuing nearby ships across great distances. Once it eats organic material, anything that can&#039;t be eaten is dropped into the ocean below it. Fortunately, they never approach land, and are only found when the ocean is fairly smooth. &lt;br /&gt;
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===Khakankun===&lt;br /&gt;
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Khakankun are monstrous sea worms that live in the Bay of the Dead west of the Sea of Ash. Though their appearance is rare and they are elusive of late, there are detailed reports of a worm occasionally surfacing and wreaking havoc on nearby villages, towns, and cities. They do not leave the water, but can reach over land using their head, which is a horrific arrangement of appendages, mandibles, shimmering armoured plates, and antennae. Their jaws are wide enough to chop a small boat in half, and they can devour smaller prey just by using the suction of their mouth. Their true size is not known, but judging by the size of the head, estimates often put its length around 200 meters (650 feet). There are exoskeletal remains of the khakankun to be found around the bay itself, remnants of monstrous attacks from ancient times.&lt;br /&gt;
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===Sffinok===&lt;br /&gt;
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Somewhere between a bird and a fish, sffinok are large monsters that are equally good at flying and swimming. They resemble something like a hunched bird with a long neck, powerful beak, and fin-like feathers along its back, wings, and tail. Its feet boast webbed talons, and its eyes are said to shine like pearls, even on dark arctic days. They have great eyesight and smell and dwell on the Sffin Islands south of Qran. Though they normally do not stray far from these islands, they tend to search in wider areas for food during winter, making the trip by sea from Benevis to Yvabira even more undesirable during this season. Sometimes they venture further, attacking a coastal village and eating its inhabitants, but this is a very rare occurrence.&lt;br /&gt;
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===Menterram===&lt;br /&gt;
&lt;br /&gt;
The menterram is a very large creature resembling an enormous turtle at least 60 meters (200 feet) with a long tail, a very long neck, a large mouth full of teeth, and a shell covered in formations which resemble a rocky island. The menterram positions itself near ships far from land, where it pretends to be an island worth investigating. It arranges pieces of ships, skeletons, shining rocks from the sea floor, bioluminescent material, and other items the likes of which are otherwise inaccessible. Once the monster feels there are enough victims in place, it submerges suddenly, pulling everything -- nearby ships included -- below the surface, where it devours the people and destroys the vessels, adding more material to its back. &lt;br /&gt;
&lt;br /&gt;
===Costradun===&lt;br /&gt;
&lt;br /&gt;
Costradun are colossal fish monsters found in the middle of the Augair Ocean. The front half of their body is covered in bony plates forming a beak at the mouth, which replaces its need for teeth. It can open its mouth with such force that anything swimming nearby is sucked in, at which point it closes its jaws with enough force to crack open the hull of a ship. They can open their mouths to almost a right angle due to them having two interconnected jaw mechanisms. Due to their bony heads, they are also known to violently ram ships to force them to sink. They appear to revel in destruction and are very violent, and will chase vessels a long way, making this part of the ocean avoided by everyone. Little more is known of them. &lt;br /&gt;
&lt;br /&gt;
===Anomalcer===&lt;br /&gt;
&lt;br /&gt;
Anomalcers are large monsters which dwell in the middle of the Augair Ocean but are rarely seen in the same place as costradun. Anomalcers are very large, much longer than a big ship, and are covered in hard exoskeleton plates much like a crustacean. But they have nothing in the way of recognisable appendages: The front of the body has an elongated head section with large white compound eyes on either side, and a pair of crescent-shaped arms covered in spines which act like arms or mandibles, delivering food to the mouth on the underside of its head. The rest of its body is much like a lobster tail, with segmented parts bearing two fin-like legs on each segment, allowing for very agile swimming; anomalcers have been seen spiralling and spinning beneath the surface of the sea. It&#039;s believed they use this underwater dexterity to create whirlpools to draw in unsuspecting ships.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Darkness&amp;diff=2495</id>
		<title>Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Darkness&amp;diff=2495"/>
		<updated>2023-04-22T09:21:39Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shadow of the Whale=&lt;br /&gt;
&lt;br /&gt;
In 0BD, one of the most catastrophic events in Riiga took place. A vast black storm swept across half the known world, almost wiping out entire civilisations and causing the reshaping of most in its wake. According to many historical records, the source of the storm was a colossal magical creature somewhat resembling a black whale drifting menacingly through the sky, encircled by a raging, destructive storm. Invading forces of monsters coordinated with the event at most locations, leading many to believe the same being who is responsible for monsters was also responsible for the Darkness. The event mostly affected the Mintar Empire, the Xilou Hoqomer, the Yvabira Kingdom, and the Six Kingdoms of Nor. Cities that were hit include most of the cities in Nor; Tjynas, Undhul, and Khamis in Mintar; Zirer and Euxafi in Xilou; and most cities in Yvabira. &lt;br /&gt;
&lt;br /&gt;
The storm is believed to have formed in the Sea of Ash, between Armalia and Jindiara. It travelled west across Karber, and Sheber, crossed between the Karber Sea and Simber, and across the northern end of Seleru, where it circled around and swept across Nor from west to east, across Ideitess and Bymir, and it dissipated somewhere around Bymir. There are reliable records of the Darkness occurring in Batur, but the Baturun people at the time had very little in the way of written records. It is without a doubt that the storm never made it to Temanea, though they have seen Black Storms outside the Burning Hills storm around 439AL. &lt;br /&gt;
&lt;br /&gt;
Those who had warning of its arrival gathered armies and their best artillery to help against the encroaching monster forces, but no weapon could even reach the whale, for the storm that enveloped him was too dense. Some accounts of battles don&#039;t even have reports of any entity being spotted amidst the raging storms. Though some armies did manage to hold legions of monsters at bay for a time, the ever-increasing black storm eventually overpowered every force humans could gather and they were all defeated. The monsters did not take over the conquered cities and kingdoms, however. When the storm passed, the monsters dealt as much damage as they pleased, and then they withdrew back into the depths. Despite several civilisations collapsing, large numbers of populations themselves survived. It seemed more of an attack against civilisation itself than an attempt to kill everyone. &lt;br /&gt;
&lt;br /&gt;
The devastation was so immeasurable that the primary calendars marked the following year 1AL (After Light), and made dates before count backward under BD (Before Darkness). Though not all peoples use this calendar, it is the most widely used dating system in Riiga. &lt;br /&gt;
&lt;br /&gt;
But not all that happened during the Darkness was tainted with despair: The [[Monsters#Xelevikenar|Xelevikenar]] called Veriviet appeared during the Darkness, commanding the monster attack against the ancient city of Arngos in southern Nor. So great was the attack and Veriviet&#039;s power that Arngos was razed and the land became so scarred that the city was not rebuilt. Veriviet was slain by the high priest of the Kingdom of Elecia -- a man known as Shaurdoril of Wolgommen -- by sanctifying a silver ballista bolt and commanding the soldiers to aim it at Veriviet&#039;s great gem embedded in his chest armour. Veriviet&#039;s great sword, Miesich, remains at the sight of his death to this day, standing upright like a narrow tower leaning before its collapse. As the land itself kills any who step upon it, the sword can only be seen from a distance, and even then at risk to the viewer. &lt;br /&gt;
&lt;br /&gt;
[[File:Murluron.jpg|600px|thumb]]&lt;br /&gt;
==Murluron==&lt;br /&gt;
&lt;br /&gt;
Though records vary, many witnessed a colossal magical creature, as stated. It had the rough form of a black whale covered in mountainous spikes and was constantly wreathed in turbulent clouds and electric storms. The entity itself was allegedly 2-5km long (1.2-3.1 miles), so vast that if it ascended or descended it would create hurricane winds that could tear trees out of the ground, and could unload a smaller storm of any combination of ferocious winds, lightning, or fire at will. The [[Antemplars]], an ancient order headed by demigods with several cults of humans trying to earn their favour, have claimed responsibility for the attack, making them one of the most feared orders of beings in Riiga.&lt;br /&gt;
&lt;br /&gt;
==Dark Scars==&lt;br /&gt;
&lt;br /&gt;
Though the damages caused by the storm and monsters was all but repaired after a century, the physical scarring of the land caused by Murluron itself remains a prominent remnant to this day. These wounds and blemishes, usually called Dark Scars, Demon Lakes, or Dusk Trenches, usually resemble long, broad, and deep gouges in the land, formed by the times when Murluron itself got closest to the ground. Over time, the vast majority of these not found in deserts end up becoming lakes. They often exist in groups formed in a line, with smaller lakes flanking the longest lake where Murluron scraped deepest. These lakes can be mistaken for normal strings of lakes, were it not for two features: First, these lakes are not frequented by wildlife, as fish, amphibians, birds, mammals, insects seem to avoid the waters and surrounding shores; second, the waters are not safe for drinking and the connected lands are not arable, or indeed, accommodating for any plant life, and those who eat or drink anything that has come into contact with Dark Scars often suffers from what is essentially identical to mild Aetherite exposure (see below). &lt;br /&gt;
&lt;br /&gt;
Dark Scars are most often found near the Bay of the Dead, across the Karber and Qarar Deserts, either side of the Lion&#039;s Tail, the East and West Fangs, the Heryn Highlands and Simbean Desert, through the modern Eber Empire and Upper Ebere, Arngos, Umberia, Regyland, Curin, Galanor Fields, Huirnon, the Tiuta Basin, the Mucklands and Yvatlands, and Bymir Basin. As mentioned, those found in deserts are often left as dry craters, while the rest are now lakes. Some Dark Scars run through old cities, which forced people to abandon them. These cities are now ruins. Prominent ruins include Qhesosu in Kobhufi, Rimonhu in Oolu, Sukor in Kinars, Tuar Qu in Eber, Amiru in Reunou, Dialnen in Umberia, Teuver in Regyland, Avynin in Huirnon, and Sivlanav in Yvabira.&lt;br /&gt;
&lt;br /&gt;
=Black Storms=&lt;br /&gt;
&lt;br /&gt;
Across northern Baracsa, and western and central Armalia -- the main areas to have suffered The Darkness -- there are storms which are believed to be remnants of the Darkness which occur approximately once every 50-100 years. These events are called Black Storms, Dark Tempests, or similar, and are different to a regular storm due to a few distinct features. &lt;br /&gt;
&lt;br /&gt;
Firstly, Black Storms are preceded by a more profound environmental change than regular storms: clouds that gather are especially turbulent and dark, a rumbling can be felt from it, and some people in the area may feel a certain dry or tingling sensation. A rare type of bird called the [[Sentions#Synavos|synavos]] is especially sensitive to these changes, and emits a mournful cry when it does, noticeable due to its normally quiet demeanor. Synavos are usually kept in large cities in a specific tower called a Crying Tower, found on only the largest of castles or palaces. The cry is passed on by means of giant bells, horns, drums, or lines of beacons. Antemplars are known to hunt these birds to reduce the effectiveness of civilised warning systems. &lt;br /&gt;
&lt;br /&gt;
Secondly, the storm brings a darkness as deep as night, lightning which is dark purple in colour, thunder that sounds more like tearing of the air rather than explosions, strong winds, hordes of monsters, and sometimes rain. If the storms are anywhere near civilised areas, humans muster forces as quickly as they can, expecting a monster attack. Indeed, most Black Storms bring monster invasions, though some do not. These storms tend to last anywhere from two to seven days, and will move very slowly across a landscape. Sometimes they seem to change direction. Some claim to have seen Murluron himself in the tumbling clouds of Black Storms, but no historian or priest has ever managed to verify such a claim. &lt;br /&gt;
&lt;br /&gt;
Thirdly, remnants of the storms include a type of stone left over from when the purple lightning strikes certain types of ground. A rare crystalline material called &#039;&#039;&#039;aetherite&#039;&#039;&#039; is formed in this way, though most of it was formed during The Darkness, as the lightning in modern Black Storms is nowhere near the power and intensity of the lightning back then. Aetherite is a very potent carrier of aether, and can theoretically be used to amplify magic by using it as a vessel, material, or container, though this is yet to be achieved by anyone. Aetherite exposure corrupts the wielder rapidly: signs of corruption include a purple-black powdery look to parts of the body nearest to the aetherite, and around the orifices of the body; a gradual detachment from reality and inability to maintain coherent conversations; a drastic loss in mental and physical capability; and a tendency to experience hallucinations of a sinister nature. Despite Black Storms occurring at least once every several decades, aetherite in any substantial quality is extremely rare and extremely dangerous. Regardless, it is contraband in all major human civilisations that know of its existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Historical Storms==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 66%;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;14&amp;quot;|Historical Black Storms &lt;br /&gt;
|-&lt;br /&gt;
!Year!!Name!!Details (mostly Benevis)!!Nor!!Umbener!!Simber!!Seleru!!Bymir!!Sheber!!Karber!!Batur!!Teman!!Yyele!!Ideitess&lt;br /&gt;
|-&lt;br /&gt;
|0BD&lt;br /&gt;
|The Darkness&lt;br /&gt;
|The greatest Black Storm in recorded history, catching several entire civilisations unawares and all but annihilating them. &lt;br /&gt;
|Extreme&lt;br /&gt;
|Moderate&lt;br /&gt;
|Mild&lt;br /&gt;
|Extreme&lt;br /&gt;
|Severe&lt;br /&gt;
|Severe&lt;br /&gt;
|Extreme&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Heavy&lt;br /&gt;
|-&lt;br /&gt;
|116AL&lt;br /&gt;
|Eternal Night&lt;br /&gt;
|So called because people feared it was a second Darkness, while in truth it did not match up to the same level of devastation. &lt;br /&gt;
|Extreme&lt;br /&gt;
|&lt;br /&gt;
|Moderate&lt;br /&gt;
|Severe&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Severe&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Minor&lt;br /&gt;
|Minor&lt;br /&gt;
|-&lt;br /&gt;
|183AL&lt;br /&gt;
|Vile Storm&lt;br /&gt;
|Unremarkable as far as Black Storms go. It is not known why it was named as such. &lt;br /&gt;
|Minor&lt;br /&gt;
|Heavy&lt;br /&gt;
|&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|297AL &lt;br /&gt;
|Orphan Storm&lt;br /&gt;
|Considering a few major plagues (primarily The Scald and Lion&#039;s Plague) and the Age of Exploration, many died in this period and this storm made everything worse. &lt;br /&gt;
|Severe&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|Moderate&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|Severe&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|370AL&lt;br /&gt;
|The Mad Bull&lt;br /&gt;
|Suspiciously aligned with a Karithian war, where assaults were considered by some scholars to be coordinated between monsters and [[Karithians]]. &lt;br /&gt;
|Moderate&lt;br /&gt;
|Severe&lt;br /&gt;
|Heavy&lt;br /&gt;
|Minor&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|Minor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|439AL &lt;br /&gt;
|Burning Hills&lt;br /&gt;
|In the wake of The Scald plague, many crops were burned and much land was abandoned, making the timing of this Black Storm deadly. &lt;br /&gt;
|Moderate&lt;br /&gt;
|Heavy&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|Severe&lt;br /&gt;
|Heavy&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Minor&lt;br /&gt;
|Minor&lt;br /&gt;
|Heavy&lt;br /&gt;
|-&lt;br /&gt;
|513AL&lt;br /&gt;
|Black Blade&lt;br /&gt;
|The first [[Sentions#Synavos|synavos]] warned the empire of this storm, thought to be symbolic of [[Endon#Votorin|The Enemy]] attempting to murder the new emperor. &lt;br /&gt;
|Severe&lt;br /&gt;
|Severe&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Severe&lt;br /&gt;
|Heavy&lt;br /&gt;
|Severe&lt;br /&gt;
|Minor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|611AL &lt;br /&gt;
|The Falling&lt;br /&gt;
|Named after the [[Monsters#Stonejaw|Stonejaw]] that appeared in Umbener and destroyed several fortified towns and cities. It was almost felled, but managed to burrow away. &lt;br /&gt;
|&lt;br /&gt;
|Severe&lt;br /&gt;
|&lt;br /&gt;
|Severe&lt;br /&gt;
|Severe&lt;br /&gt;
|Heavy&lt;br /&gt;
|Heavy&lt;br /&gt;
|Minor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|718AL&lt;br /&gt;
|Red Forest&lt;br /&gt;
|Named after especially large swathes of woodland were set fire by hordes of [[Monsters#Oroch|Orochs]], especially in northern Benevis. &lt;br /&gt;
|Extreme&lt;br /&gt;
|Severe&lt;br /&gt;
|Severe&lt;br /&gt;
|Heavy&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Heavy&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Heavy&lt;br /&gt;
|-&lt;br /&gt;
|821AL&lt;br /&gt;
|The Assault&lt;br /&gt;
|This storm was considered to be an especially focussed and intense attack on areas where the [[Religions#Red_Temple|Red Temple]] was prominent and becoming particularly powerful. &lt;br /&gt;
|Heavy&lt;br /&gt;
|Extreme&lt;br /&gt;
|Severe&lt;br /&gt;
|Minor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|905AL&lt;br /&gt;
|The Last Fight&lt;br /&gt;
|Mockingly named after a prominent band of monster hunters who claimed that they would slay all the monsters and end Black Storms for good. Needless to say, their plan did not work. &lt;br /&gt;
|Severe&lt;br /&gt;
|Severe&lt;br /&gt;
|Heavy&lt;br /&gt;
|&lt;br /&gt;
|Moderate&lt;br /&gt;
|Minor&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Heavy&lt;br /&gt;
|-&lt;br /&gt;
|985AL&lt;br /&gt;
|Fear of Darkness&lt;br /&gt;
|Named after the fact that this storm cast impermeable darkness across the land, with many reporting a black sky, even during the day. &lt;br /&gt;
|&lt;br /&gt;
|Heavy&lt;br /&gt;
|Moderate&lt;br /&gt;
|Severe&lt;br /&gt;
|Minor&lt;br /&gt;
|Heavy&lt;br /&gt;
|Heavy&lt;br /&gt;
|Minor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|992AL&lt;br /&gt;
|The Dark Echo&lt;br /&gt;
|So named after the idea that this storm was a mere echo of the previous storm, due to the small number of years separating them, though the destruction was still noteworthy. &lt;br /&gt;
|Moderate&lt;br /&gt;
|Heavy&lt;br /&gt;
|Heavy&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Moderate&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Minor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Minor damage: Minimal structure damage, monsters are nowhere to be seen. &lt;br /&gt;
* Moderate damage: Only superficial structure damage, monster attacks are rare. &lt;br /&gt;
* Heavy damage: Only common houses are destroyed, monster attacks are periodic. &lt;br /&gt;
* Severe damage: Only the strongest structures survive, monster attacks are frequent. &lt;br /&gt;
* Extreme damage: All structures are ruined, monster attacks are relentless.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Patreon&amp;diff=2494</id>
		<title>Patreon</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Patreon&amp;diff=2494"/>
		<updated>2022-09-19T07:41:56Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are my Patreon supporters: &lt;br /&gt;
&lt;br /&gt;
===Dukes===&lt;br /&gt;
* x0d0a&lt;br /&gt;
* Accreos&lt;br /&gt;
&lt;br /&gt;
===Princes===&lt;br /&gt;
* Artimijs&lt;br /&gt;
* Scraver&lt;br /&gt;
* Ether Memento&lt;br /&gt;
* Youlyoush&lt;br /&gt;
&lt;br /&gt;
===Marquesses===&lt;br /&gt;
* Brosifer&lt;br /&gt;
&lt;br /&gt;
===Counts===&lt;br /&gt;
* FalconKPD&lt;br /&gt;
* Alotheus&lt;br /&gt;
* Bard&lt;br /&gt;
* Anonymous&lt;br /&gt;
&lt;br /&gt;
===Barons===&lt;br /&gt;
* Niced_Tea&lt;br /&gt;
* Axiomus&lt;br /&gt;
* Daz&lt;br /&gt;
* Jmonkey&lt;br /&gt;
* Denniscx&lt;br /&gt;
* Jor Mak&lt;br /&gt;
* Falcon&lt;br /&gt;
* TinyfoxTrot&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Updates&amp;diff=2493</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Updates&amp;diff=2493"/>
		<updated>2022-09-06T09:55:12Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* 9/2022 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ATTENTION&#039;&#039;&#039;&lt;br /&gt;
Updates will now also be going on the [https://discord.gg/yngu4TU Riiga Discord]!&lt;br /&gt;
&lt;br /&gt;
==Article Updates==&lt;br /&gt;
&lt;br /&gt;
Most updates go here. &lt;br /&gt;
&lt;br /&gt;
===9/2022===&lt;br /&gt;
&lt;br /&gt;
Reshaped all landmasses of Riiga and upgraded the geopolitical [[World_Maps|world map]] to reflect this change. This map now indicates snowfall, unknown regions, trade winds, sea trade routes, disputed borders, reefs, many more geographical names, and much more. &lt;br /&gt;
&lt;br /&gt;
Added new cultures (most don&#039;t have articles): the [[Oluseon]] Dominion in Benevis, the [[Dajjar]] and [[Dawagar]] tribes in Tuaram, the [[Saroon]], [[Monybe]], and [[Merime]] people in Qarbak, the [[Charnyr]], [[Aamosav]], and [[Yegevir]] tribes to Yvatshun, the [[Banbu]] and [[Yaitesh]] tribes and [[Dolujensh]] and [[Hinyuo]] people to Temanea, the [[Dajaqa]] people to Batur, the [[Harhasi]], [[Mlarisi]], [[Borhufi]], and [[Ggatli]] people to Jindiara, the [[Alchean]], [[Sumaian]], and [[Malufuyas]] people to Ikade, the [[Tagzabos]] and [[Dirakwis]] peoples to Inoti, the [[Pagwani]], [[Airnohs]], [[Atmohs]], and [[Kinohs]] people to Vaman, the [[Visbar]] and [[Agyon]] clans to Windas, and the [[Imah]] clans to Remdor. &lt;br /&gt;
&lt;br /&gt;
Added and updated multiple [[Geography]] features, such as the Drowned Kingdom of Tsa Midira, the Tempest Sea, Tisibikao, and the Lethum Expanse. &lt;br /&gt;
&lt;br /&gt;
Added a [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=451074128 name generator].&lt;br /&gt;
&lt;br /&gt;
Added an incomplete [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1661745438 list] of 500+ plants of Riiga, where they can be found, and what they produce.&lt;br /&gt;
&lt;br /&gt;
===7/2022===&lt;br /&gt;
&lt;br /&gt;
Added [[Heredity]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Ilborn]]. &lt;br /&gt;
&lt;br /&gt;
Added more to the [[Religions]] page for Red Temple, Hoqomer, Mysticism, Gaojhi, Gonto, San, Sarrayun, Sunkhu, Yvbiran, Alatian, and Remdorian Sect religions. &lt;br /&gt;
&lt;br /&gt;
===6/2022===&lt;br /&gt;
&lt;br /&gt;
Added two more [[monsters]]: Likerde and Slaewthuiga. &lt;br /&gt;
&lt;br /&gt;
Added [[Darkness#Historical_Storms|Historical Storms]] and [[Darkness#Dark_Scars|Dark Scars]].&lt;br /&gt;
&lt;br /&gt;
===4/2022===&lt;br /&gt;
&lt;br /&gt;
Added [[Rapturian]].&lt;br /&gt;
&lt;br /&gt;
Added more monsters: Gargoule, Shoamut, Slogga, Scuruvoq, Bileworm, Oroch, and Rekaziel. Separated monsters into pervasive and transient types. &lt;br /&gt;
&lt;br /&gt;
Added several [[monsters]]: Ungloat, Ymptos, Korfis, and Molbas. &lt;br /&gt;
&lt;br /&gt;
===7/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Korogoro|korogoro]].&lt;br /&gt;
&lt;br /&gt;
Added [https://bheiskell.github.io/riiga-timeline-map/ historical slideshow map] of Riiga.&lt;br /&gt;
&lt;br /&gt;
===4/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Deathless]].&lt;br /&gt;
&lt;br /&gt;
===1/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Ethnicity]] and linked it with every existing culture article. &lt;br /&gt;
&lt;br /&gt;
Added wonders, archaios, geography, and trade companies to the below place articles. Also cut down the cultural group overview articles. &lt;br /&gt;
&lt;br /&gt;
Added [[Yvabira]], [[Alacas]], [[Nhorcea]], [[Huirnon]], [[Toussin]], [[Awavan]], [[Monar]], [[Havigban]], [[Varoicca]], [[Cendar]], [[Maugnun]], [[Vyrtdan]], [[Nalisiet]], [[Asshor]], [[Sesar]], [[Satium]], [[Drarus]], [[Scarcun]], and [[Liara]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Oolu]], [[Kinars]], [[Khandar]], [[Masakana]], [[Qusa]], [[Kobhufi]], [[Ho Da]], [[Yinchu]], [[Ladari]], [[Bandiao]], [[Porosoea]], [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], and [[Henmi]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Hade]], [[Efisi]], [[Gaodsi]], [[Miyikisi]], [[Takifesi]], [[Baturun]], [[Njidittu]], [[Incidu]], [[Brrutt]], and [[Undin]].&lt;br /&gt;
&lt;br /&gt;
Added [[Leulan]], [[Eber]], [[Reunou]], [[Xinmou]], [[Haramys]], [[Hmou]], [[Surutes]], [[Mbokecho]], [[Shcholi]], [[Mvecho]], [[Onzigho]], [[Owngatho]], and [[Wayinzo]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Vastin]], [[Arkein]], [[Margon]], [[Umberia]], [[Granland]], [[Regyland]], [[Curin]], [[Laviscon]], [[Solusia]], [[Velena]], [[Simbea]], and [[Yaele]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Fothrazor|fothrazors]] and [[Monsters#Gigas|gigas]]. &lt;br /&gt;
&lt;br /&gt;
Combined the geographic and political maps into a geopolitical map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
===12/2020===&lt;br /&gt;
&lt;br /&gt;
Added seven [[Monsters#Sea Monsters|Sea Monsters]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Murir]]. &lt;br /&gt;
&lt;br /&gt;
Added [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1181094728 Fauna] sheet. &lt;br /&gt;
&lt;br /&gt;
Added Red Temple [[Nikina#Creeds|Creeds]].&lt;br /&gt;
&lt;br /&gt;
Redid [[Monsters#Xelevikenar|Xelevikenar]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Shimteak]].&lt;br /&gt;
&lt;br /&gt;
Added [[Trade#International_Trade_Guilds_&amp;amp;_Companies|International Trade Guilds &amp;amp; Companies]].&lt;br /&gt;
&lt;br /&gt;
===11/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Ideas]]. &lt;br /&gt;
&lt;br /&gt;
Added stone carving to [[Bayakas]]. &lt;br /&gt;
&lt;br /&gt;
===10/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Antemplars]]. &lt;br /&gt;
&lt;br /&gt;
===9/2020===&lt;br /&gt;
&lt;br /&gt;
Added a racial map on [[World Maps]] showing eye, skin, and hair colour per area. &lt;br /&gt;
&lt;br /&gt;
Added magical Gestura, Ritualis, and Mage Attire sections, and adjusted Magic Device and Enchanting Sections on the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 magic] sheet. &lt;br /&gt;
&lt;br /&gt;
===8/2020===&lt;br /&gt;
&lt;br /&gt;
Updated the political map and added a textured map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Sentions]].&lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Belbuga|Belbuga]].&lt;br /&gt;
&lt;br /&gt;
Added [[Venquis]].&lt;br /&gt;
&lt;br /&gt;
===7/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Astronomy]]. &lt;br /&gt;
&lt;br /&gt;
===6/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[cuisine]] (by Dennis).&lt;br /&gt;
&lt;br /&gt;
Added the anti-human race of [[vastaur]]. &lt;br /&gt;
&lt;br /&gt;
Added an Opinion section to [[Ildemin]].&lt;br /&gt;
&lt;br /&gt;
Added body hair ranking on the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 people] sheet. &lt;br /&gt;
&lt;br /&gt;
===5/2020===&lt;br /&gt;
&lt;br /&gt;
Updated the biome map and political map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis Mapping]] (by Virgil).&lt;br /&gt;
&lt;br /&gt;
===3/2020===&lt;br /&gt;
&lt;br /&gt;
Added the [[Geography#Phenomena|Cursed Lands]].&lt;br /&gt;
&lt;br /&gt;
===2/2020===&lt;br /&gt;
&lt;br /&gt;
Added the Gliroch, Bokoro, and Fothrozz [[Other Races#Anti-Human Races|races]]&lt;br /&gt;
&lt;br /&gt;
Added the [[Creation]] page. &lt;br /&gt;
&lt;br /&gt;
Added a biome map to [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
===1/2020===&lt;br /&gt;
&lt;br /&gt;
Added the [[Carson Institute]].&lt;br /&gt;
&lt;br /&gt;
Added the [[Geography#Phenomena|Islands of Night]].&lt;br /&gt;
&lt;br /&gt;
Added the [[Religions#Church of the Holy Pyre|Church of the Holy Pyre]].&lt;br /&gt;
&lt;br /&gt;
Fixed many measurements factoring distortion of map projection (mostly populations of Vaman and Yvatshun cities, and length of longest rivers).&lt;br /&gt;
&lt;br /&gt;
Added biology section to [[Hireos]].&lt;br /&gt;
&lt;br /&gt;
Added [[Vesdorians]] and [[Bayakas]] and added them both to [[Other Races]].&lt;br /&gt;
&lt;br /&gt;
Added [[Hireos]].&lt;br /&gt;
&lt;br /&gt;
Corrected the starting date of Riiga. It has its roots all the way back in 2001! &lt;br /&gt;
&lt;br /&gt;
Added [[Benevis History#Mythology|Benevis Mythology]], [[Seleru History#Mythology|Seleru Mythology]], [[Batur History#Mythology_&amp;amp;_Prehistory|Batur Mythology]], [[Temanea History#Mythology|Temanean Mythology]], [[Qarbak History#Mythology|Qarbak Mythology]], [[Yvatshun History#Mythology|Yvatshun Mythology]], [[Vaman History#Mythology|Vaman Mythology]], and [[Into History#Mythology_&amp;amp;_Prehistory|Into Mythology]].&lt;br /&gt;
&lt;br /&gt;
Added [[Religions#San|San]] religion.&lt;br /&gt;
&lt;br /&gt;
Added [[Manamorians]].&lt;br /&gt;
&lt;br /&gt;
Added [[Adumbra]].&lt;br /&gt;
&lt;br /&gt;
Added a scale, phenomena, and natural wonders to [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added twelve natural wonders to [[Geography]].&lt;br /&gt;
&lt;br /&gt;
===12/2019===&lt;br /&gt;
&lt;br /&gt;
Added [[Other Races]].&lt;br /&gt;
&lt;br /&gt;
Added [[Trains]] and the [[Uniquefauna#Orcanor|orcanor]] section.&lt;br /&gt;
&lt;br /&gt;
Added slaves and changed some icons on the [[World_Maps|trade map]], and added man-made wonders to the political map. &lt;br /&gt;
&lt;br /&gt;
Updated the home page and added an icon to the wiki. &lt;br /&gt;
&lt;br /&gt;
Added [[Darkness#Black_Storms|Black Storms]] to the Darkness page, including warning birds and aetherite. &lt;br /&gt;
&lt;br /&gt;
Added Narhau, Mautava, and Hster Alyos to the [[archaios]] page, and added a scale and archaios to the political [[World_Maps|map]]. &lt;br /&gt;
&lt;br /&gt;
Added notable types of ruins to most eras in most [[History]] sections.&lt;br /&gt;
&lt;br /&gt;
Added over a dozen phenomena to [[Geography]].&lt;br /&gt;
&lt;br /&gt;
Added some of the largest orders and factions on most of the major [[People]] pages.&lt;br /&gt;
&lt;br /&gt;
Added [[Garukavar]], [[Endon]], and [[Odanon]]. &lt;br /&gt;
&lt;br /&gt;
Added a magic artifact section to the [[archaios]] page, and added the first wielders of different magics to the [[history]] sections. &lt;br /&gt;
&lt;br /&gt;
Added [[Liogons]] for flying mounted knights. &lt;br /&gt;
&lt;br /&gt;
Added [[Patre]] and [[Keid]].&lt;br /&gt;
&lt;br /&gt;
Added [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Nikina]].&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis History]], [[Seleru History]], [[Batur History]], [[Temanea History]], [[Qarbak History]], [[Yvatshun History]], [[Vaman History]], [[Remdor History]], and [[Into History]], with significant dated events, wonders, and celebrated figures. &lt;br /&gt;
&lt;br /&gt;
Added [[Benevis]], [[Seleru]], [[Tuaram]], [[Batur]], [[Temanea]], [[Qarbak]], [[Yvatshun]], [[Vaman]], [[Remdor]], [[Into]], and [[Jindiara]] cultural groups, and linked them all with the [[People]] page. &lt;br /&gt;
&lt;br /&gt;
Moved religions back to the [[Religions]] page to make it easier to interconnect with articles. Also updated a lot of religion information, and added the Utyq and Setekri religions. &lt;br /&gt;
&lt;br /&gt;
Added [[Archaios|Archaic Wonders]].&lt;br /&gt;
&lt;br /&gt;
Added manmade [[Wonders]].&lt;br /&gt;
&lt;br /&gt;
Added The [[Darkness]] catastrophe.&lt;br /&gt;
&lt;br /&gt;
Added numerous minor peoples around the world (Bihi, Kinohi, Heja, Dajeho, Nacha, Rerlido, Merya, Kobhufi, Qusa, Ituni, Rironlo, Chaye, Lo, Tiji, Sifi, Kafradi, Tenhan, Henmi, and others.) &lt;br /&gt;
&lt;br /&gt;
Added [[monsters]] with several monster types listed. &lt;br /&gt;
&lt;br /&gt;
Added global [[trade]], including information about the Archroad. &lt;br /&gt;
&lt;br /&gt;
Added [[geography]] with continents, oceans, the biggest seas and islands, important peaks, and long rivers. &lt;br /&gt;
&lt;br /&gt;
Added details to the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history] sheet about how the world wonders were destroyed (in underlined yellow).&lt;br /&gt;
&lt;br /&gt;
Updated the geographic map on the main page, and the political map on the [[people]] page.&lt;br /&gt;
&lt;br /&gt;
===11/2019===&lt;br /&gt;
&lt;br /&gt;
Added [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 magic] to the official sheets. &lt;br /&gt;
&lt;br /&gt;
Added to the history sheet, such as major plagues and volcanic events, world wonders, large migrations or colonisations, hidden prehistoric details, and other details. &lt;br /&gt;
&lt;br /&gt;
Abbreviated the [[People|People]] page.&lt;br /&gt;
&lt;br /&gt;
===4/2017===&lt;br /&gt;
&lt;br /&gt;
Reshaped the History sheet and started writing more detailed region-based historical events in the right-most columns. Added Temanean, Dunin, and Oolu history so far.&lt;br /&gt;
&lt;br /&gt;
===3/2017===&lt;br /&gt;
&lt;br /&gt;
Added most religions to [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 religions] (up to 24) and added a sheet for [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history]. &lt;br /&gt;
&lt;br /&gt;
Added a political map to the People page and added many new cultures. &lt;br /&gt;
&lt;br /&gt;
Added an alternate sheet for [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 People].&lt;br /&gt;
&lt;br /&gt;
===2/2017===&lt;br /&gt;
&lt;br /&gt;
Transferred the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 religions] page to a Google sheet. &lt;br /&gt;
&lt;br /&gt;
===1/2017===&lt;br /&gt;
&lt;br /&gt;
Changed the names of some kingdoms and cities in the Temanean Kingoms. &lt;br /&gt;
&lt;br /&gt;
===8/2016===&lt;br /&gt;
&lt;br /&gt;
Added [[magic]].&lt;br /&gt;
&lt;br /&gt;
===7/2016===&lt;br /&gt;
&lt;br /&gt;
Added [[Vaman]], [[Wwinda]], [[Progora]], [[Setekri]], [[Utyq]], [[Karithians|Karithian]], [[Yeves]], [[Ildemin]] pages.&lt;br /&gt;
&lt;br /&gt;
===12/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[uniquefauna|unique fauna]].&lt;br /&gt;
&lt;br /&gt;
===11/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[wildlife]].&lt;br /&gt;
&lt;br /&gt;
===10/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[religions]].&lt;br /&gt;
&lt;br /&gt;
===9/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis]], [[Sirins]].&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Updates&amp;diff=2492</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Updates&amp;diff=2492"/>
		<updated>2022-09-06T09:49:56Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Article Updates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ATTENTION&#039;&#039;&#039;&lt;br /&gt;
Updates will now also be going on the [https://discord.gg/yngu4TU Riiga Discord]!&lt;br /&gt;
&lt;br /&gt;
==Article Updates==&lt;br /&gt;
&lt;br /&gt;
Most updates go here. &lt;br /&gt;
&lt;br /&gt;
===9/2022===&lt;br /&gt;
&lt;br /&gt;
Reshaped all landmasses of Riiga and upgraded the geopolitical [[World_Maps|world map]] to reflect this change. This map now indicates snowfall, unknown regions, trade winds, sea trade routes, disputed borders, reefs, many more geographical names, and much more. &lt;br /&gt;
&lt;br /&gt;
Added new cultures: the [[Oluseon]] Dominion in Benevis, the [[Dajjar]] and [[Dawagar]] tribes in Tuaram, the [[Saroon]], [[Monybe]], and [[Merime]] people in Qarbak, the [[Charnyr]], [[Aamosav]], and [[Yegevir]] tribes to Yvatshun, the [[Banbu]] and [[Yaitesh]] tribes and [[Dolujensh]] and [[Hinyuo]] people to Temanea, the [[Dajaqa]] people to Batur, the [[Harhasi]], [[Mlarisi]], [[Borhufi]], and [[Ggatli]] people to Jindiara, the [[Alchean]], [[Sumaian]], and [[Malufuyas]] people to Ikade, the [[Tagzabos]] and [[Dirakwis]] peoples to Inoti, the [[Pagwani]], [[Airnohs]], [[Atmohs]], and [[Kinohs]] people to Vaman, the [[Visbar]] and [[Agyon]] clans to Windas, and the [[Imah]] clans to Remdor. &lt;br /&gt;
&lt;br /&gt;
Added and updated multiple [[Geography]] features, such as the Drowned Kingdom of Tsa Midira, the Tempest Sea, Tisibikao, and the Lethum Expanse. &lt;br /&gt;
&lt;br /&gt;
Added a [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=451074128 name generator]. &lt;br /&gt;
&lt;br /&gt;
===7/2022===&lt;br /&gt;
&lt;br /&gt;
Added [[Heredity]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Ilborn]]. &lt;br /&gt;
&lt;br /&gt;
Added more to the [[Religions]] page for Red Temple, Hoqomer, Mysticism, Gaojhi, Gonto, San, Sarrayun, Sunkhu, Yvbiran, Alatian, and Remdorian Sect religions. &lt;br /&gt;
&lt;br /&gt;
===6/2022===&lt;br /&gt;
&lt;br /&gt;
Added two more [[monsters]]: Likerde and Slaewthuiga. &lt;br /&gt;
&lt;br /&gt;
Added [[Darkness#Historical_Storms|Historical Storms]] and [[Darkness#Dark_Scars|Dark Scars]].&lt;br /&gt;
&lt;br /&gt;
===4/2022===&lt;br /&gt;
&lt;br /&gt;
Added [[Rapturian]].&lt;br /&gt;
&lt;br /&gt;
Added more monsters: Gargoule, Shoamut, Slogga, Scuruvoq, Bileworm, Oroch, and Rekaziel. Separated monsters into pervasive and transient types. &lt;br /&gt;
&lt;br /&gt;
Added several [[monsters]]: Ungloat, Ymptos, Korfis, and Molbas. &lt;br /&gt;
&lt;br /&gt;
===7/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Korogoro|korogoro]].&lt;br /&gt;
&lt;br /&gt;
Added [https://bheiskell.github.io/riiga-timeline-map/ historical slideshow map] of Riiga.&lt;br /&gt;
&lt;br /&gt;
===4/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Deathless]].&lt;br /&gt;
&lt;br /&gt;
===1/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Ethnicity]] and linked it with every existing culture article. &lt;br /&gt;
&lt;br /&gt;
Added wonders, archaios, geography, and trade companies to the below place articles. Also cut down the cultural group overview articles. &lt;br /&gt;
&lt;br /&gt;
Added [[Yvabira]], [[Alacas]], [[Nhorcea]], [[Huirnon]], [[Toussin]], [[Awavan]], [[Monar]], [[Havigban]], [[Varoicca]], [[Cendar]], [[Maugnun]], [[Vyrtdan]], [[Nalisiet]], [[Asshor]], [[Sesar]], [[Satium]], [[Drarus]], [[Scarcun]], and [[Liara]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Oolu]], [[Kinars]], [[Khandar]], [[Masakana]], [[Qusa]], [[Kobhufi]], [[Ho Da]], [[Yinchu]], [[Ladari]], [[Bandiao]], [[Porosoea]], [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], and [[Henmi]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Hade]], [[Efisi]], [[Gaodsi]], [[Miyikisi]], [[Takifesi]], [[Baturun]], [[Njidittu]], [[Incidu]], [[Brrutt]], and [[Undin]].&lt;br /&gt;
&lt;br /&gt;
Added [[Leulan]], [[Eber]], [[Reunou]], [[Xinmou]], [[Haramys]], [[Hmou]], [[Surutes]], [[Mbokecho]], [[Shcholi]], [[Mvecho]], [[Onzigho]], [[Owngatho]], and [[Wayinzo]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Vastin]], [[Arkein]], [[Margon]], [[Umberia]], [[Granland]], [[Regyland]], [[Curin]], [[Laviscon]], [[Solusia]], [[Velena]], [[Simbea]], and [[Yaele]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Fothrazor|fothrazors]] and [[Monsters#Gigas|gigas]]. &lt;br /&gt;
&lt;br /&gt;
Combined the geographic and political maps into a geopolitical map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
===12/2020===&lt;br /&gt;
&lt;br /&gt;
Added seven [[Monsters#Sea Monsters|Sea Monsters]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Murir]]. &lt;br /&gt;
&lt;br /&gt;
Added [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1181094728 Fauna] sheet. &lt;br /&gt;
&lt;br /&gt;
Added Red Temple [[Nikina#Creeds|Creeds]].&lt;br /&gt;
&lt;br /&gt;
Redid [[Monsters#Xelevikenar|Xelevikenar]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Shimteak]].&lt;br /&gt;
&lt;br /&gt;
Added [[Trade#International_Trade_Guilds_&amp;amp;_Companies|International Trade Guilds &amp;amp; Companies]].&lt;br /&gt;
&lt;br /&gt;
===11/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Ideas]]. &lt;br /&gt;
&lt;br /&gt;
Added stone carving to [[Bayakas]]. &lt;br /&gt;
&lt;br /&gt;
===10/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Antemplars]]. &lt;br /&gt;
&lt;br /&gt;
===9/2020===&lt;br /&gt;
&lt;br /&gt;
Added a racial map on [[World Maps]] showing eye, skin, and hair colour per area. &lt;br /&gt;
&lt;br /&gt;
Added magical Gestura, Ritualis, and Mage Attire sections, and adjusted Magic Device and Enchanting Sections on the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 magic] sheet. &lt;br /&gt;
&lt;br /&gt;
===8/2020===&lt;br /&gt;
&lt;br /&gt;
Updated the political map and added a textured map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Sentions]].&lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Belbuga|Belbuga]].&lt;br /&gt;
&lt;br /&gt;
Added [[Venquis]].&lt;br /&gt;
&lt;br /&gt;
===7/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Astronomy]]. &lt;br /&gt;
&lt;br /&gt;
===6/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[cuisine]] (by Dennis).&lt;br /&gt;
&lt;br /&gt;
Added the anti-human race of [[vastaur]]. &lt;br /&gt;
&lt;br /&gt;
Added an Opinion section to [[Ildemin]].&lt;br /&gt;
&lt;br /&gt;
Added body hair ranking on the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 people] sheet. &lt;br /&gt;
&lt;br /&gt;
===5/2020===&lt;br /&gt;
&lt;br /&gt;
Updated the biome map and political map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis Mapping]] (by Virgil).&lt;br /&gt;
&lt;br /&gt;
===3/2020===&lt;br /&gt;
&lt;br /&gt;
Added the [[Geography#Phenomena|Cursed Lands]].&lt;br /&gt;
&lt;br /&gt;
===2/2020===&lt;br /&gt;
&lt;br /&gt;
Added the Gliroch, Bokoro, and Fothrozz [[Other Races#Anti-Human Races|races]]&lt;br /&gt;
&lt;br /&gt;
Added the [[Creation]] page. &lt;br /&gt;
&lt;br /&gt;
Added a biome map to [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
===1/2020===&lt;br /&gt;
&lt;br /&gt;
Added the [[Carson Institute]].&lt;br /&gt;
&lt;br /&gt;
Added the [[Geography#Phenomena|Islands of Night]].&lt;br /&gt;
&lt;br /&gt;
Added the [[Religions#Church of the Holy Pyre|Church of the Holy Pyre]].&lt;br /&gt;
&lt;br /&gt;
Fixed many measurements factoring distortion of map projection (mostly populations of Vaman and Yvatshun cities, and length of longest rivers).&lt;br /&gt;
&lt;br /&gt;
Added biology section to [[Hireos]].&lt;br /&gt;
&lt;br /&gt;
Added [[Vesdorians]] and [[Bayakas]] and added them both to [[Other Races]].&lt;br /&gt;
&lt;br /&gt;
Added [[Hireos]].&lt;br /&gt;
&lt;br /&gt;
Corrected the starting date of Riiga. It has its roots all the way back in 2001! &lt;br /&gt;
&lt;br /&gt;
Added [[Benevis History#Mythology|Benevis Mythology]], [[Seleru History#Mythology|Seleru Mythology]], [[Batur History#Mythology_&amp;amp;_Prehistory|Batur Mythology]], [[Temanea History#Mythology|Temanean Mythology]], [[Qarbak History#Mythology|Qarbak Mythology]], [[Yvatshun History#Mythology|Yvatshun Mythology]], [[Vaman History#Mythology|Vaman Mythology]], and [[Into History#Mythology_&amp;amp;_Prehistory|Into Mythology]].&lt;br /&gt;
&lt;br /&gt;
Added [[Religions#San|San]] religion.&lt;br /&gt;
&lt;br /&gt;
Added [[Manamorians]].&lt;br /&gt;
&lt;br /&gt;
Added [[Adumbra]].&lt;br /&gt;
&lt;br /&gt;
Added a scale, phenomena, and natural wonders to [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added twelve natural wonders to [[Geography]].&lt;br /&gt;
&lt;br /&gt;
===12/2019===&lt;br /&gt;
&lt;br /&gt;
Added [[Other Races]].&lt;br /&gt;
&lt;br /&gt;
Added [[Trains]] and the [[Uniquefauna#Orcanor|orcanor]] section.&lt;br /&gt;
&lt;br /&gt;
Added slaves and changed some icons on the [[World_Maps|trade map]], and added man-made wonders to the political map. &lt;br /&gt;
&lt;br /&gt;
Updated the home page and added an icon to the wiki. &lt;br /&gt;
&lt;br /&gt;
Added [[Darkness#Black_Storms|Black Storms]] to the Darkness page, including warning birds and aetherite. &lt;br /&gt;
&lt;br /&gt;
Added Narhau, Mautava, and Hster Alyos to the [[archaios]] page, and added a scale and archaios to the political [[World_Maps|map]]. &lt;br /&gt;
&lt;br /&gt;
Added notable types of ruins to most eras in most [[History]] sections.&lt;br /&gt;
&lt;br /&gt;
Added over a dozen phenomena to [[Geography]].&lt;br /&gt;
&lt;br /&gt;
Added some of the largest orders and factions on most of the major [[People]] pages.&lt;br /&gt;
&lt;br /&gt;
Added [[Garukavar]], [[Endon]], and [[Odanon]]. &lt;br /&gt;
&lt;br /&gt;
Added a magic artifact section to the [[archaios]] page, and added the first wielders of different magics to the [[history]] sections. &lt;br /&gt;
&lt;br /&gt;
Added [[Liogons]] for flying mounted knights. &lt;br /&gt;
&lt;br /&gt;
Added [[Patre]] and [[Keid]].&lt;br /&gt;
&lt;br /&gt;
Added [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Nikina]].&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis History]], [[Seleru History]], [[Batur History]], [[Temanea History]], [[Qarbak History]], [[Yvatshun History]], [[Vaman History]], [[Remdor History]], and [[Into History]], with significant dated events, wonders, and celebrated figures. &lt;br /&gt;
&lt;br /&gt;
Added [[Benevis]], [[Seleru]], [[Tuaram]], [[Batur]], [[Temanea]], [[Qarbak]], [[Yvatshun]], [[Vaman]], [[Remdor]], [[Into]], and [[Jindiara]] cultural groups, and linked them all with the [[People]] page. &lt;br /&gt;
&lt;br /&gt;
Moved religions back to the [[Religions]] page to make it easier to interconnect with articles. Also updated a lot of religion information, and added the Utyq and Setekri religions. &lt;br /&gt;
&lt;br /&gt;
Added [[Archaios|Archaic Wonders]].&lt;br /&gt;
&lt;br /&gt;
Added manmade [[Wonders]].&lt;br /&gt;
&lt;br /&gt;
Added The [[Darkness]] catastrophe.&lt;br /&gt;
&lt;br /&gt;
Added numerous minor peoples around the world (Bihi, Kinohi, Heja, Dajeho, Nacha, Rerlido, Merya, Kobhufi, Qusa, Ituni, Rironlo, Chaye, Lo, Tiji, Sifi, Kafradi, Tenhan, Henmi, and others.) &lt;br /&gt;
&lt;br /&gt;
Added [[monsters]] with several monster types listed. &lt;br /&gt;
&lt;br /&gt;
Added global [[trade]], including information about the Archroad. &lt;br /&gt;
&lt;br /&gt;
Added [[geography]] with continents, oceans, the biggest seas and islands, important peaks, and long rivers. &lt;br /&gt;
&lt;br /&gt;
Added details to the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history] sheet about how the world wonders were destroyed (in underlined yellow).&lt;br /&gt;
&lt;br /&gt;
Updated the geographic map on the main page, and the political map on the [[people]] page.&lt;br /&gt;
&lt;br /&gt;
===11/2019===&lt;br /&gt;
&lt;br /&gt;
Added [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 magic] to the official sheets. &lt;br /&gt;
&lt;br /&gt;
Added to the history sheet, such as major plagues and volcanic events, world wonders, large migrations or colonisations, hidden prehistoric details, and other details. &lt;br /&gt;
&lt;br /&gt;
Abbreviated the [[People|People]] page.&lt;br /&gt;
&lt;br /&gt;
===4/2017===&lt;br /&gt;
&lt;br /&gt;
Reshaped the History sheet and started writing more detailed region-based historical events in the right-most columns. Added Temanean, Dunin, and Oolu history so far.&lt;br /&gt;
&lt;br /&gt;
===3/2017===&lt;br /&gt;
&lt;br /&gt;
Added most religions to [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 religions] (up to 24) and added a sheet for [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history]. &lt;br /&gt;
&lt;br /&gt;
Added a political map to the People page and added many new cultures. &lt;br /&gt;
&lt;br /&gt;
Added an alternate sheet for [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 People].&lt;br /&gt;
&lt;br /&gt;
===2/2017===&lt;br /&gt;
&lt;br /&gt;
Transferred the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 religions] page to a Google sheet. &lt;br /&gt;
&lt;br /&gt;
===1/2017===&lt;br /&gt;
&lt;br /&gt;
Changed the names of some kingdoms and cities in the Temanean Kingoms. &lt;br /&gt;
&lt;br /&gt;
===8/2016===&lt;br /&gt;
&lt;br /&gt;
Added [[magic]].&lt;br /&gt;
&lt;br /&gt;
===7/2016===&lt;br /&gt;
&lt;br /&gt;
Added [[Vaman]], [[Wwinda]], [[Progora]], [[Setekri]], [[Utyq]], [[Karithians|Karithian]], [[Yeves]], [[Ildemin]] pages.&lt;br /&gt;
&lt;br /&gt;
===12/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[uniquefauna|unique fauna]].&lt;br /&gt;
&lt;br /&gt;
===11/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[wildlife]].&lt;br /&gt;
&lt;br /&gt;
===10/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[religions]].&lt;br /&gt;
&lt;br /&gt;
===9/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis]], [[Sirins]].&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Updates&amp;diff=2491</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Updates&amp;diff=2491"/>
		<updated>2022-09-06T09:37:11Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ATTENTION&#039;&#039;&#039;&lt;br /&gt;
Updates will now also be going on the [https://discord.gg/yngu4TU Riiga Discord]!&lt;br /&gt;
&lt;br /&gt;
==Article Updates==&lt;br /&gt;
&lt;br /&gt;
Most updates go here. &lt;br /&gt;
&lt;br /&gt;
===9/2022===&lt;br /&gt;
&lt;br /&gt;
Reshaped all landmasses of Riiga and upgraded the geopolitical [[World_Maps|world map]] to reflect this change.&lt;br /&gt;
&lt;br /&gt;
===7/2022===&lt;br /&gt;
&lt;br /&gt;
Added [[Heredity]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Ilborn]]. &lt;br /&gt;
&lt;br /&gt;
Added more to the [[Religions]] page for Red Temple, Hoqomer, Mysticism, Gaojhi, Gonto, San, Sarrayun, Sunkhu, Yvbiran, Alatian, and Remdorian Sect religions. &lt;br /&gt;
&lt;br /&gt;
===6/2022===&lt;br /&gt;
&lt;br /&gt;
Added two more [[monsters]]: Likerde and Slaewthuiga. &lt;br /&gt;
&lt;br /&gt;
Added [[Darkness#Historical_Storms|Historical Storms]] and [[Darkness#Dark_Scars|Dark Scars]].&lt;br /&gt;
&lt;br /&gt;
===4/2022===&lt;br /&gt;
&lt;br /&gt;
Added [[Rapturian]].&lt;br /&gt;
&lt;br /&gt;
Added more monsters: Gargoule, Shoamut, Slogga, Scuruvoq, Bileworm, Oroch, and Rekaziel. Separated monsters into pervasive and transient types. &lt;br /&gt;
&lt;br /&gt;
Added several [[monsters]]: Ungloat, Ymptos, Korfis, and Molbas. &lt;br /&gt;
&lt;br /&gt;
===7/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Korogoro|korogoro]].&lt;br /&gt;
&lt;br /&gt;
Added [https://bheiskell.github.io/riiga-timeline-map/ historical slideshow map] of Riiga.&lt;br /&gt;
&lt;br /&gt;
===4/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Deathless]].&lt;br /&gt;
&lt;br /&gt;
===1/2021===&lt;br /&gt;
&lt;br /&gt;
Added [[Ethnicity]] and linked it with every existing culture article. &lt;br /&gt;
&lt;br /&gt;
Added wonders, archaios, geography, and trade companies to the below place articles. Also cut down the cultural group overview articles. &lt;br /&gt;
&lt;br /&gt;
Added [[Yvabira]], [[Alacas]], [[Nhorcea]], [[Huirnon]], [[Toussin]], [[Awavan]], [[Monar]], [[Havigban]], [[Varoicca]], [[Cendar]], [[Maugnun]], [[Vyrtdan]], [[Nalisiet]], [[Asshor]], [[Sesar]], [[Satium]], [[Drarus]], [[Scarcun]], and [[Liara]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Oolu]], [[Kinars]], [[Khandar]], [[Masakana]], [[Qusa]], [[Kobhufi]], [[Ho Da]], [[Yinchu]], [[Ladari]], [[Bandiao]], [[Porosoea]], [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], and [[Henmi]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Hade]], [[Efisi]], [[Gaodsi]], [[Miyikisi]], [[Takifesi]], [[Baturun]], [[Njidittu]], [[Incidu]], [[Brrutt]], and [[Undin]].&lt;br /&gt;
&lt;br /&gt;
Added [[Leulan]], [[Eber]], [[Reunou]], [[Xinmou]], [[Haramys]], [[Hmou]], [[Surutes]], [[Mbokecho]], [[Shcholi]], [[Mvecho]], [[Onzigho]], [[Owngatho]], and [[Wayinzo]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Vastin]], [[Arkein]], [[Margon]], [[Umberia]], [[Granland]], [[Regyland]], [[Curin]], [[Laviscon]], [[Solusia]], [[Velena]], [[Simbea]], and [[Yaele]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Fothrazor|fothrazors]] and [[Monsters#Gigas|gigas]]. &lt;br /&gt;
&lt;br /&gt;
Combined the geographic and political maps into a geopolitical map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
===12/2020===&lt;br /&gt;
&lt;br /&gt;
Added seven [[Monsters#Sea Monsters|Sea Monsters]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Murir]]. &lt;br /&gt;
&lt;br /&gt;
Added [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1181094728 Fauna] sheet. &lt;br /&gt;
&lt;br /&gt;
Added Red Temple [[Nikina#Creeds|Creeds]].&lt;br /&gt;
&lt;br /&gt;
Redid [[Monsters#Xelevikenar|Xelevikenar]]. &lt;br /&gt;
&lt;br /&gt;
Added [[Shimteak]].&lt;br /&gt;
&lt;br /&gt;
Added [[Trade#International_Trade_Guilds_&amp;amp;_Companies|International Trade Guilds &amp;amp; Companies]].&lt;br /&gt;
&lt;br /&gt;
===11/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Ideas]]. &lt;br /&gt;
&lt;br /&gt;
Added stone carving to [[Bayakas]]. &lt;br /&gt;
&lt;br /&gt;
===10/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Antemplars]]. &lt;br /&gt;
&lt;br /&gt;
===9/2020===&lt;br /&gt;
&lt;br /&gt;
Added a racial map on [[World Maps]] showing eye, skin, and hair colour per area. &lt;br /&gt;
&lt;br /&gt;
Added magical Gestura, Ritualis, and Mage Attire sections, and adjusted Magic Device and Enchanting Sections on the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 magic] sheet. &lt;br /&gt;
&lt;br /&gt;
===8/2020===&lt;br /&gt;
&lt;br /&gt;
Updated the political map and added a textured map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Sentions]].&lt;br /&gt;
&lt;br /&gt;
Added [[Monsters#Belbuga|Belbuga]].&lt;br /&gt;
&lt;br /&gt;
Added [[Venquis]].&lt;br /&gt;
&lt;br /&gt;
===7/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[Astronomy]]. &lt;br /&gt;
&lt;br /&gt;
===6/2020===&lt;br /&gt;
&lt;br /&gt;
Added [[cuisine]] (by Dennis).&lt;br /&gt;
&lt;br /&gt;
Added the anti-human race of [[vastaur]]. &lt;br /&gt;
&lt;br /&gt;
Added an Opinion section to [[Ildemin]].&lt;br /&gt;
&lt;br /&gt;
Added body hair ranking on the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 people] sheet. &lt;br /&gt;
&lt;br /&gt;
===5/2020===&lt;br /&gt;
&lt;br /&gt;
Updated the biome map and political map on [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis Mapping]] (by Virgil).&lt;br /&gt;
&lt;br /&gt;
===3/2020===&lt;br /&gt;
&lt;br /&gt;
Added the [[Geography#Phenomena|Cursed Lands]].&lt;br /&gt;
&lt;br /&gt;
===2/2020===&lt;br /&gt;
&lt;br /&gt;
Added the Gliroch, Bokoro, and Fothrozz [[Other Races#Anti-Human Races|races]]&lt;br /&gt;
&lt;br /&gt;
Added the [[Creation]] page. &lt;br /&gt;
&lt;br /&gt;
Added a biome map to [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
===1/2020===&lt;br /&gt;
&lt;br /&gt;
Added the [[Carson Institute]].&lt;br /&gt;
&lt;br /&gt;
Added the [[Geography#Phenomena|Islands of Night]].&lt;br /&gt;
&lt;br /&gt;
Added the [[Religions#Church of the Holy Pyre|Church of the Holy Pyre]].&lt;br /&gt;
&lt;br /&gt;
Fixed many measurements factoring distortion of map projection (mostly populations of Vaman and Yvatshun cities, and length of longest rivers).&lt;br /&gt;
&lt;br /&gt;
Added biology section to [[Hireos]].&lt;br /&gt;
&lt;br /&gt;
Added [[Vesdorians]] and [[Bayakas]] and added them both to [[Other Races]].&lt;br /&gt;
&lt;br /&gt;
Added [[Hireos]].&lt;br /&gt;
&lt;br /&gt;
Corrected the starting date of Riiga. It has its roots all the way back in 2001! &lt;br /&gt;
&lt;br /&gt;
Added [[Benevis History#Mythology|Benevis Mythology]], [[Seleru History#Mythology|Seleru Mythology]], [[Batur History#Mythology_&amp;amp;_Prehistory|Batur Mythology]], [[Temanea History#Mythology|Temanean Mythology]], [[Qarbak History#Mythology|Qarbak Mythology]], [[Yvatshun History#Mythology|Yvatshun Mythology]], [[Vaman History#Mythology|Vaman Mythology]], and [[Into History#Mythology_&amp;amp;_Prehistory|Into Mythology]].&lt;br /&gt;
&lt;br /&gt;
Added [[Religions#San|San]] religion.&lt;br /&gt;
&lt;br /&gt;
Added [[Manamorians]].&lt;br /&gt;
&lt;br /&gt;
Added [[Adumbra]].&lt;br /&gt;
&lt;br /&gt;
Added a scale, phenomena, and natural wonders to [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added twelve natural wonders to [[Geography]].&lt;br /&gt;
&lt;br /&gt;
===12/2019===&lt;br /&gt;
&lt;br /&gt;
Added [[Other Races]].&lt;br /&gt;
&lt;br /&gt;
Added [[Trains]] and the [[Uniquefauna#Orcanor|orcanor]] section.&lt;br /&gt;
&lt;br /&gt;
Added slaves and changed some icons on the [[World_Maps|trade map]], and added man-made wonders to the political map. &lt;br /&gt;
&lt;br /&gt;
Updated the home page and added an icon to the wiki. &lt;br /&gt;
&lt;br /&gt;
Added [[Darkness#Black_Storms|Black Storms]] to the Darkness page, including warning birds and aetherite. &lt;br /&gt;
&lt;br /&gt;
Added Narhau, Mautava, and Hster Alyos to the [[archaios]] page, and added a scale and archaios to the political [[World_Maps|map]]. &lt;br /&gt;
&lt;br /&gt;
Added notable types of ruins to most eras in most [[History]] sections.&lt;br /&gt;
&lt;br /&gt;
Added over a dozen phenomena to [[Geography]].&lt;br /&gt;
&lt;br /&gt;
Added some of the largest orders and factions on most of the major [[People]] pages.&lt;br /&gt;
&lt;br /&gt;
Added [[Garukavar]], [[Endon]], and [[Odanon]]. &lt;br /&gt;
&lt;br /&gt;
Added a magic artifact section to the [[archaios]] page, and added the first wielders of different magics to the [[history]] sections. &lt;br /&gt;
&lt;br /&gt;
Added [[Liogons]] for flying mounted knights. &lt;br /&gt;
&lt;br /&gt;
Added [[Patre]] and [[Keid]].&lt;br /&gt;
&lt;br /&gt;
Added [[World Maps]].&lt;br /&gt;
&lt;br /&gt;
Added [[Nikina]].&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis History]], [[Seleru History]], [[Batur History]], [[Temanea History]], [[Qarbak History]], [[Yvatshun History]], [[Vaman History]], [[Remdor History]], and [[Into History]], with significant dated events, wonders, and celebrated figures. &lt;br /&gt;
&lt;br /&gt;
Added [[Benevis]], [[Seleru]], [[Tuaram]], [[Batur]], [[Temanea]], [[Qarbak]], [[Yvatshun]], [[Vaman]], [[Remdor]], [[Into]], and [[Jindiara]] cultural groups, and linked them all with the [[People]] page. &lt;br /&gt;
&lt;br /&gt;
Moved religions back to the [[Religions]] page to make it easier to interconnect with articles. Also updated a lot of religion information, and added the Utyq and Setekri religions. &lt;br /&gt;
&lt;br /&gt;
Added [[Archaios|Archaic Wonders]].&lt;br /&gt;
&lt;br /&gt;
Added manmade [[Wonders]].&lt;br /&gt;
&lt;br /&gt;
Added The [[Darkness]] catastrophe.&lt;br /&gt;
&lt;br /&gt;
Added numerous minor peoples around the world (Bihi, Kinohi, Heja, Dajeho, Nacha, Rerlido, Merya, Kobhufi, Qusa, Ituni, Rironlo, Chaye, Lo, Tiji, Sifi, Kafradi, Tenhan, Henmi, and others.) &lt;br /&gt;
&lt;br /&gt;
Added [[monsters]] with several monster types listed. &lt;br /&gt;
&lt;br /&gt;
Added global [[trade]], including information about the Archroad. &lt;br /&gt;
&lt;br /&gt;
Added [[geography]] with continents, oceans, the biggest seas and islands, important peaks, and long rivers. &lt;br /&gt;
&lt;br /&gt;
Added details to the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history] sheet about how the world wonders were destroyed (in underlined yellow).&lt;br /&gt;
&lt;br /&gt;
Updated the geographic map on the main page, and the political map on the [[people]] page.&lt;br /&gt;
&lt;br /&gt;
===11/2019===&lt;br /&gt;
&lt;br /&gt;
Added [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 magic] to the official sheets. &lt;br /&gt;
&lt;br /&gt;
Added to the history sheet, such as major plagues and volcanic events, world wonders, large migrations or colonisations, hidden prehistoric details, and other details. &lt;br /&gt;
&lt;br /&gt;
Abbreviated the [[People|People]] page.&lt;br /&gt;
&lt;br /&gt;
===4/2017===&lt;br /&gt;
&lt;br /&gt;
Reshaped the History sheet and started writing more detailed region-based historical events in the right-most columns. Added Temanean, Dunin, and Oolu history so far.&lt;br /&gt;
&lt;br /&gt;
===3/2017===&lt;br /&gt;
&lt;br /&gt;
Added most religions to [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 religions] (up to 24) and added a sheet for [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history]. &lt;br /&gt;
&lt;br /&gt;
Added a political map to the People page and added many new cultures. &lt;br /&gt;
&lt;br /&gt;
Added an alternate sheet for [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 People].&lt;br /&gt;
&lt;br /&gt;
===2/2017===&lt;br /&gt;
&lt;br /&gt;
Transferred the [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1676494257 religions] page to a Google sheet. &lt;br /&gt;
&lt;br /&gt;
===1/2017===&lt;br /&gt;
&lt;br /&gt;
Changed the names of some kingdoms and cities in the Temanean Kingoms. &lt;br /&gt;
&lt;br /&gt;
===8/2016===&lt;br /&gt;
&lt;br /&gt;
Added [[magic]].&lt;br /&gt;
&lt;br /&gt;
===7/2016===&lt;br /&gt;
&lt;br /&gt;
Added [[Vaman]], [[Wwinda]], [[Progora]], [[Setekri]], [[Utyq]], [[Karithians|Karithian]], [[Yeves]], [[Ildemin]] pages.&lt;br /&gt;
&lt;br /&gt;
===12/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[uniquefauna|unique fauna]].&lt;br /&gt;
&lt;br /&gt;
===11/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[wildlife]].&lt;br /&gt;
&lt;br /&gt;
===10/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[religions]].&lt;br /&gt;
&lt;br /&gt;
===9/2015===&lt;br /&gt;
&lt;br /&gt;
Added [[Benevis]], [[Sirins]].&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Main_Page&amp;diff=2490</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Main_Page&amp;diff=2490"/>
		<updated>2022-09-06T09:36:26Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== LAND OF RIIGA ==&lt;br /&gt;
&lt;br /&gt;
[[File:riiga_old_map.jpg|700px|thumb|One of the newest maps of Riiga from the Ambelian Academy in Margon. For other maps, visit [[World Maps]]. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Riiga is a large fantasy world with realistic geography, a wide number of varied cultures with around 4000 years of known [https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 history], and numerous mythologies and stories of what happened in Riiga&#039;s prehistoric past. It has mysterious gigantic ruins called [[Archaios]], beneath which lie lost networks of potentially artifact- and [[Monsters|monster]]-filled corridors and chambers. Much of the western world experiences Black Storms, which are remnants of a world-changing event called The [[Darkness]] and leave behind magical aetherite crystals in the wake of their destruction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic] in Riiga is drawn from the invisible atmosphere of aether called the tolus, which flows in large shifting channels called cannas around the world. Magic-wielders connect through the use of venas, and willpower converts the aether into magic. But aether&#039;s ultimate source is a mystery to the [[Magic|mages]] of Riiga. The realm of [[Adumbra]] adds additional layers of complexity to the understanding of magic. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the Red Temple of [[Benevis]] which houses an avatar of an actual god, to the desert mystics and holy god-chosen leaders of [[Seleru]], to the heroic nomadic horsemen and divine shamans of [[Batur]], to the sophisticated and spiritual golden kingdoms of [[Temanea]], to the immortal emperor and merchant lords surrounding the Sea of Lions in arid [[Qarbak]], to the beast-taming druids and monster-slaying warriors of [[Yvatshun]], to the elite horned knights and secular kingdoms of [[Vaman]], to the most long-lived god-kings of the ancient jungle empire of [[Into]], Riiga has potential for a colossal number of tales and stories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unless explicitly stated, the contents of every article are written from the point of view of educated humans around the year 1000AL. The viewpoints of the [[Benevis|Kingdoms of Benevis]] dominate this wiki. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check out my [https://discord.gg/yngu4TU Riiga Discord]! And visit my new [https://www.patreon.com/landofriiga Patreon for the Land of Riiga]!&#039;&#039;&#039; or see the list of [[Patreon]] supporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Main Pages&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Societal&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Natural&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Historical&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Supernatural&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Technological&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Metaphysical&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fan-made&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[People|Cultures]]&lt;br /&gt;
|[[Geography|Geography]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=2062774987 History]&lt;br /&gt;
|[[Monsters]] &amp;amp; [[Sentions]]&lt;br /&gt;
|[[World_Maps|World Maps]]&lt;br /&gt;
|[[Nikina]]&lt;br /&gt;
|[[Benevis Mapping]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Wonders|Manmade Wonders]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1181094728 Fauna]&lt;br /&gt;
|[[Archaios|Archaic Wonders]]&lt;br /&gt;
|[[Magic|Magic by Culture]]&lt;br /&gt;
|[[Trains]]&lt;br /&gt;
|[[Garukavar]]&lt;br /&gt;
|[[Cuisine]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Trade|Global Trade]]&lt;br /&gt;
|[[Astronomy]]&lt;br /&gt;
|The [[Darkness]]&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=1116960882 Magic Details]&lt;br /&gt;
|[[Artillery|Siege Weapons]]&lt;br /&gt;
|[[Viyar]] &amp;amp; [[Hireos]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://docs.google.com/spreadsheets/d/1ImKoPqVPivq-g2XREwPzOxYt4_MQ4wnfwFC6zwv_gE0/edit#gid=960136152 All People]&lt;br /&gt;
|[[Ilborn]]&lt;br /&gt;
|[[History|History by Culture]]&lt;br /&gt;
|[[Other_Races|Other Races]]&lt;br /&gt;
|&lt;br /&gt;
|[[Endon]] &amp;amp; [[Odanon]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethnicity|Ethnic Groups]]&lt;br /&gt;
|[[Heredity]]&lt;br /&gt;
|[[Manamorians]]&lt;br /&gt;
|[[Adumbra]]&lt;br /&gt;
|&lt;br /&gt;
|[[Religions]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[https://bheiskell.github.io/riiga-timeline-map/ History Slideshow]&lt;br /&gt;
|[[Deathless]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Riiga is a fictional world that has been created by Treijim (myself) and Xennavor (my brother). It was started in early 2001. Having previously made up numerous fantasy worlds throughout our childhood, we decided we needed one we could share with the world, as the last world was more of a personal project of ours. Riiga, though mostly our creation, has also had input from [[friends]] of mine, and it is also where pretty much all of my stories take place. You can read about the story of its creation [[Creation|here]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Updates]] 9/2022&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=World_Maps&amp;diff=2489</id>
		<title>World Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=World_Maps&amp;diff=2489"/>
		<updated>2022-09-06T09:34:56Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An article by Virgil on [[Benevis Mapping]]. &lt;br /&gt;
&lt;br /&gt;
The official [https://bheiskell.github.io/riiga-timeline-map/ historical slideshow map] of Riiga. &lt;br /&gt;
&lt;br /&gt;
[[File:Geopoliticalriiga.jpg|1000px|thumb|A geopolitical map of Riiga coloured by altitude. The key is in the upper left corner. This map is not to scale, but does represent the shapes of the landmasses most accurately; other maps on this page are outdated in this regard.]]&lt;br /&gt;
&lt;br /&gt;
[[File:riigatrade.jpg|1000px|thumb|A map of major trade routes in among the connected Riigan cultures. Red: The Archroad. Orange: Archroad connections. Aqua: The main sea trading routes. Blue: The Diamond Route. Goods shown are only of major sources.]]&lt;br /&gt;
&lt;br /&gt;
[[File:monsterzones.jpg|1000px|thumb|A map of current and historical sites of heavy [[Monsters|monster]] or monster-race activity.]]&lt;br /&gt;
&lt;br /&gt;
[[File:texturedmap.jpg|1000px|thumb|A textured map of Riiga designed to look like satellite imagery.]]&lt;br /&gt;
&lt;br /&gt;
[[File:racesmap.jpg|1000px|thumb|An ethnic map of Riiga. See [[Ethnicity]] for more information.]]&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=File:Geopoliticalriiga.jpg&amp;diff=2488</id>
		<title>File:Geopoliticalriiga.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=File:Geopoliticalriiga.jpg&amp;diff=2488"/>
		<updated>2022-09-06T09:33:49Z</updated>

		<summary type="html">&lt;p&gt;Treijim: Treijim uploaded a new version of &amp;amp;quot;File:Geopoliticalriiga.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=World_Maps&amp;diff=2487</id>
		<title>World Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=World_Maps&amp;diff=2487"/>
		<updated>2022-09-06T09:33:21Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An article by Virgil on [[Benevis Mapping]]. &lt;br /&gt;
&lt;br /&gt;
The official [https://bheiskell.github.io/riiga-timeline-map/ historical slideshow map] of Riiga. &lt;br /&gt;
&lt;br /&gt;
[[File:Geopoliticalriiga.jpg|1000px|thumb|A geopolitical map of Riiga coloured by altitude. The key is in the upper left corner. ]]&lt;br /&gt;
&lt;br /&gt;
[[File:riigatrade.jpg|1000px|thumb|A map of major trade routes in among the connected Riigan cultures. Red: The Archroad. Orange: Archroad connections. Aqua: The main sea trading routes. Blue: The Diamond Route. Goods shown are only of major sources.]]&lt;br /&gt;
&lt;br /&gt;
[[File:monsterzones.jpg|1000px|thumb|A map of current and historical sites of heavy [[Monsters|monster]] or monster-race activity.]]&lt;br /&gt;
&lt;br /&gt;
[[File:texturedmap.jpg|1000px|thumb|A textured map of Riiga designed to look like satellite imagery.]]&lt;br /&gt;
&lt;br /&gt;
[[File:racesmap.jpg|1000px|thumb|An ethnic map of Riiga. See [[Ethnicity]] for more information.]]&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=World_Maps&amp;diff=2486</id>
		<title>World Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=World_Maps&amp;diff=2486"/>
		<updated>2022-09-06T09:33:05Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:riigabiomes.jpg|800px|thumb|A biome map of Riiga.]] &lt;br /&gt;
&lt;br /&gt;
An article by Virgil on [[Benevis Mapping]]. &lt;br /&gt;
&lt;br /&gt;
The official [https://bheiskell.github.io/riiga-timeline-map/ historical slideshow map] of Riiga. &lt;br /&gt;
&lt;br /&gt;
[[File:Geopoliticalriiga.jpg|1000px|thumb|A geopolitical map of Riiga coloured by altitude. The key is in the upper left corner. ]]&lt;br /&gt;
&lt;br /&gt;
[[File:riigatrade.jpg|1000px|thumb|A map of major trade routes in among the connected Riigan cultures. Red: The Archroad. Orange: Archroad connections. Aqua: The main sea trading routes. Blue: The Diamond Route. Goods shown are only of major sources.]]&lt;br /&gt;
&lt;br /&gt;
[[File:monsterzones.jpg|1000px|thumb|A map of current and historical sites of heavy [[Monsters|monster]] or monster-race activity.]]&lt;br /&gt;
&lt;br /&gt;
[[File:texturedmap.jpg|1000px|thumb|A textured map of Riiga designed to look like satellite imagery.]]&lt;br /&gt;
&lt;br /&gt;
[[File:racesmap.jpg|1000px|thumb|An ethnic map of Riiga. See [[Ethnicity]] for more information.]]&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Cendar&amp;diff=2485</id>
		<title>Cendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Cendar&amp;diff=2485"/>
		<updated>2022-09-06T09:20:01Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Cendar is a Vaman city-state which is ruled by a varhas. They have no state religion, being a secular monarchy, and allow small populations of other religious peoples with the exclusion of [[Religions#Akan|Akanists]]. Like most Vaman kingdoms, they focus on the potential, values, and achievements of humans. Cendar are known to serve the cause of their city selflessly, defending their land against the pressure of the Monar Kingdom. Its only city and capital is Havai. &lt;br /&gt;
&lt;br /&gt;
Cendar is almost entirely taiga with some montane forest in the hills, and its largest river called the Moisadar that flows through Havai. It has access to the Blue Sea and Windas Sea, and at the northeastern tip is the Red Strait. &lt;br /&gt;
&lt;br /&gt;
Demonym: Cendar, Cendars&lt;br /&gt;
&lt;br /&gt;
Population: 770,000&lt;br /&gt;
&lt;br /&gt;
* City-State of Monar&lt;br /&gt;
** Havai, capital, 23,000&lt;br /&gt;
** Loboktan, 10,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Cendar was a part of the confederation of Vaman Kingdoms that came together around 400AL, and this alliance outlawed Akanism and started the secular governmental system Vaman uses today, but by around 650AL the alliance broke apart as the kings began to fight with one another for more power. Cendar broke away around 750AL. The main ethnic group in Toussin is [[Ethnicity#Vaman|Vaman]] with some old blood from [[Ethnicity#Into|Into]]. They experience conflict with [[Monar]] and are neutral with [[Vyrtdan]] and [[Airnohs]]. They mainly export timber. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Cendars rely on mercenaries trained in mountaineering to hold their land against Monar invasions, using attrition to slow, starve, and hinder their enemies until they&#039;re forced to retreat. Common architectural features include crowned battlements and slender structures, and common artforms include singing and meditation.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Monar&amp;diff=2484</id>
		<title>Monar</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Monar&amp;diff=2484"/>
		<updated>2022-09-06T09:19:41Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Monar is a Vaman kingdom which is ruled by a varhas. They have no state religion, being a secular monarchy, and allow small populations of other religious peoples with the exclusion of [[Religions#Akan|Akanists]]. Like most Vaman kingdoms, they focus on the potential, values, and achievements of humans. Monars are are typically very militaristic, using brute force and aggression to steadily grow their borders. Its capital is Nauntais. &lt;br /&gt;
&lt;br /&gt;
Monar is temperate near the Vaman Sea, then temperate grassland, arid shrubland, dry grassland, and arid desert moving eastward. The northeast corner sees some taiga and montane forest. The Maivor River flows through Tagsin from the Vaman Ranges and Pearl Mountains, and the White River flows through the south from Remdor. &lt;br /&gt;
&lt;br /&gt;
Demonym: Monar, Monars&lt;br /&gt;
&lt;br /&gt;
Population: 7,900,000&lt;br /&gt;
&lt;br /&gt;
* Monar Kingdom&lt;br /&gt;
** Lanargon Graiv&lt;br /&gt;
*** Nauntais, capital, 70,500&lt;br /&gt;
** Abvorn Graiv&lt;br /&gt;
*** Vaggon, 35,000&lt;br /&gt;
** Haifan Graiv&lt;br /&gt;
*** Tagsin, 28,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Monar was a part of the confederation of Vaman Kingdoms that came together around 400AL, and this alliance outlawed Akanism and started the secular governmental system Vaman uses today, but by around 650AL the alliance broke apart as the kings began to fight with one another for more power. Monar broke away around 700AL. The main ethnic group in Monar is [[Ethnicity#Vaman|Vaman]] with some old blood from [[Ethnicity#Into|Into]]. They are tense with [[Scarcun]], [[Atmohs]], [[Kinohs]], [[Airnohs]], and [[Toussin]], have conflict with [[Vyrtdan]] and [[Cendar]], and are friendly with [[Awavan]]. They mainly export timber, glass, and Vaman Purple pigment. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct military unit in Monar is the vurmir, an elite heavily armoured warrior with tactical training, raised to endure pain and frighten their foes with unstoppable aggression. They are also trained to go undercover and hunt down Akanists in the kingdom, acting as inquisitors. Architectural features in Monar include crowned battlements, aqueducts, and spire towers, and common artforms include music, masonry, and glassblowing.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Toussin&amp;diff=2483</id>
		<title>Toussin</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Toussin&amp;diff=2483"/>
		<updated>2022-09-06T09:19:18Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Toussin is a Vaman kingdom which is ruled by a varhas. They have no state religion, being a secular monarchy, and allow small populations of other religious peoples with the exclusion of [[Religions#Akan|Akanists]]. Like most Vaman kingdoms, they focus on the potential, values, and achievements of humans. Toussan are known to be authoritative and commanding, exercising control over its people with high levels of policing. Its capital is Vidmaur. &lt;br /&gt;
&lt;br /&gt;
Toussin&#039;s southern coast on the Vaman Sea is mostly temperate, with most of the rest being taiga and montane forest in the Vaman Ranges. Mavan Lake can be found in the southwestern corner, and the North Augair and Blue Sea are found off the western and northern coasts respectively. &lt;br /&gt;
&lt;br /&gt;
Demonym: Toussan, Toussans&lt;br /&gt;
&lt;br /&gt;
Population: 6,200,000&lt;br /&gt;
&lt;br /&gt;
* Toussin Kingdom&lt;br /&gt;
** Warvau Graiv&lt;br /&gt;
*** Vidmaur, capital, 62,500&lt;br /&gt;
** Ashmaur Graiv&lt;br /&gt;
*** Honvoun, 31,000&lt;br /&gt;
** Izdir Graiv&lt;br /&gt;
*** Mounmaur, 25,000&lt;br /&gt;
** Colarre Graiv&lt;br /&gt;
*** Varmau, 14,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Toussin was a part of the confederation of Vaman Kingdoms that came together around 400AL, and this alliance outlawed Akanism and started the secular governmental system Vaman uses today, but by around 650AL the alliance broke apart as the kings began to fight with one another for more power. Toussin broke away around 700AL. The main ethnic group in Toussin is [[Ethnicity#Vaman|Vaman]]. They are tense with [[Monar]] and [[Airnohs]], friendly with [[Awavan]], neutral with [[Varoicca]], and hostile toward the [[Valigs]]. They export grain, iron, timber, and Vaman Purple pigment. They trade with the [[Trade#Augair Trade Authority|Augair Trade Authority]] as well. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct military unit in Toussin is the royal enforcer, a highly trained combat officer of the law which represents Toussin&#039;s combination of military and law. Key architectural features include crowned battlements, spire towers, and slender structures, and common artforms include masonry, leather-working, and the spoken word.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Havigban&amp;diff=2482</id>
		<title>Havigban</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Havigban&amp;diff=2482"/>
		<updated>2022-09-06T09:18:17Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Havigban is a Vaman kingdom which is ruled by a mystic varhas. Unlike other Vaman kingdoms, its main religion is [[Religions#Mysticism|Mysticism]], which dictates that the heavens contain all the answers to life&#039;s problems. Havigbans are known for their love of recording and archiving history. Its capital is Mortan. &lt;br /&gt;
&lt;br /&gt;
Havigban is mostly temperate forest in the north, with temperate grassland known as the Tasinsha Plains and mediterranean shores to the south. The Augair Peninsula lies to the west, and off the coast of that is Vourass Island. The Hanmodos River flows in from the south and through Hairta. The kingdom has access to the Gulf of Pagwan to the south, the Augair Ocean to the west, and the North Augair to the north. &lt;br /&gt;
&lt;br /&gt;
Demonym: Havigban, Havigbans&lt;br /&gt;
&lt;br /&gt;
Population: 4,800,000&lt;br /&gt;
&lt;br /&gt;
* Havigban Kingdom&lt;br /&gt;
** Valore Ostridom&lt;br /&gt;
*** Mortan, capital, 55,000&lt;br /&gt;
** Esdayon Ostridom&lt;br /&gt;
*** Hairta, 28,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Havigban was a part of the confederation of Vaman Kingdoms that came together around 400AL, and this alliance outlawed Akanism and started the secular governmental system Vaman uses today, but by around 650AL the alliance broke apart as the kings began to fight with one another for more power. Around 550BD, the [[Seleru History#Qeyu Hoqomer|Qeyu Hoqomer]] expanded across the Ambelia Ocean and settled across northern Remdor, forming the Mangal Hoqomer. This later become the Kyrass Kingdom, and these populations continued to migrate west until a large number settled in western Tasif. Those who stubbornly supported hoqomers were driven out of society, but mystics remained, having a religion that blends in more readily with other religions. Havigban broke away around 800AL and due to the large number of mystics, the varhas of Havigban became the first mystic king. The main ethnic group in Toussin is [[Ethnicity#Vaman|Vaman]] with some old blood from [[Ethnicity#Xilou|Xilou]]. They are neutral with [[Nwashas]] and [[Pagwani]], and distrusting of [[Varoicca]]. They mainly export Vaman Purple pigment. They trade with the [[Trade#Augair Trade Authority|Augair Trade Authority]] as well. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct military unit in Havigban is an [[ukzen]] specialising in marine combat, including sailing and fighting on the decks of ships. They are still adept at protecting sacred sites and followers on land. Common architectural features include crowned battlements, minarets, and aqueducts, and common artforms include racial segregation, festivals, and the written word.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Varoicca&amp;diff=2481</id>
		<title>Varoicca</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Varoicca&amp;diff=2481"/>
		<updated>2022-09-06T09:18:16Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Varoicca is a Vaman kingdom which is ruled by a varhas. They have no state religion, being a secular monarchy, and allow small populations of other religious peoples with the exclusion of [[Religions#Akan|Akanists]]. Like most Vaman kingdoms, they focus on the potential, values, and achievements of humans. Varoicca are typically explorers, focussing on sailing out and discovering new lands rather than on bolstering their own country and competing directly with their neighbours. Its capital is Vaivon. &lt;br /&gt;
&lt;br /&gt;
Varoicca is mostly temperate forest, temperate grassland, and dry grassland, with the Linod and Husta Rivers flowing in from the Sacres Plains to the south. Varoicca owns the Raidvir, Rouha, and Sorraur Islands, and has broad access to the North Augair. &lt;br /&gt;
&lt;br /&gt;
Demonym: Varoiccan, Varoiccans&lt;br /&gt;
&lt;br /&gt;
Population: 2,800,000&lt;br /&gt;
&lt;br /&gt;
* Varoicca Kingdom&lt;br /&gt;
** Vaivon, capital, 42,000&lt;br /&gt;
** Taranas, 20,000&lt;br /&gt;
** Vadrain, 17,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Varoicca was a part of the confederation of Vaman Kingdoms that came together around 400AL, and this alliance outlawed Akanism and started the secular governmental system Vaman uses today, but by around 650AL the alliance broke apart as the kings began to fight with one another for more power. Varoicca broke away around 750AL. The main ethnic group in Varoicca is [[Ethnicity#Vaman|Vaman]] with some old blood from [[Ethnicity#Into|Into]]. They are neutral toward [[Toussin]], [[Pagwani]], and [[Nwashas]], and distrusting of [[Havigban]]. They mainly export grain and Vaman Purple pigment. They trade with the [[Trade#Augair Trade Authority|Augair Trade Authority]] as well. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Varoicca is most known for their navy marines, soldiers who are trained to sail and fight on open waters, and they sail their grand fleet, armed with some of the best cannons in Riiga. Common architectural features include crowned battlements, agoras, and aqueducts, and common artforms include music, gambling, and woodworking.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Geography&amp;diff=2480</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Geography&amp;diff=2480"/>
		<updated>2022-09-06T09:16:57Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Five Continents=&lt;br /&gt;
&lt;br /&gt;
==Armalacsa==&lt;br /&gt;
&lt;br /&gt;
The largest landmass on Riiga which includes Armalia and Baracsa. &lt;br /&gt;
&lt;br /&gt;
===Armalia===&lt;br /&gt;
&lt;br /&gt;
The largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Teman, Yyele, Batur, Qran, Ideitess, Shever, and Karber. &lt;br /&gt;
&lt;br /&gt;
Its highest mountain is thought to be Simemazha in the Great Opal Ranges. The tallest mountain in the Khatsanaras is Roqudar, and the tallest mountain among the Durdundus is Nyumyduzha. &lt;br /&gt;
&lt;br /&gt;
The most powerful volcanic eruption on Armalia is Dama Mang in the eastern Hodea Mountains in East Teman, which erupted around 600AL. The ash travelled across the Gold Sea. Nissaba in the Great Opal Ranges is also believed to be a gigantic volcano, but it isn&#039;t known when it last erupted. &lt;br /&gt;
&lt;br /&gt;
The longest known river in Armalia is the Qararsar in Sheber at 3200km. Other great rivers include the Goldwater in Teman at 2100km, the Amber River in Batur at 2600km, the Velishla in Ideitess at 1300km, and the Zatshra in Bymir at 2700km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
&#039;&#039;&#039;Liar Stones&#039;&#039;&#039; or Mho Mho in the Khayen Lowlands in Sheber -- mighty stones that are unreliable landmarks because they change position due to unknown forces when nobody is there to witness it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Abyssal Whisper&#039;&#039;&#039; or the Munde is a sound heard or felt around Lake Mancisa throughout history, lasting anywhere from minutes to months. Merchants in the early days of the [[Trade|Archroad]] report witnessing the same thing. It can cause illness in some of those who experience it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Roaring Peaks&#039;&#039;&#039; or the Dudeu Qu in the western Great Opal Ranges are sudden immeasurably loud booms and rumbles which can be heard across long distances. Despite the area being very remote, it has been known to kill those unfortunate enough to be in the vicinity. &lt;br /&gt;
&lt;br /&gt;
The eastern side of the Hodea Mountains are known for lava-less eruptions called Langba Tida or &#039;&#039;&#039;Blight Bursts&#039;&#039;&#039;, leaking toxic air. It is one of the reasons why the subtropical region is scarcely populated. [[Other Races#Gliroch|Gliroch]] thrive in this region. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
By far the largest phenomenon in the world, the &#039;&#039;&#039;Islands of Night&#039;&#039;&#039; -- also called the &#039;&#039;&#039;Blue Forest&#039;&#039;&#039; -- in eastern Temanea constitute the [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], and sometimes [[Henmi]] islands. They get this name from a season of heavy fog and cloud cover tinted dark blue by chemicals emitted by the trees of the area, leaving the entire region shrouded in eerie darkness for months on end. Sometimes the fog carries patches and streaks of luminescent material. This season is sometimes called the Blue Night or the Twilight.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cursed Lands&#039;&#039;&#039; is a region in northern Ideitess, mostly constituting the lands of the Arzhia and Brenyr peoples, which has been deemed unconquerable for centuries. Its northern shores are lined with the Silver Cliffs -- one of the longest and tallest lines of cliffs in Riiga, its eastern region contains the Mountains of Eyes -- known to cause travellers to hallucinate, and its southern forested regions were used by the native people in ancient times to defend their land against many invaders by using guerilla tactics so severe that the attackers thought the lands were inhabited by cursed people. Additionally, there are strange animals that are found only in this region -- like large insects and man-eating wildcats and canines -- that the locals are accustomed to dealing with.&lt;br /&gt;
&lt;br /&gt;
====Wonders==== &lt;br /&gt;
The &#039;&#039;&#039;Ruo Chuy Caves&#039;&#039;&#039; near Ra Talun on the Hoda Peninsula in [[Sema]]. It is a network of vast caves filled with subterranean rivers which mostly connect via a huge sinkhole about 200m wide (660 feet) and 400m deep (1300 feet). The caves branching off the main space are filled with underground forests and are believed to go deep below the surface. The local indigenous people believe the cave is home to a family of gods who have fled into the depths of the land to hide from foreign gods and people. The steep drop makes it near impossible for people to enter the cave. A mighty structural facade carved into the cave wall at the base of the sinkhole adds to the mystery of whoever lived here long ago, as people have only been able to observe the ruins from the top of the sinkhole itself. &lt;br /&gt;
&lt;br /&gt;
Cacype Forest, also called &#039;&#039;&#039;Moonfire Forest&#039;&#039;&#039;, is located in the Bymir Basin, hidden among the far eastern Beasten Mountains. The forest resides in a steep valley and sees mostly darkness due to its unusual positioning, but it is almost always lit, due to the very large number of native fireflies which bathe the trees in a blue-green hue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chanting Lakes&#039;&#039;&#039; or Sivi Tusic in central Bymir are known to emit mysterious and melodic sounds that ring throughout entire valleys. It is associated with the state of Yvabiran gods and is a sign of blessing and hope.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Otzaevir Lake&#039;&#039;&#039; is one of the Chanting Lakes in central Bymir, but it lies some distance from the other lakes, and always has a smoooth, mirror-like surface. There are old legends that anyone who swims into the lake drowns and sinks down into its bottomless depths. Regardless, the lake has long been regarded as the most important and sacred of the Singing Lakes. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Walking Forest&#039;&#039;&#039;, also called Qyrudes Forest, is allegedly found somewhere in the western Chetetsh Ranges, but its location is said to change. Legend has it that the trees uproot themselves and travel to a nearby location among the remote mountains. The forest is also one of great beauty, though it changes its appearance and location every time someone else visits it.&lt;br /&gt;
&lt;br /&gt;
===Baracsa===&lt;br /&gt;
&lt;br /&gt;
The westernmost portion of Armalacsa and third largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Nor, Umbener, Simber, Seleru, Jadar, and Had. &lt;br /&gt;
&lt;br /&gt;
Mount Tauldan in the Great Ranges is considered to be its largest mountain. &lt;br /&gt;
&lt;br /&gt;
Feirdus is Baracsa&#039;s largest volcano, also found within the Great Ranges, but it hasn&#039;t erupted since 1500BD. Another ancient volcano is believed to lie in the Dead Mountains, called Gasru, and it has strong associations with [[Karithians]]. &lt;br /&gt;
&lt;br /&gt;
Large rivers include the Great River in Simber at 2400km, and the Hmboko and Hanjare rivers in Jadar, both around 2000km.&lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
&#039;&#039;&#039;Glass Storms&#039;&#039;&#039; or Quqserel in southeastern Seleru -- deadly sandstorms with an iridescent shimmer which come from Yrtkuam where [[Karithians]] dwell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven&#039;s Rays&#039;&#039;&#039; in western Benevis -- mysterious high altitude streaks of slow-moving red/yellow/greenish light that happen during the day or night. They are generally vertical and can resemble flames or tendrils, and seem completely harmless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Blazes&#039;&#039;&#039; or Qoim Am near the Dead Coast in the western end of the Ebere Desert have been going on for centuries. They appear as tornadoes made of fire but can occur in remote areas with no visible fire source. Some nomads of the region believe they are caused by [[Sentions#Atarru|atarru]], giant benevolent cobra-headed fire-wreathed reptiles that dwell in the same area. &lt;br /&gt;
&lt;br /&gt;
A mist that burns the skin supposedly exists around Ewkar Lake sometimes, usually known as Hazaja or &#039;&#039;&#039;Searing Mist&#039;&#039;&#039;. It is often used as a coming of age ritual and a rite of passage for elite warriors, to endure the mist in certain conditions. Often they wear outfits in certain patterns to create patterned burn marks on the person. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
The &#039;&#039;&#039;Chihe Ne Ravine&#039;&#039;&#039; in northern Jadar stretches from Heja lands into the Mbokecho Empire. It is only 20-30 meters across (65-100 feet) but is so deep that the wetlands along the bottom are completely devoid of sunlight. A river runs through it, cutting the ravine deeper and deeper over time, and the top is covered in jungle, making it a potential precarious death-trap. Despite the dangerous conditions, it is the site where much of the gold and sometimes diamond from the region is found. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Glass Mountains&#039;&#039;&#039; are a crest of peaks made of dark shimmering stone and filled with clusters of glistening gemstones. The mountains are strongly associated with the [[Karithians]], and because of this are feared and widely avoided, able to be appreciated only from a distance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noqlable&#039;&#039;&#039; is a gigantic stone arch among dozens of other peculiar stone formations in [[Xinmou]]. The arch itself spans approximately 120 meters (400 feet) and is a similar height. [[Religions#Mysticism|Mystics]] often use the location as a sacred site, marking the beginning and end of pilgrimages. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Aurver Falls&#039;&#039;&#039; are in [[Arkein]], north of Cangona in Benevis. The waterfall itself always has a distinct golden hue which becomes especially vivid when the sun strikes it at a low angle. The colour fades in the lake and river below, but the origins of the colour are up to debate. They plummit about 700 meters (2300 feet) down the cliff face.&lt;br /&gt;
&lt;br /&gt;
==Suribia==&lt;br /&gt;
&lt;br /&gt;
The second largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes Harda, Tasif, Saron, Sacre, Ikade, Inoti, and Progori regions. &lt;br /&gt;
&lt;br /&gt;
Nganihuntro mountain in the Anwanyisis Mountains is deemed to be the tallest peak. &lt;br /&gt;
&lt;br /&gt;
Toogantato in the Anwanyisis Mountains and Chliraeti in the Atlis are the largest volcanoes on the continent, which erupted around 0BD and 400AL respectively. &lt;br /&gt;
&lt;br /&gt;
The longest river in Suribia and second longest in the world is the Dustwater in Sacre at 3300km. Other large rivers include the Whitewater nearby at 2200km, the Rasarun in Harda at 2000km, and the Ngarasa across Ikade and Inoti at 3100km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
In the Sacres Plains it is known for the Vanmoug or &#039;&#039;&#039;Singing Sands&#039;&#039;&#039; to emit a melodic voice on the wind, similar to the Chanting Lakes in Bymir. &lt;br /&gt;
&lt;br /&gt;
Some areas of the Pearl Mountains in [[Vyrtdan]] known as the &#039;&#039;&#039;Hills of Burden&#039;&#039;&#039; are known for being exceptionally difficult to climb, not because of the terrain, but because people feel heavier in this area. It is traditionally a coming-of-age test for people in the area, and is also used to train elite Aegis warriors. &lt;br /&gt;
&lt;br /&gt;
Progora is known for its strong and fast-growing vines, especially in the Tronga Wetlands called Kwankwanmanga or &#039;&#039;&#039;Rapid Death&#039;&#039;&#039;, known to grow more than a man&#039;s height in a single day.&lt;br /&gt;
&lt;br /&gt;
The stretch of sea between the East Atlis and Mafashran Island is known as the &#039;&#039;&#039;Tempest Sea&#039;&#039;&#039;, an area known to experience constant and fierce lightning storms year-round. The storms are so dangerous that almost no ship survives the journey into these waters. Those that do report several islands within this sea, but little more is known about this region.&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
The &#039;&#039;&#039;Pousnar Canyons&#039;&#039;&#039; are at the southern-most end of the Dustwater River in Sacre, a river which sometimes sees dryness, especially near its southern end. The general area is not very well known, and maps of the canyons show very different arrangements of the canyons themselves. Legend has it that the canyons shift their positions within only a few years, despite many of them being very deep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mansi Miten&#039;&#039;&#039; is a strange forest which was witnessed by one explorer who visited the Kalaqan Peninsula in Inoti. The forest differs from all other forests in that it exists not only in a vast cavern, but the trees of the forest are hanging from the cave ceiling, instead of reaching up from the cave floor. The explorer, Laurif Meiram, never visited the forest, and only saw it from a distance. &lt;br /&gt;
&lt;br /&gt;
Despite originally being manmade, the &#039;&#039;&#039;Drowned Kingdom of Tsa Midira&#039;&#039;&#039; has been conquered by nature. It was once a kingdom believed to be inhabited by relatives of the Gnaisor people around 250-350AL, but some catastrophe caused the entire kingdom to sink into the sea. Though many taller structures still poke above the shallow waters today, no people are known to have survived the sudden apocalypse. The site is at the northern end of the Tassin Bay and is believed to have been a fairly flat region the size of Riel Lake or even the Bator Peninsula. It is home to many pirates and is frequented by treasure hunters, as it is rumoured that the kingdom was once incredibly wealthy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jindiara==&lt;br /&gt;
&lt;br /&gt;
The fourth largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Hede, Ngoe, and Ashk. &lt;br /&gt;
&lt;br /&gt;
Though fairly flat overall compared to other continents, its tallest peak is believed to be Axrang in the Red Peaks, though Sibikao Volcano is possibly the broadest mountain in Riiga, believed to be large enough to fill most of [[Regyland]]. &lt;br /&gt;
&lt;br /&gt;
The Pzenkarl basin boasts massive rivers, the two largest being the Shuxuka at 3000km and possibly the longest river in Riiga, the Daalxarl at 3800km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
The most unusual phenomenon in Jindiara is the Saoqa Tikri &#039;&#039;&#039;Burning Rain&#039;&#039;&#039; in the eastern mudscrub in Ashk, not so-called because it is fiery, but because it causes a burning pain to the skin of those caught in it for too long. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
&#039;&#039;&#039;Tisibikao&#039;&#039;&#039; is a vast volcanic region near the Claw Islands south of Ashk. Some of the Setekri Peninsula, as well as the Claw, Watcher, and Last Islands, sit beneath a permanent cloud of volcanic smoke and ash, as the massive Sibikao Volcano has allegedly been erupting and spewing out lava and smoke for centuries. The phenomenon is often associated with [[Endon#Sheokro|Sheokro]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaaptaxaar&#039;&#039;&#039; are trees deep in the jungles of the Pzenkarl Basin in Ngoe. These trees are thought to commonly reach a height of 120 meters (400 feet), and rarely reach a height of 150 meters (490 feet). These trees create an immense multilayered canopy, denying much of the ground layer of direct sunlight. Many [[Keid]] live in or around clusters of these trees.&lt;br /&gt;
&lt;br /&gt;
==Solcul==&lt;br /&gt;
&lt;br /&gt;
The fifth and smallest continent which sits on the south pole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Largest Islands=&lt;br /&gt;
&lt;br /&gt;
The largest islands in order from biggest to smallest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Suribia. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonlight Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies south of Karber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axhykelran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies on the eastern end of Progori.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Bymir. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Umbener.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grave Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies northeast of Yyele.&lt;br /&gt;
&lt;br /&gt;
=The Three Oceans=&lt;br /&gt;
&lt;br /&gt;
===The Epignoria===&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa, Armalia, Jindiara, and Solcul. &lt;br /&gt;
&lt;br /&gt;
===Augair Ocean===&lt;br /&gt;
&lt;br /&gt;
Lies between Armalia, Jindiara, and Suribia. &lt;br /&gt;
&lt;br /&gt;
===Ambelia Ocean===&lt;br /&gt;
&lt;br /&gt;
Lies between Suribia and Baracsa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Major Seas=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Augair&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The portion of the Augair which is north of the Augair Peninsula and the Henmi and Tennan islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karber Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa and Armalia, specifically north of the Sadhihi Islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea of Lyte&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Umbener and Seleru. A mediterranean sea. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totani Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sea between Saron and Progori in Suribia. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itemoe Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa and Solcul.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Geography&amp;diff=2479</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Geography&amp;diff=2479"/>
		<updated>2022-09-06T09:11:16Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Phenomena */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Five Continents=&lt;br /&gt;
&lt;br /&gt;
==Armalacsa==&lt;br /&gt;
&lt;br /&gt;
The largest landmass on Riiga which includes Armalia and Baracsa. &lt;br /&gt;
&lt;br /&gt;
===Armalia===&lt;br /&gt;
&lt;br /&gt;
The largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Teman, Yyele, Batur, Qran, Ideitess, Shever, and Karber. &lt;br /&gt;
&lt;br /&gt;
Its highest mountain is thought to be Simemazha in the Great Opal Ranges. The tallest mountain in the Khatsanaras is Roqudar, and the tallest mountain among the Durdundus is Nyumyduzha. &lt;br /&gt;
&lt;br /&gt;
The most powerful volcanic eruption on Armalia is Dama Mang in the eastern Hodea Mountains in East Teman, which erupted around 600AL. The ash travelled across the Gold Sea. Nissaba in the Great Opal Ranges is also believed to be a gigantic volcano, but it isn&#039;t known when it last erupted. &lt;br /&gt;
&lt;br /&gt;
The longest known river in Armalia is the Qararsar in Sheber at 3200km. Other great rivers include the Goldwater in Teman at 2100km, the Amber River in Batur at 2600km, the Velishla in Ideitess at 1300km, and the Zatshra in Bymir at 2700km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
&#039;&#039;&#039;Liar Stones&#039;&#039;&#039; or Mho Mho in the Khayen Lowlands in Sheber -- mighty stones that are unreliable landmarks because they change position due to unknown forces when nobody is there to witness it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Abyssal Whisper&#039;&#039;&#039; or the Munde is a sound heard or felt around Lake Mancisa throughout history, lasting anywhere from minutes to months. Merchants in the early days of the [[Trade|Archroad]] report witnessing the same thing. It can cause illness in some of those who experience it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Roaring Peaks&#039;&#039;&#039; or the Dudeu Qu in the western Great Opal Ranges are sudden immeasurably loud booms and rumbles which can be heard across long distances. Despite the area being very remote, it has been known to kill those unfortunate enough to be in the vicinity. &lt;br /&gt;
&lt;br /&gt;
The eastern side of the Hodea Mountains are known for lava-less eruptions called Langba Tida or &#039;&#039;&#039;Blight Bursts&#039;&#039;&#039;, leaking toxic air. It is one of the reasons why the subtropical region is scarcely populated. [[Other Races#Gliroch|Gliroch]] thrive in this region. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
By far the largest phenomenon in the world, the &#039;&#039;&#039;Islands of Night&#039;&#039;&#039; -- also called the &#039;&#039;&#039;Blue Forest&#039;&#039;&#039; -- in eastern Temanea constitute the [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], and sometimes [[Henmi]] islands. They get this name from a season of heavy fog and cloud cover tinted dark blue by chemicals emitted by the trees of the area, leaving the entire region shrouded in eerie darkness for months on end. Sometimes the fog carries patches and streaks of luminescent material. This season is sometimes called the Blue Night or the Twilight.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cursed Lands&#039;&#039;&#039; is a region in northern Ideitess, mostly constituting the lands of the Arzhia and Brenyr peoples, which has been deemed unconquerable for centuries. Its northern shores are lined with the Silver Cliffs -- one of the longest and tallest lines of cliffs in Riiga, its eastern region contains the Mountains of Eyes -- known to cause travellers to hallucinate, and its southern forested regions were used by the native people in ancient times to defend their land against many invaders by using guerilla tactics so severe that the attackers thought the lands were inhabited by cursed people. Additionally, there are strange animals that are found only in this region -- like large insects and man-eating wildcats and canines -- that the locals are accustomed to dealing with.&lt;br /&gt;
&lt;br /&gt;
====Wonders==== &lt;br /&gt;
The &#039;&#039;&#039;Ruo Chuy Caves&#039;&#039;&#039; near Ra Talun on the Hoda Peninsula in [[Sema]]. It is a network of vast caves filled with subterranean rivers which mostly connect via a huge sinkhole about 200m wide (660 feet) and 400m deep (1300 feet). The caves branching off the main space are filled with underground forests and are believed to go deep below the surface. The local indigenous people believe the cave is home to a family of gods who have fled into the depths of the land to hide from foreign gods and people. The steep drop makes it near impossible for people to enter the cave. A mighty structural facade carved into the cave wall at the base of the sinkhole adds to the mystery of whoever lived here long ago, as people have only been able to observe the ruins from the top of the sinkhole itself. &lt;br /&gt;
&lt;br /&gt;
Cacype Forest, also called &#039;&#039;&#039;Moonfire Forest&#039;&#039;&#039;, is located in the Bymir Basin, hidden among the far eastern Beasten Mountains. The forest resides in a steep valley and sees mostly darkness due to its unusual positioning, but it is almost always lit, due to the very large number of native fireflies which bathe the trees in a blue-green hue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chanting Lakes&#039;&#039;&#039; or Sivi Tusic in central Bymir are known to emit mysterious and melodic sounds that ring throughout entire valleys. It is associated with the state of Yvabiran gods and is a sign of blessing and hope.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Otzaevir Lake&#039;&#039;&#039; is one of the Chanting Lakes in central Bymir, but it lies some distance from the other lakes, and always has a smoooth, mirror-like surface. There are old legends that anyone who swims into the lake drowns and sinks down into its bottomless depths. Regardless, the lake has long been regarded as the most important and sacred of the Singing Lakes. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Walking Forest&#039;&#039;&#039;, also called Qyrudes Forest, is allegedly found somewhere in the western Chetetsh Ranges, but its location is said to change. Legend has it that the trees uproot themselves and travel to a nearby location among the remote mountains. The forest is also one of great beauty, though it changes its appearance and location every time someone else visits it.&lt;br /&gt;
&lt;br /&gt;
===Baracsa===&lt;br /&gt;
&lt;br /&gt;
The westernmost portion of Armalacsa and third largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Nor, Umbener, Simber, Seleru, Jadar, and Had. &lt;br /&gt;
&lt;br /&gt;
Mount Tauldan in the Great Ranges is considered to be its largest mountain. &lt;br /&gt;
&lt;br /&gt;
Feirdus is Baracsa&#039;s largest volcano, also found within the Great Ranges, but it hasn&#039;t erupted since 1500BD. Another ancient volcano is believed to lie in the Dead Mountains, called Gasru, and it has strong associations with [[Karithians]]. &lt;br /&gt;
&lt;br /&gt;
Large rivers include the Great River in Simber at 2400km, and the Hmboko and Hanjare rivers in Jadar, both around 2000km.&lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
&#039;&#039;&#039;Glass Storms&#039;&#039;&#039; or Quqserel in southeastern Seleru -- deadly sandstorms with an iridescent shimmer which come from Yrtkuam where [[Karithians]] dwell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven&#039;s Rays&#039;&#039;&#039; in western Benevis -- mysterious high altitude streaks of slow-moving red/yellow/greenish light that happen during the day or night. They are generally vertical and can resemble flames or tendrils, and seem completely harmless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Blazes&#039;&#039;&#039; or Qoim Am near the Dead Coast in the western end of the Ebere Desert have been going on for centuries. They appear as tornadoes made of fire but can occur in remote areas with no visible fire source. Some nomads of the region believe they are caused by [[Sentions#Atarru|atarru]], giant benevolent cobra-headed fire-wreathed reptiles that dwell in the same area. &lt;br /&gt;
&lt;br /&gt;
A mist that burns the skin supposedly exists around Ewkar Lake sometimes, usually known as Hazaja or &#039;&#039;&#039;Searing Mist&#039;&#039;&#039;. It is often used as a coming of age ritual and a rite of passage for elite warriors, to endure the mist in certain conditions. Often they wear outfits in certain patterns to create patterned burn marks on the person. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
The &#039;&#039;&#039;Chihe Ne Ravine&#039;&#039;&#039; in northern Jadar stretches from Heja lands into the Mbokecho Empire. It is only 20-30 meters across (65-100 feet) but is so deep that the wetlands along the bottom are completely devoid of sunlight. A river runs through it, cutting the ravine deeper and deeper over time, and the top is covered in jungle, making it a potential precarious death-trap. Despite the dangerous conditions, it is the site where much of the gold and sometimes diamond from the region is found. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Glass Mountains&#039;&#039;&#039; are a crest of peaks made of dark shimmering stone and filled with clusters of glistening gemstones. The mountains are strongly associated with the [[Karithians]], and because of this are feared and widely avoided, able to be appreciated only from a distance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noqlable&#039;&#039;&#039; is a gigantic stone arch among dozens of other peculiar stone formations in [[Xinmou]]. The arch itself spans approximately 120 meters (400 feet) and is a similar height. [[Religions#Mysticism|Mystics]] often use the location as a sacred site, marking the beginning and end of pilgrimages. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Aurver Falls&#039;&#039;&#039; are in [[Arkein]], north of Cangona in Benevis. The waterfall itself always has a distinct golden hue which becomes especially vivid when the sun strikes it at a low angle. The colour fades in the lake and river below, but the origins of the colour are up to debate. They plummit about 700 meters (2300 feet) down the cliff face.&lt;br /&gt;
&lt;br /&gt;
==Suribia==&lt;br /&gt;
&lt;br /&gt;
The second largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes Harda, Tasif, Saron, Sacre, Ikade, Inoti, and Progori regions. &lt;br /&gt;
&lt;br /&gt;
Nganihuntro mountain in the Anwanyisis Mountains is deemed to be the tallest peak. &lt;br /&gt;
&lt;br /&gt;
Toogantato in the Anwanyisis Mountains and Chliraeti in the Atlis are the largest volcanoes on the continent, which erupted around 0BD and 400AL respectively. &lt;br /&gt;
&lt;br /&gt;
The longest river in Suribia and second longest in the world is the Dustwater in Sacre at 3300km. Other large rivers include the Whitewater nearby at 2200km, the Rasarun in Harda at 2000km, and the Ngarasa across Ikade and Inoti at 3100km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
In the Sacres Plains it is known for the Vanmoug or &#039;&#039;&#039;Singing Sands&#039;&#039;&#039; to emit a melodic voice on the wind, similar to the Chanting Lakes in Bymir. &lt;br /&gt;
&lt;br /&gt;
Some areas of the Pearl Mountains in [[Vyrtdan]] known as the &#039;&#039;&#039;Hills of Burden&#039;&#039;&#039; are known for being exceptionally difficult to climb, not because of the terrain, but because people feel heavier in this area. It is traditionally a coming-of-age test for people in the area, and is also used to train elite Aegis warriors. &lt;br /&gt;
&lt;br /&gt;
Progora is known for its strong and fast-growing vines, especially in the Tronga Wetlands called Kwankwanmanga or &#039;&#039;&#039;Rapid Death&#039;&#039;&#039;, known to grow more than a man&#039;s height in a single day.&lt;br /&gt;
&lt;br /&gt;
The stretch of sea between the East Atlis and Mafashran Island is known as the &#039;&#039;&#039;Tempest Sea&#039;&#039;&#039;, an area known to experience constant and fierce lightning storms year-round. The storms are so dangerous that almost no ship survives the journey into these waters. Those that do report several islands within this sea, but little more is known about this region.&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
The &#039;&#039;&#039;Pousnar Canyons&#039;&#039;&#039; are at the southern-most end of the Dustwater River in Sacre, a river which sometimes sees dryness, especially near its southern end. The general area is not very well known, and maps of the canyons show very different arrangements of the canyons themselves. Legend has it that the canyons shift their positions within only a few years, despite many of them being very deep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mansi Miten&#039;&#039;&#039; is a strange forest which was witnessed by one explorer who visited the Kalaqan Peninsula in Inoti. The forest differs from all other forests in that it exists not only in a vast cavern, but the trees of the forest are hanging from the cave ceiling, instead of reaching up from the cave floor. The explorer, Laurif Meiram, never visited the forest, and only saw it from a distance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jindiara==&lt;br /&gt;
&lt;br /&gt;
The fourth largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Hede, Ngoe, and Ashk. &lt;br /&gt;
&lt;br /&gt;
Though fairly flat overall compared to other continents, its tallest peak is believed to be Axrang in the Red Peaks, though Sibikao Volcano is possibly the broadest mountain in Riiga, believed to be large enough to fill most of [[Regyland]]. &lt;br /&gt;
&lt;br /&gt;
The Pzenkarl basin boasts massive rivers, the two largest being the Shuxuka at 3000km and possibly the longest river in Riiga, the Daalxarl at 3800km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
The most unusual phenomenon in Jindiara is the Saoqa Tikri &#039;&#039;&#039;Burning Rain&#039;&#039;&#039; in the eastern mudscrub in Ashk, not so-called because it is fiery, but because it causes a burning pain to the skin of those caught in it for too long. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
&#039;&#039;&#039;Tisibikao&#039;&#039;&#039; is a vast volcanic region near the Claw Islands south of Ashk. Some of the Setekri Peninsula, as well as the Claw, Watcher, and Last Islands, sit beneath a permanent cloud of volcanic smoke and ash, as the massive Sibikao Volcano has allegedly been erupting and spewing out lava and smoke for centuries. The phenomenon is often associated with [[Endon#Sheokro|Sheokro]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaaptaxaar&#039;&#039;&#039; are trees deep in the jungles of the Pzenkarl Basin in Ngoe. These trees are thought to commonly reach a height of 120 meters (400 feet), and rarely reach a height of 150 meters (490 feet). These trees create an immense multilayered canopy, denying much of the ground layer of direct sunlight. Many [[Keid]] live in or around clusters of these trees.&lt;br /&gt;
&lt;br /&gt;
==Solcul==&lt;br /&gt;
&lt;br /&gt;
The fifth and smallest continent which sits on the south pole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Largest Islands=&lt;br /&gt;
&lt;br /&gt;
The largest islands in order from biggest to smallest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Suribia. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonlight Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies south of Karber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axhykelran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies on the eastern end of Progori.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Bymir. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Umbener.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grave Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies northeast of Yyele.&lt;br /&gt;
&lt;br /&gt;
=The Three Oceans=&lt;br /&gt;
&lt;br /&gt;
===The Epignoria===&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa, Armalia, Jindiara, and Solcul. &lt;br /&gt;
&lt;br /&gt;
===Augair Ocean===&lt;br /&gt;
&lt;br /&gt;
Lies between Armalia, Jindiara, and Suribia. &lt;br /&gt;
&lt;br /&gt;
===Ambelia Ocean===&lt;br /&gt;
&lt;br /&gt;
Lies between Suribia and Baracsa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Major Seas=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Augair&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The portion of the Augair which is north of the Augair Peninsula and the Henmi and Tennan islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karber Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa and Armalia, specifically north of the Sadhihi Islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea of Lyte&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Umbener and Seleru. A mediterranean sea. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totani Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sea between Saron and Progori in Suribia. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itemoe Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa and Solcul.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Monsters&amp;diff=2478</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Monsters&amp;diff=2478"/>
		<updated>2022-09-06T09:08:19Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Monsters in Riiga go by many names. In [[Benevis]] they are called monsters, fiends, demons, and sometimes beasts. The [[Seleru|Eber]] call them sisral, which means &amp;quot;from the deep&amp;quot;. People from [[Qarbak]] call them mhukur, &amp;quot;people-killers&amp;quot;, or qime, &amp;quot;unnatural&amp;quot;. [[Yvatshun|Yvabirans]] call them anomyara, &amp;quot;anomaly&amp;quot;, or monnas, &amp;quot;murderers&amp;quot;. The [[Batur|Dunin]] call them curiq, meaning &amp;quot;disturbing ones&amp;quot;. [[Temanea|Temaneans]] call them yuo mosu, &amp;quot;end of man&amp;quot;. [[Vaman|Vamans]] call them mahar, &amp;quot;demons&amp;quot;. [[Remdor|Remdorians]] call them horrors or demons. Other cultures have other names for them as well, but the only thing that unites all these descriptions is that monsters match a set of conditions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monstrous History== &lt;br /&gt;
&lt;br /&gt;
A monster in Riiga is something that matches the following conditions: &lt;br /&gt;
* It is not part of the natural order. Monsters show no consideration for fauna and flora. &lt;br /&gt;
* It cannot breed. Monsters are made by other beings, not a result of mating. They are consequentially considered genderless. &lt;br /&gt;
* It hates humans. Monsters will go to any length to cause destruction to humans and hybrid races. Records of monsters showing hesitation or mercy are almost completely unheard of. &lt;br /&gt;
* It is mortal, and can die. &lt;br /&gt;
* It can be reproduced; if only one instance of a monstrous thing exists, it is not considered a monster, but rather a being of some kind. &lt;br /&gt;
* It will fight alongside other monsters, given the chance. &lt;br /&gt;
&lt;br /&gt;
According to the [[Religions#Red_Temple|Red Temple]], monsters are made by a particular being among the [[Antemplars]], which acts out the will of the god of destruction, [[Garukavar]]. While Garukavar himself has the ability to create monsters, he leaves it up to two beings: the one who coordinates all monster attacks (including the Darkness), and his designated monster-crafter. The former being is called [[Odanon#Votorin|Votorin]], or sometimes simply known as &amp;quot;The Enemy&amp;quot;, and was first described to people around 800BD, when Nikina first revealed himself to the people of the Nor Vastin Kingdom. It was explained that monsters emerge from the ground at the behest of the latter being known as [[Odanon#Toryalnor|Toryalnor]] -- either from well-known caves referred to as &amp;quot;pits&amp;quot;, or from non-specific areas such as sinkholes, lakes, [[Archaios]], cracks caused by earthquakes, volcanoes, or anything that would offer access to the abyssal depths -- and that these monsters would stop at nothing to bring destruction to civilisation. It is not a war to be won, but an unnatural force against humanity that should be defeated at every opportunity. This idea became central to the unification and growth of the Nor Vastin Kingdom, and the same idea carries right through to the Benevis Kingdoms of the modern day, almost 2000 years later.&lt;br /&gt;
&lt;br /&gt;
==Monster-Slayers==&lt;br /&gt;
&lt;br /&gt;
Given that occasionally monsters will attack in unison, there are several major orders that are dedicated to fighting monsters. Two of the largest surviving orders are the [[Venquis]] in Benevis -- a secret order of divine knights who operate under the influence of the Temple; and the Order of [[Nhorcea]] -- a powerful body of monster-slaying knights that has become so influential and wealthy that they govern lands as large as a kingdom. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the largest order which has actually supported Garukavar and monsters of darkness is the [[Antemplars]]. Though they have had only a few human followers historically, they are made up of other powerful beings deemed to be as strong as demigods, such as Votorin, Toryalnor, and the Black Whale that supposedly caused the [[Darkness]] in 0BD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monster Areas== &lt;br /&gt;
[[File:monsterzones.jpg|750px|thumb|A map of current and historical sites of heavy monster or monster-race activity. ]]&lt;br /&gt;
&lt;br /&gt;
===Anti-Human Races===&lt;br /&gt;
Though not monsters in a strict sense, some [[Other_Races#Anti-Human_Races|hybrid races]] seem to show nothing but contempt and violence toward humans and humanoid people. They are regarded as monsters by some. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karithians&#039;&#039;&#039; of Yrtkuam. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fanorans&#039;&#039;&#039; of Jindiara. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modeoa&#039;&#039;&#039; of the White Islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cullashin&#039;&#039;&#039; of Solcul. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hamakro&#039;&#039;&#039; of Iyakel Islands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bokoro&#039;&#039;&#039; of eastern Moonlight Island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fothrozz&#039;&#039;&#039; and fothrazors of the Beasten Mountains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gliroch&#039;&#039;&#039; of the Blightlands.&lt;br /&gt;
&lt;br /&gt;
===Monster Zones===&lt;br /&gt;
Areas frequented by monsters either currently or historically. Many unknown or unexplored areas are also believed to be inhabited by monsters. &lt;br /&gt;
&lt;br /&gt;
Northern &#039;&#039;&#039;Yaele&#039;&#039;&#039; near the [[Vastin]] Kingdom. &lt;br /&gt;
&lt;br /&gt;
Archaios such as &#039;&#039;&#039;Velena&#039;&#039;&#039;, &#039;&#039;&#039;Dalmuver&#039;&#039;&#039;, &#039;&#039;&#039;Etlas&#039;&#039;&#039;, &#039;&#039;&#039;Sefu Nas&#039;&#039;&#039;, &#039;&#039;&#039;Na Hangme&#039;&#039;&#039;, and the &#039;&#039;&#039;Abyss of Aiaosia&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bay of the Dead&#039;&#039;&#039; off the shore of the Mintar Kingdom in the [[Oolu]] Empire. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lake Mancisa&#039;&#039;&#039; in [[Incidu]]. &lt;br /&gt;
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Northern &#039;&#039;&#039;Qran&#039;&#039;&#039;. &lt;br /&gt;
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Beneath the &#039;&#039;&#039;Mezil Pyramid&#039;&#039;&#039; in [[Eber]]. &lt;br /&gt;
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Northern &#039;&#039;&#039;Grave Island&#039;&#039;&#039;.&lt;br /&gt;
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The middle of the &#039;&#039;&#039;Augair&#039;&#039;&#039; ocean, in an area called the Lethum Expanse. &lt;br /&gt;
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&#039;&#039;&#039;Lake Ewkar&#039;&#039;&#039; in Jadar. &lt;br /&gt;
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&#039;&#039;&#039;Lagsi Island&#039;&#039;&#039; north of Batur. &lt;br /&gt;
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The southern &#039;&#039;&#039;Great Dustlands&#039;&#039;&#039; near the Braqai clans.&lt;br /&gt;
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The southern &#039;&#039;&#039;Totani Sea&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Anomeyl&#039;&#039;&#039; forests in northern Armalia. &lt;br /&gt;
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Anywhere [[Darkness#Black_Storms|Black Storms]] appear.&lt;br /&gt;
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==Pervasive Monsters==&lt;br /&gt;
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Pervasive monsters are types that dwell in places where they can be encountered, such as underground, and in many of the above areas associated with monsters. Below is a list of the known types of pervasive monsters, in order from the smallest and weakest to the largest and most powerful. &lt;br /&gt;
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===Folang===&lt;br /&gt;
[[File:Folang.jpg|thumb|An Adult and Child Folang]]&lt;br /&gt;
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Some of the smallest and weakest monsters, Folangs are short man-wolf creatures. They often have grey or white thick fur, the head of a wolf, a slender tail with spikes on the end, and long claws, and are often seen wielding weapons made from hide, wood, or bone, or stolen from humans they&#039;ve slain. They sometimes try to make themselves appear more intimidating by wearing spikes and human body parts. Though not skilled fighters, they are extremely aggressive and have very little sense of self-preservation as adults. In large packs, they will never back down from a target. There are also rare instances of much larger Folang, big and strong enough to reportedly carry a horse. They aren&#039;t known to wield weapons like other Folang, and act in a much more animalistic and violent manner. &lt;br /&gt;
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Folang dwell underground but nearer to the surface than most other monsters are thought to lurk. They burrow under human settlements, tunneling under farmland and city walls alike. Sometimes small child-like Folang are seen among fighting forces. They are thought to be either stunted variants, or younger less &amp;quot;developed&amp;quot; Folangs that have been dragged out to fight. It is for this reason that some think Folang are made as pups, and don&#039;t emerge until they are fully grown. They also have their own language, though near nothing is known about it. &lt;br /&gt;
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The only known Folang city is known as Ethenem City, and is found within the cliffs overlooking the Shard Sea, just east of the Senyn Ranges in [[Yaele]]. In around 450AL, a local child playing atop the cliffs accidentally broke the weakened surface of a cave and fell into what turned out to be a vast network of carved caverns and corridors. The villagers from nearby explored further than the child had, and it was discovered that the city was made of several hundred rooms arranged in many layers and networks, with several points overlooking the Shard Sea. Some areas were reinforced with timber, and there were traces of clay pots and stone tools. The skeletons there were part wolf and part human, thought at first to be [[Gruitin]]. It wasn&#039;t until a larger band of adventurers delved deeper, down into the labyrinthine tunnels where no sunlight would ever reach, that they found Folangs still dwelling there. They were forced to retreat. Ethenem City is a place that is now under surveillance, as people expect that one day the Folangs there will emerge in an explosive assault.&lt;br /&gt;
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===Ungloat===&lt;br /&gt;
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Ungloats are humanoid monsters that dwell underground. They are bulky and often hunched, and have somewhat oily and bulbous skin, frequently regarded to be flammable. This and their aversion to sunlight complements their strange abilities, as all Ungloats are blind and have a very good sense of hearing and smell. Like Folangs, they wield primitive weapons often stolen from humans, and unlike Folangs they are usually seen wearing human armour that they scavenge. Some Ungloats can vomit up a greenish-black substance which is very sticky. They aim it at sources of voices, hoping to hit the face, where the substance can temporarily blind a victim. &lt;br /&gt;
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They are believed to have their own language, which is mostly heard when Ungloat shamans cast their spells. Ungloat shamans seem to coordinate Ungloats around them, and the spells they utilise generally involve harmful valeturgic spells such as causing harm, creating toxins and disease, and deteriorating biological material. This aligns with their demonstrated resentment for not only humans but for nature overall, as they will go out of their way to destroy fauna and flora. It is said that Ungloats never stop growing, and while the smaller mature Ungloats are as big as a short person, there are reports of Ungloats that grow much larger, standing at an estimated 6 meters (20 feet) in height, their bodies becoming more swollen. It is not known how large Ungloats can grow. &lt;br /&gt;
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===Ymptos===&lt;br /&gt;
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Commonly called imps, Ymptos are small humanoid masculine winged monsters. They have reddish skin, horns, paint their faces white, are always naked, and seem to use their wings to aid in making longer and higher leaps rather than fly for extended durations. They have a strong association with fire and are usually drawn to open flames. They spontaneously self-immolate upon death, and can somehow throw small fireballs from their hands. Some speculate that this is a primitive form of magic, as they are known to utter vocalisations. &lt;br /&gt;
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Ymptos are known for their cunning behaviour and will often stalk prey in caves where they dwell, looking for opportunities to torment victims rather than initiate conflict. Some of these behaviours include flickering lights in the dark, chattering, stealing items such as food or weapons, disrupting attempts at rest, urinating/defecating on sleeping victims, and extinguishing sources of light. Some Ymptos can grow to much larger sizes, growing scaly protective hide as they age, and becoming much more aggressive and territorial in the process. There are rumours that Ymptos are human children who went missing at the hands of monsters and were corrupted and turned into something else. This idea is possibly due to how visually similar they look to humans, disregarding the wings, claws, and horns.&lt;br /&gt;
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===Korfis===&lt;br /&gt;
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Korfises are monsters that resemble a cross between a stingray and a bat. With a large but fragile frame, webbed wings, a skull-like face, and a whip-like tail, they can swim almost as well as they can fly, but due to the lack of any other limbs, they are almost immobile when grounded. They usually leap out of darkness and wrap their wings and tails around victims, stabbing them with the poisonous barbs on their tails in the process. If this opportunity doesn&#039;t present itself, a Korfis will instead fly into unsuspecting victims headfirst, ramming its large single horn into them. Korfis also often press their bodies flat against surfaces, and while the underside of their wings is a bold red colour, their rough and dark backs help them camouflage when against a wall. &lt;br /&gt;
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===Lamius Vulpes===&lt;br /&gt;
[[File:Batfox.jpg|thumb|A batfox]] &lt;br /&gt;
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Lamius Vulpes, commonly known as the Vampire Fox or Batfox, are small to medium sized, omnivorous monsters. Vampire Foxes have upright triangular ears, a pointed and slightly upturned snout as well as a long bushy tail. Their rear legs are representative of a wolf. Additionally, upon their forelimbs are wings like that of a bat and black razor-sharp claws that can slice through the hide of a boar. Vampire Foxes are known to reside in forests in northern Armalia and Baracsa, and tend to pursue vulnerable targets during monster attacks like livestock and children. &lt;br /&gt;
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Vampire Foxes are known to hunt in packs, and make use of their exceptional sense of smell, hearing and sight. They can walk silently in the forests they reside in and usually hunt during the dark usually starting around dusk. They use the underbrush as well as trees to hide in wait till the opportunity to attack. They are known to have powerful jaws -- not at the same level as a wolf but strong enough that a grown man could struggle to pull away. &lt;br /&gt;
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Vampire foxes use their razor-sharp teeth and claws to tear into and grab on to prey. They can cut through soft leather and cloth, so hard armour or multiple layers of dense padding are recommended when in their habitat. They communicate with each other through different barks and yelps, though it has not been established what each of these barks mean. There are claims that the Vampire Fox has a paralytic poison, but it has yet to be proven as they are dangerous to research, and due to their intelligence and ferocity they are good at escaping captivity.&lt;br /&gt;
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This monster was submitted by Artimijs. &lt;br /&gt;
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===Molbas===&lt;br /&gt;
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On their own, Molbases are rather defenseless monsters that look like a dark brown beating heart crawling around using various claw-like appendages and not doing much else. But once it finds a building, it utilises its unique ability. Molbases -- capable of eating even through stone -- burrow into a deep, safe point within the building and nestle in, leaving only a hole in its wake to breathe through. Once it settles in, it can take control of the building as though it were one entity, moving things like furniture and even pieces of the structure itself to defend its new home. Molbases are believed to be able to understand speech, and they seem to have intimate knowledge of whatever is happening within the inhabited structure. They are most often found living in abandoned farmhouses or the like in remote areas, but there are stories of Molbases possessing entire castles and wreaking havoc upon them. To stop a Molbas, one must generally look for its breathing hole, which is usually in a low point of the structure as they don&#039;t like to climb. It can then be dug out, or something can be poured into the hole to damage or attempt to drown it. Once exposed, killing a Molbas is not difficult. &lt;br /&gt;
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===Belbuga===&lt;br /&gt;
[[File:Belbuga.jpg|thumb|A Belbuga]] &lt;br /&gt;
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Belbuga are toad-like monsters that emerge in temperate or swampy regions near bodies of water, especially in northern Baracsa and western Armalia. They can be up to 1.5 meters (5 feet) in height, and can grow to weigh around 200-400kg (440-880lbs), making them large and powerful enough to swallow children or small livestock, and sometimes tear limbs off adults or large livestock. Their tongues can reach 2-3 times their body length, are muscled and prehensile, and are covered in a slimy coating that can inflict paralysis if the Belbuga is large enough to produce potent enough chemicals. When a tongue is cut off near the tip it regrows, but if it is cut off near the base, it can regrow into two tongues. This doubling of tongues can be repeated many times, but the more tongues a Belbuga has, the less prehensile and dexterous the tongues become. &lt;br /&gt;
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They have very large and strong foreclaws which they use to burrow into the soil. They are thought to live below the surface in underground bodies of water, emerging with their eyes and top of the head showing, where they lay in wait for prey to come along. They are slow, clumsy, and are slow to turn, but have been known to jump unexpectedly and sometimes land on victims, crushing them with their bulk. Additionally, they have armour on the tops and sides of their body, with thick hide covering most of the rest of the monster, aside from the flexible skin of their throat sac. They can inflate this sac and unleash a noise which can be loud and sudden enough to stun victims and throw people off their feet. Despite all this, they are often cowardly, and will retreat if they are injured rather than fight and risk further injury. &lt;br /&gt;
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This monster was submitted by Scraver. &lt;br /&gt;
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===Korogoro===&lt;br /&gt;
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Korogoro are devilish, fiendish humanoids who only emerge during the [[Geography#Phenomena|Blue Night]] on the Islands of Night to wreak havoc on humanity. When in their regular form, they are humanoid off-green or blood-red figures with grotesque features, fat bellies, and curling nails. They wear feathers or furs with elaborate designs to strike fear and awe into the hearts of those they encounter. They can be as small as a child or be large enough to kick down a small house, and have very large tusks, which they can use alongside their own weapons, to attack people. They are very unclean and often spread disease wherever they go, most of which have no known cure, and symptoms can often shift unpredictably, making diagnosis very difficult. &lt;br /&gt;
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They often emerge in small groups and torment helpless villages by harassing, capturing, or murdering the people there. They cannot breed, but they can create a sort of half-human offspring if they mate with a human. Male korogoro will capture female humans, or female korogoro will shapeshift and lure away male humans for this purpose. The offspring is always another korogoro. They can not only shapeshift into humans, but can turn into other animals -- mostly large beasts like garula, bear-dogs, lynx, boars, zebu, or deer. Particularly powerful or ancient korogoro can operate alone, and instead sieze control of a village or group of bandits, and get them to do something horrible in return for some vague promises, like supernatural power or wealth. Despite their horrific reputation and strange abilities, they can be felled with conventional weaponry, but the body must be burned, or it will return during the next Blue Night to relentlessly pursue its killer. &lt;br /&gt;
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This monster was submitted by Brosifer.&lt;br /&gt;
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===Uniphon===&lt;br /&gt;
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With a body no bigger than a lion, bat-like wings, bird-like beaked heads with jagged beaks, and a long crest of dark feathers, and a single horn protruding from the forehead, Uniphons are terrifying things to behold. The front two feet are like a bird of prey, and the back pair are like a wildcat. They travel in packs of up to a dozen and are one of the few monster varieties to kill one another, though it mostly seems accidental due to how violent and sporadic they are. Despite this, their single horns are often displayed as trophies, a sign of accomplishment for anyone claiming to be a monster slayer. They are very fast both on foot and in flight, and will attempt to eat almost anything.&lt;br /&gt;
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===Gargoule===&lt;br /&gt;
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Known for their fondness of abandoned stone structures like castles and catacombs, Gargoules are large winged monsters that somewhat resemble a beastly canine with webbed wings and long tapering tails. Unlike almost all other monsters, Gargoules seem territorial, and will only tolerate one other Gargoule at most. They have grey-green hide which is very tough and rough, allowing them to shrug off most weaponry with ease, and their claws are known to be dangerously sharp, severing limbs or even cutting armoured bodies in half with a single swipe. They also have a very powerful voice and although they don&#039;t seem to have a language, their roars can be loud and sudden enough to effectively stun a victim, and can also be hot and strong enough to burn skin and knock someone over. Their many frightening abilities are often offset by their highly territorial and solitary nature, making them a candidate for many tales. &lt;br /&gt;
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===Fothrazor===&lt;br /&gt;
[[File:fothrazor.jpg|thumb|A fothrozz riding a fothrazor]] &lt;br /&gt;
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Fothrazor are giant boar-like monsters somehow only utilised by the [[Other Races#Anti-Human Races|Fothrozz]] of the Beasten Mountains. Fothrazor birth them somehow and then ride them, either using them as scouts due to their wide paws being suitable for stalking, or using them as combat mounts where they can charge into a fight, goring and trampling people and horses alike. They are fearless monsters with two forward tusks like an elephant and two downward fangs, and they are known to feed on anything deceased, sometimes not even waiting for the victim to die first. If a fothrazor loses its rider, it tends to go berserk, destroying any perceived threat nearby before fleeing, presumably back to its place among the Fothrozz. They can grow to weigh as much as a draft horse, have excellent night vision, and can sprint with short bursts of speed. Their hide is thick and is not penetrated by projectiles unless entering from a perpendicular angle, and it releases a bellow which carries across the snowy mountains for miles. &lt;br /&gt;
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This monster was submitted by Scraver. &lt;br /&gt;
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===Ferehen===&lt;br /&gt;
[[File:Ferehen.jpg|thumb|A Ferehen]]&lt;br /&gt;
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Ferehen are similar in size to Chimakors, but are a bit larger and much lighter, having more of an overall bird-like appearance. They have a beak and crown of feathers, four legs with curved black talons, broad feathered wings with hidden spines, and a long tail with a gathering of feathers at the end. They are covered head-to-toe in dark vertical stripes on top of their earthy orange-coloured feathers, much like a tiger. Ferehens are unpredictable, wild, and very violent; they will attack any other living thing without hesitation, and their superior size over most fauna means it will usually emerge the victor. Despite their fearlessness, they are sometimes deterred by large projectile weapons such as a hurled rock or scorpion bolt. &lt;br /&gt;
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The most peculiar ability of the Ferehen is that they can create shockwaves by beating their wings in a particular way, and can summon whirlwinds by circling a target repeatedly. Given that the effects they can create don&#039;t seem possible for a single monster to do, it&#039;s believed that they are using some sort of innate wind magic to perform these dangerous tricks. &lt;br /&gt;
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===Chimakor===&lt;br /&gt;
[[File:Chimakor.jpg|thumb|A Chimakor]] &lt;br /&gt;
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Chimakors are winged monsters with the body of a mane-less lion but often between five and seven meters (16 - 23 feet) in length, wide membranous wings, a long thick spiked tail, two large tusks protruding downward from the upper jaw, and three spines atop the head. Some also have two arcing spines coming from the side of the skull and pointing forward. They are large and strong enough, with powerful forelimbs they can use to pick up cattle and horses, and usually use this method to defeat mounted knights by picking them up and dropping them from heights. They are often solitary, but will join in monster attacks. They aren&#039;t good flyers, and use their wings to glide or make bounding leaps, rather than to remain airborne for extended periods. &lt;br /&gt;
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They seem to have a fondness of forests and fog, and have a call which sounds like a gargled scream, striking terror into the hearts of any prey nearby. Some say the Chimakor can summon a fog cloud if it winds up alone and unable to use its wings for some reason, as a method of defending itself and scaring away anyone who might be trying to hunt it down. Despite the way Chimakors will pick up and drop mounted knights, being on horseback tends to be the best way to combat a Chimakor, as they have a habit of quickly moving from area to area to try to confuse its foe and keep the terrain in its favour, so catching up to it becomes an issue for monster slayers. Regardless of their bold and reckless nature, they will retreat if the circumstance has turned out to be unfavourable.&lt;br /&gt;
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===Shoamut===&lt;br /&gt;
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Shoamuts are very large beastly monsters. They have a bulky furry body with short stocky legs, a long neck bearing a heavy head with a single eye, a thin curling tail, and large tusks. Aside from using hoofs and tusks to assault victims, they are known for the several abilities of their one eye. Not only does the single eye have fantastic vision, but looking into it can force a victim to lose control of their body, or even physically chill a person to the point where it can cause death. These strange abilities have given Shoamuts a reputation for being horrific things to encounter. Fortunately, they have never been seen above ground. Due to their rarity and solitary behaviour, nothing more is known about them. &lt;br /&gt;
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===Dreturel===&lt;br /&gt;
[[File:Dreturel.jpg|thumb|A Dreturel]]&lt;br /&gt;
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Dreturel are reptilian monsters, but have bodies made of overlapping bony armoured plates with tough scales along the underbelly and back of the limbs. The long tail has blade-like spikes on the end, which it uses like a razor whip. Their claws are especially long and hooked, and they have a mane of clumped, tendril-like appendages. They are proficient burrowers and are usually known to emerge from soft, fine dirt like desert sand to attack. They seem to have an aversion to moisture and water, and will avoid emerging near beaches. Sometimes they lie in wait by disguising themselves as an animal skeleton; their bone-coloured armour helps add to this camouflage. When a victim gets near enough, they will lunge forward with either their jaws or tail and ensnare or slash at their target. &lt;br /&gt;
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They are very tough and are not perturbed by fire, with armour that shrugs off most human weapons. The only effective methods of defeating them seem to be the crushing or penetrating force from large artillery weapons, or find a weakness in the armour, which is no small feat -- even the insides of their mouths have tough, dry material which is hard to puncture.&lt;br /&gt;
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===Slogga===&lt;br /&gt;
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Sloggas are notorious monsters that come in two forms: spawn and Sloggakeu. Slogga spawns look like giant monstrous slugs covered in mucous and dripping with acid. Their bite isn&#039;t terribly powerful, but they can dissolve a chunk of flesh with just one bite, and spit it back with a spray of acid. They can climb vertical surfaces quite easily, and tend to burrow into the ground to flee danger. &lt;br /&gt;
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Sloggakeu are huge monsters that, at first glance, look like a towering mess of bone, chitin, flesh, moss, appendages, and slime. They stumble around on various short limbs and can use various extensions to scratch or strike. As with Slogga spawns, their bites are highly acidic, and they can also spray acid either in a concentrated glob or in a wide shower. Not only can they burrow into stone, but when in their burrows they can vibrate caverns nearby, disorienting unknowing victims. They are also known to occasionally use their stingers, which inflict a venom known to kill people within a week. Sloggakeu live alone, only surrounding themselves with their spawn. They carve out burrows in stone and line the surfaces with mucous and other strange substances. These are known as Slogga hives, and are generally found in warmer regions. &lt;br /&gt;
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===Scuruvoq===&lt;br /&gt;
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Found residing in manmade ruins found in arid regions, Scuruvoq resemble large lions with another pair of paws on their webbed wings and two pairs of horns. Aside from being physically powerful and competent fliers, they are mostly known for being able to use magic by uttering things in their strange guttural language. Scuruvoq can cast a variety of impiturgic spells, as well as some air- and arcane-based spells. Aside from these abilities, not much else is known about them, except that they prefer to hide in shadows rather than confront intruders, and are quite cunning and intelligent compared to most monsters. &lt;br /&gt;
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===Bileworm===&lt;br /&gt;
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Bileworms are hideous monsters that make large networks of burrows underground. They have smooth but tough leathery skin, jaws filled with thin sharp teeth that open very wide, and are completely blind. In smaller sizes, they use their small limbs to assist in movement, but these limbs seem absent on larger Bileworms, which can grow up to 15 meters (50 feet) in length. Their teeth inject a venom into victims, and their jaws are so powerful that sometimes they remain clamped onto bodies long after the Bileworm is dead. The largest Bileworms are able to produce huge amounts of toxic saliva, which they can either spit at range or dribble around themselves to keep annoyances at bay. Bileworm dens tend to exist under farmland, as they like to create pits where livestock can fall into, to be devoured by the Bileworms hiding inside. Fortunately, Bileworms don&#039;t seem to like using existing dens, so once a den is cleared of Bileworms it is generally deemed free of these monsters. &lt;br /&gt;
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===Anomeyl===&lt;br /&gt;
Anomeyl are tree monsters which dwell in remote forests in northern Armalia. They are able to perceive and experience their surroundings, and when rooted they look like a tree with a split in the trunk containing a beating human heart. The sound of the heart resonates through the wood of the tree and is amplified. Anomeyl hearts always beat in unison when they are grouped together. Young anomeyl are thought to grow from seeds and become sapling-type creatures which somehow trick dour and miserable people into giving up their hearts in exchange for peace. Once the infant anomeyl acquires the heart, it gains the ability to root itself and become part of a beating forest, where it can produce its own seeds. The victim&#039;s fate is uncertain. Some say it becomes another type of monster; a man-eating tree-person sometimes called a vatnin. Others say the victim&#039;s soul becomes trapped in the anomeyl and the body is left behind as an empty carcass. &lt;br /&gt;
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When anomeyl gather in large enough groups, the unified sounds of their beating hearts are believed to drain nearby life; anomeyl forests are often void of other forms of life including both fauna and flora. Sometimes anomeyl roots are found grasping bones and rotting corpses, suggesting that even once they root anomeyl are capable of attacking and killing other living things within their reach. There are some groups of people who go around with special axes chopping down rooted anomeyl and hunting their sapling infants to prevent them from taking over entire areas. They often wear certain kinds of protection across their rib cages to deter anomeyl from trying to steal their hearts. &lt;br /&gt;
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===Likerde===&lt;br /&gt;
Likerdes are large monsters with a roughly reptilian appearance. Mostly elongated in shape, they have a very long muscular tail, walk on an unclear amount of limbs (records range between four and eight), and have a long neck with a long head. They have slippery and tough skin all over their bodies which shifts and bulges in a way that suggests it doesn&#039;t have consistent anatomy, with a sort of crest or trail of twisting and curling horns protruding from the back of the skull and trailing down the neck. Its claws are like talons, long and curved, and its teeth and gums are exposed, jutting from the upper and lower jaw like a tiger fish. These strange monsters are known to be fearless and bold, and at home in many environments, boasting terrifying agility whether running, climbing, swimming, or tunnelling underground. They can spew fire from their mouths and can also unleash a tremendous roar sudden and loud enough to kill unsuspecting victims and send their bodies flying. Despite being seen on the surface of the land, they are mostly known for remaining underground in vast cave systems. &lt;br /&gt;
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===Gigas===&lt;br /&gt;
[[File:duskgigas.jpg|thumb|A dusk gigas]]&lt;br /&gt;
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Gigas are enormous monsters which have a stance like a gorilla or giant sloth, boasting large and thick forelimbs with enormous claws, small but stocky hind-limbs, large rocky/scaly plates covering the top of the body and outside of the limbs, a long and heavy tail, a long neck with a crown of asymmetrical horns atop its head, and three eyes. While hunched on all fours they can reach 20 meters (65 feet), but have been seen reaching twice this high when standing on their hind legs. They are very slow and cumbersome, releasing a very deep vibrating sound when angered, which causes great discomfort and pain to those nearby. Due to their slow movement, large size, and often idle nature, many gigas have plants growing on the scaly plates of their backs, giving them a kind of light camouflage when lying down. Despite this, they show no affection toward nature overall, and tend to decimate and scare away any native wildlife with their mere presence. It is also common to find countless weapons embedded into gigas, adding up over the years from people trying to attack them. It is said that despite the scaly plates only covering half their body, the rest of their hide is still strong enough to turn aside all weapons. There are a few variants of gigas, listed below: &lt;br /&gt;
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&#039;&#039;&#039;Dusk Gigas&#039;&#039;&#039;&lt;br /&gt;
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A type of gigas which only moves during the greys of dusk and dawn. It has orange eyes and spends most of its time in shallow waters of mountainous parts of [[Yvatshun]], devouring fish and fishermen alike, using shockwaves of its deep call to paralyse its victims with fear before showering them with its boiling hot steam breath and eating the softened body whole while still alive. If it catches scent of a larger meal, like a horse, it can sometimes pursue it at great lengths, despite a horse easily being able to outrun it with bursts of speed. Dusk gigas, like most gigas, create large burrows, but nobody ever enters them so their purpose is unknown. &lt;br /&gt;
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&#039;&#039;&#039;Glacial Gigas&#039;&#039;&#039;&lt;br /&gt;
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A type of gigas which lives at high altitudes in northern Armalia and spends most of its time lying dormant under a layer of snow. On hearing anything large enough moving nearby, it lifts itself out of the snow and unleashes a huge shockwave of thundering deep sound which tears up the ground and snow and throws creatures to the ground, sometimes breaking bones if near enough to the monster. It does not create burrows, but is known to follow victims for very long lengths of time, especially when the meal is deemed worth it. They tend to be perturbed by smoke and fire. Their horns are more like great thorny dead trees than the more conventional bull-like horns of a dusk gigas. &lt;br /&gt;
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This monster was submitted by Artimijs.&lt;br /&gt;
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==Transient Monsters==&lt;br /&gt;
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Transient monsters are types that are only seen during events such as [[Darkness#Black_Storms|Black Storms]], and as such cannot be encountered or observed in any other context. Because of this rarity, they are generally seen as more dangerous and mysterious than pervasive monsters. Below is a list of the known types of transient monsters, in order from the smallest and weakest to the largest and most powerful. &lt;br /&gt;
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===Oroch===&lt;br /&gt;
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Like a mix between a dog, horse, and goat, Orochs are aggressive and strong monsters wreathed in fire. They appear during Black Storms and wreak havoc upon civilisation, spreading fire with their mere presence. They possess sturdy horns like a goat and a long tail, and are about as large as a horse, with a majestic and imposing posture. Reports regarding whether Orochs have clawed or hoofed feet are inconclusive; regardless, they will attack people with all parts of their body, ramming, biting, kicking, scratching, and tackling whatever they can. Larger Orochs have such intense fires surrounding their bodies that they seem to rise up like fiery wings, but it isn&#039;t known whether they can take flight. Some Orochs can also breathe fire, and there are less reliable stories of them vanishing in a ball of fire, only to emerge from a different source of fire in a nearby area. &lt;br /&gt;
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===Rekaziel===&lt;br /&gt;
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Among the more humanoid monsters is the Rekaziel. Wreathing themselves in magic fire, they are magic users who dress themselves in dark robes and carry strange wooden structures on their backs that seem to slow them down. Despite this apparent burden, they are known to cast a wide range of spells of the fire, ice, stone, and arcane varieties. They seem to have a spoken language, and there are stories of them speaking with human victims that they capture. Little more is known about these mysterious monster mages, though many think that they were once human -- due to their humanoid size -- or perhaps still are human. &lt;br /&gt;
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===Slaewthuiga===&lt;br /&gt;
A Slaewthuiga is a very large monster that is infamous for its bewildering form. It has only reared its head during The Darkness, showing up at various locations, and reports describe a variety of body parts: A long ribbed neck, broad and strong tentacles, gangling arms, several legs that bend forwards or backwards, wings like a bat either with or without skin between the fingers, and other appendages that cannot quite be described. It consistently has a short face with curling horns and eyes positioned quite far forward, and its wrinkled skin shifts and folds, shining dark like ink. During the sightings, the Slaewthuiga was seen peering and leaping over structures as high as castle walls, summoning dense fog, causing people to drop dead with its gaze, locating people behind walls as though it can see through solid material, disappearing before the eye, causing blindness and deafness, lifting people off their feet without touching them, and creating images that aren&#039;t real. Like the Rekaziel, many scholars think the Slaewthuiga can use magic, as some of these descriptions match what can be achieved by competent mages. &lt;br /&gt;
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===Giakdon===&lt;br /&gt;
[[File:Giakdon.jpg|thumb|A Giakdon]]&lt;br /&gt;
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One of the mightiest humanoid monsters, Giakdon are gigantic beings, usually standing close to ten meters (33 feet) in height. They only seem to show up during coordinated monster assaults against civilisations, and come wielding giant weapons and armour, forged in some unnatural place deep below the surface. Their most distinctive features include the thick metal helmets they wear which are long and beak-like, the two curved horns that protrude in the same manner as a mature bull, and the mane of blood red hair that flows down their backs. They are known to have hides too thick to penetrate with handheld weapons, and will try to brute-force their way through fortifications by smashing into them repeatedly with great axes or hammers. Even orders of monster slayers will usually back away from an encroaching Giakdon; they have no known weak points, aside from the high-up narrow slots in their helmets through which they see. &lt;br /&gt;
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It is rumoured that a Giakdon without its weapon will charge on all fours like a bull. It&#039;s also rumoured that their flesh is poisonous, but this has not been confirmed. A Giakdon&#039;s horns, helmet, or bones make for extravagant trophies worth ridiculous amounts of money to the right people. They have never been known to speak, despite their somewhat humanoid appearance. &lt;br /&gt;
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===Stonejaw===&lt;br /&gt;
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Stonejaw is the common name for a monster that has not been seen for many centuries. It shows up in similar circumstances to the Giakdon -- during coordinated assaults against humanity. They are usually described as very large reptilian creatures that walk on two or four legs, with long, thick tails, impenetrable scaly hide, a back covered in jagged spikes, and a mouth covered in armoured plates that opens wide enough to swallow carriages whole. They are cumbersome, slow, and stupid, but a single crunch of its jaws can break a castle wall into fragments. &lt;br /&gt;
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Another distinct feature Stonejaws possess is the ability to produce sound that is felt more than it is heard. They can make a rumbling vocalisation which can travel quite far, and is said to be able to shock, paralyse, or even kill people if it does it loud and sudden enough. The sounds of earthquakes are often associated with stonejaws, and some folk people think they are caused by herds of stonejaws moving around underground. &lt;br /&gt;
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===Xelevikenar===&lt;br /&gt;
[[File:Xelevikenar.jpg|thumb|Rhknar GvoranShun]]&lt;br /&gt;
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&#039;&#039;&#039;Origin and History&#039;&#039;&#039;&lt;br /&gt;
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Xelevikenar -- sometimes called Xelkenar, Greater Demons, or Storm-bringers -- are monstrous war generals of [[Endon#Votirin|The Enemy]]. [[Nikina]] warns people of the danger of Xelevikenar -- that if one should ever be sighted during a [[Darkness#Black_Storms|Black Storm]], that one should flee and hide. Nikina describes the Xelevikenar as being members of ancient fallen order of [[Shimteak]] of especially great ability who were stolen by Votorin and corrupted, turned into weapons to be used against humans. As far as reliable historic records go, Xelevikenar have only been sighted once, though there are many accounts of people having think they saw them. Most of these rumours happen during Black Storms when monsters attack. &lt;br /&gt;
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The Xelevikenar called Veriviet appeared during the [[Darkness]], commanding the monster attack against the ancient city of Arngos in southern [[Umberia]]. So great was the attack and Veriviet&#039;s power that Arngos was razed and the land became so scarred that the city was not rebuilt. Veriviet was slain by the high priest of the Kingdom of Elecia -- a man known as Shaurdoril of Wolgommen -- by sanctifying a silver ballista bolt and commanding the soldiers to aim it at Veriviet&#039;s great gem embedded in his chest armour. Veriviet&#039;s great sword, Miesich, remains at the site of his death to this day, standing upright like a narrow tower leaning before its collapse. As the land itself kills any who step upon it, the sword can only be seen from a distance, and even then at risk to the viewer. &lt;br /&gt;
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&#039;&#039;&#039;Appearance and Abilities&#039;&#039;&#039;&lt;br /&gt;
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Xelevikenar are giant ferocious humanoid-like entities, standing tall enough to peer over a two-storied house despite their hunched stature, and are covered head-to-toe in thick, jagged plate armour of grotesque design. They have three arms; whether the third arm is on the left side or right side seems to vary, but the single arm always bears a shield. Some think this third arm is the source of the Xelevikenar&#039;s corruption, as Shimteak always have two arms, making the third arm an unnatural addition. Others disagree, saying the source of their power is their great gem, as indicated by the accounts of Shaurdoril of Wolgommen slaying Veriviet GvoranShun. They are known to wield one or two other weapons with their other two hands. Much like Shimteak, it is not known what they look like beneath their armour, as upon death the land around the body becomes corrupted and deadly to living things. This is presumably evil magic leaking from the body, and can leave a stain on the land lasting hundreds of years. &lt;br /&gt;
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They are said to have unrivalled intelligence, skill in combat, and magical prowess compared with humans; they are believed to be able to cast strong curses that can linger for centuries by uttering a single vocalisation. Despite their great size, thick armour, and apparent bulk, they move like unhindered shadows, agile and terrifyingly graceful. The weapons they possess usually appear to be enchanted with powerful ancient magic that seems to ignite air and matter alike with black fire and sparks. &lt;br /&gt;
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&#039;&#039;&#039;Individuals&#039;&#039;&#039;&lt;br /&gt;
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According to Nikina, there have been six known Xelevikenar, each with its own name, gemstone (embedded in the chest-piece of its armour), and aspect. They are as follows: &lt;br /&gt;
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&#039;&#039;&#039;Rhknar GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Onuxutex|Onuxutex]] helmet. Right hand: shield. Left hand: sword, Terihkoma. Second left hand: hammer, Atarigen (lost). &lt;br /&gt;
Rhknar&#039;s faction uses the gold phederite and represents strength.&lt;br /&gt;
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&#039;&#039;&#039;Kavika GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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Chimakor helmet. Right hand: staff, Khabem. Second right hand: flail, Remiksen. Left hand: shield.&lt;br /&gt;
Kavika&#039;s faction uses the green reserorka and represents possession.&lt;br /&gt;
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&#039;&#039;&#039;Veriviet GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Nuinrari|Nuinrari]] helmet. Right and left hand: sword, Miesich. Second left hand: shield.&lt;br /&gt;
Veriviet&#039;s faction uses the blue kijisilira and represents knowledge. He appeared during the Darkness, commanding the monster attack against the ancient city of Arngos in [[Umberia]]. So great was the attack and Veriviet&#039;s power that Arngos was razed and the land became so scarred that the city was not rebuilt. Veriviet was slain by the high priest of the Kingdom of Elecia -- a man known as Shaurdoril of Wolgommen -- by sanctifying a silver ballista bolt and commanding the soldiers to aim it at Veriviet&#039;s great gem embedded in his chest armour. &lt;br /&gt;
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&#039;&#039;&#039;Ashmah GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Cmarla|Cmarla]] helmet. Right hand: axe, Ibhkimasula. Second right hand: trident, Kornuhk. Left hand: shield.&lt;br /&gt;
Ashmah&#039;s faction uses the red druutvrol and represents creativity.&lt;br /&gt;
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&#039;&#039;&#039;Iethyer GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Mavara|Mavara]] helmet. Right hand: shield. Left hand: mace, Vahmeaka. Second left hand: halberd, Eangen (lost).&lt;br /&gt;
Iethyer&#039;s faction uses the black omortis and represents wonder.&lt;br /&gt;
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&#039;&#039;&#039;Vigoruhn GvoranShun&#039;&#039;&#039;&lt;br /&gt;
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[[Uniquefauna#Yrmbaro|Yrmbaro]] helmet. Right and left hand: hammer, Vasteatagu. Second right hand: shield.&lt;br /&gt;
Vigoruhn&#039;s faction uses the white latilheris and represents mortality.&lt;br /&gt;
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===Orkatang===&lt;br /&gt;
[[File:Orkatang.jpg|thumb|An Orkatang]]&lt;br /&gt;
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A monster of legend, the Orkatang exists only in old tales and is arguably not a monster. According to these stories, Orkatangs are the size of a small mountain, but other than that the descriptors are vague. To some people, the Orkatang is not a being of the past, but a symbol of a world-ending event to come. Others argue that it is the same entity as the Black Whale Murluron that brought about the [[Darkness]], given the apparent colossal size and apocalyptic power of both entities. The most famous old poem about an Orkatang implies that at least one existed, and was divided into eight parts which were scattered about the land. The poem is as follows:&lt;br /&gt;
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O Orkatang&lt;br /&gt;
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And I bid ye heed me, O Orkatang&lt;br /&gt;
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I ventured through the mountains looking east for your toes&lt;br /&gt;
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O&#039;er the grey fields in bitter cold for your fingers&lt;br /&gt;
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And under the heavy seas of the Nest for your wings&lt;br /&gt;
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But ne&#039;er did I find your tokens&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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Devour my mind for I am unworthy, O Giant of Winds&lt;br /&gt;
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And I bid ye heed me, O Orkatang&lt;br /&gt;
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I ventured through the deepest woods of the Red King for your tail&lt;br /&gt;
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O&#039;er the crescent of the heart for your horns like pines&lt;br /&gt;
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And under the stars which dance with clouds for your tongue&lt;br /&gt;
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But ne&#039;er did I find your tokens&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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Devour my heart for I am unworthy, O Giant of Winds&lt;br /&gt;
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And I bed ye heed me, O Orkatang&lt;br /&gt;
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I ventured through the winding depths of the dead white for your fangs&lt;br /&gt;
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O&#039;er the dusty ash for your eyes&lt;br /&gt;
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And under the dead holes for your heart&lt;br /&gt;
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But ne&#039;er did I find your tokens&lt;br /&gt;
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And so you watch from afar and still waiting&lt;br /&gt;
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Torn apart by the Grand and still waiting&lt;br /&gt;
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Buried by the palace and still waiting&lt;br /&gt;
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Bound by magics and split by magics, O Giant of Winds&lt;br /&gt;
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And still waiting to become one&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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I am unworthy&lt;br /&gt;
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Devour my soul for I am unworthy&lt;br /&gt;
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==Sea Monsters==&lt;br /&gt;
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===Mirung===&lt;br /&gt;
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Mirung are large monsters that resemble a cross between an elephant seal and a killer whale. They can swim fast or waddle slowly across land, and are usually around 8 meters (26 feet) long and 6000kgs (13,000lbs). Once they spot prey they pursue it relentlessly, even going so far as to knock themselves into small boats to try to overturn them, or utilise their loud hoots which can knock a rowboat over. Even if they spot sailors on a ship, they will pursue it and try to damage the ship to cause it to sink, whereupon they will devour the crew. They are usually seen around the shores of Grave Island, and don&#039;t seem to be able to survive in warmer climates where the sun shines too much, as they have an aversion to sunlight and seem to overheat. &lt;br /&gt;
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===Scumtide===&lt;br /&gt;
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A scumtide is a poorly understood creature which appears as a wide area of ocean covered in a thick jelly-like substance. They are mostly encountered in remote areas of the southern Totani Sea, greatly limiting naval transportation in the area. The greenish jelly eats away at any organic material it comes into contact with and is very sticky. It was thought for a long time to be a plant or a school of jellyfish, but recent studies show it is in fact one creature: If a portion of the jelly is torn away, the rest will move into the vacant space and search for the removed piece. Upon finding it, it will be reincorporated back into the main bulk and it will behave as normal; it will quickly react to what happens on the opposite side of the body, even at distances of hundreds of meters; it will recoil from fire but doesn&#039;t seem very affected by it given its wetness. &lt;br /&gt;
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Small ships often lose their momentum on sailing into the scumtide, at which point the slime will eat away at the hull until the ship breaks apart, and anyone onboard becomes victim to the monster. There are even rumours of it slowly pursuing nearby ships across great distances. Once it eats organic material, anything that can&#039;t be eaten is dropped into the ocean below it. Fortunately, they never approach land, and are only found when the ocean is fairly smooth. &lt;br /&gt;
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===Khakankun===&lt;br /&gt;
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Khakankun are monstrous sea worms that live in the Bay of the Dead west of the Sea of Ash. Though their appearance is rare and they are elusive of late, there are detailed reports of a worm occasionally surfacing and wreaking havoc on nearby villages, towns, and cities. They do not leave the water, but can reach over land using their head, which is a horrific arrangement of appendages, mandibles, shimmering armoured plates, and antennae. Their jaws are wide enough to chop a small boat in half, and they can devour smaller prey just by using the suction of their mouth. Their true size is not known, but judging by the size of the head, estimates often put its length around 200 meters (650 feet). There are exoskeletal remains of the khakankun to be found around the bay itself, remnants of monstrous attacks from ancient times.&lt;br /&gt;
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===Sffinok===&lt;br /&gt;
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Somewhere between a bird and a fish, sffinok are large monsters that are equally good at flying and swimming. They resemble something like a hunched bird with a long neck, powerful beak, and fin-like feathers along its back, wings, and tail. Its feet boast webbed talons, and its eyes are said to shine like pearls, even on dark arctic days. They have great eyesight and smell and dwell on the Sffin Islands south of Qran. Though they normally do not stray far from these islands, they tend to search in wider areas for food during winter, making the trip by sea from Benevis to Yvabira even more undesirable during this season. Sometimes they venture further, attacking a coastal village and eating its inhabitants, but this is a very rare occurrence.&lt;br /&gt;
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===Menterram===&lt;br /&gt;
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The menterram is a very large creature resembling an enormous turtle at least 60 meters (200 feet) with a long tail, a very long neck, a large mouth full of teeth, and a shell covered in formations which resemble a rocky island. The menterram positions itself near ships far from land, where it pretends to be an island worth investigating. It arranges pieces of ships, skeletons, shining rocks from the sea floor, bioluminescent material, and other items the likes of which are otherwise inaccessible. Once the monster feels there are enough victims in place, it submerges suddenly, pulling everything -- nearby ships included -- below the surface, where it devours the people and destroys the vessels, adding more material to its back. &lt;br /&gt;
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===Costradun===&lt;br /&gt;
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Costradun are colossal fish monsters found in the middle of the Augair Ocean. The front half of their body is covered in bony plates forming a beak at the mouth, which replaces its need for teeth. It can open its mouth with such force that anything swimming nearby is sucked in, at which point it closes its jaws with enough force to crack open the hull of a ship. They can open their mouths to almost a right angle due to them having two interconnected jaw mechanisms. Due to their bony heads, they are also known to violently ram ships to force them to sink. They appear to revel in destruction and are very violent, and will chase vessels a long way, making this part of the ocean avoided by everyone. Little more is known of them. &lt;br /&gt;
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===Anomalcer===&lt;br /&gt;
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Anomalcers are large monsters which dwell in the middle of the Augair Ocean but are rarely seen in the same place as costradun. Anomalcers are very large, much longer than a big ship, and are covered in hard exoskeleton plates much like a crustacean. But they have nothing in the way of recognisable appendages: The front of the body has an elongated head section with large white compound eyes on either side, and a pair of crescent-shaped arms covered in spines which act like arms or mandibles, delivering food to the mouth on the underside of its head. The rest of its body is much like a lobster tail, with segmented parts bearing two fin-like legs on each segment, allowing for very agile swimming; anomalcers have been seen spiralling and spinning beneath the surface of the sea. It&#039;s believed they use this underwater dexterity to create whirlpools to draw in unsuspecting ships.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Scarcun&amp;diff=2477</id>
		<title>Scarcun</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Scarcun&amp;diff=2477"/>
		<updated>2022-09-06T09:04:37Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* History and Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Scarcun people live in a bordered region mostly in the White Desert of western Remdor. They are ruled by a tulan in a chiefdom system. Their main religion is [[Religions#Scarcun|Scarcun Animism]], which teaches that all things are alive and have a spirit and equal worth. They are generally seen as hospitable people, and to turn away those in need -- even strangers -- is seen as a rejection of life itself. Their capital is Keitosh, where the tulan lives. &lt;br /&gt;
&lt;br /&gt;
Scarcun is mostly dry grassland with some arid shrubland to the west. The Moutais flows through both its cities and out to the west, joining up with the Whitewater. The Mautava Highlands lie to the south. It is landlocked. &lt;br /&gt;
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Demonym: Scarcun, Scarcuns&lt;br /&gt;
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Population: 800,000&lt;br /&gt;
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* Scarcun&lt;br /&gt;
** Keitosh, capital, 23,000&lt;br /&gt;
** Mohanshar, 11,000&lt;br /&gt;
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===History and Relations===&lt;br /&gt;
Scarcuns have lived in this land for two thousands years, and were driven away from fertile lands by the [[Remdor History#Gnaisor People|Gnaisor]] people around 900BD. They have kept to the fringes of Remdor ever since, adapting to the White Desert and sometimes settling in the Mautava Highlands. They pose little military threat to neighbouring countries, and do not have land worth fighting for. They are mostly from the [[Ethnicity#Scarcun|Scarcun]] ethnic group. Scarcun have a tense relationship with the [[Monar]] Kingdom due to a history of invasions and raids, are neutral toward [[Kinohs]], [[Imah]], and the [[Vyrtdan]] Kingdom and [[Drarus]] Princedom. They have no major exports.&lt;br /&gt;
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===Military and Art===&lt;br /&gt;
Historically, Scarcuns are known for having skilled cavalry archers who excel at scouting and harassing foes, and although this is still often taught to their youths, they are not often employed for fear of aggravating their neighbours. Common architectural features include generational totems, lattices, and compounds made up of four houses facing inward, and common artforms include woodworking and totem-burning festivals.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Drarus&amp;diff=2476</id>
		<title>Drarus</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Drarus&amp;diff=2476"/>
		<updated>2022-09-06T09:04:04Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Drarus is a princedom in central Remdor. Its main religion is the [[Religions#Remdorian Sect|Remdorian Sect]], which teaches people to make sacrifices to avoid suffering and bless others to goodness prosperity. It is a non-theistic religion and tends to allow other religions to coexist with it, provided the values are compatible. Drarians are typically seen as strategic and clever people, finding great joy in outsmarting others. The capital is Kyrdan. &lt;br /&gt;
&lt;br /&gt;
Drarus is mostly temperate forest in the Remdor Basin, with some taiga in the north and dry grassland in the south. The Coral Mountains lie further south, covered in montane forest. The Hossugur flows from here, through Rausrein where it joins with the Rasarun, which flows through Vinshilra and Kyrdan. It is landlocked. &lt;br /&gt;
&lt;br /&gt;
Demonym: Drarian, Drarians&lt;br /&gt;
&lt;br /&gt;
Population: 8,100,000&lt;br /&gt;
&lt;br /&gt;
* Drarus Princedom&lt;br /&gt;
** Tomarus Vale&lt;br /&gt;
*** Kyrdan, capital, 71,000&lt;br /&gt;
** Esharus Vale&lt;br /&gt;
*** Vinshilra, 35,000&lt;br /&gt;
** Khahalus Vale&lt;br /&gt;
*** Rausrein, 28,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
From about 500AL, most of Remdor was occupied by the Urkadian Tlarate, an unusual time when tlars ruled over Benevans, mystics, and local peoples. When colonists from the [[Vastin]] Kingdom arrived and saw the state of Remdor, they began to drive the tlarate away, expanding Benevan culture across most of Remdor. But due to the wide variety of peoples already spread across the land, the colonies soon broke apart into a variety of different kingdoms with different origins. Drarians are mostly made up of ethnic groups from [[Ethnicity#Into|Into]] and [[Ethnicity#Nor|Nor]]. They are tense with [[Vyrtdan]] and [[Imah]], friendly with [[Sesar]], and neutral with [[Scarcun]]. They mainly export gold and timber. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Drarus is known for their nortu riders in warfare, making highly effective shock troops that can smash down cavalry lines with no problems. Common architectural features include decorated bridges, tiered fortresses, and tall arches, and common artforms include goldsmithing, painting, and sculpting.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=People&amp;diff=2475</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=People&amp;diff=2475"/>
		<updated>2022-09-06T09:03:41Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Remdor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;People of Riiga&lt;br /&gt;
&lt;br /&gt;
[[Benevis]], [[Seleru]], [[Tuaram]], [[Batur]], [[Temanea]], [[Qarbak]], [[Yvatshun]], [[Vaman]], [[Into]], [[Remdor]], [[Jindiara]]. &lt;br /&gt;
&lt;br /&gt;
= Baracsa =&lt;br /&gt;
&lt;br /&gt;
Baracsa, the Heart of the World, land of empires and power. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Benevis]]==&lt;br /&gt;
This region includes Umbener, Simber, and Nor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Benevan Cultures ===&lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Vastin]]&lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Arkein]] &lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Margon]] &lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Umberia]] &lt;br /&gt;
&lt;br /&gt;
[[Granland]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Regyland]] Kingdom &lt;br /&gt;
&lt;br /&gt;
[[Curin]] Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leren Alliance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Laviscon]]&lt;br /&gt;
&lt;br /&gt;
* [[Solusia]] &lt;br /&gt;
&lt;br /&gt;
* [[Velena]] &lt;br /&gt;
&lt;br /&gt;
Crown of [[Simbea]] &lt;br /&gt;
&lt;br /&gt;
Grand Duchy of [[Yaele]]&lt;br /&gt;
&lt;br /&gt;
[[Oluseon]] Dominion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other Peoples=== &lt;br /&gt;
&lt;br /&gt;
[[Leulan]]&lt;br /&gt;
&lt;br /&gt;
[[Murir]]&lt;br /&gt;
&lt;br /&gt;
==[[Seleru]]==&lt;br /&gt;
This region contains only itself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eber Cultures ===&lt;br /&gt;
&lt;br /&gt;
[[Eber]] Empire&lt;br /&gt;
&lt;br /&gt;
Minor Hoqomers: [[Reunou]], [[Xinmou]]&lt;br /&gt;
&lt;br /&gt;
[[Haramys]] Civilisation&lt;br /&gt;
&lt;br /&gt;
Minor Peoples: [[Hmou]], [[Ileimou]], [[Surutes]], [[Envou]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Tuaram]]==&lt;br /&gt;
This region includes Jadar and Had. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hanjare Cultures ===&lt;br /&gt;
&lt;br /&gt;
[[Mbokecho]] Empire&lt;br /&gt;
&lt;br /&gt;
[[Shcholi]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Mvecho]] Kingdom&lt;br /&gt;
&lt;br /&gt;
City-State of [[Onzigho]]&lt;br /&gt;
&lt;br /&gt;
Minor Civilisations: [[Owngatho]], [[Wayinzo]]&lt;br /&gt;
&lt;br /&gt;
Other Tribes: [[Kinohi]], [[Heja]], [[Dajeho]], [[Nacha]], [[Bihi]], [[Dawagar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Raonare Cultures ===&lt;br /&gt;
&lt;br /&gt;
[[Hade]] Empire&lt;br /&gt;
&lt;br /&gt;
[[Efisi]] States&lt;br /&gt;
&lt;br /&gt;
Minor Civilisations: [[Gaodsi]], [[Miyikisi]], [[Takifesi]], [[Dajjar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hybrid Cultures ===&lt;br /&gt;
&lt;br /&gt;
[[Karithians|Karithians]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hamakro&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Armalia =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armalia, the Eastern World, land of great mountains, deserts, and riches. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Batur]]==&lt;br /&gt;
This region contains only itself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dunin Cultures===&lt;br /&gt;
&lt;br /&gt;
[[Baturun]] Clans&lt;br /&gt;
&lt;br /&gt;
[[Njidittu]] Clans&lt;br /&gt;
&lt;br /&gt;
[[Incidu]] Clans&lt;br /&gt;
&lt;br /&gt;
Minor Clans: [[Runus]], [[Apszhes]], [[Brrutt]]&lt;br /&gt;
&lt;br /&gt;
City-State of [[Undin]]&lt;br /&gt;
&lt;br /&gt;
[[Ttudyqu]] People&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other Clans ===&lt;br /&gt;
&lt;br /&gt;
Tribal Groups: [[Utyq]], [[Yeves]], [[Lagsi]], [[Yegevir]]&lt;br /&gt;
&lt;br /&gt;
[[Chetetsh]] People, [[Nusa]] People, [[Uzhadasa]] People, [[Dajaqa]] People&lt;br /&gt;
&lt;br /&gt;
==[[Temanea]]==&lt;br /&gt;
This region includes Yyele and Teman. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Temanean Cultures ===&lt;br /&gt;
&lt;br /&gt;
Temanean Dynasties&lt;br /&gt;
&lt;br /&gt;
* [[Ho Da]] Dynasty&lt;br /&gt;
&lt;br /&gt;
* [[Yinchu]] Dynasty&lt;br /&gt;
&lt;br /&gt;
* [[Ladari]] Dynasty&lt;br /&gt;
&lt;br /&gt;
* [[Bandiao]] Dynasty&lt;br /&gt;
&lt;br /&gt;
* [[Porosoea]] Dynasty&lt;br /&gt;
&lt;br /&gt;
Shogunates: [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], [[Henmi]]&lt;br /&gt;
&lt;br /&gt;
Other Civilisations: [[Sema]]&lt;br /&gt;
&lt;br /&gt;
[[Ahorea]] Clans, [[Dolujensh]] People, [[Banbu]] Tribes, [[Yaitesh]] Tribes, [[Hinyuo]]&lt;br /&gt;
&lt;br /&gt;
==[[Qarbak]]==&lt;br /&gt;
This region includes Sheber and Karber. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oolu Cultures ===&lt;br /&gt;
&lt;br /&gt;
[[Oolu]] Empire&lt;br /&gt;
&lt;br /&gt;
* Loorutj Kingdom&lt;br /&gt;
&lt;br /&gt;
* Mintar Kingdom&lt;br /&gt;
&lt;br /&gt;
* Khayen Kingdom&lt;br /&gt;
&lt;br /&gt;
City-States: [[Kinars]], [[Khandar]], [[Masakana]]&lt;br /&gt;
&lt;br /&gt;
Minor Civilisations: [[Monootjs]], [[Sarube]], [[Sadhihi]], [[Merya]], [[Qusa]], [[Kobhufi]]&lt;br /&gt;
&lt;br /&gt;
Minor Peoples: [[Menlu]], [[Mabasyar]], [[Rerlido]], [[Qaron]], [[Quyatan]], [[Saroon]], [[Monybe]], [[Merime]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Yvatshun]]==&lt;br /&gt;
This region includes Bymir, Ideitess, and Qran. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yvatshun Cultures===&lt;br /&gt;
&lt;br /&gt;
[[Yvabira]] Kingdom &lt;br /&gt;
&lt;br /&gt;
Grand Princedom of [[Alacas]]&lt;br /&gt;
&lt;br /&gt;
[[Nhorcea]] Order&lt;br /&gt;
&lt;br /&gt;
City-State of [[Huirnon]]&lt;br /&gt;
&lt;br /&gt;
Minor Peoples: [[Batylir]], [[Ayrsi]], [[Arzhia]], [[Brenyr]], [[Ituni]], [[Charnyr]]&lt;br /&gt;
&lt;br /&gt;
Tribal Groups: [[Vrasik]], [[Rre Qran]], [[Bymir]], [[Oirtarre]], [[Aamosav]]&lt;br /&gt;
&lt;br /&gt;
= Suribia =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suribia, the Western World across the sea, home of the Tlars and the Horned Kings.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==[[Vaman]]==&lt;br /&gt;
This region contains only Tasif. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vaman Cultures ===&lt;br /&gt;
&lt;br /&gt;
[[Toussin]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Awavan]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Monar]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Havigban]] Kingdom&lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Varoicca]]&lt;br /&gt;
&lt;br /&gt;
City-State of [[Cendar]]&lt;br /&gt;
&lt;br /&gt;
Minor Peoples: [[Valigs]], [[Airnohs]], [[Atmohs]], [[Kinohs]]&lt;br /&gt;
&lt;br /&gt;
[[Wssans]] Peoples&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Remdor]]==&lt;br /&gt;
This region includes Harda and Saron. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Remdorian Cultures ===&lt;br /&gt;
&lt;br /&gt;
[[Maugnun]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Vyrtdan]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Nalisiet]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Asshor]] Kingdom&lt;br /&gt;
&lt;br /&gt;
Princedoms: [[Sesar]], [[Satium]], [[Drarus]]&lt;br /&gt;
&lt;br /&gt;
[[Scarcun]] Civilisation&lt;br /&gt;
&lt;br /&gt;
[[Imah]] Clans&lt;br /&gt;
&lt;br /&gt;
==[[Into]]==&lt;br /&gt;
This region contains Inoti, Ikade, Progora. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inoti Region===&lt;br /&gt;
&lt;br /&gt;
[[Ngara]] Tlarate&lt;br /&gt;
&lt;br /&gt;
Minor Tlarates: [[Angilun]], [[Hlisitl]]&lt;br /&gt;
&lt;br /&gt;
Minor Peoples: [[Kalaqan]], [[Liigba]], [[Maha]], [[Ngulan]]&lt;br /&gt;
&lt;br /&gt;
[[Dirakwis]] Clans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Morunwan Cultures ===&lt;br /&gt;
&lt;br /&gt;
[[Morunwa]] Tlarate&lt;br /&gt;
&lt;br /&gt;
Minor Tlarates: [[Agbakpwas]], [[Anykwas]]&lt;br /&gt;
&lt;br /&gt;
City-State Tlarates: [[Hiigwbas]], [[Akpzas]]&lt;br /&gt;
&lt;br /&gt;
[[Tagzabos]] Clans, [[Alchaens]], [[Sumaians]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Progoran Cultures===&lt;br /&gt;
&lt;br /&gt;
City-State of [[Liara]]&lt;br /&gt;
&lt;br /&gt;
Tlarate of [[Sitahs]]&lt;br /&gt;
&lt;br /&gt;
Civilisations: [[Tsachuni]], [[Sepriki]], [[Sarshi]], [[Azichli]], [[Chaye]]&lt;br /&gt;
&lt;br /&gt;
Minor Peoples: [[Xhade]], [[Axhykeli]], [[Gnaisor]], [[Lo]], [[Rironlo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Windas==&lt;br /&gt;
This region includes only itself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Minor Clans: [[Oussa]] Clans, [[Wwinda]] Clans, [[Visbar]] Clans, [[Agyon]] Clans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hybrid Cultures===&lt;br /&gt;
&lt;br /&gt;
[[Truebloods]] (unverified)&lt;br /&gt;
&lt;br /&gt;
[[Sirins]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sacre==&lt;br /&gt;
This region contains only itself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sacre Clans===&lt;br /&gt;
&lt;br /&gt;
[[Braqai]], [[Erechai]], [[Nwashas]], [[Pagwani]], [[Malufuyas]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hybrid Cultures===&lt;br /&gt;
&lt;br /&gt;
[[Patre]]&lt;br /&gt;
&lt;br /&gt;
[[Modeoa]]&lt;br /&gt;
&lt;br /&gt;
=[[Jindiara]]=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jindiara, the Ancient Wilderness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hadakri Peoples===&lt;br /&gt;
&lt;br /&gt;
[[Kekrati]], [[Dafrasi]], [[Tesakri]], [[Sasakri]], [[Sradaji]], [[Kafradi]], [[Tiji]], [[Harhasi]], [[Mlarisi]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ashkri Peoples ===&lt;br /&gt;
&lt;br /&gt;
[[Hecbreri]], [[Tekrati]], [[Raorikri]], [[Setekri]], [[Borhufi]], [[Nhosedi]], [[Ggatli]]&lt;br /&gt;
&lt;br /&gt;
Other Clans: [[Basrasi]], [[Sifi]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hybrid Cultures===&lt;br /&gt;
&lt;br /&gt;
Fanorans&lt;br /&gt;
&lt;br /&gt;
[[Keid]]: Ngoed, Gexri, Shaai&lt;br /&gt;
&lt;br /&gt;
[[Ildemin]]&lt;br /&gt;
&lt;br /&gt;
= Solcul =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cold.&lt;br /&gt;
&lt;br /&gt;
[[Aiaosi]] Tribes&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Scarcun&amp;diff=2474</id>
		<title>Scarcun</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Scarcun&amp;diff=2474"/>
		<updated>2022-09-06T09:03:10Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Scarcun people live in a bordered region mostly in the White Desert of western Remdor. They are ruled by a tulan in a chiefdom system. Their main religion is [[Religions#Scarcun|Scarcun Animism]], which teaches that all things are alive and have a spirit and equal worth. They are generally seen as hospitable people, and to turn away those in need -- even strangers -- is seen as a rejection of life itself. Their capital is Keitosh, where the tulan lives. &lt;br /&gt;
&lt;br /&gt;
Scarcun is mostly dry grassland with some arid shrubland to the west. The Moutais flows through both its cities and out to the west, joining up with the Whitewater. The Mautava Highlands lie to the south. It is landlocked. &lt;br /&gt;
&lt;br /&gt;
Demonym: Scarcun, Scarcuns&lt;br /&gt;
&lt;br /&gt;
Population: 800,000&lt;br /&gt;
&lt;br /&gt;
* Scarcun&lt;br /&gt;
** Keitosh, capital, 23,000&lt;br /&gt;
** Mohanshar, 11,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Scarcuns have lived in this land for two thousands years, and were driven away from fertile lands by the [[Remdor History#Gnaisor People|Gnaisor]] people around 900BD. They have kept to the fringes of Remdor ever since, adapting to the White Desert and sometimes settling in the Mautava Highlands. They pose little military threat to neighbouring countries, and do not have land worth fighting for. They are mostly from the [[Ethnicity#Scarcun|Scarcun]] ethnic group. Scarcun have a tense relationship with the [[Monar]] Kingdom due to a history of invasions and raids, are neutral toward [[Kinohs]], and the [[Vyrtdan]] Kingdom and [[Drarus]] Princedom. They have no major exports. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Historically, Scarcuns are known for having skilled cavalry archers who excel at scouting and harassing foes, and although this is still often taught to their youths, they are not often employed for fear of aggravating their neighbours. Common architectural features include generational totems, lattices, and compounds made up of four houses facing inward, and common artforms include woodworking and totem-burning festivals.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Vyrtdan&amp;diff=2473</id>
		<title>Vyrtdan</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Vyrtdan&amp;diff=2473"/>
		<updated>2022-09-06T09:02:30Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Vyrtdan is a kingdom in northwest Remdor. Its main religion is the [[Religions#Remdorian Sect|Remdorian Sect]], which teaches people to make sacrifices to avoid suffering and bless others to goodness prosperity. It is a non-theistic religion and tends to allow other religions to coexist with it, provided the values are compatible. Vyrtdanians tend to be confrontational, speaking their mind and facing whatever is bothering them. The capital is Dalnaung. &lt;br /&gt;
&lt;br /&gt;
Vyrtdan is mostly taiga with some temperate forest in the south, and montane forest on the upper parts of the Pearl Mountains. In the heart of the kingdom are the hills of burden. The River Surmaut makes most of the northern border, and the rest of it meets the Windas Sea. The Rasarun also flows in from the western end of Vyrtdan. &lt;br /&gt;
&lt;br /&gt;
Demonym: Vyrtdanian, Vyrtdanians&lt;br /&gt;
&lt;br /&gt;
Population: 2,900,000&lt;br /&gt;
&lt;br /&gt;
* Vyrtdan Kingdom&lt;br /&gt;
** Gvidman Earldom&lt;br /&gt;
*** Dalnaung, capital, 43,000&lt;br /&gt;
** Yrvien Earldom&lt;br /&gt;
*** Srevian, 21,000&lt;br /&gt;
** Kavinen Earldom&lt;br /&gt;
*** Kavostien, 17,000&lt;br /&gt;
** Avislan Earldom&lt;br /&gt;
*** Yarralen, 15,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
From about 500AL, most of Remdor was occupied by the Urkadian Tlarate, an unusual time when tlars ruled over Benevans, mystics, and local peoples. When colonists from the [[Vastin]] Kingdom arrived and saw the state of Remdor, they began to drive the tlarate away, expanding Benevan culture across most of Remdor. But due to the wide variety of peoples already spread across the land, the colonies soon broke apart into a variety of different kingdoms with different origins. Vyrtdan came from mostly [[Ethnicity#Scarcun|Scarcun]] and [[Ethnicity#Wwinda|Wwinda]] ethnic groups, making its people considerably more indigenous than many other kingdoms of Remdor. They experience conflict with [[Monar]], are tense with [[Asshor]], [[Drarus]], [[Atmohs]], and [[Sesar]], and are neutral toward [[Cendar]], [[Nalisiet]], and [[Scarcun]]. They mostly export iron, timber, and hide. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Vyrtdanians are known for their use of the aegis, elite bodyguards covered in heavy armour and highly trained to give their lives if needed to save their masters. In battle, they act as shock troops against enemies. Common architectural features include tall arches, pragmatic structures, and hill fortresses, and common artforms include blacksmithing, festivals, and combat sports.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Monar&amp;diff=2472</id>
		<title>Monar</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Monar&amp;diff=2472"/>
		<updated>2022-09-06T09:02:01Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Monar is a Vaman kingdom which is ruled by a varhas. They have no state religion, being a secular monarchy, and allow small populations of other religious peoples with the exclusion of [[Religions#Akan|Akanists]]. Like most Vaman kingdoms, they focus on the potential, values, and achievements of humans. Monars are are typically very militaristic, using brute force and aggression to steadily grow their borders. Its capital is Nauntais. &lt;br /&gt;
&lt;br /&gt;
Monar is temperate near the Vaman Sea, then temperate grassland, arid shrubland, dry grassland, and arid desert moving eastward. The northeast corner sees some taiga and montane forest. The Maivor River flows through Tagsin from the Vaman Ranges and Pearl Mountains, and the White River flows through the south from Remdor. &lt;br /&gt;
&lt;br /&gt;
Demonym: Monar, Monars&lt;br /&gt;
&lt;br /&gt;
Population: 7,900,000&lt;br /&gt;
&lt;br /&gt;
* Monar Kingdom&lt;br /&gt;
** Lanargon Graiv&lt;br /&gt;
*** Nauntais, capital, 70,500&lt;br /&gt;
** Abvorn Graiv&lt;br /&gt;
*** Vaggon, 35,000&lt;br /&gt;
** Haifan Graiv&lt;br /&gt;
*** Tagsin, 28,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Monar was a part of the confederation of Vaman Kingdoms that came together around 400AL, and this alliance outlawed Akanism and started the secular governmental system Vaman uses today, but by around 650AL the alliance broke apart as the kings began to fight with one another for more power. Monar broke away around 700AL. The main ethnic group in Monar is [[Ethnicity#Vaman|Vaman]] with some old blood from [[Ethnicity#Into|Into]]. They are tense with [[Scarcun]], [[Atmohs]], [[Kinohs]], and [[Toussin]], have conflict with [[Vyrtdan]] and [[Cendar]], and are friendly with [[Awavan]]. They mainly export timber, glass, and Vaman Purple pigment. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct military unit in Monar is the vurmir, an elite heavily armoured warrior with tactical training, raised to endure pain and frighten their foes with unstoppable aggression. They are also trained to go undercover and hunt down Akanists in the kingdom, acting as inquisitors. Architectural features in Monar include crowned battlements, aqueducts, and spire towers, and common artforms include music, masonry, and glassblowing.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Porosoea&amp;diff=2471</id>
		<title>Porosoea</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Porosoea&amp;diff=2471"/>
		<updated>2022-09-06T09:00:04Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Porosoea is a large dynastic kingdom in northern Temanea. It is a feudal monarchy ruled by a tengan king, and its biggest religion is [[Religions#Ghaoji|Ghaojism]], which encourages followers to revere and worship their ancestors, who are seen as divine and pure. Porosouo are seen as rather private and reclusive people, enjoying their more remote location away from the bustle of the Bay of Teman. Their capital is Manola. &lt;br /&gt;
&lt;br /&gt;
Porosoea is mostly temperate forest in the south and montane forest in the north. Its southern shores meet the Gold Sea, its eastern shores meet the Meara Sea, and its north shore meets the Bheren and Grave Seas. Rintea Island is found off the easternmost tip and Jyan Island lies between the mainland and Sopone. The Tengda River flows through the capital, and the Tido River makes the western border, flowing down from the Protesan Mountains. The central part of Porosoea is known as the Uplands. &lt;br /&gt;
&lt;br /&gt;
Demonym: Porosouo, Porosouo&lt;br /&gt;
&lt;br /&gt;
Population: 13,000,000&lt;br /&gt;
&lt;br /&gt;
* Porosoea Dynasty&lt;br /&gt;
** Manola, capital, 89,000&lt;br /&gt;
** Manmi Ba, 45,000&lt;br /&gt;
** Oroso, 36,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
This land was mostly occupied by the [[Batur History#Dunian Empire|Dunian Empire]] since 200AL, but in 600AL Dama Mang erupts and devastates the land, halting the advance of the Dunians. Seeing an opportunity, a local war general declares himself tengan in the chaos and overthrows the Dunian presence, starting the Porosoea Dynasty around 650AL. People here are mostly of the [[Ethnicity#Teman|Teman]] ethnic group. They are friendly with [[Yinchu]], have tense relations with [[Dolujensh]], and neutral with [[Sopone]] and [[Espone]]. They mainly export gold, silver, and timber. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Porosouo adopted the Batur view on warriors, and glorify heroes of war, encouraging soldiers to aspire to attempt similar heroic acts as figures of the past. During warfare, they mainly rely on the harsher climate and try to starve out their enemies while being overly prepared themselves. Common architectural features include a pyramid-and-spire roof shape, and pragmatic sheer stone structures, and common artforms include woodworking, philosophy, and music.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Undin&amp;diff=2470</id>
		<title>Undin</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Undin&amp;diff=2470"/>
		<updated>2022-09-06T08:59:08Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Undin is a city-state in the southwestern corner of Batur. It is ruled by a zhadas chieftain who acts as both a king and a warlord, with a [[Religions#Sunkhu|Sunkhu]] shaman to advise his rule and keep everyone in touch with their ancestors. Sunkhu shamanism emphasises that everyone must atone for the wrongdoings of their ancestors by bringing honour and glory to their clans and keeping bad spirits at bay. Undins are typically unemotional people, renowned for their coldness, even in the face of tragedy. The heart of the city-state is Dhaq. &lt;br /&gt;
&lt;br /&gt;
Undin&#039;s shores are temperate grassland, with the mountains inland covered in subtropical rainforest at lower altitudes and montane forest at higher altitudes. The Butusi lies in the middle of Undin, the Heder Sea lies to the southeast, and the Sea of Ash lies to the southwest. The Rodar River flows into Dhaq from the westernmost end of the Great Opal Ranges. &lt;br /&gt;
&lt;br /&gt;
Demonym: Undin, Undins&lt;br /&gt;
&lt;br /&gt;
Population: 3,500,000&lt;br /&gt;
&lt;br /&gt;
* City-State Undin (UHN-DEEN)&lt;br /&gt;
** Dhaq (DƏƏG), capital, 47,000&lt;br /&gt;
** Furdaso (FUHR-DƏ-SOO), 24,000&lt;br /&gt;
** Quta (GUH-TƏ), 19,0000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Undin as a culture is a leftover of recent [[Oolu]] expansionism around 800AL, and has since become independent and mixed Oolu culture with local Dunin culture. They are known as one of the richest slaving cities in the region and mainly sail across the Sea of Ash and the Heder Sea to Jindiara to enslave the peoples there. The people in Undin are a mix of [[Ethnicity#Batur|Batur]], [[Ethnicity#Oolu|Oolu]], and [[Ethnicity#Teman|Teman]] ethnic groups. They enslave the [[Runus]], [[Sradaji]], [[Dajaqa]], and [[Tesakri]], they colonised [[Kafradi]], and they are friendly with the [[Bandiao]] Dynasty. They mainly export timber and slaves. [[Ilborn#Ashen|Ashen]] folk are rare here. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Undin&#039;s most distinct warriors are their slavers who have great fighting and sailing skills, and are known to prefer capturing victims as slaves rather than kill them, believing that most people are useful for something. Their most distinct architectural features include shallow domes and dzong style architecture, and they are known for their hunting and sailing.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Incidu&amp;diff=2469</id>
		<title>Incidu</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Incidu&amp;diff=2469"/>
		<updated>2022-09-06T08:58:21Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Incidu is a tribal confederation. It is ruled by a zhadas chieftain who acts as both a king and a warlord and has other warlords beneath him, with [[Religions#Sunkhu|Sunkhu]] shamans to advise their rule and keep everyone in touch with their ancestors. Sunkhu shamanism emphasises that everyone must atone for the wrongdoings of their ancestors by bringing honour and glory to their clans and keeping bad spirits at bay. Inciduu are known for placing additional emphasis on one&#039;s ancestry, boasting where possible about past achievements of one&#039;s family. Their capital is Osmangiyq. &lt;br /&gt;
&lt;br /&gt;
Incidu&#039;s south meets the Durdundus Mountains, where Mount Nyumyduzha overlooks the lands. The Blood Mountains lie to the southeast, and between these two ranges is the Blood Valley from whence the Nunyciu River flows. The Minas flows from the Blood Mountains too, and the Raqni flows from the Durdundus Mountains. In the northwest, the Amber River flow through the Amber Flatlands, surrounded by arid desert and arid shrubland. Lake Mancisa makes up the north and middle areas of Incidu, and it has some temperate forest on its southern shores. The rest of Incidu is dry grassland or montane forest on the mountains. The Adenen River is its northern border with Brrutt. &lt;br /&gt;
&lt;br /&gt;
Demonym: Incidu, Inciduu&lt;br /&gt;
&lt;br /&gt;
Population: 4,500,000&lt;br /&gt;
&lt;br /&gt;
* Incidu (EE-&#039;EE-DUH)&lt;br /&gt;
** Osmangiyq (OOS-MYƏNG-EE-ISH), capital, 53,000&lt;br /&gt;
** Mancisa (MYƏ&#039;-EE-SƏ), 27,000&lt;br /&gt;
** Nuqcace (NUHG-&#039;Ə-&#039;EH), 21,000&lt;br /&gt;
** Dunise (DUH-NEE-SEH), 17,000&lt;br /&gt;
** Bustratu (BUHS-TRƏ-TUH), 13,000&lt;br /&gt;
** Zhurein (TZUH-REH-EEN), 11,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Incidu mostly constitutes leftover clans from the [[Batur History#Dunian Empire|Dunian Empire]] which ended in 700AL. The clans then lost the archroad to invading [[Oolu]] forces in 700AL, which caused the clans to form a confederation, and they took the archroad back from Oolu around 850AL. The people are mostly [[Ethnicity#Batur|Batur]] but have some [[Ethnicity#Oolu|Oolu]] ethnicity mixed in with them. They are friendly with [[Baturun]], [[Njidittu]], and [[Brrutt]], are uncertain toward [[Yeves]] and [[Dajaqa]], and strongly resent [[Ladari]] for killing the last Dunian emperor and his family in Zelandergn. They mainly export bronze, hide, horses, and Dunian Grey pigment on the archroad. They commonly trade horses for silk from the [[Trade#Noble_Consortium|Noble Consortium]] in [[Yinchu]] or [[Bandiao]]. [[Ilborn#Ashen|Ashen]] folk are rare here. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Inciduu are known for utilising light cavalry in warfare, sweeping in fast and hard and leaving quickly, and they are also known to dress up to appear as cavalry from somewhere else from a distinct, performing raids while disguised as someone else to confuse enemies. Common architectural features include freestanding dzong fortresses and great cairns, and common artforms include tournaments and bead-working.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Kobhufi&amp;diff=2468</id>
		<title>Kobhufi</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Kobhufi&amp;diff=2468"/>
		<updated>2022-09-06T08:57:25Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Kobhufi is a civilisation on the coast of the Sea of Ash. Their religion is [[Religions#Farhi Bhara|Farhi Bhara]], which allows for worship of any deity from a pantheon, though their tends to be a favourite with every new governor who comes into power. The favourite of the ruler of Kobhufi is Karar, god of the dead. The people of Kobhufi are sometimes seen as nihilistic, prone to questioning the importance of values or beliefs. Their capital is Qodur. &lt;br /&gt;
&lt;br /&gt;
Kobhufi is mainly subtropical forest along the coast with savanna further west. It has access to the Bay of the Dead. &lt;br /&gt;
&lt;br /&gt;
Demonym: Kobhufi, Kobhufii&lt;br /&gt;
&lt;br /&gt;
Population: 375,000&lt;br /&gt;
&lt;br /&gt;
* Kobhufi (KUU-MUU-FIH)&lt;br /&gt;
** Qodur (KUU-DUUR), 15,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Kobhufi became consolidated around 850AL after the [[Oolu]] Empire gave the smaller disorganised people groups weapons and means to travel across the Sea of Ash to Jindiara to capture slaves for them. Kobhufi has since built up much of its wealth in this manner. The people here are from the ancient [[Ethnicity#Qarara|Qarara]] ethnic group. They are cooperative with [[Qusa]], have conflict with the [[Qaron]] clans, and do not really have other neighbours to deal with. They mainly export wildlife and slaves. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Kobhufii most distinctly utilise man-hunter warriors, who are trained to track down and capture people and survive for extended periods in the wilderness. These man-hunters are often employed to assist in the capturing of slaves in Jindiara. Their main artwork is relief sculpting, and common artforms include communal dancing and utilising [[Monsters#Khakankun|khakankun]] bones as decoration.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Qusa&amp;diff=2467</id>
		<title>Qusa</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Qusa&amp;diff=2467"/>
		<updated>2022-09-06T08:57:06Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Qusa is a civilisation on the coast of the Sea of Ash. They are at the end of the Karber archroad. Their religion is [[Religions#Farhi Bhara|Farhi Bhara]], which allows for worship of any deity from a pantheon, though their tends to be a favourite with every new governor who comes into power. The favourite of the ruler of Qusa is Kadatu, the god of storms and fortune. The people of Qusa are seen as self-righteous. Their capital is Tjynas. &lt;br /&gt;
&lt;br /&gt;
Qusa&#039;s shores are mostly subtropical forest with savanna and some semiarid desert inland. The eastern coast gives access to the Sea of Ash and Bay of the Dead. The River Riresar flows through Tjynas. The Birfi Islands lie off the south coast of Qusa. &lt;br /&gt;
&lt;br /&gt;
Demonym: Qusa, Qusaii&lt;br /&gt;
&lt;br /&gt;
Population: 1,000,000&lt;br /&gt;
&lt;br /&gt;
* Qusa (KUU-ZA)&lt;br /&gt;
** Tjynas (DH-VNG-AZ), capital, 25,000&lt;br /&gt;
** Qaburmo (KA-BƏR-MUU), 12,500&lt;br /&gt;
** Shamur (ZA-MUUR), 10,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Qusa became consolidated around 800AL after the [[Oolu]] Empire gave the smaller disorganised cities weapons and means to travel across the Sea of Ash to Jindiara to capture slaves for them. Qusa has since built up much of its wealth in this manner. The people here are from the ancient [[Ethnicity#Qarara|Qarara]] ethnic group. They are friendly with Oolu, competitive with [[Khandar]], cooperative with [[Kobhufi]], have conflict with the [[Qaron]] clans, and have strong influence over the [[Dafrasi]] in Jindiara. They mainly export wildlife and slaves.&lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Qusaii forces tend to be made up of expendable slave armies, throwing people at enemies to overwhelm them and have them deal with the mess. The vast majority of these slaves are taken from Jindiara. Common architectural features include domes and relief sculptures, and common artforms include ivory sculpting and utilising [[Monsters#Khakankun|khakankun]] bones as decoration.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Oolu&amp;diff=2466</id>
		<title>Oolu</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Oolu&amp;diff=2466"/>
		<updated>2022-09-06T08:56:39Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Oolu Empire=&lt;br /&gt;
The Oolu Empire is comprised of three large kingdoms, each somewhat distinct from one another, but they all fall under the rule of the rokha (emperor). There are many [[Wonders#Oolu|wonders]] that can be found in the Oolu Empire, including the Mausoleum of Esravan, Caraal, Qanyare Palace, Nal Medne, Kablan, the Statue of Xilia, and the Gardens of Akefa. The [[Trade#Glass Lion Company|Glass Lion Company]] has a strong monopoly on the export of spices, glass, oil, and Mintar Green pigment from the empire, and on some imports from the east and west. &lt;br /&gt;
&lt;br /&gt;
Demonym: Oolua, Oolue&lt;br /&gt;
&lt;br /&gt;
Population: 82,300,000&lt;br /&gt;
&lt;br /&gt;
* Oolu (UULL-Ə) Empire&lt;br /&gt;
** Loorutj (LUURR-ƏDH) Kingdom&lt;br /&gt;
*** Sakhratja (ZAKH-RA-DHA), imperial capital, 145,000&lt;br /&gt;
*** Kharbas (KHAR-BAZ), 72,000&lt;br /&gt;
*** Mikanro (MIH-KANG-RUU), 58,000&lt;br /&gt;
*** Lobon (LUU-BUUNG), 29,000&lt;br /&gt;
** Mintar (MIHNG-TAR) Kingdom&lt;br /&gt;
*** Urdhul (UUR-NUUL), capital, 120,000&lt;br /&gt;
*** Bhumiqaso (BUU-MIH-KA-SUU), 60,000&lt;br /&gt;
*** Refator (REH-FA-TUUR), 48,000&lt;br /&gt;
** Khayen (KHA-VEHN) Kingdom&lt;br /&gt;
*** Dhrewar (NREH-HWAR), capital, 127,000&lt;br /&gt;
*** Mantjar (MAN-DHAR), 63,000&lt;br /&gt;
*** Tjudin (DHUUDIHN), 51,000&lt;br /&gt;
&lt;br /&gt;
===Empire History===&lt;br /&gt;
The empire as a whole emerged around 650AL in Karber as the Derhnu Priestdom rapidly loses power to the new emperor. The empire invaded Batur in 800AL, reaching as far as [[Bandiao]], but were forced to retreat in 850AL and lose all the ground they made due to invasions along the archroad from consolidating Batur clans. &lt;br /&gt;
&lt;br /&gt;
=Loorutj=&lt;br /&gt;
===Culture and Locations===&lt;br /&gt;
The Loorutj Kingdom is wrapped around the Sea of Lions and is the largest of the three kingdoms. It has its own king and is considered a theocratic monarchy. The state religion is [[Religions#Sarrayun|Sarrayun]], which promotes a people to build both their power and their cunning. Its society is also divided into a caste system which is extremely set. Loorutje are seen as self-important and often readily exploit foreigners and even those from the other kingdoms. The capital and home of the emperor is Sakhratja. &lt;br /&gt;
&lt;br /&gt;
The land surrounding the Sea of Lions is mostly savanna, with dry grassland near the Khatsanaras and Great Opal Ranges. Further east and west are areas of semiarid desert. The Dari River flows from the Dividing Basin in Baturun, the Busokur flows through Kharbas, and the Darmer flows from the northwestern corner. The Qararsar also flows in through Sakhratja from Khayen. Roqudar Mountain lies at the border between Oolu, Baturun, and Yvabira. &lt;br /&gt;
&lt;br /&gt;
Demonym: Loorutja, Loorutje&lt;br /&gt;
&lt;br /&gt;
Population: 33,600,000&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
People from Loorutj are mostly from the [[Ethnicity#Oolu|Oolu]] ethnic group. They are distrusting toward [[Baturun]] and are within the same empire as Khayen and Mintar. They mainly export marble, oil, spice, glass, textiles, and Mintar Green pigment. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Loorutj utilises elephant archers in war as its most distinct force, focussing on keeping lines steady and well-supplied, and avoiding drastic risks while trying to predict enemy ambushes and maneuvers. Common architectural features include shallow domes, hexagonal structures, and fine masonry, and common artforms include mummification, gambling, and blood sports. &lt;br /&gt;
&lt;br /&gt;
=Mintar=&lt;br /&gt;
===Culture and Locations===&lt;br /&gt;
The Mintar Kingdom lies at the eastern end of the Oolu Empire. It has its own king and is considered a theocratic monarchy. The state religion is Sarrayun, which promotes a people to build both their power and their cunning. Its society is also divided into a caste system which is extremely set. Mintare are generally passionate people, readily expressing how they feel about something with little consideration for how it will be received. The capital and home of the emperor is Sakhratja. &lt;br /&gt;
&lt;br /&gt;
Mintar sees a wide range of biomes, from mediterranean shores in the southwest where the Lion&#039;s Tail flows into the Karber Sea, to savanna and semiarid desert near the middle, to the arid shrubland of the Karber Desert, and the subtropical rainforest in the far east where the archroad reaches the Sea of Ash and the Khandar Coast. The Great Opal Ranges make up most of the northeastern corner, while the entire southern border is marked by uninhabited desert. The Firer River flows through Urdhul, and the Surkor River flows through Bhumiqaso. &lt;br /&gt;
&lt;br /&gt;
Demonym: Mintara, Mintare&lt;br /&gt;
&lt;br /&gt;
Population: 25,800,000&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
People from Mintar are mostly from the [[Ethnicity#Oolu|Oolu]] ethnic group. They are friendly with [[Qusa]], enslave [[Menlu]], have conflict with the [[Qaron]] clans, and distrust [[Khandar]]. They are in the same empire as Loorutj and Khayen. They mainly export oil, spice, glass, textiles, and slaves from the east.&lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct soldiers in Mintar are elite skirmishers, specialising in being light, mobile, versatile, and powerful. They are heavily trained and often travel long distances. Common architectural features include shallow domes, fine masonry, and relief sculptures, and common artforms include dramas, fire-breathers, and communal drug usage. &lt;br /&gt;
&lt;br /&gt;
=Khayen=&lt;br /&gt;
===Culture and Locations===&lt;br /&gt;
The Khayen Kingdom lies at the western end of the Oolu Empire. It has its own king and is considered a theocratic monarchy. The state religion is Sarrayun, which promotes a people to build both their power and their cunning. Its society is also divided into a caste system which is extremely set. Khayene are seen as aggressive traders who would sooner make a good profit than leave a good impression on a customer. The capital and home of the emperor is Sakhratja. &lt;br /&gt;
&lt;br /&gt;
Khayen has mediterranean shores at the southeastern and western most areas, where the kingdom meets the Lion&#039;s Tail and Shard Sea respectively. The Qarar Desert causes Khayen to wrap around it, following the Qararsar and other rivers to cross the Khayen Lowlands to the west, mostly made of dry grassland. Montane forest lies to the north Khatsanaras rest. &lt;br /&gt;
&lt;br /&gt;
Demonym: Khayena, Khayene&lt;br /&gt;
&lt;br /&gt;
Population: 23,000,000&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
People from Khayen are a mix of [[Ethnicity#Oolu|Oolu]] and old [[Ethnicity#Mintar|Mintar]] ethnic groups. They are tense and uneasy toward [[Masakana]] and [[Kinars]], hostile toward the [[Quyatan]] clans, and are friendly with [[Yaele]]. They are in the same empire as Loorutj and Mintar. They mostly trade grain, marble, oil, glass, textiles, and slaves.&lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct warrior in Khayen are the rhefusur, who are warrior merchants who travel in distinct caravans. They not only partake in local skirmishes and conflicts, but will support one another&#039;s clans but raiding those who do not purchase insurance from another rhefusur for the long trek across the archroad that crosses the Khayen Lowlands. Common architectural features include shallow domes, fountains, and hexagonal structures, and common artforms include a twilight lifestyle, drug usage, and exile.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Kinars&amp;diff=2465</id>
		<title>Kinars</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Kinars&amp;diff=2465"/>
		<updated>2022-09-06T08:56:12Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Kinars is a coastal city-state with a low level king called a raqu. Its official religion is [[Religions#Pakorra|Pakorra]], which promotes a balanced approach toward the mind and the body being in equilibrium. Kinarsii believe in attaining knowledge in this manner. Their capital is Kinaran. &lt;br /&gt;
&lt;br /&gt;
Kinars mostly includes the East Fangs and the shores surrounding them, giving access to the Shard Sea and Karber Sea. The Ribosu flows through Kinaran. Most of the land near the coast is savanna, with dry grassland inland and montane forest on the East Fangs themselves. &lt;br /&gt;
&lt;br /&gt;
Demonym: Kinars, Kinarsii&lt;br /&gt;
&lt;br /&gt;
Population: 2,500,000&lt;br /&gt;
&lt;br /&gt;
* Kinars (KIH-NGARZ)&lt;br /&gt;
** Kinaran (KIH-NGAR-ANG), capital, 39,000&lt;br /&gt;
** Barqho (BARK-HUU), 20,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
The city of Kinaran came to power during the days of the ancient [[Qarbak History#Kayen Kingdom|Kayen Kingdom]], but when the power shifted to the Kayen Priestdom, Kinaran broke away and gained independence. It was conquered by the [[Seleru History#Xilou Hoqomer|Xilou Hoqomer]] late in the Grey Era but again the people saw an opportunity to break free of their conquerors when the Dunian Empire started sweeping into western Qarbak. It has maintained independence ever since, staying on the far side of the Qarar Desert from the [[Oolu]] Empire. The people here are a mix of ancient [[Ethnicity#Xilou|Xilou]] and ancient [[Ethnicity#Qarara|Qarara]] blood. They have a tense and uneasy relationship with the Oolu Empire, have conflict with the [[Quyatan]] clans, and have no major exports. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Kinars employs the use of moonblades, elite city guards who are also well educated. They practice a nonthreatening and diplomatic approach to hunt down and infiltrate the source of criminal activity. Common architectural features include dark and crowded streets and minarets, and common artforms include mosaics and literature.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Oolu&amp;diff=2464</id>
		<title>Oolu</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Oolu&amp;diff=2464"/>
		<updated>2022-09-06T08:55:32Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Oolu Empire=&lt;br /&gt;
The Oolu Empire is comprised of three large kingdoms, each somewhat distinct from one another, but they all fall under the rule of the rokha (emperor). There are many [[Wonders#Oolu|wonders]] that can be found in the Oolu Empire, including the Mausoleum of Esravan, Caraal, Qanyare Palace, Nal Medne, Kablan, the Statue of Xilia, and the Gardens of Akefa. The [[Trade#Glass Lion Company|Glass Lion Company]] has a strong monopoly on the export of spices, glass, oil, and Mintar Green pigment from the empire, and on some imports from the east and west. &lt;br /&gt;
&lt;br /&gt;
Demonym: Oolua, Oolue&lt;br /&gt;
&lt;br /&gt;
Population: 82,300,000&lt;br /&gt;
&lt;br /&gt;
* Oolu (UULL-Ə) Empire&lt;br /&gt;
** Loorutj (LUURR-ƏDH) Kingdom&lt;br /&gt;
*** Sakhratja (ZAKH-RA-DHA), imperial capital, 145,000&lt;br /&gt;
*** Kharbas (KHAR-BAZ), 72,000&lt;br /&gt;
*** Mikanro (MIH-KANG-RUU), 58,000&lt;br /&gt;
*** Lobon (LUU-BUUNG), 29,000&lt;br /&gt;
** Mintar (MIHNG-TAR) Kingdom&lt;br /&gt;
*** Urdhul (UUR-NUUL), capital, 120,000&lt;br /&gt;
*** Bhumiqaso (BUU-MIH-KA-SUU), 60,000&lt;br /&gt;
*** Refator (REH-FA-TUUR), 48,000&lt;br /&gt;
** Khayen (KHA-VEHN) Kingdom&lt;br /&gt;
*** Dhrewar (NREH-HWAR), capital, 127,000&lt;br /&gt;
*** Mantjar (MAN-DHAR), 63,000&lt;br /&gt;
*** Tjudin (DHUUDIHN), 51,000&lt;br /&gt;
&lt;br /&gt;
===Empire History===&lt;br /&gt;
The empire as a whole emerged around 650AL in Karber as the Derhnu Priestdom rapidly loses power to the new emperor. The empire invaded Batur in 800AL, reaching as far as [[Bandiao]], but were forced to retreat in 850AL and lose all the ground they made due to invasions along the archroad from consolidating Batur clans. &lt;br /&gt;
&lt;br /&gt;
=Loorutj=&lt;br /&gt;
===Culture and Locations===&lt;br /&gt;
The Loorutj Kingdom is wrapped around the Sea of Lions and is the largest of the three kingdoms. It has its own king and is considered a theocratic monarchy. The state religion is [[Religions#Sarrayun|Sarrayun]], which promotes a people to build both their power and their cunning. Its society is also divided into a caste system which is extremely set. Loorutje are seen as self-important and often readily exploit foreigners and even those from the other kingdoms. The capital and home of the emperor is Sakhratja. &lt;br /&gt;
&lt;br /&gt;
The land surrounding the Sea of Lions is mostly savanna, with dry grassland near the Khatsanaras and Great Opal Ranges. Further east and west are areas of semiarid desert. The Dari River flows from the Dividing Basin in Baturun, the Busokur flows through Kharbas, and the Darmer flows from the northwestern corner. The Qararsar also flows in through Sakhratja from Khayen. Roqudar Mountain lies at the border between Oolu, Baturun, and Yvabira. &lt;br /&gt;
&lt;br /&gt;
Demonym: Loorutja, Loorutje&lt;br /&gt;
&lt;br /&gt;
Population: 33,600,000&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
People from Loorutj are mostly from the [[Ethnicity#Oolu|Oolu]] ethnic group. They are distrusting toward [[Baturun]] and are within the same empire as Khayen and Mintar. They mainly export marble, oil, spice, glass, textiles, and Mintar Green pigment. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Loorutj utilises elephant archers in war as its most distinct force, focussing on keeping lines steady and well-supplied, and avoiding drastic risks while trying to predict enemy ambushes and maneuvers. Common architectural features include shallow domes, hexagonal structures, and fine masonry, and common artforms include mummification, gambling, and blood sports. &lt;br /&gt;
&lt;br /&gt;
=Mintar=&lt;br /&gt;
===Culture and Locations===&lt;br /&gt;
The Mintar Kingdom lies at the eastern end of the Oolu Empire. It has its own king and is considered a theocratic monarchy. The state religion is Sarrayun, which promotes a people to build both their power and their cunning. Its society is also divided into a caste system which is extremely set. Mintare are generally passionate people, readily expressing how they feel about something with little consideration for how it will be received. The capital and home of the emperor is Sakhratja. &lt;br /&gt;
&lt;br /&gt;
Mintar sees a wide range of biomes, from mediterranean shores in the southwest where the Lion&#039;s Tail flows into the Karber Sea, to savanna and semiarid desert near the middle, to the arid shrubland of the Karber Desert, and the subtropical rainforest in the far east where the archroad reaches the Sea of Ash and the Khandar Coast. The Great Opal Ranges make up most of the northeastern corner, while the entire southern border is marked by uninhabited desert. The Firer River flows through Urdhul, and the Surkor River flows through Bhumiqaso. &lt;br /&gt;
&lt;br /&gt;
Demonym: Mintara, Mintare&lt;br /&gt;
&lt;br /&gt;
Population: 25,800,000&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
People from Mintar are mostly from the [[Ethnicity#Oolu|Oolu]] ethnic group. They are friendly with [[Qusa]], enslave [[Menlu]], and distrust [[Khandar]]. They are in the same empire as Loorutj and Khayen. They mainly export oil, spice, glass, textiles, and slaves from the east. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct soldiers in Mintar are elite skirmishers, specialising in being light, mobile, versatile, and powerful. They are heavily trained and often travel long distances. Common architectural features include shallow domes, fine masonry, and relief sculptures, and common artforms include dramas, fire-breathers, and communal drug usage. &lt;br /&gt;
&lt;br /&gt;
=Khayen=&lt;br /&gt;
===Culture and Locations===&lt;br /&gt;
The Khayen Kingdom lies at the western end of the Oolu Empire. It has its own king and is considered a theocratic monarchy. The state religion is Sarrayun, which promotes a people to build both their power and their cunning. Its society is also divided into a caste system which is extremely set. Khayene are seen as aggressive traders who would sooner make a good profit than leave a good impression on a customer. The capital and home of the emperor is Sakhratja. &lt;br /&gt;
&lt;br /&gt;
Khayen has mediterranean shores at the southeastern and western most areas, where the kingdom meets the Lion&#039;s Tail and Shard Sea respectively. The Qarar Desert causes Khayen to wrap around it, following the Qararsar and other rivers to cross the Khayen Lowlands to the west, mostly made of dry grassland. Montane forest lies to the north Khatsanaras rest. &lt;br /&gt;
&lt;br /&gt;
Demonym: Khayena, Khayene&lt;br /&gt;
&lt;br /&gt;
Population: 23,000,000&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
People from Khayen are a mix of [[Ethnicity#Oolu|Oolu]] and old [[Ethnicity#Mintar|Mintar]] ethnic groups. They are tense and uneasy toward [[Masakana]] and [[Kinars]], hostile toward the [[Quyatan]] clans, and are friendly with [[Yaele]]. They are in the same empire as Loorutj and Mintar. They mostly trade grain, marble, oil, glass, textiles, and slaves.&lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct warrior in Khayen are the rhefusur, who are warrior merchants who travel in distinct caravans. They not only partake in local skirmishes and conflicts, but will support one another&#039;s clans but raiding those who do not purchase insurance from another rhefusur for the long trek across the archroad that crosses the Khayen Lowlands. Common architectural features include shallow domes, fountains, and hexagonal structures, and common artforms include a twilight lifestyle, drug usage, and exile.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Miyikisi&amp;diff=2463</id>
		<title>Miyikisi</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Miyikisi&amp;diff=2463"/>
		<updated>2022-09-06T08:54:13Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Miyikisi people live in eastern Had. They are ruled by a nanohe king who gains the favour of a [[Religions#Muk Zuas|Muk Zuas]] deity to commence and continue their rule. The prosperity of the people is affected by how much the nanohe is pleasing the deity. They worship the god of wisdom, Omolo Zu, and as such, the people here hold wisdom as the highest virtue. Their capital and only city is Kejejo. &lt;br /&gt;
&lt;br /&gt;
Miyikisi has a mostly subtropical forested region. The Mafamera River flows through Kejejo and the north border with Wayinzo is the Nenina River. The people do not enter the grasslands to the south, as those lands belong to the [[vastaur]]. Miyikisi&#039;s east shore meets the Diamond Sea. &lt;br /&gt;
&lt;br /&gt;
Demonym: Miyikisian, Miyikisians&lt;br /&gt;
&lt;br /&gt;
Population: 800,000&lt;br /&gt;
&lt;br /&gt;
* Miyikisi&lt;br /&gt;
** Kejejo, capital, 23,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Miyikisians broke away from the first [[Hade]] Empire around 650AL, taking advantage of the chaos caused by the collapse of the Efisi Empire around that time. They have had many conflicts with Hade ever since, and recently lost the city of Halachije to invading Hade forces. The people are a mix of ancient [[Ethnicity#Xilou|Xilou]] and [[Ethnicity#Raonare|Raonare]] ethnic groups. Despite their tense relationship with Hade, they are friendly with [[Wayinzo]] and neutral toward the [[Dajjar]] tribes. They mainly export gold. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Miyikisi don&#039;t have much in the way of a fighting force, but tend to employ specialised scouts who partake in guerrilla warfare when opportunity presents itself. Architectural features commonly include colonnaded pyramids and the largest artform is communal prayer.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Hade&amp;diff=2462</id>
		<title>Hade</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Hade&amp;diff=2462"/>
		<updated>2022-09-06T08:53:40Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
The Hade Empire is a landlocked empire in central Had. They are ruled by a nanohe king who gains the favour of a [[Religions#Muk Zuas|Muk Zuas]] deity to commence and continue their rule. The prosperity of the people is affected by how much the nanohe is pleasing the deity. The Hade Empire nanohe has the favour of Bosu Zu, the god of fertility, but the nanohe is deemed to be losing the god&#039;s favour due to the state of decline the empire is in. The people of Hade are steadfast and often seen as stubborn, refusing to budge in the face of opposition. Their capital is Menzige. &lt;br /&gt;
&lt;br /&gt;
Hade is mostly montane subtropical forest and subtropical rainforest, with some tropical rainforest at the northern end where the Hanjare Basin lies. The Diamond Hills are to the east, and from them flow the Binaki, Zeshima, Dajo, Mbodo, Beme, and Nija rivers. &lt;br /&gt;
&lt;br /&gt;
Demonym: Hade, Hade&lt;br /&gt;
&lt;br /&gt;
Population: 4,700,000&lt;br /&gt;
&lt;br /&gt;
* Hade Empire&lt;br /&gt;
** Menzige, capital, 54,000&lt;br /&gt;
** Bembema, 27,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
The Hade Empire was founded around 500AL, developing from the Hade Kingdom based around the [[Wonders#Raonare|Arikal Temple]]. Since around 650AL, the Hade Empire has been in decline and has been overtaken by the [[Takifesi]] Kingdom and now the [[Efisi]] States who economically cripple Hade by influencing its trade and relations. The people of Hade are a mix of ancient [[Ethnicity#Xilou|Xilou]] and [[Ethnicity#Raonare|Raonare]] ethnic groups. Relations with [[Mbokecho]] and [[Wayinzo]] are tense, there is conflict and covert hostility with [[Efisi]], they enslave the [[Nacha]] and [[Dajjar]] people, they are allied with [[Gaodsi]], and they are neutral toward [[Takifesi]]. They mainly export gold, diamond, and slaves. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The traditional form of combat in Hade has been to overwhelm opponents with swarms of infantry, intimidating forces with sheer numbers and scare tactics. This is proving to be less and less effective in recent decades. Common architectural features include [[vastaur]] motifs, stepped pyramids, and colonnades, and common artforms include competitive sports, drugs, and literature.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Huirnon&amp;diff=2461</id>
		<title>Huirnon</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Huirnon&amp;diff=2461"/>
		<updated>2022-09-06T08:52:48Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Huirnon is a city-state ruled by aristocrats in western Ideitess. Its official religion is [[Religions#Alatia|Alatia]], which teaches people to seek out divine truth and help out your fellow Alatian follower. They are typically prudent people, exercising careful planning and practiced wisdom. Its capital is Ellecil. &lt;br /&gt;
&lt;br /&gt;
Huirnon is mostly temperate forest in the southwest and taiga in the northeast. It has some access to Umber Bay to the west, and to Riel Lake to the south. The lower western end of the Khatsanaras lie to the north. &lt;br /&gt;
&lt;br /&gt;
Demonym: Huirnian, Huirnians&lt;br /&gt;
&lt;br /&gt;
Population: 2,400,000&lt;br /&gt;
&lt;br /&gt;
* Huirnon (HUU-EER-NOHN)&lt;br /&gt;
** Ellecil (EH-LEH-SIHL), capital, 39,000&lt;br /&gt;
** Obrenir (OH-BREH-NIHR), 19,000&lt;br /&gt;
** Uzvalev (UUZ-WUH-LEH-W), 15,000&lt;br /&gt;
** Bervata (PEHR-WUH-TUH), 10,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Huirnon was originally a small part of the [[Seleru History#East Xilou Hoqomer|East Xilou Hoqomer]] and then the [[Batur History#Dunian Empire|Dunian Empire]], but it wasn&#039;t until the latter empire collapsed around 650AL that Huirnon would become its own nation, utilising its strategic position between Benevis, Qarbak, and Yvatshun to balance surrounding powers and act as a crossroads for the three major regions. People here are an ethnic mix of [[Ethnicity#Seleru|Seleru]] and [[Ethnicity#Yvabiran|Yvabiran]], though many have slightly pointed ears. They are peaceful with [[Vastin]], neutral with [[Masakana]], allied with [[Alacas]], and are hostile toward [[Arzhia]], [[Brenyr]], [[Charnyr]], and anyone else from the Cursed Lands. They mainly export timber, hide, and textiles. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
Huirnon cavalry are known as hussars, and often act as extravagant bodyguards outside times of war. They use their intimidating appearance to discourage attackers. Common architectural features include colonnades and religious obelisks, and common artforms include feasts and music.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Margon&amp;diff=2460</id>
		<title>Margon</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Margon&amp;diff=2460"/>
		<updated>2022-09-06T08:51:53Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
&lt;br /&gt;
One of three largest kingdoms in Umbener, Vastin is ruled by a king and has the [[Religions#Red_Temple|Red Temple]] (Dualkedorian Creed) as its state religion, which believes in a dichotomy of powers -- of good versus evil forces -- and this belief mostly originates from the fact that Red Temple was the heart of early Vastion culture after the [[Darkness]]. The people of Margon place a lot of importance on contracts and laws, and are typically very by-the-books people. The capital is Lyte, the third largest city in the world, and the kingdom also is home to both the great [[Wonders#Benevis|Red Temple]] of Lyte and the archaios of [[Archaios#Etlas|Etlas]]. &lt;br /&gt;
&lt;br /&gt;
Margon&#039;s Lytelands see a mediterranean climate, with temperate forest covering further inland regions and some broad grassland between the Delsir and Great Ranges. The Great Ranges are mostly montane forest with some alpine tundra at the highest points. The Heulris Islands dot a section of coastline west of Lyte, and the Lensone Islands are found off the southwestern point. The largest rivers are the Neumin, which flows through Lyte, and the Saungir. Mount Tauldan is found in the northeastern corner of the kingdom. &lt;br /&gt;
&lt;br /&gt;
Demonym: Margonian, Margonians&lt;br /&gt;
&lt;br /&gt;
Population: 39,000,000&lt;br /&gt;
&lt;br /&gt;
* Margon Kingdom&lt;br /&gt;
** Sunlor Duchy&lt;br /&gt;
*** Lyte, capital, 157,000&lt;br /&gt;
** Olusnen Duchy&lt;br /&gt;
*** Lasarson, 79,000&lt;br /&gt;
** Orryan Duchy&lt;br /&gt;
*** Valarvis, 63,000&lt;br /&gt;
** Orsonfar Duchy&lt;br /&gt;
*** Fortria, 31,000&lt;br /&gt;
** Tyarnen Duchy&lt;br /&gt;
*** Alfar, 26,000&lt;br /&gt;
** Naslun Duchy&lt;br /&gt;
*** Tasfian, 18,000&lt;br /&gt;
** Hornan Duchy&lt;br /&gt;
*** Dormesen, 13,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
&lt;br /&gt;
The kingdom is around 450 years old, and was formed after the Benevis Empire broke apart in 550AL after the assassination of Emperor Halartus Benevarus. Most areas of Margon are of Seleru ethnic origin, though the people north of the Great Ranges are a [[Ethnicity#Nor|Nor]]-[[Ethnicity#Seleru|Seleru]] mix. Relations with surrounding realms are mostly peaceful, though there is historical tension with [[Oluseon]] and that Margon recently took the Lensone Islands from the [[Reunou]] Hoqomer. Margon maintains diplomatic relations mostly because it acts as a trade hub of naval activity. Margon primarily exports grain, oil, wine, and glass, and Vastin Yellow pigment. The [[Trade#Royal Tuaram Trade Company|Royal Tuaram Trade Company]] has its main office in Lyte. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
&lt;br /&gt;
Margonians glorify heroic wartime figures and soldiers aspire to reach these heroic positions through their deeds. Soldiers deemed to be elite are regarded very highly in Margon. Similarly, [[venquis]] are known to mostly originate in Margon. Common architectural features include belvederes and towers, gardens, and atriums, and common artforms mostly include tournaments and competitive combat sports.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Arkein&amp;diff=2459</id>
		<title>Arkein</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Arkein&amp;diff=2459"/>
		<updated>2022-09-06T08:50:44Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
&lt;br /&gt;
One of three largest kingdoms in Umbener, Vastin is ruled by a king and has the [[Religions#Red_Temple|Red Temple]] (Dualkedorian Creed) as its state religion, which believes in a dichotomy of powers -- of good versus evil forces -- and this belief mostly originates from the fact that Red Temple was the heart of early Vastion culture after the [[Darkness]]. The people of Arkein are less culturally diverse than Vastin and pride themselves on a strong sense of belonging and unity. The capital is Regalias. [[Wonders#Benevis|Vesdor Castle]] is in the duchy of Mevesdor, in eastern Arkein. &lt;br /&gt;
&lt;br /&gt;
Arkein experiences a mediterranean climate on Bator Peninsula and through the Elair Plains, and it has some temperate regions further inland before the montane forests of the Leren Ranges. The White Bay and White Islands sit between the peninsula and mainland, and the Fasaum Islands are also a part of Arkein. The widest river is the Vanetha which flows through Costarson. &lt;br /&gt;
&lt;br /&gt;
Demonym: Arkein, Arkeins&lt;br /&gt;
&lt;br /&gt;
Population: 30,000,000&lt;br /&gt;
&lt;br /&gt;
* Arkein Kingdom&lt;br /&gt;
** Lanerbry Duchy&lt;br /&gt;
*** Regalias, capital, 137,000&lt;br /&gt;
** Sysalbry Duchy&lt;br /&gt;
*** Cangona, 68,000&lt;br /&gt;
** Dirmel Duchy&lt;br /&gt;
*** Tenhinver, 55,000&lt;br /&gt;
** Mevesdor Duchy&lt;br /&gt;
*** Costarson, 38,000&lt;br /&gt;
** Tylein Duchy&lt;br /&gt;
*** Barison, 27,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
&lt;br /&gt;
The kingdom is around 450 years old, and was formed after the Benevis Empire broke apart in 550AL after the assassination of Emperor Halartus Benevarus. People from Arkein are a mix of [[Ethnicity#Nor|Nor]] and [[Ethnicity#Seleru|Seleru]] ethnic groups, with mostly Seleru in the south. Relations with surrounding realms are mostly peaceful, though war has very recently broken out between Arkein and [[Velena]], disrupting the northeastern border. Arkein mostly exports grain, marble, hides, and wine. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
&lt;br /&gt;
Most unique to Arkein are their marine soldiers, trained for combat on land and by sea. Their grand fleet is the largest in Benevis, and they boast strong naval artillery and a controlling naval presence. Prominent architectural features in Arkein include elaborate bridges and walkways, plazas, and defensive structures focussing on pragmatism over embellishment. Common artforms include performances, plays, festivals, and dramas.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Vastin&amp;diff=2458</id>
		<title>Vastin</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Vastin&amp;diff=2458"/>
		<updated>2022-09-06T08:49:41Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations ===&lt;br /&gt;
&lt;br /&gt;
One of three largest kingdoms in Umbener, Vastin is ruled by a king and has the [[Religions#Red_Temple|Red Temple]] (Arngosian Creed) as its state religion, which believes in a dichotomy of powers -- of good versus evil forces -- and this belief mostly originates from the fact that Red Temple was the heart of early Vastion culture after the [[Darkness]]. The people of Vastin are more accustomed to being a multicultural kingdom of varying beliefs and appearances. Its capital is Duracia, which houses the [[Wonders#Benevis|Silver Hall]], and the city of Goldstone is home to the [[Wonders#Benevis|White Temple]]. &lt;br /&gt;
&lt;br /&gt;
The northern two thirds of Vastin is made up of temperate regions with some montane forest around the Golen Peaks, Highlands, Gatalia Mountains, and Leren Ranges. The Galanor Fields at the northern end reach Umber Bay, giving the kingdom its northern coastal access. Part of the eastern border is made up of Riel Lake. Vastin also has access to the Shard Sea via the city of Vadren in Belynsia, and access to the Sea of Lyte along its southwestern shores by way of Leotyne and Goldrond. The Lowlands and Heartlands make up much of the central lands, with the Yrth Ranges leading into the dry grasslands of the southern end. Major rivers include the Tauldan that flows through Duracia, the Tunen which flows into Lake Baymoor, the Natein which flows from the Yrth Ranges, and the Great River that flows from the Senyn and Yrth Ranges and West Fangs, and into Simbea. &lt;br /&gt;
&lt;br /&gt;
Demonym: Vastin, Vastins&lt;br /&gt;
&lt;br /&gt;
Population: 34,000,000&lt;br /&gt;
&lt;br /&gt;
* Vastin Kingdom&lt;br /&gt;
** Whitehills March&lt;br /&gt;
*** Duracia, capital, 145,000&lt;br /&gt;
** Goldrond March&lt;br /&gt;
*** Goldstone, 73,000&lt;br /&gt;
** Midlands March&lt;br /&gt;
*** Hillcrest, 56,000&lt;br /&gt;
** Belynsia March&lt;br /&gt;
*** Vadren 29,000&lt;br /&gt;
** Leotyne March&lt;br /&gt;
*** Landon 24,000&lt;br /&gt;
** Cape Valley March&lt;br /&gt;
*** Relaford 18,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
&lt;br /&gt;
The kingdom is around 450 years old, and was formed after the Benevis Empire broke apart in 550AL after the assassination of Emperor Halartus Benevarus. Ethnic groups in Vastin range from a [[Ethnicity#Nor|Nor]]-[[Ethnicity#Yvabiran|Yvabiran]] mix in the northeast, to Nor in the west, with Nor-[[Ethnicity#Seleru|Seleru]] making up the rest of the kingdom. Relations with surrounding realms are mostly peaceful, though the two most recent conflicts -- one with [[Simbea]] and one with [[Yaele]] -- saw both provinces break away from Vastin to become independent. It mainly exports wool, grain, wine, and some gold. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
&lt;br /&gt;
The most prominent military feature of Vastin are [[Liogons#Leoknights|leoknights]] who ride liogons through the skies, making them one of the few places in Riiga to utilise flying mounts. Though war is often avoided, Vastin has a long history of skilled and noble knights and heroes. Prominent architectural features include capped domes, colonnades, and very large rotundas for main chambers. Common artforms include paintings, literature, music, and banquets.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Benevis&amp;diff=2457</id>
		<title>Benevis</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Benevis&amp;diff=2457"/>
		<updated>2022-09-06T08:46:22Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Benevan Cultures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Benevis= &lt;br /&gt;
&lt;br /&gt;
For history of these people, see [[Benevis History]].&lt;br /&gt;
&lt;br /&gt;
=== Benevan Cultures ===&lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Vastin]]&lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Arkein]] &lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Margon]] &lt;br /&gt;
&lt;br /&gt;
Kingdom of [[Umberia]] &lt;br /&gt;
&lt;br /&gt;
[[Granland]] Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Regyland]] Kingdom &lt;br /&gt;
&lt;br /&gt;
[[Curin]] Kingdom &lt;br /&gt;
&lt;br /&gt;
Princedom of [[Oluseon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leren Alliance:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Laviscon]]&lt;br /&gt;
&lt;br /&gt;
* [[Solusia]] &lt;br /&gt;
&lt;br /&gt;
* [[Velena]] &lt;br /&gt;
&lt;br /&gt;
Crown of [[Simbea]] &lt;br /&gt;
&lt;br /&gt;
Grand Duchy of [[Yaele]]&lt;br /&gt;
&lt;br /&gt;
===Other Peoples=== &lt;br /&gt;
&lt;br /&gt;
[[Leulan]]&lt;br /&gt;
&lt;br /&gt;
[[Murir]]&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Benevis use both metal coins -- called argons or umbers -- and barter for trade. &lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
&lt;br /&gt;
* The Red Temple or Order of Arngos, the state religion. &lt;br /&gt;
&lt;br /&gt;
* The Defenders, a division of the Red Temple of religious warriors who protect sacred sites. &lt;br /&gt;
&lt;br /&gt;
* The [[Venquis]], an order of monster-slayers who operate mostly in secret.&lt;br /&gt;
&lt;br /&gt;
* The [[Carson Institute]], a set of schools which studies and teaches magic. &lt;br /&gt;
&lt;br /&gt;
* The White Order, the term for all knights and nobles and any soldiers under their command. Usually sub-divided into smaller orders of knights and such.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Religions&amp;diff=2456</id>
		<title>Religions</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Religions&amp;diff=2456"/>
		<updated>2022-09-06T08:45:42Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Red Temple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A comprehensive list of all known religions in Riiga by continent &amp;gt; region. &lt;br /&gt;
&lt;br /&gt;
=Baracsa=&lt;br /&gt;
&lt;br /&gt;
==[[Benevis]]==&lt;br /&gt;
&lt;br /&gt;
===Red Temple===&lt;br /&gt;
A gigantic religion which is spread throughout the Benevan kingdoms and city-states. The Red Temple worships the Child God [[Nikina]] and attempts to unite humanity against the god of destruction: [[Garukavar]]. It was founded by [[Benevis_History#Nor_Vastin_Kingdom|King Arngos]] around 800BD. &lt;br /&gt;
&lt;br /&gt;
The religion utilises large temples as centres of worship and places where priests of the Temple can be found. Smaller temples for towns and villages are known simply as chapels. Individual homes often have a small wooden figure of Nikina in the corner of the house furthest from the entry, to ward evil away from the home. These figures are usually simply called icons. Sometimes wayside icons made of wood or stone are placed near the site of a crime, accident, or to mark dangerous or difficult terrain. Larger statues are common in temples and chapels, and they are almost always of Nikina, and are positioned at the end of the nave. Other statues may be of historical high priests, but they are never given the same emphasis as statues of Nikina. In some parts of Benevis, there are outdoor statues of Nikina in gardens maintained by temples, where people come to chant and pray. Due to the physical presence of Nikina among his religion, the Red Temple has a lot of influence on the ruling powers. The [[Venquis]] are monster-slaying knights who operate in secret and are supported by the Temple. &lt;br /&gt;
&lt;br /&gt;
The primary religious text is the Dutri (also called the Dethreos, Dudrei, or Dutrys), which is a compilation of myths, lost histories, and sacred laws transcribed from what Nikina has spoken in the past, as well as chapters of early history of the Red Temple up to around 400BD. Over the next few hundred years, with the escalation in conflict leading up to the War of Ten Kings, work on the Dutri became too fragmented and divided, and after the Darkness, the Dutri was deemed too old to amend or change, so it has not changed in a millennium. There are also collections of song books written by priests who turned many sections of the Dutri into song form, which are usually chanted by Red Temple priests during services. Joining the priests in these chants is considered one of the most sacred form of prayer, and is an expression of gratitude to the Red Temple and Nikina for being the heart of civilised mankind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creeds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though the Red Temple is unified under the authority of the high priests of Umburn and Lyte, there are different creeds operating within the religion itself, separated by minor differences in belief and practice, though all creeds believe in Nikina as the primary god and force of good, and that the sacred text known as the Dutri as the source of doctrine. The creeds are the Dualkedorians of [[Margon]], [[Arkein]], and [[Simbea]]; the Arngosians of [[Umberia]], [[Granland]], [[Vastin]], and [[Regyland]]; and the lesser creeds of Abadorians of [[Asshor]], [[Satium]], and [[Maugnun]], and the Prielics of [[Laviscon]], [[Solusia]], [[Velena]], [[Curin]], [[Oluseon]], and [[Yaele]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dualkedorians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They believe that there is a dichotomy of good and evil in the world and that it is the duty of the good to fight against the evil. They believe Nikina&#039;s four aspects are separate minds and wills but sharing the one body. They fully endorse the Venquis and protect them under sacred law. They believe that Forganad is the only true force of harmony in Riiga, operating from outside the material world in unseen ways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arngosians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They believe that there is a dichotomy of good and evil in the world and that it is the duty of the good to fight against the evil. They believe that Nikina is one mind and will but the aspects are different facets of him. They fully endorse the Venquis and protect them under sacred law. They do not endorse belief in Forganad and do not think there is a divine force of harmony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abadorians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They believe that there is a dichotomy of good and evil in the world and that it is the duty of the good to fight against the evil. They believe that Nikina is one mind and will but the aspects are different facets of him. They do not oppose the use of Venquis, and they do protect them under sacred law, but they do not employ their use directly. They believe that Forganad is the only true force of harmony in Riiga, operating from outside the material world in unseen ways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prielics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They believe that it is possible to be neither good nor evil, such as with animals or children, but it is still the duty of the good to fight for the neutral. They believe Nikina&#039;s four aspects are separate minds and wills but sharing the one body. They do not utilise Venquis in this part of the world, but they do not reject them as a part of the Red Temple. They do not endorse believe in Forganad and do not think there is a divine force of harmony.&lt;br /&gt;
&lt;br /&gt;
See [[Benevis_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Red Temple&lt;br /&gt;
|-&lt;br /&gt;
!Nikina!!Lexander!!Hadrinaeltrios!!Mohaxamilia&lt;br /&gt;
|-&lt;br /&gt;
|Often simply called The Child. Nikina has three other forms (listed below). This form has green eyes and is associated with omnipresence, omniscience, wisdom, guidance, light, energy, power, and holiness.&lt;br /&gt;
|The gold-eyed form of the Child God. A being of spirit, soul, the next life, formality, intelligence, journeys, silence, and maturity. (Xander, Lexand)&lt;br /&gt;
|The red-eyed form of the Child God. A being of peace, choice, violence, protection, education, war, strength, music, and creation. (Hadrin, Adrinael, Eltrios)&lt;br /&gt;
|The blue-eyed form of the Child God. A being of birth, growth, kindness, innoence, joy, love, passion, prosperity, and humility. (Mohax, Maxamilia)&lt;br /&gt;
|-&lt;br /&gt;
!Ilertav!!Leuvana!!Forganad!![[Nikina#Creeds|Creeds]]&lt;br /&gt;
|-&lt;br /&gt;
|The Grand Behemoth, King of Beasts, or King of Riiga. Ilertav is known as the one who crafted the lands, so large and powerful that he creates mountains and seas with his movement. He was the first to gain divine knowledge. &lt;br /&gt;
|Mother Sage, Bringer of Life. Leuvana is second to Ilertav and is the one who gave knowledge and life to the first men at the beginning of time. She is associated with light, fierceness, and power. &lt;br /&gt;
|God of balance, crafter of the laws of nature. Forganad oversees and adjusts according to the actions of Garukavar and Nikina. Seen as greater in power than the Child God and Garukavar, but not directly worshipped, because Forganad is indifferent toward humanity and he only exists beyond the world itself. &lt;br /&gt;
|There are two major and two minor creeds within the Red Temple, each with varying beliefs regarding the Venquis, Forganad, Nikina&#039;s aspects, and the dichotomy of good and evil in the world. &lt;br /&gt;
|-&lt;br /&gt;
!Viyar!![[Hireos]]&lt;br /&gt;
|-&lt;br /&gt;
|Demigods also known as greater Hireos. They are inferior in power compared with gods, but aren&#039;t limited to a physical body, and generally remain unseen and stay out of mortal affairs. Known Viyar include Ilertav and Leuvana. Gods of other religions are often regarded as Viyar. &lt;br /&gt;
|Demigods, lesser in power and authority than the Viyar. The term is used for humans that live for extended periods and display super-human ability, many of whom were mighty rulers in their time.  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Enemies of the Red Temple&lt;br /&gt;
|-&lt;br /&gt;
!Garukavarius!!Rukravumakoron!!Mirukavikneon!!!!Votorin, The Enemy&lt;br /&gt;
|-&lt;br /&gt;
|The god of destruction, recognised but not worshipped. Seen as an essential yet extremely dangerous component of Riiga. Garukavar curses humanity through his many offspring, and has two other minor forms. (Garukavar, Kavar)&lt;br /&gt;
|The aspect of Garukavar associated with hatred and vulgarity. (Rukra, Vuma, Koron)&lt;br /&gt;
|The aspect of Garukavar associated with manipulation and dishonesty. (Miruk, Kavik)&lt;br /&gt;
|&lt;br /&gt;
|Garukavar&#039;s general of war, the bane of humanity, enemy of civilisation, or simply The Enemy, Votorin creates monsters and sends them to attack people. His order, the [[Antemplars]], claims responsibility for all monsters attacks, including The [[Darkness]]. &lt;br /&gt;
|-&lt;br /&gt;
!Raeldon!!Sheokro!!Gorenku!![[Endon]]!![[Odanon]]&lt;br /&gt;
|-&lt;br /&gt;
|Garukavar&#039;s great beast of ice. Raeldon is sly and heartless. She was born of a raging whirlpool deep in the first oceans of Riiga. Recognised but not worshipped. &lt;br /&gt;
|Garukavar&#039;s great beast of fire. Sheokro is violent and hateful. He was born of a gigantic volcanic eruption that formed large islands. Recognised but not worshipped. &lt;br /&gt;
|Garukavaru&#039;s beast of storms. Gorenku is cunning and destructive. He was born of a storm that ravaged the land for a thousand years. Recognised but not worshipped. &lt;br /&gt;
|Demigods similar to Viyar, but they are limited to a physical body. Recognised Endon are Sheokro, Gorenku, and Raeldon. &lt;br /&gt;
|Demigods similar to Hireos, but descended from The Enemy or the Endon. They are often more monstrous in appearance than Hireos, and will directly interfere with mortal affairs. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Leisatru===&lt;br /&gt;
Little is known about the original large family of gods that was found all throughout Umber and Nor before the Red Temple drove the religion out. People from [[Leulan]] follow a modern variant. &lt;br /&gt;
&lt;br /&gt;
The old religion of the area is Leisatru, which follows the god Leiyu and his family of deities. The religion is almost nonexistant today. Members of this religion are known simply as followers, and their main places of worship are henges made of wood or stone. &lt;br /&gt;
&lt;br /&gt;
See [[Benevis_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Leisatru&lt;br /&gt;
|-&lt;br /&gt;
!Leiyu!!Baelyr!!Velyr!!Daunys!!Beinarda!!Gylvaey&lt;br /&gt;
|-&lt;br /&gt;
|The father god. Elusive and mysterious. &lt;br /&gt;
|The first son of Leiyu. He is god of the sea and sky and commands rain, snow, clouds, wind, and natural disasters. &lt;br /&gt;
|The second son of Leiyu, god of kings, governor of the lands, and ruler of all humans. &lt;br /&gt;
|Wife of Baelyr. Goddess of feeding and farming. Her touch makes plants ripen and flourish. &lt;br /&gt;
|Wife of Velyr. The queen goddess, advisor and partner to Velyr, the king god. &lt;br /&gt;
|First son of Baelyr, god of courage. His sword, Cylidd, is made of pure gold, and is so sharp that the air bleeds when he swings it. &lt;br /&gt;
|-&lt;br /&gt;
!Amaveion!!Anuvyn!!Gvydaen!!Brauvyn!!Aerbeirch!!Dyleisy&lt;br /&gt;
|-&lt;br /&gt;
|Second son of Baelyr. A creature who turns into a stony grey demon if the stars align a certain way. He also randomly changes from male to female and back again. &lt;br /&gt;
|First daughter of Baelyr. A beautiful and mighty elk who protects forests and animals. She adopts Gwern from Arberth and Branwen. &lt;br /&gt;
|Third son of Baelyr. A mighty warrior whose voice is so powerful that he can curse other gods. He can only be killed by a spear through his left eye. &lt;br /&gt;
|First daughter of Velyr. Goddess of marriage and death. If someone lives without love, they will die; according to Brauvyn, the only cause of death is heartbreak.&lt;br /&gt;
|First son of Velyr. A giant, as large as a mountain, with a head that can live forever and regrow the body if removed. &lt;br /&gt;
|Second son of Velyr. God of love and lust, seen as a man dressed in shining gold and riding a shining white horse. &lt;br /&gt;
|-&lt;br /&gt;
!Reimon!!Dylaen!!Lugoch!!Blaedyved!!Gvyrn!!Byrveir&lt;br /&gt;
|-&lt;br /&gt;
|Wife of Dyleisy, made a goddess by his power. &lt;br /&gt;
|First son of Gvydaen. God of stealing. He was cursed by Gvydaen to scream in terror every night at midnight. Sometimes, if you listen really hard, you can hear him. &lt;br /&gt;
|Second son of Gvydaen.&lt;br /&gt;
|Wife of Lugoch. A goddess made of a thousand different types of flowers. She can satisfy any man, but gives birth to destructive demons. &lt;br /&gt;
|Daughter of Aerbeirch. Goddess of beasts. She can transform into any animal and can turn people into creatures as punishment. &lt;br /&gt;
|Son of Dyleisy. The young god of duty and servitude. He has unparalleled strength, but can only do what pleases his masters. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Seleru]]==&lt;br /&gt;
&lt;br /&gt;
===Hoqomer===&lt;br /&gt;
A hoqomer is a region ruled by a hoqon, who is an elected leader who acts according to the sacred laws of Xudo. It is a theocratic democracy and a system of beliefs. The [[Eber]] Empire itself is a hoqomer, as are some surrounding states such as [[Reunou]] and [[Xinmou]]. It was founded by [[Seleru_History#Evexan_Hoqomer|Hoqon Evexar]] around 1200BD.&lt;br /&gt;
&lt;br /&gt;
Despite the hoqon himself being a holy leader, holy sites called tequra act as places of worship to the various deities, and a place where priests called sudyan can be found. Hoqomers are theocratic democracies, and as such religion is tightly intertwined with their governments. &lt;br /&gt;
&lt;br /&gt;
Hoqomers utilise various combinations of religious texts. Most commonly is the Am Eir Hoqar, which is an ancient collection of texts written by Hoqon Neqemgu. They are considered extremely cryptic, and are a blend of known and unknown ancient characters and symbols. They foretell a line of hoqons that follow Neqemgu, but does not specifically name who should be the next hoqon. Due to their cryptic nature, each hoqomer has its own interpretation of the Am Eir Hoqar, and thus each hoqomer feels justified in their selection of hoqons. The selection itself is narrowed down by sudyan priests, and the people elect one of these choices to be the new hoqon. Other religious texts include: the Qoiruz Asru which is commonly the foundation for sacred laws and is often adjusted over time, the Erekeze which is an ancient text telling the extensive mythology of the Seleru region, and the Qsib series which are collections of parables of wisdom written only by ruling hoqons of history. Some hoqomers utilise mosaics to depict visages of hoqons, historical events such as wars, or scenes from mythology. &lt;br /&gt;
&lt;br /&gt;
See [[Seleru_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Hoqomer&lt;br /&gt;
|-&lt;br /&gt;
!Xudo!!Quyosh!!Oy!!Osmon!!Qora&lt;br /&gt;
|-&lt;br /&gt;
|The one and only supreme god. Xudo is the source of legislation and sacred law. He gives signs via heavenly phenomena which anybody, provided they believe in Xudo and mysticism, can interpret and share. &lt;br /&gt;
|The masculine aspect of Xudo, associated with the sun. &lt;br /&gt;
|The feminine aspect of Xudo, associated with the moon. &lt;br /&gt;
|Second to Quyosh, aspect of the sky and strength. &lt;br /&gt;
|Second to Oy, aspect of shadows and peace. &lt;br /&gt;
|-&lt;br /&gt;
!Yomgir!!Shamol!!Tuman!!Chaqmoq&lt;br /&gt;
|-&lt;br /&gt;
|One of four aspects of Osmon. Aspect of rain, growth, and sadness. &lt;br /&gt;
|One of four aspects of Osmon. Aspect of wind, protection, and weakness. &lt;br /&gt;
|One of four aspects of Osmon. Aspect of fog, deceit, and rest. &lt;br /&gt;
|One of four aspects of Osmon. Aspect of lightning, victory, and defeat. &lt;br /&gt;
|-&lt;br /&gt;
!Soha!!Yulduz!!Nur Izi!!Tutilish&lt;br /&gt;
|-&lt;br /&gt;
|One of four aspects of Qora. Aspect of planets, bravery, and cowardice. &lt;br /&gt;
|One of four aspects of Qora. Aspect of stars, joy, and loss.&lt;br /&gt;
|One of four aspects of Qora. Aspect of comets, good health, and bad health. &lt;br /&gt;
|One of four aspects of Qora. Aspect of eclipse, prosperity, and poverty. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mysticism===&lt;br /&gt;
Mystics are found mostly in northern Suribia and Seleru. In Suribia, Eber mysticism was founded by [[Seleru_History#Esereu_People|Mezim of Eser]] in around 2600BD, and has since been transformed by other religions into variants of the old form. It focusses more on astronomy and less on the hoqon and gods. Mysticism can also be found in and around [[Ileimou]], [[Hmou]], [[Envou]], [[Haramys]], and [[Surutes]]. &lt;br /&gt;
&lt;br /&gt;
Mystics dwell in sacred buildings called ostium. As with a hoqomer, high mystics are seen as very authoritative figures, and in many cases act alongside ruling powers. The most sacred act of a mystic is to complete a pilgrimage. There are various minor pilgrimages across the lands, but by far the most significant is the Noqlable Tuq, which is a journey to the [[Geography#Wonders_2|Noqlable Arch]]. The pilgrimage route utilises major and minor roads built by the Xilou Hoqomer, and connects Haramys, Envou, the Eber Empire, the Reunou and Xinmou Hoqomers, the Dead Coast, Ileimou, and Hmou. Smaller stone arches called Noqlab are found all along the pilgrimage route, and ancient ones can be found elsewhere, marking old routes that are no longer used. Mystic texts are mainly focussed on astronomical recordings, from which many derivative works have emerged, covering chants, methods of meditation, dances, and tales that promote and strengthen mystic values and beliefs. &lt;br /&gt;
&lt;br /&gt;
In [[Asshor]] and [[Havigban]], mystic kings can be found ruling. Mystics themselves dwell in sacred buildings called ostriva. As with a hoqomer, high mystics are seen as very authoritative figures, and in many cases act alongside ruling powers. &lt;br /&gt;
&lt;br /&gt;
See [[Seleru_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Mysticism&lt;br /&gt;
|-&lt;br /&gt;
!The Heavens!!&#039;&#039;Followings!!&#039;&#039;Afterlife!!&#039;&#039;Recordings!!&#039;&#039;Destiny!!&#039;&#039;Heaven&#039;s Mandate!!&#039;&#039;Celestial Sects&lt;br /&gt;
|-&lt;br /&gt;
|As with western mysticism, eastern mysticism believes the answers to all things lie in the heavens. Deities dwell here but are unreachable and unknowable. &lt;br /&gt;
|Followings are group stargazings where large groups of people gather and receive predictions, usually in the presence of the king and usually regarding the kingdom as a whole. &lt;br /&gt;
|Mystics believe that when someone dies their soul is raised up into the heavens and it becomes a star. The more influential the person was, the brighter their star. In this way, good kings are believe to cause good fortune for years to come. &lt;br /&gt;
|Mystics often have long histories of astronomical recordings. They note significant changes in weather, celestial changes, and seasonal behaviour. This information is often referred to years later to prove aspects of predictions. &lt;br /&gt;
|Mystics believe that all events of significance are predetermined, and the more we try to change that destiny, the more suffering and failure we bring. &lt;br /&gt;
|Mysticism supports kings and chiefs who believe in it, and whoever the predictions and followings point to. Often, the mystics as a whole have more power than the monarch if the monarch himself does not have a high position among mystics. &lt;br /&gt;
|Some older variants of mysticism have various sects to different celestial deities, who are said to grant magic ability to their most devout worshippers. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Tuaram]]==&lt;br /&gt;
&lt;br /&gt;
===Muk Zuas===&lt;br /&gt;
Muk Zuas is practiced by many Raonare peoples at the far southern end of Baracsa, including the [[Hade]] Empire, the [[Efisi]] States, [[Takefesi]], [[Gaodsi]], and [[Miyikisi]]. Their beliefs involve several gods, many of whom are vengeful yet promise great blessings to the devoted. &lt;br /&gt;
&lt;br /&gt;
Muk Zuas has a large pantheon of gods which can be followed by anyone, though their current king -- called the nanohe -- usually has gained the favour of a particular god or goddess at the start of their rule. It generally doesn&#039;t utilise religious sites, as the religion is so closely tied with ruling powers. A priest is called a Kejoka. &lt;br /&gt;
&lt;br /&gt;
===Muk Ra===&lt;br /&gt;
Muk Ra is a variant of Muk Zuas which uses essentially the same gods, but only recognises Akoni Zu, Isowa Zu, and Urlu Zaru as gods worthy of worship. In [[Mbokecho]] and [[Onzigho]], the ruling warlord chooses one of these three gods to be associated with, and the culture changes accordingly to find ways to appease the warlord and his god. If there are signs that the god is not pleased or does not in fact agree with the warlord&#039;s actions, this is justification to overthrow the warlord and choose a new ruler who might choose a different god. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Muk Zuas&lt;br /&gt;
|-&lt;br /&gt;
!Urlu Zaru!!Abadam Zu!!Akoni Zu!!Chukwa Zu!!Boso Zu&lt;br /&gt;
|-&lt;br /&gt;
|Father god, master of the earth. He is the lord of the next realm, where people pass on where they die if the priests properly perform the death ceremony. &lt;br /&gt;
|God of beauty. If one is born without Abadam Zu&#039;s favour, they may be born disfigured, or perhaps even stillborn. &lt;br /&gt;
|Goddess of war. She instills warriors with strength and bravery, and holds their hands if they fall in battle as they pass on to the next realm. &lt;br /&gt;
|God of dawn. If thanks are not given to him each day, sickness may come on the following day. &lt;br /&gt;
|God of fertility. Prayed to when trying to conceive. If the right blessings are given at the right time, the woman may give birth to twins or more. &lt;br /&gt;
|-&lt;br /&gt;
!Dajara Zu!!Efekon Zu!!Ifewe Zu!!Isowa Zu!!Mobonogo Zu&lt;br /&gt;
|-&lt;br /&gt;
|Goddess of the earth. Responsible for how well crops grow. Dajara Zu enriches the soil where offerings are made to her regularly. &lt;br /&gt;
|Goddess of the sun. She watches over all during the day, keeping evil gods at bay until passing her task on to Mobonogo Zu. &lt;br /&gt;
|God of the sea. Sailors and fisherman pray to him for a good catch and a safe voyage. Storms are either Ifewe Zu&#039;s wrath, or an evil god battling with Ifewe Zu. &lt;br /&gt;
|God of the afterlife. He guards the entrance to the next realm, and allows people to pass on if Urlu Zaru has written down their name. If not, Isowa Zu turns the offender to salt and sprinkles them on the lands of the deceased&#039;s family. &lt;br /&gt;
|God of dusk. When Efekon Zu awakens Mobonogo Zu, he checks over everyone before allowing the night to come. Not praying to him before night can bring about a prolonged darkness. &lt;br /&gt;
|-&lt;br /&gt;
!Nkeom Zu!!Ojupa Zu!!Omolo Zu!!Onyed Zu!!Yabana Zu&lt;br /&gt;
|-&lt;br /&gt;
|God of ceremony. Called upon for every ceremony as a divine attendant. He relays all information to Urlu Zaru afterward, and rewards skilled priests with blessings. &lt;br /&gt;
|Goddess of healing. She is summoned when a curse from an evil god has befallen someone, or when a foul illness has struck. Her price is often high. &lt;br /&gt;
|God of wisdom. Prayed to by scholars so that they may receive his divine wisdom. Praying to him every day for fifty years is seen as the path to sacred wisdom. &lt;br /&gt;
|God of youth. Often prayed to by children as per the instructions of the parents. Onyed Zu shields children from evil gods and corruption. &lt;br /&gt;
|Goddess of marriage. Called upon during a marriage ceremony. Any who marry without Yabana Zu&#039;s presence often die in their sleep the following night, their eyes boiled into liquid. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hamakro===&lt;br /&gt;
Though Hamakro see their leader as a child of the spirits, there are seven specific spirits who they see as gods. The she-beasts are acknowledged as superior but are never outwardly spoken of. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Hamakro&lt;br /&gt;
|-&lt;br /&gt;
!Tatori!!Jamolua!!Pura&lt;br /&gt;
|-&lt;br /&gt;
|The she-beast of coldness, the sea and sky, darkness, and caverns. Like all she-beasts, she is aware of all, and does not like to be spoken of. &lt;br /&gt;
|The she-beast of fire, earthquakes, the earth, and lava. Like all she-beasts, she is aware of all, and does not like to be spoken of. &lt;br /&gt;
|The she-beast of lightning, winds, and storms. Like all she-beasts, she is aware of all, and does not like to be spoken of. &lt;br /&gt;
|-&lt;br /&gt;
!Apipaj!!Jero!!Urolua!!Kirutekaj&lt;br /&gt;
|-&lt;br /&gt;
|Spirit of death, sickness, suffering, and plague. She is both feared and revered, and also associated with loneliness, seclusion, and disability. Her three children are Jero, Kirutekaj, and Urolua.&lt;br /&gt;
|The sister spirit of food, celebration, and passion. Worship of her involves festivities of many kinds. &lt;br /&gt;
|The brother spirit of hunting, gambling, death, and secrecy. Hamakro admire his exploitative nature. He also represents incarnation and eternity. &lt;br /&gt;
|The mother spirit of commerce, trade, intelligence, beauty, and intricacy. She is a strong model but also widely feared, as she is known to punish foolishness without mercy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ma Tu===&lt;br /&gt;
Ma Tu is a religion that supports the tzoil&#039;s (king&#039;s) rulership over the people. It is found on the island of [[Mvecho]] in the Karber Sea, and in [[Shcholi]], [[Owngatho]], and [[Wayinzo]].&lt;br /&gt;
&lt;br /&gt;
Ma Tu is closely tied in with the authority and validity of each king, known as a tzoil. It generally doesn&#039;t utilise religious sites, as the religion is so closely tied with ruling powers. Ma Tu priests are called anari. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ma Tu&lt;br /&gt;
|-&lt;br /&gt;
!Itsaut!!Sua Ivik!!Raqtuq!!Una Una&lt;br /&gt;
|-&lt;br /&gt;
|The Bird Monster, god of rulership. He always speaks through the current tzoil (king) and represents high authority.&lt;br /&gt;
|The Rain Spirit. He represents Qurva -- heaven -- the source of life and energy. All life begins in Qurva and makes its way to Umavaa, passing through Raqtuq on the way down, where our lives play out. &lt;br /&gt;
|The Snarling God. He represents the vicious land of the mortals called Miga Ma, food, and life itself. He is seen as very dangerous, but just and fair. &lt;br /&gt;
|The Fish Monster. He represents Umavaa, the lands below, where only death is found. One&#039;s soul goes here if dying in childbirth, battle, or suicide. Anyone else must be prepared for the journey. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Armalia=&lt;br /&gt;
&lt;br /&gt;
==[[Batur]]==&lt;br /&gt;
&lt;br /&gt;
===Sunkhu===&lt;br /&gt;
Dunin shamanism is prevalent over all of Batur and have minor differences between many groups, but they primarily believe in the same spirits who live in the spirit world, where the dead also reside. &lt;br /&gt;
&lt;br /&gt;
Rather than having temples, shamans declare natural landmarks such as hills or mountains to be sacred sites, and manmade structures called ovuqu are places of worship and offering. A shaman usually has some influence on the zhadas, though they are usually seen as an advisory figures. Sunkhu is shared and preserved almost entirely with the spoken word, and their myths and heroic stories are told through ballads. Often, key lines of ballads are used as mantras for meditation, which is commonly practiced among followers of this religion. Shamans often weave grand tapestries using quality textiles, depicting the victories of old heroes and other mythical scenes. &lt;br /&gt;
&lt;br /&gt;
See [[Batur_History#Mythology_&amp;amp;_Prehistory|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Sunkhu Shamanism&lt;br /&gt;
|-&lt;br /&gt;
!Ezun!!Khamgaal!!Asran!!Khar!!Tsagaan&lt;br /&gt;
|-&lt;br /&gt;
|Lords of the spirit world, overseers of the land beyond. They care for the souls of the dead. Names vary. &lt;br /&gt;
|High spirits who help the lord spirits by conveying messages back and forth between the spirit world and living world. They can be called upon for help by clan leaders. Names vary. &lt;br /&gt;
|Guardian spirits who protect the spirit world by preventing unwanted souls to pass by. Shamans must find the asran of their ancestors and befriend it before they can pass into the spirit world and back. Names vary. &lt;br /&gt;
|Black spirits. They are malicious, but will only attack shamans who tap into the spirit world without permission of an asran. Nameless. &lt;br /&gt;
|White spirits. They are sent to those in need by higher spirits and bless those with whom they come into contact. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utyq===&lt;br /&gt;
Utyq beliefs do not involve any deities, but are instead focussed on the divine nature of the sap of plants. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Utyq Beliefs&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;Sap - Essence!!&#039;&#039;Essence Seekers!!&#039;&#039;Jewellery&lt;br /&gt;
|-&lt;br /&gt;
|To the Utyq, sap is the essence of life. They see it as a sacred source of living energy. Children come of age by taking their first drink of it, and they believe the world will end if everywhere runs out of essence. &lt;br /&gt;
|People whose job it is to seek out bloodthorn shrubs and extract the most sacred sap from them. They grow on high hills and their teal flowers glow during dusk and dawn, making these times the ideal foraging time. &lt;br /&gt;
|Utyq people also make jewellery out of essence through a complicated melting and freeze process which eventually results in a material which can last for centuries. Utyq jewellery is worth a lot to the right people. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Temanea]]==&lt;br /&gt;
&lt;br /&gt;
===Gaojhi===&lt;br /&gt;
Gaojhism is prevalent in the [[Yinchu]], [[Ladari]], and [[Porosoea]] Kingdoms, and to a lesser extent, in some surrounding areas. This religion has no deities, and instead centres around fundamental beliefs by which gaojhists live their lives. &lt;br /&gt;
&lt;br /&gt;
Gaojhist monks called gaotu reside in gaoguan, which are extravagant temples. The head monks often give the approval of the ancestors to upcoming monarchs, giving the religion a lot of authority. The sacred text of Gaojhi is the Yon Gao, written by [[Hireos#Gao_Jhang|Gao Jhang]] himself during his reign. It is a philosophical explanation of his ideals -- Yuchian, Honhien, and Jingshe -- beliefs, and values, and also contains his perspective on law and history. It is frequently referred to by gaotu priests, who in turn teach Gaojhism to the upper ruling classes. Though it is not a religion with any deities, the likeness of Gao Jhang is often used as a symbol of the religion, and is often portrayed in murals and paintings as an ascended figure above all and flanked by various other figures, representing the guiding force of the ancestors. Gaojhists frequently leave offerings at gaoguan temples, which are then burned while the gaotu priests chant parables. Some wealthy homes may have their own gaoguan shrine and can perform this offering in their own time. &lt;br /&gt;
&lt;br /&gt;
See [[Temanea_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Gaojhi&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;Yuchian - Ancestors!!&#039;&#039;Honhien!!&#039;&#039;Jingshe - Lesser Spirits&lt;br /&gt;
|-&lt;br /&gt;
|Yuchian means ancestors are eternal and are a guiding force in all lives. Worship of the ancestors is required and, in many places, is the law. A ruler who does not have the support of his ancestors does not enter into power. &lt;br /&gt;
|Honhien means that all of nature is cyclic, and that we should also strive to live by this pattern: seed to tree to seed. It discourages the use of non-cyclic materials such as metal or magic. &lt;br /&gt;
|Ghaojhism believes the land is filled with spirits of varying power, but one&#039;s ancestors are more important. They do not worship any gods, but do not deny their existence either. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gonto===&lt;br /&gt;
A religion based on eighteen ideals practiced by people from the Temanean islands of [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], and [[Henmi]]. They believe in gods (who bless &amp;amp; protect), spirits (who make up nature), and demons (who curse and harm). All entities in Gontoism are nameless.&lt;br /&gt;
&lt;br /&gt;
Gontoist priests are called kanotu, and their places of worship are called pagodas, which are towering temples where certain spirits are said to gather. As with gaojhism, kanotu priests have some sway over rulers by offering blessings from the gods or spirits and affirming the virtues of the monarchs. Because Gontoism is such an old religion in a group of cultures with no written histories, its origins are not very well understood, and it seems to adapt and evolve over time as needed. Some believe Gontoism is a combination of old Gaojhist beliefs and the traditional beliefs of the people native to the Islands of Night. Regardless, its kanotu priests spread teachings orally, and keep no written material relating to Gontoism. When kanotu are not in pagodas chanting, meditating, or weaving tapestries, they travel the islands, sharing Gontoist ideals and myths in the form of poetry and stories. They also offer to speak with tamashai (spirits) and akumo (demons) if there is a conflict between them and the people, acting as divine mediators. In many cases, offerings of equivalent value to the perceived offense are enough to appease unhappy spirits. &lt;br /&gt;
&lt;br /&gt;
See [[Temanea_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Gontoism&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;Gontoho - The Eighteen Ideals&#039;&#039;!!&#039;&#039;Kontora - The gods&#039;&#039;!!&#039;&#039;Tamashai - The spirits&#039;&#039;!!&#039;&#039;Akumo - The demons&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bravery, humility, respect, selflessness, wisdom, repentance, serenity, change, silence, honour, love, appropriateness, knowledge, care, adventure, generosity, sacrifice, compassion.&lt;br /&gt;
|Luck, wisdom, strength, loyalty, peace, compassion, honour, knowledge, rest, forgiveness, bravery, love, protection, fertility, creation, scholarship, bliss, healing, agility, beauty.&lt;br /&gt;
|Water, fire, light, flowers, wind, thunder, the sun, mountains, stars, rivers, trees, soil, wolves, the moon, storms, the sea, dawn, rice.&lt;br /&gt;
|War, envy, gluttony, pride, laziness, lust, selfishness, illusion, madness, greed, blindness, death, immortality.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San===&lt;br /&gt;
Sanism is similar to Gontoism in that it involves a very large number of deities. It is mostly found in the [[Ho Da]] and [[Bandiao]] kingdoms in southern Teman. Sanism involves a large pantheon of gods of varying tiers of power. &lt;br /&gt;
&lt;br /&gt;
Sanist priests are called santu, and they perform rituals and study scripture in temples called sangan. Sanism is the official religion of the Ho Da and Bandiao kingdoms, and followers are sometimes found in other regions in Temanea. It is required for every family to worship at least one of the Sanist gods, including the royal family. Worship of a god requires a household shrine which houses a relic relating to the god to be worshipped, a Yiara, and a small totem to that god. The relic must be blessed at a sangan temple, or the god in question will not recognise any worship as intended for them. Relics range from mundane objects with sentimental value to extravagant heirlooms and treasures. The relic sits upon a sacred text called a Yiara, which is a personal record unique to each family name, detailing every offering made, every prayer answered, and every time the god has punished a member of the family. Some Yiara are ancient, dating back centuries. Sometimes, if one has ended up too far from the place that holds their family&#039;s Yiara, a new Yiara is established for any members of that family nearby. The totem must be created and blessed by a santu priest. Totem materials depend on the rank of god: Heavenly Chasuo totems are made of gold, Celestial Dasuo totems are made of Copper, Terrestrial Lunsuo totems are made of dolomite or diorite, and Subterranean Tasuo totems are made of cinnabar. The following lists of gods are in-exhaustive. &lt;br /&gt;
&lt;br /&gt;
See [[Temanea_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Gaozhi&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;Heavenly Gods - Chasuo!!&#039;&#039;Cosmic Gods - Besuo!!&#039;&#039;Celestial Gods - Dasuo!!&#039;&#039;Terrestrial Gods - Lunsuo !!&#039;&#039;Subterranean Gods - Tasuo&lt;br /&gt;
|-&lt;br /&gt;
|These gods are reserved for the worship of the royal family. Heavenly gods include Suohu (creation), Chanta (birth), Tuomun (sacrifice), Taidu (justice), Tyanra (heaven), Luon (divinity), and more. &lt;br /&gt;
|These gods are usually worshipped by the social elites such as nobles heads of royal orders. Cosmic gods include Nunui (stars), Tenmeten (cold), Lentan (death), Momun (immortality), Songbon (male), Meana (female), Nanmua (underworld), Nehane (balance), Mantuo (unity), Datai (destruction), Manmata (morality), and more. &lt;br /&gt;
|These gods are usually worshipped by royal retainers and lesser nobles. Celestial gods include Junmin (knowledge), Muocha (peace), Xe Ten (obedience), Lintyan (gratitude), Muaxa (leadership), Hainurun (resilience), Nyatea (ancestors), Sya La (joy), Handenru (stability), Delen (teaching), Mangdui (war), Ruchenme (music), Huatai (singing), Dyaxin (artworks), Neateng (brilliance), and more. &lt;br /&gt;
|These gods are usually worshipped by the general public. Terrestrial gods include Merua (rain), Bemu Sa (sun), Muytai (moon), Dubau (harvest), Baibya (health), Nuo Mea (medicine), Dahidya (fortune), Ranbuon (longevity), Tinle (snow), Tuy Nen (rivers), Tujyan (sea), Mearan (wind), Da Satu (storms), Hyanmuo (valley), Xya Tai (mountain), and more. &lt;br /&gt;
|These gods are deemed unworthy of human worship, not due to a lack of power, but because of their corrupting nature. Subterranean gods include Bamai (greed), Nuodenme (suffering), Dorun (madness), Cha Mo (mortality), Sonsan (disease), Rinyin (disaster), Xui Hote (laziness), and more. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Qarbak]]==&lt;br /&gt;
&lt;br /&gt;
===Sarrayun===&lt;br /&gt;
The Mintar of eastern [[Oolu]] believe in an eternal cycle of the immortal empress bringing the previous emperor&#039;s soul back, a cycle set into motion by the two first gods. It is the more prevalent religion of the two main ones in the Oolu Empire. The first immortal ruler was [[Qarbak_History#Karbak_People|Sarrayan]]. &lt;br /&gt;
&lt;br /&gt;
Temples are called devarsuq, and sarrayi priests reside there. Because Sarrayun states that each emperor is a reincarnation of the previous one, the religion is tied very closely into the ruling powers. Devarsuq have several important roles in Sarrayun. Every devarsuq has a pyre where sacrifices are frequently brought and burned, helping to continue the cycle of life and death. Believers fear that if they do not make sacrifices every fourteen weeks (the time between Guranda&#039;s death and resurrection) that their lives will degrade, since there cannot be life without death. It is common to meditate during the burning of sacrifices. Sarrayi priests also have a handful of sacred texts: the Kiber Ran tells the mythology of the creation of the world, the first emperor Guranda and immortal empress Xilia, and the two ruling gods Ulkor and Mavharra; the Qobaku is a set of sacred laws that old histories; and the Bir Hibhar is a collection of ballads and parables that tell of the terror and glory of the gods. Murals that depict the four divine beings and their relations are frequent, and themes derived from this relationship inspired many religious dramas and plays called Hibharla. Sarrayi are also responsible for mummifying important figures, especially west of the Sea of Lions. &lt;br /&gt;
&lt;br /&gt;
See [[Qarbak_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sarrayun&lt;br /&gt;
|-&lt;br /&gt;
!Ulkor!!Mavharra!!Xilia!!Guranda&lt;br /&gt;
|-&lt;br /&gt;
|One of two ruling gods. Ulkor is a god of violence and war. He slew those who were brave enough to challenge the two in the first times of man, and eventually made an immortal empress for the first emperor.&lt;br /&gt;
|One of two ruling gods. Mavharra is a god of deceit and trickery. He deceived those who were brave enough to challenge the two in the first times of man, and eventually made an immortal empress for the first emperor.&lt;br /&gt;
|The immortal empress, locked in an eternal partnership with Guranda. She is a spirit of wrath, desire, and punishment. She resurrects the soul of her husband in each new emperor. &lt;br /&gt;
|The emperor, who is revived by Xilia in a new body each time he dies. He is always a being of utter power, with enough willpower to sway any to his side. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pakorra===&lt;br /&gt;
The Kayen of western [[Oolu]] have a religion very similar to Sarrayun, but with some small variations. Pakorra is practiced only in a few old city-states bordering the Oolu Empire, as Sarrayun is far more prevalent.&lt;br /&gt;
&lt;br /&gt;
Pakorra utilise the same kinds of temples as Sarrayun, but to slightly different deities. Their priests are called pakori, and are illegal in the Oolu Empire. Also as with sarrayi, pakori give authenticity to their monarchs by holding the reincarnation ritual. &lt;br /&gt;
&lt;br /&gt;
See [[Qarbak_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Pakorra&lt;br /&gt;
|-&lt;br /&gt;
!Ulkayil!!Mayahara!!Esrayan&lt;br /&gt;
|-&lt;br /&gt;
|One of two ruling gods. Ulkayil is a god of power and authority. He is stronger than Mayahara, but only does what his brother suggests. This pairing of brains-body is central to Pakorra.&lt;br /&gt;
|One of two ruling gods. Mayahara is a god of knowledge and wisdom. He frowns upon immorality and sends his brother Ulkayil to smite those who do not pay utmost respect to the twin gods. &lt;br /&gt;
|In Pakorra, the emperor himself is immortal and comes back in a new body each time he dies through a ritual which places his soul in a worthy vessel. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Farhi Bhara===&lt;br /&gt;
The people of [[Qusa]] and [[Kobhufi]] follow an ancient pantheon of local gods. They are worshipped in temples usually built along the coast or archroad, and hold festivals to their gods on certain dates. Priests and augurs called bharhudu guide the people in religious ways and teach how to make prayers and offerings to the gods correctly. &lt;br /&gt;
&lt;br /&gt;
The religion is not very close with ruling powers, though it is common for governors to demonstrate that they have favour from a particular deity, and that deity will be a favourite during their rule. Details about each god seem to vary wildly from place to place. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Farhi Bhara&lt;br /&gt;
|-&lt;br /&gt;
!Dunran!!Kadatu!!Mhasir!!Sunrur!!Qela&lt;br /&gt;
|-&lt;br /&gt;
|God of the moon and rest. He is associated with the owl. &lt;br /&gt;
|God of storms and fortune. He is associated with the sea.&lt;br /&gt;
|God of heaven. He is associated with [[Astronomy#The Eye|The Eye]]. &lt;br /&gt;
|Goddess of healing. She is associated with the camel. &lt;br /&gt;
|God of oaths and promises. He is associated with the elephant&lt;br /&gt;
|-&lt;br /&gt;
!Ruquku!!Karar!!Quyonrar!!Soryure!!Horon&lt;br /&gt;
|-&lt;br /&gt;
|Goddess of the sun and trees. She is associated with the parqul. &lt;br /&gt;
|God of the dead and the afterlife. He is associated with the tiger. &lt;br /&gt;
|Goddess of celebration. She is associated with the dolphin. &lt;br /&gt;
|Goddess of the sea. She is associated with the sea turtle. &lt;br /&gt;
|Goddess of justice and righteousness. She is associated with the zebu. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Yvatshun]]==&lt;br /&gt;
&lt;br /&gt;
===Yvabiran===&lt;br /&gt;
People of [[Yvabira]] traditionally believe in a variety of gods, many of whom are related or share a history together. Though there is no strict hierarchy or sense of cooperation, Ksevan is generally their high god. &lt;br /&gt;
&lt;br /&gt;
Temples are called hof, and house druid priests, who usually have some influence on kinas leaders. Hofs are usually the place where the arts of woodworking and woodwind instruments are mastered and taught, and druid priests often travel to spread these arts, coupling them with stories of the Yvabiran gods, sharing the wisdom that can be derived from the tales. When a druid priest gains enough popularity and support, they are said to have received the divine task of building a great totem called an Atce. Many atce are finished within a decade, but some take generations to finish and are truly monumental. In the past, some groups of druid priests declared offenses against the gods were committed by villages who adopted Dunian beliefs, and had said villages and their occupants burned, but as of around 600AL, when the Dunian Empire began to withdraw, this practice has since been replaced with hunting festivals, where any suitable game is offered to the gods as sacrifices. &lt;br /&gt;
&lt;br /&gt;
See [[Yvatshun_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Yvabiran Polytheism&lt;br /&gt;
|-&lt;br /&gt;
!Ksevan!!Shtoyan!!Dzobrin!!Vojemirra!!Darin&lt;br /&gt;
|-&lt;br /&gt;
|God of gods, a fat tyrannical ruler of unrivalled strength. Ksevan, though normally self-interested, will fiercely protect his dominion and people as a whole. His two sons help him run the land.&lt;br /&gt;
|Ksevan&#039;s eldest son, the hunter god. He tests the skill of those who take from his lands and if they aren&#039;t resilient enough he will weaken them with wild animals and disease. &lt;br /&gt;
|The artist son. He created trees and animals at his father&#039;s request. He also cares for newborns and children, sends warnings and omens to wood priests, and is known to be very emotional.&lt;br /&gt;
|Shtoyan&#039;s wife. She is intentionally kept mysterious, as she is the goddess of mystery. Her unknowable nature represents the infinite reaches of knowledge and wisdom, and wise elders call upon her for guidance. &lt;br /&gt;
|The watching god. He sits high in trees, sweeping down in the form of crows to save innocents from harm. He does so despite Ksevan&#039;s advice, and is thus known as a god of rebellion. &lt;br /&gt;
|-&lt;br /&gt;
!Bizhjen!!Vatshiros!!Bovek!!Zhuboshtiv&lt;br /&gt;
|-&lt;br /&gt;
|The sage god, older than Ksevan but less powerful. He dwells deep in caves and his mossy beard grows down tunnels across the whole land. It is said that he has no eyes, yet can see all things. &lt;br /&gt;
|The wolf of night who manifests as a giant black wolf-like beast. He prowls around the outskirts of isolated villages at night, sometimes snatching up disobedient children with its huge jaws. Though once the pet of Ksevan, Vatshiros has since become wild. &lt;br /&gt;
|The cloak of darkness. He wears a billowing cloak made of black wolf hide and pretends to be Vatshiros. Rather than eating naughty children, Bovek extracts their minds and makes them his slaves. &lt;br /&gt;
|The land-tree. Older even than Bizhjen and Ksevan, Zhuboshtiv is a god who dwells in the heart of the land, his fingers and toes extending up in the form of forests and mountains. His strength and will holds all the lands together. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alatia===&lt;br /&gt;
People of [[Huirnon]] and [[Alacas]] believe in Adrastatirok -- the one god -- and various other high spirits relating to the moon and sun, helping others, and seeking truth. &lt;br /&gt;
&lt;br /&gt;
Alatian priests are called followers, and erect great obelisks in their towns and cities to their pantheon of gods, often with shrines nearby. Alatianism has little influence on the monarchs of western Yvatshun. As one of a few large religions without specifically religious buildings, Alatianism is unique in that it moves around easily. Follower priests often travel from place to place, performing dances with ballads that tell stories of the gods. Makeshift temporary obelisks are frequently erected in honour of these times. The origins of Alatianism are not known; it has no sacred texts or objects by which it is propagated or reinforced. &lt;br /&gt;
&lt;br /&gt;
Around 150-200AL, an Alatian high priest called [[Rapturian]] divided the Vastions with his own variant of Alatianism but was ultimately executed for high crimes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Alatia&lt;br /&gt;
|-&lt;br /&gt;
!Adrastatirok!!Gulemn!!Ashmah!!Gulana!!Ashmin!!Shonadol&lt;br /&gt;
|-&lt;br /&gt;
|The god of power, authority, control, and righteousness. He created the sun and moon, who in turn formed Riiga between them as a product of their passion. &lt;br /&gt;
|The moon spirit of silence, coolness, and rest. With Ashmah, he formed Riiga as a manifestation of their passion, contributing the materials of the land. &lt;br /&gt;
|The sun spirit of light, warmth, and life energy. With Gulemn, she formed Riiga as a manifestation of their passion, contributing life and light to the land.&lt;br /&gt;
|A spirit of precision, humility, and skill, and an expert killer and warrior. He is often prayed to in times of great need. &lt;br /&gt;
|A helpful spirit of hearths, food, warmth, and comfort. She is always prayed to before meals, and is believed to hold families together. &lt;br /&gt;
|A spirit of passion, intelligence, beauty, and the changing of seasons. She holds together the cycle of life. She was given eternal life by Ashmah in exchange for an eternity of helping any who encountered her. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Church of the Holy Pyre===&lt;br /&gt;
The Church of the Holy Pyre is mostly found within eastern Yvatshun, and is the official religion of [[Nhorcea]]. They worship the god Raevil, who is a descendent of the gods of Yvabiran Polytheism. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Church of the Holy Pyre&lt;br /&gt;
|-&lt;br /&gt;
!Raevil!!&#039;&#039;Holy Pyre!!&#039;&#039;Raevil&#039;s Bloodline&lt;br /&gt;
|-&lt;br /&gt;
|The primary god who founded the Holy Pyre. He is said to be a mortal descendant of a Yvabiran god, and saved the land from monsters before having his will immortalised in the form of the flames of the pyre. He was a great warrior who found a grey flame in a sacred cavern and took it upon his sword, called Narezlar, which gained the ability to destroy monsters in one strike. &lt;br /&gt;
|The unyielding flames of the Holy Pyre are Raevil&#039;s body and spirit persisting into the present day. Every church in Nhorcea has a pyre that was lit by the same fire, which has been burning for centuries now. The flame burns grey and its magical warmth can permeate an entire city, keeping out the region&#039;s frigid cold. &lt;br /&gt;
|The Lords of the Chamber are descended from Raevil&#039;s bloodline, and many of them are born magificers who learn diviniturgy taught by the church. They make up the highest ranks of the order, and specialise in battling monsters and keeping Raevil&#039;s peace. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Suribia=&lt;br /&gt;
&lt;br /&gt;
==[[Vaman]]==&lt;br /&gt;
&lt;br /&gt;
===Akan===&lt;br /&gt;
Akanism is an old religion from early Vaman people. It is essentially nonexistant today -- practiced only in [[Cendar]] and by the [[Valigs]] in noteworthy numbers -- thanks to the anti-religious views of most of the Vaman kingdoms. King Moinamarvir&#039;s [[Vaman_History#Tasif_Kingdom|Tasif Kingdom]] is believed to have been the birthplace of Akanism. &lt;br /&gt;
&lt;br /&gt;
Akanist priests are called lobon, and gather in temples called moun to worship their one god. Being a lobon is illegal in Vaman secular kingdoms. &lt;br /&gt;
&lt;br /&gt;
See [[Vaman_History#Mythology|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Akanism&lt;br /&gt;
|-&lt;br /&gt;
!Olayin Yetun!!&#039;&#039;Agbar - Meditation!!&#039;&#039;Ibor - Illusion!!&#039;&#039;Ohun - Singing!!&#039;&#039;Lihise - Service!!Lobon&lt;br /&gt;
|-&lt;br /&gt;
|The one supreme god, reality, and spirit-of-all. It is genderless, formless, and is beyond all humanity. It knows nothing of time and space, and is the origin of all life. &lt;br /&gt;
|The only way to experience Olayin Yetun is by looking inward through meditation, because it dwells deep within all things. Meditation also focusses the power of the body, increasing strength and resilience. &lt;br /&gt;
|Akanism describes most things in the world as illusions in that whatever they bring is very temporary or sometimes not even there at all. Only Olayin Yetun can lift the illusory veil of the mortal life. &lt;br /&gt;
|Akan people sing hymns without music. The hymns are all about Olayin Yetun&#039;s divine knowledge and supremacy over the rest of the world, and are often used to find focus and tranquility. &lt;br /&gt;
|Akanism demands that all people contribute selflessly to society in one of three ways: physically, mentally, or materially. All service must be honest and all outcomes must be shared. &lt;br /&gt;
|A lobon is an akanist guru or wiseman who wanders and spreads the teachings of Olayin Yetun. It is now illegal to be a lobon in any Vaman kingdom. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Remdor]]==&lt;br /&gt;
&lt;br /&gt;
===Remdorian Sect===&lt;br /&gt;
The Sect is a fairly new religion introduced to Remdor by foreign travellers. Its specific origins are unknown. It involves a dual set of central beliefs and does not believe in gods. &lt;br /&gt;
&lt;br /&gt;
Priests called curators dwell in temples called sects, which act like churches for the populace. The high priests have significant influence in the land, but the sect is not higher than the king himself. People visit sects every fortnight, gathering together for two events: sermons are told by curators to the people there, usually recounting the laws and values of the Sect, and reinforcing the ideas of sacrifice and blessing; afterwards, people make offerings, leaving behind one item that they want to do without on a pile before the altar. Since it has no gods, related artforms are usually pairs of faceless statues that represent the duality of sacrifice and blessing. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Remdorian Sect&lt;br /&gt;
|-&lt;br /&gt;
!Diocesan!!&#039;&#039;Sacrifice!!&#039;&#039;Blessing&lt;br /&gt;
|-&lt;br /&gt;
|The symbolic head of the sect. The diocesan is elected at set intervals. Anybody can put themselves up for election. The voting is done within the sect itself. They only have influence over culture, but have no say on laws. &lt;br /&gt;
|The sect believes that goodness only comes when people are willing to give up something in return. Those who hoard -- possessions or ideas -- will receive suffering in life. &lt;br /&gt;
|The sect believes that blessings are earned when people give up needless posessions and ideas, and that those who give blessings to others are apt to receive goodness in life. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Scarcun===&lt;br /&gt;
The ancient [[Scarcun]] natives of eastern Suribia believe in a living and feeling world, rather than in gods. Not only are all things spiritual in nature and origin, but all things are alive and equal. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Scarcun Animism&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;Things&#039;&#039;!!&#039;&#039;Ideas&#039;&#039;!!&#039;&#039;Totems&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Animals, people, plants, rocks, water, weather, buildings, places, tools... All objects are living and possess a soul. Some things, such as forests, share souls of varying sizes. Most animals have their own soul. &lt;br /&gt;
|Similarly, all words, spoken or thought, have a soul and gain a life of their own once brought into existence. It is for this reason that Scarcun practice saying only what they&#039;ll be happy with for their entire lives. &lt;br /&gt;
|Since everything existing or created has or gains a soul, Scarcun craft protective items and place into them good thoughts and energy. Then they carry the totem if it&#039;s small or erect it if it&#039;s large and the good spirit stays in the totem, protecting those nearby. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Into]]==&lt;br /&gt;
&lt;br /&gt;
===Tlarate===&lt;br /&gt;
A tlarate is a theocracy where the tlar is also their god. But unlike other theocracies, the tlar changes, and there are many ranks of tlar. They are referred to simply by order of their power. Tlarates include Ngara, Morunwa, Angilun, Hlisitl, Agbakpwas, Anykwas, Hiigwbas, Akpzas, and Sitahs, though only Ngara and Morunwa have tlars of the patnaimu ranking. The first tlar was [[Into_History#Into_Tlarate|Patnaimu Intonganihuntro Kwanmanga]], and is the only tlar to have ascended beyond the patnaimu rank. &lt;br /&gt;
&lt;br /&gt;
Temples are called unrotinga and can be found in every settled area, where people are required to offer goods and prayers to their tlars. &lt;br /&gt;
&lt;br /&gt;
See [[Into_History#Mythology_&amp;amp;_Prehistory|Mythology]] for the mythology of this region. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Tlarate&lt;br /&gt;
|-&lt;br /&gt;
!Patnaimu!!Patnanku!!Patmunru!!Panrantu!!Patinoru&lt;br /&gt;
|-&lt;br /&gt;
|Fifteenth. Allegedly the highest rank a tlar can attain. A patnainu spends the entirety of his time fasting and meditating in an attempt to reconnect with the ancient tlars of the first Inoti Tlarate. &lt;br /&gt;
|Fourteen. The tlar-in-attendant. Since the patnainu spends all his time meditating, the patnanku is the face of the patnainu. He has absolute say on all matters. &lt;br /&gt;
|Thirteen. There are seven patmunru who make up the patnanku&#039;s private council. Together, they can inform the patnanku on matters or send orders on his behalf. &lt;br /&gt;
|Twelve. Capital rulers. Panrantu manage the city as a whole through various subservient orders of officials. &lt;br /&gt;
|Eleven. Temple head. Patinoru run the wide networks of tlar temples from the capital temple and govern most aspects of a tlarate&#039;s religious activities. &lt;br /&gt;
|-&lt;br /&gt;
!Pattu!!Onpatu!!Etvatu!!Elamu&lt;br /&gt;
|-&lt;br /&gt;
|Ten. Temple masters. A pattu is the head of a temple, has several onpatu beneath him, and answers to the patinoru if word comes in. &lt;br /&gt;
|Nine. Temple-dwellers. At this stage, the tlar becomes a high priest in a temple beneath the pattu/tenth. They train priests and perform sacrifices, and one replaces the pattu if something happens to him. &lt;br /&gt;
|Eight. Greater warlords, given more land and more authority in the tlarate. They can speak on behalf of the tlar on minor matters. &lt;br /&gt;
|Seven. The lowest tier of tlar, often considered warlords of their own minor regions. Esteemed officials can aspire for this title, given appropriate actions and training. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progora==&lt;br /&gt;
&lt;br /&gt;
==Windas==&lt;br /&gt;
&lt;br /&gt;
===Wwinda===&lt;br /&gt;
The Wwinda people believe in a pantheon of supernatural beings that can be appeased for various kinds of favour and blessing. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Wwinda Beliefs&lt;br /&gt;
|-&lt;br /&gt;
!Terrtoq!!Anguak!!Avnawa!!Kalau!!Nefaluwf!!Handawk&lt;br /&gt;
|-&lt;br /&gt;
|A long-haired, powerful being who can turn into a great blue wolf to hunt those who go out alone at night. He blesses hunters who respectfully pay for the souls they take while hunting. &lt;br /&gt;
|A giant man with a coat of long fur and a heavy necklace of sea-green shells. He lives under the ice and helps fisherman, though he causes leaks in boats of those who disrespect him. &lt;br /&gt;
|The companion of Anguak. Avnawa is a woman with long white hair and arms covered in leaves. She is the spirit of medicine and fertility. &lt;br /&gt;
|A woman in black furs, goddess of the dead. She gathers souls who have passed on and offers them a night with her. If they refuse, they can pass on in peaceful slumber. If they comply, they spend eternity as her slave. &lt;br /&gt;
|A bony man with the head of a tree stump. He is the god of storms and wind and leads the foolish astray by changing the land around them. &lt;br /&gt;
|The god of bears. He rides a great polar bear and has antlers upon his head. He leads the sun spirit across the sky which is in turn chased by the moon spirit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sacre==&lt;br /&gt;
&lt;br /&gt;
===Nwashas===&lt;br /&gt;
The Nwashas are nomadic peoples. They follow their one goddess, moving whereever she guides them and staying as long as she asks them to. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;|Nwashas Beliefs&lt;br /&gt;
|-&lt;br /&gt;
!Achanu Anne&lt;br /&gt;
|-&lt;br /&gt;
|Also known as the Blue Mother, their goddess speaks to the chief and elders of the Nwasha people through the moon. They believe that she will one day guide them to a haven of ultimate peace. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=[[Jindiara]]=&lt;br /&gt;
&lt;br /&gt;
==Hede==&lt;br /&gt;
&lt;br /&gt;
===Tesakri===&lt;br /&gt;
The Tesakri believe in a trio of divine beings who are caught in a cyclic pattern pertaining to the drawing and removal of the darkness everyone carries in their hearts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Tesakri Beliefs&lt;br /&gt;
|-&lt;br /&gt;
!Auhelo!!Tiisetso!!Ntsu&lt;br /&gt;
|-&lt;br /&gt;
|Goddess of the sun who brings the light. She selflessly takes people&#039;s darkness and burdens upon herself. They believe she will one day come again and save everyone from the encroaching darkness of Ntsu once more. &lt;br /&gt;
|Auhelo&#039;s older brother who protected her in her youth and took her up to the sun during her first flight. He turned to ash. He represents those who give up their wellness for the greater good. &lt;br /&gt;
|God of death. He carries everyone&#039;s darkness unwillingly, drawing so much of it that he looks like a giant bird of shadow. If Auhelo doesn&#039;t take his darkness, Ntsu will spread darkness across the land, killing everyone and everything. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ashk==&lt;br /&gt;
&lt;br /&gt;
===Dustmen===&lt;br /&gt;
The dustmen of Setekri believe in the universal importance of dust being the beginning and end of all things. Their belief system has no specific deities. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Dustmen&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;Dust!!Taerose&lt;br /&gt;
|-&lt;br /&gt;
|Dust is the source and end of all life. They wear dust to be closer to the land, and as an expression of humility and mortality. &lt;br /&gt;
|Also known as the &amp;quot;dust father&amp;quot;. Every taerose is chosen from a tribe by another tribe called the dustclan made entirely of taerose. The dustclan travels from tribe to tribe, continuing to teach each new generation about their traditions. If a tribe lacks a taerose, one of the dustclan members will stay behind to become the new chief. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ngoe==&lt;br /&gt;
&lt;br /&gt;
===Keid===&lt;br /&gt;
[[Keid]] see Buroba, the air spirit, and Maaloxtodin, the water spirit, as both essential to their existence. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Name&lt;br /&gt;
|-&lt;br /&gt;
!Buroba!!Maaloxtodin!!Faatox&lt;br /&gt;
|-&lt;br /&gt;
|The father, creator, and god of the Keid. Buroba is a spirit of wind who walks among the Keid, residing in the grand temple in Shuptalxia. Almost all Keid worship Buroba as thanks for him giving them the ability to breathe. &lt;br /&gt;
|The Old Father. Father to Buroba. He once had complete power over the land, but lost some of his power when he saved the first Keid from Faatox. He is associated with water. &lt;br /&gt;
|A malicious spirit who terrorised the first Keid. He chased Buroba from the deep cavern of Pzapzo, where Buroba gained power over air and eternal life. Believed to have been slain by Maaloxtodin. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
===Feliss===&lt;br /&gt;
The beliefs of the [[Ildemin]], passed down through generations in secret. It sees the gods as great beasts who play various roles in Riiga. As Ildemin don&#039;t live anywhere in particular, the religion is spread thinly throughout northern Baracsa, and in scattered areas across Armalia. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Feliss&lt;br /&gt;
|-&lt;br /&gt;
!Enfelen!!Leveni!!Enkiden!!Kemenkin!!Meseter&lt;br /&gt;
|-&lt;br /&gt;
|The divine beast who manifests as birth or death in order to strike balance in Riiga. Treated with utmost respect and reverance. &lt;br /&gt;
|The beast spirit of passion, associated with love, beauty, life, sacredness, and divinity. She is a mother to the Ildemin and looks out for those who do what pleases her. &lt;br /&gt;
|The son beast of Enfelen, the hunting beast. Associated with fighting prowess, good health, food, and wellbeing. He is celebrated with feasts and good hunting, and worshipped very commonly.&lt;br /&gt;
|The divine beast of peace. He represents endurance, eternity, and restfulness. &lt;br /&gt;
|The divine beast of storms. He is associated with independence, anger, light, and vigour. &lt;br /&gt;
|-&lt;br /&gt;
!Rekeni!!Rek!!Biribel!!Erest!!Mefeni&lt;br /&gt;
|-&lt;br /&gt;
|The divine mystic beast. He is associated with grandeur, logic, science, and confidence. As he opposes enemies of Ildemin, he is one of the most popular divine beasts. &lt;br /&gt;
|The dreaming beast. She is associated with family, hope, and dreams, and believes in love for all and hatred for none. &lt;br /&gt;
|The rebellious beast. He turned against the dark beasts in his youth, and inspires Ildemin all over, often used to glorify tales of rising against opposition. &lt;br /&gt;
|The nomad beast. He is associated with change, movement, soulfulness, chance, good fortune, and spontaneity. He is commonly worshipped among nomadic Ildemin. &lt;br /&gt;
|Beast of kindness. She is associated with helpfulness, humility, serving, kindness, and mercy. Ildemin believe that when they die, they meet with Mefeni, who grans mercy upon those who ask for it, allowing them to pass on to &amp;quot;eternal grazing&amp;quot;, an endless state of pleasant rest. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Name&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Oluseon&amp;diff=2455</id>
		<title>Oluseon</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Oluseon&amp;diff=2455"/>
		<updated>2022-09-06T08:45:07Z</updated>

		<summary type="html">&lt;p&gt;Treijim: Created page with &amp;quot;===Culture and Locations===  Oluseon is ruled by a grand prince and has the Red Temple (Prielic Creed) as its state religion, which believes in a dich...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
&lt;br /&gt;
Oluseon is ruled by a grand prince and has the [[Religions#Red_Temple|Red Temple]] (Prielic Creed) as its state religion, which believes in a dichotomy of powers -- of good versus evil forces -- and this belief mostly originates from the fact that the Red Temple was the heart of early Vastion culture after the [[Darkness]]. People of Oluseon are resilient and casual, and reject the formalities of their neighbours in [[Margon]]. Their capital city is Ornondo. &lt;br /&gt;
&lt;br /&gt;
Oluseon&#039;s south has a mediterranean climate, while its north sees more temperate weather. The Great Ranges barely cross the northeaster border. &lt;br /&gt;
&lt;br /&gt;
Demonym: Olusean, Oluseans&lt;br /&gt;
&lt;br /&gt;
Population: 4,800,000&lt;br /&gt;
&lt;br /&gt;
* Oluseon Princedom&lt;br /&gt;
** Ornondo, capital, 55,000&lt;br /&gt;
** Asfonde, 27,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
&lt;br /&gt;
The princedom was originally a part of Margon after the Benevis Empire broke apart in 550AL after the assassination of Emperor Halartus Benevarus, but it separated itself after only a couple of generations, thanks in most part to the difference in Red Temple creeds between Oluseon and Margon. Most people of Oluseon are of [[Ethnicity#Seleru|Seleru]] ethnic origin, and by some regards they culturally have more in common with places like [[Reunou]] than the rest of Benevis. Relations with surrounding countries are mostly peaceful but tensions between Oluseon and Margon has not eased over the last several centuries. Oluseon mainly exports wine and oil. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
&lt;br /&gt;
Olusean military, unable to compete with the naval might of [[Margon]] and [[Umberia]], focusses on defending their own soil with the use of skilled, athletic soldiers. Javelin-throwing is a common sport, both in military and social circles. Common architectural features include belvederes, mosaics, and atriums, and common artforms include competitive sports and pottery.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Bandiao&amp;diff=2454</id>
		<title>Bandiao</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Bandiao&amp;diff=2454"/>
		<updated>2022-09-05T06:32:26Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Bandiao is a large dynastic kingdom in southwestern Temanea. It is a feudal monarchy ruled by a tengan king, and its biggest religion is [[Religions#San|Sanism]], which encourages followers to appeal to a very large number of gods based on one&#039;s social class. Every family must choose which god they worship, and only the family&#039;s matriarch can change this choice. Bandiuo are seen as opportunistic when it comes to commerce, politics, and military options. Their capital is Ruipin. The [[Wonders#Temanea|Ladarean Wall]] still stands to this day, and the ruins of [[Wonders#Temanea|Chon Dae City]] can also still be seen. The archaios known as [[Archaios#Sefu Nas|Sefu Nas]] also sits in Bandiao. &lt;br /&gt;
&lt;br /&gt;
Bandiao&#039;s southern shores are tropical rainforest with monsoonal forest inland. This area meets both the Hoda Sea and the Heder Sea. Further North, the Golden Basin boasts temperate forest, temperate grassland, and dry grassland, and the Blood Mountains to the west offer montane forest. The Goldwater makes its northern border with Yinchu, and the Rajase River makes its border with Ladari. The Helinji River flows through Relai and Renotai. It has a small amount of access to the Bay of Teman via its capital in the northeast corner. &lt;br /&gt;
&lt;br /&gt;
Demonym: Bandiuo, Bandiuo&lt;br /&gt;
&lt;br /&gt;
Population: 60,000,000&lt;br /&gt;
&lt;br /&gt;
* Bandiao Dynasty&lt;br /&gt;
** Ruipin, capital, 193,000&lt;br /&gt;
** Huada Men, 96,000&lt;br /&gt;
** Miro Ha, 77,000&lt;br /&gt;
** Relai, 54,000&lt;br /&gt;
** Dua He, 39,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
The Bandiao Dynasty was founded by an opportunistic war general around 750AL after seeing the growing [[Batur History#Dunian Empire|Dunian Empire]] in the west suffer massively from the Sradaji Plague. Prior to this, warlords had been fighting for the land for over fifty years, due to chaos caused by the volcano Dama Mang erupting around 600AL. The [[Oolu]] Empire started conquering the region in 850AL, but when they were forced to retreat, Bandiao moved in and took land which was previously owned by the [[Ladari]] Dynasty. The major ethnic groups in Bandiao are [[Ethnicity#Teman|Teman]] and [[Ethnicity#Batur|Batur]]. They are tense with [[Ladari]], friendly with [[Yinchu]] and [[Undin]], have agreements with [[Ho Da]], hostile with [[Hinyuo]], neutral toward [[Sema]], and import large numbers of slaves. They mainly export grain, silk, bronze, alcohol, and porcelain. The [[Trade#Noble Consortium|Noble Consortium]] has an office in Ruipin and controls the trade of silk in Yinchu and Bandiao. [[Ilborn#Goldflaked|Goldflaked]] folk are rare here.&lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct warrior in Bandiao are their secret police, agents working undercover to gather intelligence both inside and outside the dynasty. Common architectural features include curved eaves, multi-tiered roofs, and watchtowers, and common artforms include child marriage, pottery, and drug usage.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Geography&amp;diff=2453</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Geography&amp;diff=2453"/>
		<updated>2022-09-03T10:31:53Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Wonders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Five Continents=&lt;br /&gt;
&lt;br /&gt;
==Armalacsa==&lt;br /&gt;
&lt;br /&gt;
The largest landmass on Riiga which includes Armalia and Baracsa. &lt;br /&gt;
&lt;br /&gt;
===Armalia===&lt;br /&gt;
&lt;br /&gt;
The largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Teman, Yyele, Batur, Qran, Ideitess, Shever, and Karber. &lt;br /&gt;
&lt;br /&gt;
Its highest mountain is thought to be Simemazha in the Great Opal Ranges. The tallest mountain in the Khatsanaras is Roqudar, and the tallest mountain among the Durdundus is Nyumyduzha. &lt;br /&gt;
&lt;br /&gt;
The most powerful volcanic eruption on Armalia is Dama Mang in the eastern Hodea Mountains in East Teman, which erupted around 600AL. The ash travelled across the Gold Sea. Nissaba in the Great Opal Ranges is also believed to be a gigantic volcano, but it isn&#039;t known when it last erupted. &lt;br /&gt;
&lt;br /&gt;
The longest known river in Armalia is the Qararsar in Sheber at 3200km. Other great rivers include the Goldwater in Teman at 2100km, the Amber River in Batur at 2600km, the Velishla in Ideitess at 1300km, and the Zatshra in Bymir at 2700km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
&#039;&#039;&#039;Liar Stones&#039;&#039;&#039; or Mho Mho in the Khayen Lowlands in Sheber -- mighty stones that are unreliable landmarks because they change position due to unknown forces when nobody is there to witness it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Abyssal Whisper&#039;&#039;&#039; or the Munde is a sound heard or felt around Lake Mancisa throughout history, lasting anywhere from minutes to months. Merchants in the early days of the [[Trade|Archroad]] report witnessing the same thing. It can cause illness in some of those who experience it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Roaring Peaks&#039;&#039;&#039; or the Dudeu Qu in the western Great Opal Ranges are sudden immeasurably loud booms and rumbles which can be heard across long distances. Despite the area being very remote, it has been known to kill those unfortunate enough to be in the vicinity. &lt;br /&gt;
&lt;br /&gt;
The eastern side of the Hodea Mountains are known for lava-less eruptions called Langba Tida or &#039;&#039;&#039;Blight Bursts&#039;&#039;&#039;, leaking toxic air. It is one of the reasons why the subtropical region is scarcely populated. [[Other Races#Gliroch|Gliroch]] thrive in this region. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
By far the largest phenomenon in the world, the &#039;&#039;&#039;Islands of Night&#039;&#039;&#039; -- also called the &#039;&#039;&#039;Blue Forest&#039;&#039;&#039; -- in eastern Temanea constitute the [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], and sometimes [[Henmi]] islands. They get this name from a season of heavy fog and cloud cover tinted dark blue by chemicals emitted by the trees of the area, leaving the entire region shrouded in eerie darkness for months on end. Sometimes the fog carries patches and streaks of luminescent material. This season is sometimes called the Blue Night or the Twilight.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cursed Lands&#039;&#039;&#039; is a region in northern Ideitess, mostly constituting the lands of the Arzhia and Brenyr peoples, which has been deemed unconquerable for centuries. Its northern shores are lined with the Silver Cliffs -- one of the longest and tallest lines of cliffs in Riiga, its eastern region contains the Mountains of Eyes -- known to cause travellers to hallucinate, and its southern forested regions were used by the native people in ancient times to defend their land against many invaders by using guerilla tactics so severe that the attackers thought the lands were inhabited by cursed people. Additionally, there are strange animals that are found only in this region -- like large insects and man-eating wildcats and canines -- that the locals are accustomed to dealing with.&lt;br /&gt;
&lt;br /&gt;
====Wonders==== &lt;br /&gt;
The &#039;&#039;&#039;Ruo Chuy Caves&#039;&#039;&#039; near Ra Talun on the Hoda Peninsula in [[Sema]]. It is a network of vast caves filled with subterranean rivers which mostly connect via a huge sinkhole about 200m wide (660 feet) and 400m deep (1300 feet). The caves branching off the main space are filled with underground forests and are believed to go deep below the surface. The local indigenous people believe the cave is home to a family of gods who have fled into the depths of the land to hide from foreign gods and people. The steep drop makes it near impossible for people to enter the cave. A mighty structural facade carved into the cave wall at the base of the sinkhole adds to the mystery of whoever lived here long ago, as people have only been able to observe the ruins from the top of the sinkhole itself. &lt;br /&gt;
&lt;br /&gt;
Cacype Forest, also called &#039;&#039;&#039;Moonfire Forest&#039;&#039;&#039;, is located in the Bymir Basin, hidden among the far eastern Beasten Mountains. The forest resides in a steep valley and sees mostly darkness due to its unusual positioning, but it is almost always lit, due to the very large number of native fireflies which bathe the trees in a blue-green hue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chanting Lakes&#039;&#039;&#039; or Sivi Tusic in central Bymir are known to emit mysterious and melodic sounds that ring throughout entire valleys. It is associated with the state of Yvabiran gods and is a sign of blessing and hope.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Otzaevir Lake&#039;&#039;&#039; is one of the Chanting Lakes in central Bymir, but it lies some distance from the other lakes, and always has a smoooth, mirror-like surface. There are old legends that anyone who swims into the lake drowns and sinks down into its bottomless depths. Regardless, the lake has long been regarded as the most important and sacred of the Singing Lakes. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Walking Forest&#039;&#039;&#039;, also called Qyrudes Forest, is allegedly found somewhere in the western Chetetsh Ranges, but its location is said to change. Legend has it that the trees uproot themselves and travel to a nearby location among the remote mountains. The forest is also one of great beauty, though it changes its appearance and location every time someone else visits it.&lt;br /&gt;
&lt;br /&gt;
===Baracsa===&lt;br /&gt;
&lt;br /&gt;
The westernmost portion of Armalacsa and third largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Nor, Umbener, Simber, Seleru, Jadar, and Had. &lt;br /&gt;
&lt;br /&gt;
Mount Tauldan in the Great Ranges is considered to be its largest mountain. &lt;br /&gt;
&lt;br /&gt;
Feirdus is Baracsa&#039;s largest volcano, also found within the Great Ranges, but it hasn&#039;t erupted since 1500BD. Another ancient volcano is believed to lie in the Dead Mountains, called Gasru, and it has strong associations with [[Karithians]]. &lt;br /&gt;
&lt;br /&gt;
Large rivers include the Great River in Simber at 2400km, and the Hmboko and Hanjare rivers in Jadar, both around 2000km.&lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
&#039;&#039;&#039;Glass Storms&#039;&#039;&#039; or Quqserel in southeastern Seleru -- deadly sandstorms with an iridescent shimmer which come from Yrtkuam where [[Karithians]] dwell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven&#039;s Rays&#039;&#039;&#039; in western Benevis -- mysterious high altitude streaks of slow-moving red/yellow/greenish light that happen during the day or night. They are generally vertical and can resemble flames or tendrils, and seem completely harmless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Blazes&#039;&#039;&#039; or Qoim Am near the Dead Coast in the western end of the Ebere Desert have been going on for centuries. They appear as tornadoes made of fire but can occur in remote areas with no visible fire source. Some nomads of the region believe they are caused by [[Sentions#Atarru|atarru]], giant benevolent cobra-headed fire-wreathed reptiles that dwell in the same area. &lt;br /&gt;
&lt;br /&gt;
A mist that burns the skin supposedly exists around Ewkar Lake sometimes, usually known as Hazaja or &#039;&#039;&#039;Searing Mist&#039;&#039;&#039;. It is often used as a coming of age ritual and a rite of passage for elite warriors, to endure the mist in certain conditions. Often they wear outfits in certain patterns to create patterned burn marks on the person. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
The &#039;&#039;&#039;Chihe Ne Ravine&#039;&#039;&#039; in northern Jadar stretches from Heja lands into the Mbokecho Empire. It is only 20-30 meters across (65-100 feet) but is so deep that the wetlands along the bottom are completely devoid of sunlight. A river runs through it, cutting the ravine deeper and deeper over time, and the top is covered in jungle, making it a potential precarious death-trap. Despite the dangerous conditions, it is the site where much of the gold and sometimes diamond from the region is found. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Glass Mountains&#039;&#039;&#039; are a crest of peaks made of dark shimmering stone and filled with clusters of glistening gemstones. The mountains are strongly associated with the [[Karithians]], and because of this are feared and widely avoided, able to be appreciated only from a distance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noqlable&#039;&#039;&#039; is a gigantic stone arch among dozens of other peculiar stone formations in [[Xinmou]]. The arch itself spans approximately 120 meters (400 feet) and is a similar height. [[Religions#Mysticism|Mystics]] often use the location as a sacred site, marking the beginning and end of pilgrimages. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Aurver Falls&#039;&#039;&#039; are in [[Arkein]], north of Cangona in Benevis. The waterfall itself always has a distinct golden hue which becomes especially vivid when the sun strikes it at a low angle. The colour fades in the lake and river below, but the origins of the colour are up to debate. They plummit about 700 meters (2300 feet) down the cliff face.&lt;br /&gt;
&lt;br /&gt;
==Suribia==&lt;br /&gt;
&lt;br /&gt;
The second largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes Harda, Tasif, Saron, Sacre, Ikade, Inoti, and Progori regions. &lt;br /&gt;
&lt;br /&gt;
Nganihuntro mountain in the Anwanyisis Mountains is deemed to be the tallest peak. &lt;br /&gt;
&lt;br /&gt;
Toogantato in the Anwanyisis Mountains and Chliraeti in the Atlis are the largest volcanoes on the continent, which erupted around 0BD and 400AL respectively. &lt;br /&gt;
&lt;br /&gt;
The longest river in Suribia and second longest in the world is the Dustwater in Sacre at 3300km. Other large rivers include the Whitewater nearby at 2200km, the Rasarun in Harda at 2000km, and the Ngarasa across Ikade and Inoti at 3100km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
In the Sacres Plains it is known for the Vanmoug or &#039;&#039;&#039;Singing Sands&#039;&#039;&#039; to emit a melodic voice on the wind, similar to the Chanting Lakes in Bymir. &lt;br /&gt;
&lt;br /&gt;
Some areas of the Pearl Mountains in [[Vyrtdan]] known as the &#039;&#039;&#039;Hills of Burden&#039;&#039;&#039; are known for being exceptionally difficult to climb, not because of the terrain, but because people feel heavier in this area. It is traditionally a coming-of-age test for people in the area, and is also used to train elite Aegis warriors. &lt;br /&gt;
&lt;br /&gt;
Progora is known for its strong and fast-growing vines, especially in the Tronga Wetlands called Kwankwanmanga or &#039;&#039;&#039;Rapid Death&#039;&#039;&#039;, known to grow more than a man&#039;s height in a single day. &lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
The &#039;&#039;&#039;Pousnar Canyons&#039;&#039;&#039; are at the southern-most end of the Dustwater River in Sacre, a river which sometimes sees dryness, especially near its southern end. The general area is not very well known, and maps of the canyons show very different arrangements of the canyons themselves. Legend has it that the canyons shift their positions within only a few years, despite many of them being very deep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mansi Miten&#039;&#039;&#039; is a strange forest which was witnessed by one explorer who visited the Kalaqan Peninsula in Inoti. The forest differs from all other forests in that it exists not only in a vast cavern, but the trees of the forest are hanging from the cave ceiling, instead of reaching up from the cave floor. The explorer, Laurif Meiram, never visited the forest, and only saw it from a distance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jindiara==&lt;br /&gt;
&lt;br /&gt;
The fourth largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Hede, Ngoe, and Ashk. &lt;br /&gt;
&lt;br /&gt;
Though fairly flat overall compared to other continents, its tallest peak is believed to be Axrang in the Red Peaks, though Sibikao Volcano is possibly the broadest mountain in Riiga, believed to be large enough to fill most of [[Regyland]]. &lt;br /&gt;
&lt;br /&gt;
The Pzenkarl basin boasts massive rivers, the two largest being the Shuxuka at 3000km and possibly the longest river in Riiga, the Daalxarl at 3800km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
The most unusual phenomenon in Jindiara is the Saoqa Tikri &#039;&#039;&#039;Burning Rain&#039;&#039;&#039; in the eastern mudscrub in Ashk, not so-called because it is fiery, but because it causes a burning pain to the skin of those caught in it for too long. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
&#039;&#039;&#039;Tisibikao&#039;&#039;&#039; is a vast volcanic region near the Claw Islands south of Ashk. Some of the Setekri Peninsula, as well as the Claw, Watcher, and Last Islands, sit beneath a permanent cloud of volcanic smoke and ash, as the massive Sibikao Volcano has allegedly been erupting and spewing out lava and smoke for centuries. The phenomenon is often associated with [[Endon#Sheokro|Sheokro]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaaptaxaar&#039;&#039;&#039; are trees deep in the jungles of the Pzenkarl Basin in Ngoe. These trees are thought to commonly reach a height of 120 meters (400 feet), and rarely reach a height of 150 meters (490 feet). These trees create an immense multilayered canopy, denying much of the ground layer of direct sunlight. Many [[Keid]] live in or around clusters of these trees.&lt;br /&gt;
&lt;br /&gt;
==Solcul==&lt;br /&gt;
&lt;br /&gt;
The fifth and smallest continent which sits on the south pole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Largest Islands=&lt;br /&gt;
&lt;br /&gt;
The largest islands in order from biggest to smallest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Suribia. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonlight Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies south of Karber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axhykelran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies on the eastern end of Progori.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Bymir. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Umbener.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grave Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies northeast of Yyele.&lt;br /&gt;
&lt;br /&gt;
=The Three Oceans=&lt;br /&gt;
&lt;br /&gt;
===The Epignoria===&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa, Armalia, Jindiara, and Solcul. &lt;br /&gt;
&lt;br /&gt;
===Augair Ocean===&lt;br /&gt;
&lt;br /&gt;
Lies between Armalia, Jindiara, and Suribia. &lt;br /&gt;
&lt;br /&gt;
===Ambelia Ocean===&lt;br /&gt;
&lt;br /&gt;
Lies between Suribia and Baracsa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Major Seas=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Augair&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The portion of the Augair which is north of the Augair Peninsula and the Henmi and Tennan islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karber Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa and Armalia, specifically north of the Sadhihi Islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea of Lyte&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Umbener and Seleru. A mediterranean sea. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totani Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sea between Saron and Progori in Suribia. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itemoe Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa and Solcul.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Geography&amp;diff=2452</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Geography&amp;diff=2452"/>
		<updated>2022-09-03T10:24:24Z</updated>

		<summary type="html">&lt;p&gt;Treijim: /* Jindiara */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Five Continents=&lt;br /&gt;
&lt;br /&gt;
==Armalacsa==&lt;br /&gt;
&lt;br /&gt;
The largest landmass on Riiga which includes Armalia and Baracsa. &lt;br /&gt;
&lt;br /&gt;
===Armalia===&lt;br /&gt;
&lt;br /&gt;
The largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Teman, Yyele, Batur, Qran, Ideitess, Shever, and Karber. &lt;br /&gt;
&lt;br /&gt;
Its highest mountain is thought to be Simemazha in the Great Opal Ranges. The tallest mountain in the Khatsanaras is Roqudar, and the tallest mountain among the Durdundus is Nyumyduzha. &lt;br /&gt;
&lt;br /&gt;
The most powerful volcanic eruption on Armalia is Dama Mang in the eastern Hodea Mountains in East Teman, which erupted around 600AL. The ash travelled across the Gold Sea. Nissaba in the Great Opal Ranges is also believed to be a gigantic volcano, but it isn&#039;t known when it last erupted. &lt;br /&gt;
&lt;br /&gt;
The longest known river in Armalia is the Qararsar in Sheber at 3200km. Other great rivers include the Goldwater in Teman at 2100km, the Amber River in Batur at 2600km, the Velishla in Ideitess at 1300km, and the Zatshra in Bymir at 2700km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
&#039;&#039;&#039;Liar Stones&#039;&#039;&#039; or Mho Mho in the Khayen Lowlands in Sheber -- mighty stones that are unreliable landmarks because they change position due to unknown forces when nobody is there to witness it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Abyssal Whisper&#039;&#039;&#039; or the Munde is a sound heard or felt around Lake Mancisa throughout history, lasting anywhere from minutes to months. Merchants in the early days of the [[Trade|Archroad]] report witnessing the same thing. It can cause illness in some of those who experience it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Roaring Peaks&#039;&#039;&#039; or the Dudeu Qu in the western Great Opal Ranges are sudden immeasurably loud booms and rumbles which can be heard across long distances. Despite the area being very remote, it has been known to kill those unfortunate enough to be in the vicinity. &lt;br /&gt;
&lt;br /&gt;
The eastern side of the Hodea Mountains are known for lava-less eruptions called Langba Tida or &#039;&#039;&#039;Blight Bursts&#039;&#039;&#039;, leaking toxic air. It is one of the reasons why the subtropical region is scarcely populated. [[Other Races#Gliroch|Gliroch]] thrive in this region. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
By far the largest phenomenon in the world, the &#039;&#039;&#039;Islands of Night&#039;&#039;&#039; -- also called the &#039;&#039;&#039;Blue Forest&#039;&#039;&#039; -- in eastern Temanea constitute the [[Teruvea]], [[Sopone]], [[Espone]], [[Tenhan]], and sometimes [[Henmi]] islands. They get this name from a season of heavy fog and cloud cover tinted dark blue by chemicals emitted by the trees of the area, leaving the entire region shrouded in eerie darkness for months on end. Sometimes the fog carries patches and streaks of luminescent material. This season is sometimes called the Blue Night or the Twilight.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cursed Lands&#039;&#039;&#039; is a region in northern Ideitess, mostly constituting the lands of the Arzhia and Brenyr peoples, which has been deemed unconquerable for centuries. Its northern shores are lined with the Silver Cliffs -- one of the longest and tallest lines of cliffs in Riiga, its eastern region contains the Mountains of Eyes -- known to cause travellers to hallucinate, and its southern forested regions were used by the native people in ancient times to defend their land against many invaders by using guerilla tactics so severe that the attackers thought the lands were inhabited by cursed people. Additionally, there are strange animals that are found only in this region -- like large insects and man-eating wildcats and canines -- that the locals are accustomed to dealing with.&lt;br /&gt;
&lt;br /&gt;
====Wonders==== &lt;br /&gt;
The &#039;&#039;&#039;Ruo Chuy Caves&#039;&#039;&#039; near Ra Talun on the Hoda Peninsula in [[Sema]]. It is a network of vast caves filled with subterranean rivers which mostly connect via a huge sinkhole about 200m wide (660 feet) and 400m deep (1300 feet). The caves branching off the main space are filled with underground forests and are believed to go deep below the surface. The local indigenous people believe the cave is home to a family of gods who have fled into the depths of the land to hide from foreign gods and people. The steep drop makes it near impossible for people to enter the cave. A mighty structural facade carved into the cave wall at the base of the sinkhole adds to the mystery of whoever lived here long ago, as people have only been able to observe the ruins from the top of the sinkhole itself. &lt;br /&gt;
&lt;br /&gt;
Cacype Forest, also called &#039;&#039;&#039;Moonfire Forest&#039;&#039;&#039;, is located in the Bymir Basin, hidden among the far eastern Beasten Mountains. The forest resides in a steep valley and sees mostly darkness due to its unusual positioning, but it is almost always lit, due to the very large number of native fireflies which bathe the trees in a blue-green hue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chanting Lakes&#039;&#039;&#039; or Sivi Tusic in central Bymir are known to emit mysterious and melodic sounds that ring throughout entire valleys. It is associated with the state of Yvabiran gods and is a sign of blessing and hope.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Otzaevir Lake&#039;&#039;&#039; is one of the Chanting Lakes in central Bymir, but it lies some distance from the other lakes, and always has a smoooth, mirror-like surface. There are old legends that anyone who swims into the lake drowns and sinks down into its bottomless depths. Regardless, the lake has long been regarded as the most important and sacred of the Singing Lakes. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Walking Forest&#039;&#039;&#039;, also called Qyrudes Forest, is allegedly found somewhere in the western Chetetsh Ranges, but its location is said to change. Legend has it that the trees uproot themselves and travel to a nearby location among the remote mountains. The forest is also one of great beauty, though it changes its appearance and location every time someone else visits it.&lt;br /&gt;
&lt;br /&gt;
===Baracsa===&lt;br /&gt;
&lt;br /&gt;
The westernmost portion of Armalacsa and third largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Nor, Umbener, Simber, Seleru, Jadar, and Had. &lt;br /&gt;
&lt;br /&gt;
Mount Tauldan in the Great Ranges is considered to be its largest mountain. &lt;br /&gt;
&lt;br /&gt;
Feirdus is Baracsa&#039;s largest volcano, also found within the Great Ranges, but it hasn&#039;t erupted since 1500BD. Another ancient volcano is believed to lie in the Dead Mountains, called Gasru, and it has strong associations with [[Karithians]]. &lt;br /&gt;
&lt;br /&gt;
Large rivers include the Great River in Simber at 2400km, and the Hmboko and Hanjare rivers in Jadar, both around 2000km.&lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
&#039;&#039;&#039;Glass Storms&#039;&#039;&#039; or Quqserel in southeastern Seleru -- deadly sandstorms with an iridescent shimmer which come from Yrtkuam where [[Karithians]] dwell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heaven&#039;s Rays&#039;&#039;&#039; in western Benevis -- mysterious high altitude streaks of slow-moving red/yellow/greenish light that happen during the day or night. They are generally vertical and can resemble flames or tendrils, and seem completely harmless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Blazes&#039;&#039;&#039; or Qoim Am near the Dead Coast in the western end of the Ebere Desert have been going on for centuries. They appear as tornadoes made of fire but can occur in remote areas with no visible fire source. Some nomads of the region believe they are caused by [[Sentions#Atarru|atarru]], giant benevolent cobra-headed fire-wreathed reptiles that dwell in the same area. &lt;br /&gt;
&lt;br /&gt;
A mist that burns the skin supposedly exists around Ewkar Lake sometimes, usually known as Hazaja or &#039;&#039;&#039;Searing Mist&#039;&#039;&#039;. It is often used as a coming of age ritual and a rite of passage for elite warriors, to endure the mist in certain conditions. Often they wear outfits in certain patterns to create patterned burn marks on the person. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
The &#039;&#039;&#039;Chihe Ne Ravine&#039;&#039;&#039; in northern Jadar stretches from Heja lands into the Mbokecho Empire. It is only 20-30 meters across (65-100 feet) but is so deep that the wetlands along the bottom are completely devoid of sunlight. A river runs through it, cutting the ravine deeper and deeper over time, and the top is covered in jungle, making it a potential precarious death-trap. Despite the dangerous conditions, it is the site where much of the gold and sometimes diamond from the region is found. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Glass Mountains&#039;&#039;&#039; are a crest of peaks made of dark shimmering stone and filled with clusters of glistening gemstones. The mountains are strongly associated with the [[Karithians]], and because of this are feared and widely avoided, able to be appreciated only from a distance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noqlable&#039;&#039;&#039; is a gigantic stone arch among dozens of other peculiar stone formations in [[Xinmou]]. The arch itself spans approximately 120 meters (400 feet) and is a similar height. [[Religions#Mysticism|Mystics]] often use the location as a sacred site, marking the beginning and end of pilgrimages. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Aurver Falls&#039;&#039;&#039; are in [[Arkein]], north of Cangona in Benevis. The waterfall itself always has a distinct golden hue which becomes especially vivid when the sun strikes it at a low angle. The colour fades in the lake and river below, but the origins of the colour are up to debate. They plummit about 700 meters (2300 feet) down the cliff face.&lt;br /&gt;
&lt;br /&gt;
==Suribia==&lt;br /&gt;
&lt;br /&gt;
The second largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes Harda, Tasif, Saron, Sacre, Ikade, Inoti, and Progori regions. &lt;br /&gt;
&lt;br /&gt;
Nganihuntro mountain in the Anwanyisis Mountains is deemed to be the tallest peak. &lt;br /&gt;
&lt;br /&gt;
Toogantato in the Anwanyisis Mountains and Chliraeti in the Atlis are the largest volcanoes on the continent, which erupted around 0BD and 400AL respectively. &lt;br /&gt;
&lt;br /&gt;
The longest river in Suribia and second longest in the world is the Dustwater in Sacre at 3300km. Other large rivers include the Whitewater nearby at 2200km, the Rasarun in Harda at 2000km, and the Ngarasa across Ikade and Inoti at 3100km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
In the Sacres Plains it is known for the Vanmoug or &#039;&#039;&#039;Singing Sands&#039;&#039;&#039; to emit a melodic voice on the wind, similar to the Chanting Lakes in Bymir. &lt;br /&gt;
&lt;br /&gt;
Some areas of the Pearl Mountains in [[Vyrtdan]] known as the &#039;&#039;&#039;Hills of Burden&#039;&#039;&#039; are known for being exceptionally difficult to climb, not because of the terrain, but because people feel heavier in this area. It is traditionally a coming-of-age test for people in the area, and is also used to train elite Aegis warriors. &lt;br /&gt;
&lt;br /&gt;
Progora is known for its strong and fast-growing vines, especially in the Tronga Wetlands called Kwankwanmanga or &#039;&#039;&#039;Rapid Death&#039;&#039;&#039;, known to grow more than a man&#039;s height in a single day. &lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
The &#039;&#039;&#039;Pousnar Canyons&#039;&#039;&#039; are at the southern-most end of the Dustwater River in Sacre, a river which sometimes sees dryness, especially near its southern end. The general area is not very well known, and maps of the canyons show very different arrangements of the canyons themselves. Legend has it that the canyons shift their positions within only a few years, despite many of them being very deep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mansi Miten&#039;&#039;&#039; is a strange forest which was witnessed by one explorer who visited the Kalaqan Peninsula in Inoti. The forest differs from all other forests in that it exists not only in a vast cavern, but the trees of the forest are hanging from the cave ceiling, instead of reaching up from the cave floor. The explorer, Laurif Meiram, never visited the forest, and only saw it from a distance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jindiara==&lt;br /&gt;
&lt;br /&gt;
The fourth largest continent. &lt;br /&gt;
&lt;br /&gt;
Includes the regions of Hede, Ngoe, and Ashk. &lt;br /&gt;
&lt;br /&gt;
Though fairly flat overall compared to other continents, its tallest peak is believed to be Axrang in the Red Peaks, though Sibikao Volcano is possibly the broadest mountain in Riiga, believed to be large enough to fill most of [[Regyland]]. &lt;br /&gt;
&lt;br /&gt;
The Pzenkarl basin boasts massive rivers, the two largest being the Shuxuka at 3000km and possibly the longest river in Riiga, the Daalxarl at 3800km. &lt;br /&gt;
&lt;br /&gt;
====Phenomena====&lt;br /&gt;
The most unusual phenomenon in Jindiara is the Saoqa Tikri &#039;&#039;&#039;Burning Rain&#039;&#039;&#039; in the eastern mudscrub in Ashk, not so-called because it is fiery, but because it causes a burning pain to the skin of those caught in it for too long. The phenomenon is often associated with [[Endon#Gorenku|Gorenku]].&lt;br /&gt;
&lt;br /&gt;
====Wonders====&lt;br /&gt;
&#039;&#039;&#039;Tisibikao&#039;&#039;&#039; is a vast volcanic region near the Claw Islands south of Ashk. The Setekri Peninsula and the Claw, Watcher, and Last Islands sit beneath a permanent cloud of volcanic smoke and ash, as the massive Sibikao Volcano has allegedly been erupting and spewing out lava and smoke for centuries. The phenomenon is often associated with [[Endon#Sheokro|Sheokro]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaaptaxaar&#039;&#039;&#039; are trees deep in the jungles of the Pzenkarl Basin in Ngoe. These trees are thought to commonly reach a height of 120 meters (400 feet), and rarely reach a height of 150 meters (490 feet). These trees create an immense multilayered canopy, denying much of the ground layer of direct sunlight. Many [[Keid]] live in or around clusters of these trees.&lt;br /&gt;
&lt;br /&gt;
==Solcul==&lt;br /&gt;
&lt;br /&gt;
The fifth and smallest continent which sits on the south pole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Largest Islands=&lt;br /&gt;
&lt;br /&gt;
The largest islands in order from biggest to smallest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Suribia. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonlight Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies south of Karber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axhykelran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies on the eastern end of Progori.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qran&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Bymir. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies north of Umbener.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grave Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies northeast of Yyele.&lt;br /&gt;
&lt;br /&gt;
=The Three Oceans=&lt;br /&gt;
&lt;br /&gt;
===The Epignoria===&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa, Armalia, Jindiara, and Solcul. &lt;br /&gt;
&lt;br /&gt;
===Augair Ocean===&lt;br /&gt;
&lt;br /&gt;
Lies between Armalia, Jindiara, and Suribia. &lt;br /&gt;
&lt;br /&gt;
===Ambelia Ocean===&lt;br /&gt;
&lt;br /&gt;
Lies between Suribia and Baracsa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Major Seas=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Augair&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The portion of the Augair which is north of the Augair Peninsula and the Henmi and Tennan islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karber Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa and Armalia, specifically north of the Sadhihi Islands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea of Lyte&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Umbener and Seleru. A mediterranean sea. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totani Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sea between Saron and Progori in Suribia. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itemoe Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lies between Baracsa and Solcul.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Toussin&amp;diff=2451</id>
		<title>Toussin</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Toussin&amp;diff=2451"/>
		<updated>2022-09-03T10:14:17Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Toussin is a Vaman kingdom which is ruled by a varhas. They have no state religion, being a secular monarchy, and allow small populations of other religious peoples with the exclusion of [[Religions#Akan|Akanists]]. Like most Vaman kingdoms, they focus on the potential, values, and achievements of humans. Toussan are known to be authoritative and commanding, exercising control over its people with high levels of policing. Its capital is Vidmaur. &lt;br /&gt;
&lt;br /&gt;
Toussin&#039;s southern coast on the Vaman Sea is mostly temperate, with most of the rest being taiga and montane forest in the Vaman Ranges. Mavan Lake can be found in the southwestern corner, and the North Augair and Blue Sea are found off the western and northern coasts respectively. &lt;br /&gt;
&lt;br /&gt;
Demonym: Toussan, Toussans&lt;br /&gt;
&lt;br /&gt;
Population: 6,200,000&lt;br /&gt;
&lt;br /&gt;
* Toussin Kingdom&lt;br /&gt;
** Warvau Graiv&lt;br /&gt;
*** Vidmaur, capital, 62,500&lt;br /&gt;
** Ashmaur Graiv&lt;br /&gt;
*** Honvoun, 31,000&lt;br /&gt;
** Izdir Graiv&lt;br /&gt;
*** Mounmaur, 25,000&lt;br /&gt;
** Colarre Graiv&lt;br /&gt;
*** Varmau, 14,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Toussin was a part of the confederation of Vaman Kingdoms that came together around 400AL, and this alliance outlawed Akanism and started the secular governmental system Vaman uses today, but by around 650AL the alliance broke apart as the kings began to fight with one another for more power. Toussin broke away around 700AL. The main ethnic group in Toussin is [[Ethnicity#Vaman|Vaman]]. They are tense with [[Monar]], friendly with [[Awavan]], neutral with [[Varoicca]], and hostile toward the [[Valigs]]. They export grain, iron, timber, and Vaman Purple pigment. They trade with the [[Trade#Augair Trade Authority|Augair Trade Authority]] as well. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct military unit in Toussin is the royal enforcer, a highly trained combat officer of the law which represents Toussin&#039;s combination of military and law. Key architectural features include crowned battlements, spire towers, and slender structures, and common artforms include masonry, leather-working, and the spoken word.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
	<entry>
		<id>https://wiki.riiga.net/index.php?title=Monar&amp;diff=2450</id>
		<title>Monar</title>
		<link rel="alternate" type="text/html" href="https://wiki.riiga.net/index.php?title=Monar&amp;diff=2450"/>
		<updated>2022-09-03T10:13:00Z</updated>

		<summary type="html">&lt;p&gt;Treijim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Culture and Locations===&lt;br /&gt;
Monar is a Vaman kingdom which is ruled by a varhas. They have no state religion, being a secular monarchy, and allow small populations of other religious peoples with the exclusion of [[Religions#Akan|Akanists]]. Like most Vaman kingdoms, they focus on the potential, values, and achievements of humans. Monars are are typically very militaristic, using brute force and aggression to steadily grow their borders. Its capital is Nauntais. &lt;br /&gt;
&lt;br /&gt;
Monar is temperate near the Vaman Sea, then temperate grassland, arid shrubland, dry grassland, and arid desert moving eastward. The northeast corner sees some taiga and montane forest. The Maivor River flows through Tagsin from the Vaman Ranges and Pearl Mountains, and the White River flows through the south from Remdor. &lt;br /&gt;
&lt;br /&gt;
Demonym: Monar, Monars&lt;br /&gt;
&lt;br /&gt;
Population: 7,900,000&lt;br /&gt;
&lt;br /&gt;
* Monar Kingdom&lt;br /&gt;
** Lanargon Graiv&lt;br /&gt;
*** Nauntais, capital, 70,500&lt;br /&gt;
** Abvorn Graiv&lt;br /&gt;
*** Vaggon, 35,000&lt;br /&gt;
** Haifan Graiv&lt;br /&gt;
*** Tagsin, 28,000&lt;br /&gt;
&lt;br /&gt;
===History and Relations===&lt;br /&gt;
Monar was a part of the confederation of Vaman Kingdoms that came together around 400AL, and this alliance outlawed Akanism and started the secular governmental system Vaman uses today, but by around 650AL the alliance broke apart as the kings began to fight with one another for more power. Monar broke away around 700AL. The main ethnic group in Monar is [[Ethnicity#Vaman|Vaman]] with some old blood from [[Ethnicity#Into|Into]]. They are tense with [[Scarcun]] and [[Toussin]], have conflict with [[Vyrtdan]] and [[Cendar]], and are friendly with [[Awavan]]. They mainly export timber, glass, and Vaman Purple pigment. &lt;br /&gt;
&lt;br /&gt;
===Military and Art===&lt;br /&gt;
The most distinct military unit in Monar is the vurmir, an elite heavily armoured warrior with tactical training, raised to endure pain and frighten their foes with unstoppable aggression. They are also trained to go undercover and hunt down Akanists in the kingdom, acting as inquisitors. Architectural features in Monar include crowned battlements, aqueducts, and spire towers, and common artforms include music, masonry, and glassblowing.&lt;/div&gt;</summary>
		<author><name>Treijim</name></author>
	</entry>
</feed>