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	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Eighth_Issue_of_The_Hope&amp;diff=66602</id>
		<title>Atlantic:Eighth Issue of The Hope</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Eighth_Issue_of_The_Hope&amp;diff=66602"/>
				<updated>2016-02-24T04:32:47Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* September 4, Friday */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== September 6, Sunday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feast at Hungry Halfling tavern'''&lt;br /&gt;
&lt;br /&gt;
I was invited to a feast in the newly built Hungry Halfling -tavern by Monk Aesculapius. I was able to arrive there quite early, among the first. I was honoured to meet Lord Vraal and Lady Xena Dragon.&lt;br /&gt;
&lt;br /&gt;
The time past fast as we spoke of various matters of our land and drank the taverns fine wine. However soon more people came, and we were forced to move outside as the air was literally running out inside the tavern as it got so crowded.&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:5september.jpg&lt;br /&gt;
	&lt;br /&gt;
First task was of course to collect wood to make furniture for people outside, I took proudly part in this task by crafting few tables. After a short while out in the gardens a mystical woman in all white appeared to the gardens. She introduced herself as Sybil the Divine. Then she started to talk about &amp;quot;Universal&amp;quot; Virtues, and to be honest I am not sure wasth it herecy or just study of Virtues in a little different perspective. I never got a change to talk a depth conversation with her because the huge crowd, and the unfortunate events that followed soon after.&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:5septemberB.jpg&lt;br /&gt;
&lt;br /&gt;
And then happend something very shocking, a murder at broad daylight, in the middle of the feast. in middle of crowd a woman named Kalsha struck down an innosent man and probably robbed him as well. After the deed she quickly vanished from the site. Of course we arranged a party to track down this murderer. In short while I was with a party lead by Daedric Dragon. However Lord Vraals group was faster and captured the murderer before us, at least so I was told. &lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:5septemberC.jpg&lt;br /&gt;
	&lt;br /&gt;
Next was the trial. I was on favor of judging this criminal by Lord British laws, in Court of Yew. However we ended up having the trial in garden of Hungry Halfling. The atmosphere was chaotic, everyone was yelling and asking questions. Then Sybil the Divine appointed herself as the judge and the court began. But just when the Judge was going to give Kalsha mercy she took an explosive potion from under her cloth, and she threw it to crowd, wounding many, including me. Sybil was shocked that she had misjudged the murderer, in revange Sybil killed Kalsha and at the same time herself in a huge explosion. Indeed it was a moment of great sadness. Afterward some called Sybil a false Prophet... we wont most likely ever know the truth. The merry atmosphere of the feast was gone for the evening.&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:5septemberD.jpg&lt;br /&gt;
&lt;br /&gt;
== September 4, Friday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first explorers of the New Land'''&lt;br /&gt;
&lt;br /&gt;
Mine good old friend, and guildmaster of Order of Justice, Vaughn Glowember hasth departed to the new continent that was found few moons ago. Vaugn Glowember is one of the few that got the kings permission to explore the lands with few of the other chosen.&lt;br /&gt;
&lt;br /&gt;
For those of thee who doesth not know who Vaughn Glowember is I will tell little about him. I think the most known event he took part in was the Midwinter Ball. Actually he was one of the head orginizers of the event. Other main orginizers who responsible to make the event true were Aimeric, Madeline, Luthien and her Mustardmen, plus various people I doth not know so well. But one thing is sure, the ball was one of the most rememberable event in Britannia's history.&lt;br /&gt;
	&lt;br /&gt;
'''Me and mine friends on a horse race'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:4septemberB.jpg&lt;br /&gt;
&lt;br /&gt;
'''Me and Vaughn Glowember'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:4septemberC.jpg&lt;br /&gt;
&lt;br /&gt;
I have spent many long hours discussing the state of Britannia with him, and the Order of Justice repsents all that we see Holy and Virtue, for it is the Eight Virtues of the Avatarhood that guide our paths.&lt;br /&gt;
&lt;br /&gt;
Here is a short story what happened on the eve when he left:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vaughn looked up at me when I entered the his home where he had summoned me, all the while placing provisions within a large sea-going trunk. I noticed torches, dried meats, a bedroll, along a fine set of platemail. Then he spoke to me and mine friends already there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hail friends, I have brought you into my chamber to say farewell, for a time being. As you may or may not know, I have been chosen to join the expeditionary force to the new continent. As you may guess, I am genuinely enthused about going, as I hear there is much to be seen and explore on this new land mass....but I also am a bit concerned. I am not as young as I used to be. I traipsed the lands of Britannia as a youth, and I am a bit more unsteady in my gait....my only hope is my body keeps in time with my spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaughn smiled:&amp;quot;Though, know I go with a purpose....I will be scouting the lands to find locations where the City of Hope shall be placed. I have packed surverying tools, alongside my sword, so that I shall find a spot that is both serviceable and beautiful.&lt;br /&gt;
&lt;br /&gt;
I shall be in the lands though, as I will use magick to make my way back from time to time, so know that I am not truly &amp;quot;departing.&amp;quot; I will be sending word on what I discover...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take care, friend, and wish me good journey!&amp;quot;, said Vaughn. All were a bit amazed by this sudden announcement, but after we recovered from the amazement we all wished him good and safe journey. Then the old man walked from the house, towing the seachest behind him.&lt;br /&gt;
&lt;br /&gt;
== September 3, Thursday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Looking for citizens to donate items for an Auction'''&lt;br /&gt;
&lt;br /&gt;
Hail, I am Wolf. I am looking for people who would like to donate items for an auction to raise funds for a General Store, Items that will be sold there will include:&lt;br /&gt;
&lt;br /&gt;
# Potions&lt;br /&gt;
# Bolts and Arrows&lt;br /&gt;
# Various useful scrolls such as Recall, Mark and Gate&lt;br /&gt;
# Reagents&lt;br /&gt;
# Various types of armor, with various colors&lt;br /&gt;
# Maps, possibly deeds for ships and small houses&lt;br /&gt;
# Numerous assorted food items(cheap of course)&lt;br /&gt;
&lt;br /&gt;
And any other thing I can think of. If you are interested in donating please contact me. All donators will be kept track of, and if it is a failure all items will be returned to the owner.&lt;br /&gt;
Thank you,&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Eighth_Issue_of_The_Hope&amp;diff=66601</id>
		<title>Atlantic:Eighth Issue of The Hope</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Eighth_Issue_of_The_Hope&amp;diff=66601"/>
				<updated>2016-02-24T04:32:02Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* September 6, Sunday */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== September 6, Sunday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feast at Hungry Halfling tavern'''&lt;br /&gt;
&lt;br /&gt;
I was invited to a feast in the newly built Hungry Halfling -tavern by Monk Aesculapius. I was able to arrive there quite early, among the first. I was honoured to meet Lord Vraal and Lady Xena Dragon.&lt;br /&gt;
&lt;br /&gt;
The time past fast as we spoke of various matters of our land and drank the taverns fine wine. However soon more people came, and we were forced to move outside as the air was literally running out inside the tavern as it got so crowded.&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:5september.jpg&lt;br /&gt;
	&lt;br /&gt;
First task was of course to collect wood to make furniture for people outside, I took proudly part in this task by crafting few tables. After a short while out in the gardens a mystical woman in all white appeared to the gardens. She introduced herself as Sybil the Divine. Then she started to talk about &amp;quot;Universal&amp;quot; Virtues, and to be honest I am not sure wasth it herecy or just study of Virtues in a little different perspective. I never got a change to talk a depth conversation with her because the huge crowd, and the unfortunate events that followed soon after.&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:5septemberB.jpg&lt;br /&gt;
&lt;br /&gt;
And then happend something very shocking, a murder at broad daylight, in the middle of the feast. in middle of crowd a woman named Kalsha struck down an innosent man and probably robbed him as well. After the deed she quickly vanished from the site. Of course we arranged a party to track down this murderer. In short while I was with a party lead by Daedric Dragon. However Lord Vraals group was faster and captured the murderer before us, at least so I was told. &lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:5septemberC.jpg&lt;br /&gt;
	&lt;br /&gt;
Next was the trial. I was on favor of judging this criminal by Lord British laws, in Court of Yew. However we ended up having the trial in garden of Hungry Halfling. The atmosphere was chaotic, everyone was yelling and asking questions. Then Sybil the Divine appointed herself as the judge and the court began. But just when the Judge was going to give Kalsha mercy she took an explosive potion from under her cloth, and she threw it to crowd, wounding many, including me. Sybil was shocked that she had misjudged the murderer, in revange Sybil killed Kalsha and at the same time herself in a huge explosion. Indeed it was a moment of great sadness. Afterward some called Sybil a false Prophet... we wont most likely ever know the truth. The merry atmosphere of the feast was gone for the evening.&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:5septemberD.jpg&lt;br /&gt;
&lt;br /&gt;
== September 4, Friday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first explorers of the New Land'''&lt;br /&gt;
&lt;br /&gt;
Mine good old friend, and guildmaster of Order of Justice, Vaughn Glowember hasth departed to the new continent that was found few moons ago. Vaugn Glowember is one of the few that got the kings permission to explore the lands with few of the other chosen.&lt;br /&gt;
&lt;br /&gt;
For those of thee who doesth not know who Vaughn Glowember is I will tell little about him. I think the most known event he took part in was the Midwinter Ball. Actually he was one of the head orginizers of the event. Other main orginizers who responsible to make the event true were Aimeric, Madeline, Luthien and her Mustardmen, plus various people I doth not know so well. But one thing is sure, the ball was one of the most rememberable event in Britannia's history.&lt;br /&gt;
	&lt;br /&gt;
'''Me and mine friends on a horse race'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/4septemberB.jpg&lt;br /&gt;
&lt;br /&gt;
'''Me and Vaughn Glowember'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/4septemberC.jpg&lt;br /&gt;
&lt;br /&gt;
I have spent many long hours discussing the state of Britannia with him, and the Order of Justice repsents all that we see Holy and Virtue, for it is the Eight Virtues of the Avatarhood that guide our paths.&lt;br /&gt;
&lt;br /&gt;
Here is a short story what happened on the eve when he left:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vaughn looked up at me when I entered the his home where he had summoned me, all the while placing provisions within a large sea-going trunk. I noticed torches, dried meats, a bedroll, along a fine set of platemail. Then he spoke to me and mine friends already there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hail friends, I have brought you into my chamber to say farewell, for a time being. As you may or may not know, I have been chosen to join the expeditionary force to the new continent. As you may guess, I am genuinely enthused about going, as I hear there is much to be seen and explore on this new land mass....but I also am a bit concerned. I am not as young as I used to be. I traipsed the lands of Britannia as a youth, and I am a bit more unsteady in my gait....my only hope is my body keeps in time with my spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaughn smiled:&amp;quot;Though, know I go with a purpose....I will be scouting the lands to find locations where the City of Hope shall be placed. I have packed surverying tools, alongside my sword, so that I shall find a spot that is both serviceable and beautiful.&lt;br /&gt;
&lt;br /&gt;
I shall be in the lands though, as I will use magick to make my way back from time to time, so know that I am not truly &amp;quot;departing.&amp;quot; I will be sending word on what I discover...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take care, friend, and wish me good journey!&amp;quot;, said Vaughn. All were a bit amazed by this sudden announcement, but after we recovered from the amazement we all wished him good and safe journey. Then the old man walked from the house, towing the seachest behind him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== September 3, Thursday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Looking for citizens to donate items for an Auction'''&lt;br /&gt;
&lt;br /&gt;
Hail, I am Wolf. I am looking for people who would like to donate items for an auction to raise funds for a General Store, Items that will be sold there will include:&lt;br /&gt;
&lt;br /&gt;
# Potions&lt;br /&gt;
# Bolts and Arrows&lt;br /&gt;
# Various useful scrolls such as Recall, Mark and Gate&lt;br /&gt;
# Reagents&lt;br /&gt;
# Various types of armor, with various colors&lt;br /&gt;
# Maps, possibly deeds for ships and small houses&lt;br /&gt;
# Numerous assorted food items(cheap of course)&lt;br /&gt;
&lt;br /&gt;
And any other thing I can think of. If you are interested in donating please contact me. All donators will be kept track of, and if it is a failure all items will be returned to the owner.&lt;br /&gt;
Thank you,&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=File:4septemberB.jpg&amp;diff=66600</id>
		<title>File:4septemberB.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=File:4septemberB.jpg&amp;diff=66600"/>
				<updated>2016-02-24T04:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=File:4septemberC.jpg&amp;diff=66599</id>
		<title>File:4septemberC.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=File:4septemberC.jpg&amp;diff=66599"/>
				<updated>2016-02-24T04:26:58Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=File:5september.jpg&amp;diff=66598</id>
		<title>File:5september.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=File:5september.jpg&amp;diff=66598"/>
				<updated>2016-02-24T04:26:34Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=File:5septemberB.jpg&amp;diff=66597</id>
		<title>File:5septemberB.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=File:5septemberB.jpg&amp;diff=66597"/>
				<updated>2016-02-24T04:26:00Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=File:5septemberC.jpg&amp;diff=66596</id>
		<title>File:5septemberC.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=File:5septemberC.jpg&amp;diff=66596"/>
				<updated>2016-02-24T04:25:37Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=File:5septemberD.jpg&amp;diff=66595</id>
		<title>File:5septemberD.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=File:5septemberD.jpg&amp;diff=66595"/>
				<updated>2016-02-24T04:25:05Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Eighth_Issue_of_The_Hope&amp;diff=66594</id>
		<title>Atlantic:Eighth Issue of The Hope</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Eighth_Issue_of_The_Hope&amp;diff=66594"/>
				<updated>2016-02-24T04:14:10Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Eighth Issue of The Hope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== September 6, Sunday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feast at Hungry Halfling tavern'''&lt;br /&gt;
&lt;br /&gt;
I was invited to a feast in the newly built Hungry Halfling -tavern by Monk Aesculapius. I was able to arrive there quite early, among the first. I was honoured to meet Lord Vraal and Lady Xena Dragon.&lt;br /&gt;
&lt;br /&gt;
The time past fast as we spoke of various matters of our land and drank the taverns fine wine. However soon more people came, and we were forced to move outside as the air was literally running out inside the tavern as it got so crowded.&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/5september.jpg&lt;br /&gt;
	&lt;br /&gt;
First task was of course to collect wood to make furniture for people outside, I took proudly part in this task by crafting few tables. After a short while out in the gardens a mystical woman in all white appeared to the gardens. She introduced herself as Sybil the Divine. Then she started to talk about &amp;quot;Universal&amp;quot; Virtues, and to be honest I am not sure wasth it herecy or just study of Virtues in a little different perspective. I never got a change to talk a depth conversation with her because the huge crowd, and the unfortunate events that followed soon after.&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/5septemberB.jpg&lt;br /&gt;
&lt;br /&gt;
And then happend something very shocking, a murder at broad daylight, in the middle of the feast. in middle of crowd a woman named Kalsha struck down an innosent man and probably robbed him as well. After the deed she quickly vanished from the site. Of course we arranged a party to track down this murderer. In short while I was with a party lead by Daedric Dragon. However Lord Vraals group was faster and captured the murderer before us, at least so I was told. &lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/5septemberC.jpg&lt;br /&gt;
	&lt;br /&gt;
Next was the trial. I was on favor of judging this criminal by Lord British laws, in Court of Yew. However we ended up having the trial in garden of Hungry Halfling. The atmosphere was chaotic, everyone was yelling and asking questions. Then Sybil the Divine appointed herself as the judge and the court began. But just when the Judge was going to give Kalsha mercy she took an explosive potion from under her cloth, and she threw it to crowd, wounding many, including me. Sybil was shocked that she had misjudged the murderer, in revange Sybil killed Kalsha and at the same time herself in a huge explosion. Indeed it was a moment of great sadness. Afterward some called Sybil a false Prophet... we wont most likely ever know the truth. The merry atmosphere of the feast was gone for the evening.&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/5septemberD.jpg&lt;br /&gt;
&lt;br /&gt;
== September 4, Friday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first explorers of the New Land'''&lt;br /&gt;
&lt;br /&gt;
Mine good old friend, and guildmaster of Order of Justice, Vaughn Glowember hasth departed to the new continent that was found few moons ago. Vaugn Glowember is one of the few that got the kings permission to explore the lands with few of the other chosen.&lt;br /&gt;
&lt;br /&gt;
For those of thee who doesth not know who Vaughn Glowember is I will tell little about him. I think the most known event he took part in was the Midwinter Ball. Actually he was one of the head orginizers of the event. Other main orginizers who responsible to make the event true were Aimeric, Madeline, Luthien and her Mustardmen, plus various people I doth not know so well. But one thing is sure, the ball was one of the most rememberable event in Britannia's history.&lt;br /&gt;
	&lt;br /&gt;
'''Me and mine friends on a horse race'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/4septemberB.jpg&lt;br /&gt;
&lt;br /&gt;
'''Me and Vaughn Glowember'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/4septemberC.jpg&lt;br /&gt;
&lt;br /&gt;
I have spent many long hours discussing the state of Britannia with him, and the Order of Justice repsents all that we see Holy and Virtue, for it is the Eight Virtues of the Avatarhood that guide our paths.&lt;br /&gt;
&lt;br /&gt;
Here is a short story what happened on the eve when he left:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vaughn looked up at me when I entered the his home where he had summoned me, all the while placing provisions within a large sea-going trunk. I noticed torches, dried meats, a bedroll, along a fine set of platemail. Then he spoke to me and mine friends already there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hail friends, I have brought you into my chamber to say farewell, for a time being. As you may or may not know, I have been chosen to join the expeditionary force to the new continent. As you may guess, I am genuinely enthused about going, as I hear there is much to be seen and explore on this new land mass....but I also am a bit concerned. I am not as young as I used to be. I traipsed the lands of Britannia as a youth, and I am a bit more unsteady in my gait....my only hope is my body keeps in time with my spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vaughn smiled:&amp;quot;Though, know I go with a purpose....I will be scouting the lands to find locations where the City of Hope shall be placed. I have packed surverying tools, alongside my sword, so that I shall find a spot that is both serviceable and beautiful.&lt;br /&gt;
&lt;br /&gt;
I shall be in the lands though, as I will use magick to make my way back from time to time, so know that I am not truly &amp;quot;departing.&amp;quot; I will be sending word on what I discover...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take care, friend, and wish me good journey!&amp;quot;, said Vaughn. All were a bit amazed by this sudden announcement, but after we recovered from the amazement we all wished him good and safe journey. Then the old man walked from the house, towing the seachest behind him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== September 3, Thursday ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Looking for citizens to donate items for an Auction'''&lt;br /&gt;
&lt;br /&gt;
Hail, I am Wolf. I am looking for people who would like to donate items for an auction to raise funds for a General Store, Items that will be sold there will include:&lt;br /&gt;
&lt;br /&gt;
# Potions&lt;br /&gt;
# Bolts and Arrows&lt;br /&gt;
# Various useful scrolls such as Recall, Mark and Gate&lt;br /&gt;
# Reagents&lt;br /&gt;
# Various types of armor, with various colors&lt;br /&gt;
# Maps, possibly deeds for ships and small houses&lt;br /&gt;
# Numerous assorted food items(cheap of course)&lt;br /&gt;
&lt;br /&gt;
And any other thing I can think of. If you are interested in donating please contact me. All donators will be kept track of, and if it is a failure all items will be returned to the owner.&lt;br /&gt;
Thank you,&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Denouncement_in_Moonglow&amp;diff=66593</id>
		<title>Atlantic:Denouncement in Moonglow</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Denouncement_in_Moonglow&amp;diff=66593"/>
				<updated>2016-02-24T04:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Denouncement in Moonglow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Denouncement in Moonglow ==&lt;br /&gt;
&lt;br /&gt;
A hush came over the small crowd gathered at the Church of MoonGlow. Cerdic the High Priest of MoonGlow looked to the crowd and smiled. He began to speak.&lt;br /&gt;
&lt;br /&gt;
I welcome you friends of Virtue. Today’s sermon is one that shall not run along the same course as the others. For today I am here to speak to you of a new evil. An evil masked as the greatestleader and philosopher of this era. I speak of Lord British.&lt;br /&gt;
&lt;br /&gt;
We as a people toil the land every day in an attempt to change it. Make it better...Make it more livable. Some forces out there try and stop us. Try and make the world a challenge. These forces are ones of great evil. The worst of them is the one I stated earlier. Our lord British. He has taken from us our honor and our land. Felucia lies in ruin... we are a race of men and women on the run. Because HE could not hold his ground and HE lost all that we loved. The new land is... different. It is free of the vices of murderers and brigands. But what or our Honor? We sacrificed that the second Nystul opened the gate here. Nystul... another evil of this land. He has caused more damage then Minax herself! We have proof of things that he has done.. his mistakes. Lives were lost and so was our land.&lt;br /&gt;
&lt;br /&gt;
Stepping back to British. British has arrested members of many orders and held them in his prisons. Why might you ask? Because like us they were rising against him. For them using their free minds they now rot away inside the dungeons of Yew. But now we stand here today. We the men and women of Moonglow. We stand here with one clear voice that says “we shall not be dishonored. We shall not wasted our lives. For we are united!” But... We are only one group... one small tree in the forest of life. But we know what we are. We know where we are going. We will no longer be subjugated. For we are free.&lt;br /&gt;
&lt;br /&gt;
This reminds me of a story I once heard. A ship lost at sea for many weeks finally sees another vessel. The captain of the lost ship calls to the other one. Water we need water! The other captain responded “drop your bucket into the water and pull it up.” The lost ship captain stunned by this repeated the plea and was given the same answer. He tried several more times until he finally dropped his bucket into the water. When he pulled it up it was the freshest water he had ever seen. Then he looked to the east and saw a stunning river that he had neglected to see. Friends I ask you to cast your bucket. To those of my group who depend on the bettering of their condition in a foreign land or who underestimate the power of within that creates the strength we need I would say “Cast down your bucket where you are” Cast it down in making yourself stronger mentally and physically. Cast it down in farming, building, commerce, and domestic services.&lt;br /&gt;
&lt;br /&gt;
Though it may seem like we are acting in complete and utter treason. We are taking back what was taken. Our Virtues... our way of life. He has shown us that though he may have created this way of life he cannot stay the course. By defying British we are not going against the Virtues. The Virtues were created by British but he does not own them. They are not his to have. The Virtues are for the people. No matter what walk of life brigand or merchant. They are for the people, we as people say British has strayed from his path. The time of change is apon us children of the Virtues.&lt;br /&gt;
&lt;br /&gt;
Before a reaction could be given by the crowd GreyPawn stood and began to speak of the coming evils of the realm. He spoke of nightmares that plagued mages across the land. Then he returned to his seat. As he sat some members of those that watched clapped while others cried treason. GreyPawn and Cerdic nodded for their point was put across.&lt;br /&gt;
&lt;br /&gt;
'''-Scribe of MoonGlow'''&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Delcaration_of_War_Against_Moonglow&amp;diff=66592</id>
		<title>Atlantic:Delcaration of War Against Moonglow</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Delcaration_of_War_Against_Moonglow&amp;diff=66592"/>
				<updated>2016-02-24T04:04:07Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Declaration of War Against Moonglow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The military forces of Moonglow, sworn to Alliance with the Virtuous Nation of Britannia, have on this very evening, and without suitable cause or provocation, attacked the Sovereignty of Britannia and her Democratic Commonwealth of Yew. The cowardly invaders did storm the Empath Abbey and slay all who would defend the hallowed building against their unwarranted and treacherous act. In the end, many good and noble men were murdered by the warmongers from Verity Isle. &lt;br /&gt;
&lt;br /&gt;
The Nation of Britannia will offer no quarter to the Moonglow pirates. We shall drive them with force and prejudice from our land. We shall not rest until this enemy, which once pledged to defend us, has been eradicated from this realm. The government of Moonglow can no longer call itself a Virtue Council. Until such time that new leadership emerges, the Isle will be considered as a center of corruption and evil. &lt;br /&gt;
&lt;br /&gt;
There will be no Rights of Passage granted to the Moonglow pirates through any Britannian lands. There will be no trade or business between our two entities. No assistance shall be given to the Moonglow criminals when they are inevitably set upon by their many enemies. We beseech all noble organizations to support these terms and help us to drive the Moonglow military regime into the dust. We beseech all those noble organizations who once joined the Moonglow Alliance, in the belief that they were bonding with a Virtuous Alliance, to break from their treaty. It is time to send a message that you will not tolerate such treachery and duplicity from those who once called you friend. Should you require our assistance, or our protection in the event that you make such a move, you have but to ask. &lt;br /&gt;
&lt;br /&gt;
The Loyal Vassals of the Britannian Crown are expected to rally your militias and make yourselves available to our military leaders. Heed the calls from our Chancery, from Lord Thorin, Lord Kronos and Lord Keale; from our Chamber and Lord Aeirs. Let those men and women who seek Justice come forth and offer their swords to our leaders so that they may direct your fury and destroy our enemies. &lt;br /&gt;
&lt;br /&gt;
The Moonglow Town Council and her allies in treachery are enemies of our realm. To aid them is to become our enemy too.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66591</id>
		<title>Atlantic:Defining the HoA</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66591"/>
				<updated>2016-02-24T04:01:22Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Awakening? ==&lt;br /&gt;
&lt;br /&gt;
The Heralds of the Awakening is an organization like no other. There is no one person responsible for our work here, rather, it is a collection of individuals working together to serve the community in a variety of ways. Many have asked for us to outline the goals of the HoA. No easy task this, but hopefully this document will serve as an education in regards to the nature of our organization. And perhaps even inspire you to find your own place within our walls.&lt;br /&gt;
&lt;br /&gt;
== Defining the HoA ==&lt;br /&gt;
&lt;br /&gt;
The HoA is many things. It is an alliance, it is a think tank. It is a meeting place, it is a forum. It is passion, it is understanding. It is a beacon of hope, it is a moment of peace.&lt;br /&gt;
&lt;br /&gt;
But, do not be confused. The HoA is not a church, as there is a difference between religion and Spirituality. We are not a war council, although we do not deny that use of force is a reality in our realm. We are not an elitist organization, because it is only through our diversity that we are strongest. And although this may not spell out the specifics of our organization, we hope that it at least gives you insight into the nature of who we are.&lt;br /&gt;
&lt;br /&gt;
== Our Goals ==&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible to capture the depth and breadth of our goals in a simple document. So much of what we do resides within the realm of the heart, that mere words do not do justice. But for our purposes, we shall endeavor to give you a glimpse of our vision.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;br /&gt;
The HoA is an organization built upon the foundation of the 8 Virtues. The insight and inspiration of the 8 Virtues is infused throughout our work. Each of the 8 Virtues is represented by an individual, who then works to serve the realm in various capacities. Whether through education, events or quests, the Oracles, Sages and Heralds work together to bring the message of the Virtues to everyone.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Community ===&lt;br /&gt;
The HoA is a roleplay organization. And as such, we serve the various roleplay communities in the realm. And although we work to create venues for a richer roleplay landscape, we are by no means excluding anyone from our cause. If there is one thing to remember about the HoA, it is this: &lt;br /&gt;
            ''There is a place for everyone in the Awakening.''      &lt;br /&gt;
If you have lamented your lot in life, if you have wondered how you could enrich your time spent within realm, then look no further. Whether a part of guild or an individual, the HoA is the common ground for people to share their ideas, their hopes...their dreams for the future.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Relationships ===&lt;br /&gt;
The HoA serves the Atlantic Community by offering venues for communication and relationship building. People involved in the HoA understand the importance of relationships. We are committed to finding common ground with the vast diversity of opinion that is the Atlantic Shard. Through friendship the load is lighter, and the walk less weary. Through collaboration a dream becomes a reality. We know this to be a fundamental truth, as the work you see before you is the proof. The method we use is communication, alliance and a mind set that works from the paradigm of possibility.&lt;br /&gt;
&lt;br /&gt;
Some say ''&amp;quot;How can we do this?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We say ''&amp;quot;How can we not?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Some say ''&amp;quot;It cannot be done.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We say ''&amp;quot;It can, and together we shall!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We know that our message will not reach everyone. There are some who will not see the value of such an organization. Ther are others who will choose not to be a part of the greater whole, fearing the loss of personal fame and glory.&lt;br /&gt;
&lt;br /&gt;
To those people we say this: A building is made brick by brick. Only through collaboration and cooperation will we find our greatest glory. We lose nothing by empowering each other for success. Successful collaboration takes nothing fom you, on the contrary, it is through joyful interaction that we are the most rewarded as individuals.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66590</id>
		<title>Atlantic:Defining the HoA</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66590"/>
				<updated>2016-02-24T04:00:44Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* Defining the HoA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Awakening? ==&lt;br /&gt;
&lt;br /&gt;
The Heralds of the Awakening is an organization like no other. There is no one person responsible for our work here, rather, it is a collection of individuals working together to serve the community in a variety of ways. Many have asked for us to outline the goals of the HoA. No easy task this, but hopefully this document will serve as an education in regards to the nature of our organization. And perhaps even inspire you to find your own place within our walls.&lt;br /&gt;
&lt;br /&gt;
== Defining the HoA ==&lt;br /&gt;
&lt;br /&gt;
The HoA is many things. It is an alliance, it is a think tank. It is a meeting place, it is a forum. It is passion, it is understanding. It is a beacon of hope, it is a moment of peace.&lt;br /&gt;
&lt;br /&gt;
But, do not be confused. The HoA is not a church, as there is a difference between religion and Spirituality. We are not a war council, although we do not deny that use of force is a reality in our realm. We are not an elitist organization, because it is only through our diversity that we are strongest. And although this may not spell out the specifics of our organization, we hope that it at least gives you insight into the nature of who we are.&lt;br /&gt;
&lt;br /&gt;
=== Our Goals ===&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible to capture the depth and breadth of our goals in a simple document. So much of what we do resides within the realm of the heart, that mere words do not do justice. But for our purposes, we shall endeavor to give you a glimpse of our vision.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;br /&gt;
The HoA is an organization built upon the foundation of the 8 Virtues. The insight and inspiration of the 8 Virtues is infused throughout our work. Each of the 8 Virtues is represented by an individual, who then works to serve the realm in various capacities. Whether through education, events or quests, the Oracles, Sages and Heralds work together to bring the message of the Virtues to everyone.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Community ===&lt;br /&gt;
The HoA is a roleplay organization. And as such, we serve the various roleplay communities in the realm. And although we work to create venues for a richer roleplay landscape, we are by no means excluding anyone from our cause. If there is one thing to remember about the HoA, it is this: &lt;br /&gt;
            ''There is a place for everyone in the Awakening.''      &lt;br /&gt;
If you have lamented your lot in life, if you have wondered how you could enrich your time spent within realm, then look no further. Whether a part of guild or an individual, the HoA is the common ground for people to share their ideas, their hopes...their dreams for the future.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Relationships ===&lt;br /&gt;
The HoA serves the Atlantic Community by offering venues for communication and relationship building. People involved in the HoA understand the importance of relationships. We are committed to finding common ground with the vast diversity of opinion that is the Atlantic Shard. Through friendship the load is lighter, and the walk less weary. Through collaboration a dream becomes a reality. We know this to be a fundamental truth, as the work you see before you is the proof. The method we use is communication, alliance and a mind set that works from the paradigm of possibility.&lt;br /&gt;
&lt;br /&gt;
Some say ''&amp;quot;How can we do this?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We say ''&amp;quot;How can we not?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Some say ''&amp;quot;It cannot be done.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We say ''&amp;quot;It can, and together we shall!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We know that our message will not reach everyone. There are some who will not see the value of such an organization. Ther are others who will choose not to be a part of the greater whole, fearing the loss of personal fame and glory.&lt;br /&gt;
&lt;br /&gt;
To those people we say this: A building is made brick by brick. Only through collaboration and cooperation will we find our greatest glory. We lose nothing by empowering each other for success. Successful collaboration takes nothing fom you, on the contrary, it is through joyful interaction that we are the most rewarded as individuals.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66589</id>
		<title>Atlantic:Defining the HoA</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66589"/>
				<updated>2016-02-24T03:59:41Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: remove last section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Awakening? ==&lt;br /&gt;
&lt;br /&gt;
The Heralds of the Awakening is an organization like no other. There is no one person responsible for our work here, rather, it is a collection of individuals working together to serve the community in a variety of ways. Many have asked for us to outline the goals of the HoA. No easy task this, but hopefully this document will serve as an education in regards to the nature of our organization. And perhaps even inspire you to find your own place within our walls.&lt;br /&gt;
&lt;br /&gt;
=== Defining the HoA ===&lt;br /&gt;
&lt;br /&gt;
The HoA is many things. It is an alliance, it is a think tank. It is a meeting place, it is a forum. It is passion, it is understanding. It is a beacon of hope, it is a moment of peace.&lt;br /&gt;
&lt;br /&gt;
But, do not be confused. The HoA is not a church, as there is a difference between religion and Spirituality. We are not a war council, although we do not deny that use of force is a reality in our realm. We are not an elitist organization, because it is only through our diversity that we are strongest. And although this may not spell out the specifics of our organization, we hope that it at least gives you insight into the nature of who we are.&lt;br /&gt;
&lt;br /&gt;
=== Our Goals ===&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible to capture the depth and breadth of our goals in a simple document. So much of what we do resides within the realm of the heart, that mere words do not do justice. But for our purposes, we shall endeavor to give you a glimpse of our vision.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;br /&gt;
The HoA is an organization built upon the foundation of the 8 Virtues. The insight and inspiration of the 8 Virtues is infused throughout our work. Each of the 8 Virtues is represented by an individual, who then works to serve the realm in various capacities. Whether through education, events or quests, the Oracles, Sages and Heralds work together to bring the message of the Virtues to everyone.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Community ===&lt;br /&gt;
The HoA is a roleplay organization. And as such, we serve the various roleplay communities in the realm. And although we work to create venues for a richer roleplay landscape, we are by no means excluding anyone from our cause. If there is one thing to remember about the HoA, it is this: &lt;br /&gt;
            ''There is a place for everyone in the Awakening.''      &lt;br /&gt;
If you have lamented your lot in life, if you have wondered how you could enrich your time spent within realm, then look no further. Whether a part of guild or an individual, the HoA is the common ground for people to share their ideas, their hopes...their dreams for the future.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Relationships ===&lt;br /&gt;
The HoA serves the Atlantic Community by offering venues for communication and relationship building. People involved in the HoA understand the importance of relationships. We are committed to finding common ground with the vast diversity of opinion that is the Atlantic Shard. Through friendship the load is lighter, and the walk less weary. Through collaboration a dream becomes a reality. We know this to be a fundamental truth, as the work you see before you is the proof. The method we use is communication, alliance and a mind set that works from the paradigm of possibility.&lt;br /&gt;
&lt;br /&gt;
Some say ''&amp;quot;How can we do this?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We say ''&amp;quot;How can we not?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Some say ''&amp;quot;It cannot be done.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We say ''&amp;quot;It can, and together we shall!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We know that our message will not reach everyone. There are some who will not see the value of such an organization. Ther are others who will choose not to be a part of the greater whole, fearing the loss of personal fame and glory.&lt;br /&gt;
&lt;br /&gt;
To those people we say this: A building is made brick by brick. Only through collaboration and cooperation will we find our greatest glory. We lose nothing by empowering each other for success. Successful collaboration takes nothing fom you, on the contrary, it is through joyful interaction that we are the most rewarded as individuals.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66588</id>
		<title>Atlantic:Defining the HoA</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66588"/>
				<updated>2016-02-24T03:58:50Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* ♦ Championing the Cause of Virtue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Awakening? ==&lt;br /&gt;
&lt;br /&gt;
The Heralds of the Awakening is an organization like no other. There is no one person responsible for our work here, rather, it is a collection of individuals working together to serve the community in a variety of ways. Many have asked for us to outline the goals of the HoA. No easy task this, but hopefully this document will serve as an education in regards to the nature of our organization. And perhaps even inspire you to find your own place within our walls.&lt;br /&gt;
&lt;br /&gt;
=== Defining the HoA ===&lt;br /&gt;
&lt;br /&gt;
The HoA is many things. It is an alliance, it is a think tank. It is a meeting place, it is a forum. It is passion, it is understanding. It is a beacon of hope, it is a moment of peace.&lt;br /&gt;
&lt;br /&gt;
But, do not be confused. The HoA is not a church, as there is a difference between religion and Spirituality. We are not a war council, although we do not deny that use of force is a reality in our realm. We are not an elitist organization, because it is only through our diversity that we are strongest. And although this may not spell out the specifics of our organization, we hope that it at least gives you insight into the nature of who we are.&lt;br /&gt;
&lt;br /&gt;
=== Our Goals ===&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible to capture the depth and breadth of our goals in a simple document. So much of what we do resides within the realm of the heart, that mere words do not do justice. But for our purposes, we shall endeavor to give you a glimpse of our vision.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;br /&gt;
The HoA is an organization built upon the foundation of the 8 Virtues. The insight and inspiration of the 8 Virtues is infused throughout our work. Each of the 8 Virtues is represented by an individual, who then works to serve the realm in various capacities. Whether through education, events or quests, the Oracles, Sages and Heralds work together to bring the message of the Virtues to everyone.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Community ===&lt;br /&gt;
The HoA is a roleplay organization. And as such, we serve the various roleplay communities in the realm. And although we work to create venues for a richer roleplay landscape, we are by no means excluding anyone from our cause. If there is one thing to remember about the HoA, it is this: &lt;br /&gt;
            ''There is a place for everyone in the Awakening.''      &lt;br /&gt;
If you have lamented your lot in life, if you have wondered how you could enrich your time spent within realm, then look no further. Whether a part of guild or an individual, the HoA is the common ground for people to share their ideas, their hopes...their dreams for the future.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Relationships ===&lt;br /&gt;
The HoA serves the Atlantic Community by offering venues for communication and relationship building. People involved in the HoA understand the importance of relationships. We are committed to finding common ground with the vast diversity of opinion that is the Atlantic Shard. Through friendship the load is lighter, and the walk less weary. Through collaboration a dream becomes a reality. We know this to be a fundamental truth, as the work you see before you is the proof. The method we use is communication, alliance and a mind set that works from the paradigm of possibility.&lt;br /&gt;
&lt;br /&gt;
Some say ''&amp;quot;How can we do this?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We say ''&amp;quot;How can we not?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Some say ''&amp;quot;It cannot be done.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We say ''&amp;quot;It can, and together we shall!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
We know that our message will not reach everyone. There are some who will not see the value of such an organization. Ther are others who will choose not to be a part of the greater whole, fearing the loss of personal fame and glory.&lt;br /&gt;
&lt;br /&gt;
To those people we say this: A building is made brick by brick. Only through collaboration and cooperation will we find our greatest glory. We lose nothing by empowering each other for success. Successful collaboration takes nothing fom you, on the contrary, it is through joyful interaction that we are the most rewarded as individuals.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66587</id>
		<title>Atlantic:Defining the HoA</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66587"/>
				<updated>2016-02-24T03:43:38Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* ♦ Building Community */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Awakening? ==&lt;br /&gt;
&lt;br /&gt;
The Heralds of the Awakening is an organization like no other. There is no one person responsible for our work here, rather, it is a collection of individuals working together to serve the community in a variety of ways. Many have asked for us to outline the goals of the HoA. No easy task this, but hopefully this document will serve as an education in regards to the nature of our organization. And perhaps even inspire you to find your own place within our walls.&lt;br /&gt;
&lt;br /&gt;
=== Defining the HoA ===&lt;br /&gt;
&lt;br /&gt;
The HoA is many things. It is an alliance, it is a think tank. It is a meeting place, it is a forum. It is passion, it is understanding. It is a beacon of hope, it is a moment of peace.&lt;br /&gt;
&lt;br /&gt;
But, do not be confused. The HoA is not a church, as there is a difference between religion and Spirituality. We are not a war council, although we do not deny that use of force is a reality in our realm. We are not an elitist organization, because it is only through our diversity that we are strongest. And although this may not spell out the specifics of our organization, we hope that it at least gives you insight into the nature of who we are.&lt;br /&gt;
&lt;br /&gt;
=== Our Goals ===&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible to capture the depth and breadth of our goals in a simple document. So much of what we do resides within the realm of the heart, that mere words do not do justice. But for our purposes, we shall endeavor to give you a glimpse of our vision.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;br /&gt;
The HoA is an organization built upon the foundation of the 8 Virtues. The insight and inspiration of the 8 Virtues is infused throughout our work. Each of the 8 Virtues is represented by an individual, who then works to serve the realm in various capacities. Whether through education, events or quests, the Oracles, Sages and Heralds work together to bring the message of the Virtues to everyone.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Community ===&lt;br /&gt;
The HoA is a roleplay organization. And as such, we serve the various roleplay communities in the realm. And although we work to create venues for a richer roleplay landscape, we are by no means excluding anyone from our cause. If there is one thing to remember about the HoA, it is this: &lt;br /&gt;
            ''There is a place for everyone in the Awakening.''      &lt;br /&gt;
If you have lamented your lot in life, if you have wondered how you could enrich your time spent within realm, then look no further. Whether a part of guild or an individual, the HoA is the common ground for people to share their ideas, their hopes...their dreams for the future.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66586</id>
		<title>Atlantic:Defining the HoA</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66586"/>
				<updated>2016-02-24T03:42:17Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: added text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Awakening? ==&lt;br /&gt;
&lt;br /&gt;
The Heralds of the Awakening is an organization like no other. There is no one person responsible for our work here, rather, it is a collection of individuals working together to serve the community in a variety of ways. Many have asked for us to outline the goals of the HoA. No easy task this, but hopefully this document will serve as an education in regards to the nature of our organization. And perhaps even inspire you to find your own place within our walls.&lt;br /&gt;
&lt;br /&gt;
=== Defining the HoA ===&lt;br /&gt;
&lt;br /&gt;
The HoA is many things. It is an alliance, it is a think tank. It is a meeting place, it is a forum. It is passion, it is understanding. It is a beacon of hope, it is a moment of peace.&lt;br /&gt;
&lt;br /&gt;
But, do not be confused. The HoA is not a church, as there is a difference between religion and Spirituality. We are not a war council, although we do not deny that use of force is a reality in our realm. We are not an elitist organization, because it is only through our diversity that we are strongest. And although this may not spell out the specifics of our organization, we hope that it at least gives you insight into the nature of who we are.&lt;br /&gt;
&lt;br /&gt;
=== Our Goals ===&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible to capture the depth and breadth of our goals in a simple document. So much of what we do resides within the realm of the heart, that mere words do not do justice. But for our purposes, we shall endeavor to give you a glimpse of our vision.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;br /&gt;
The HoA is an organization built upon the foundation of the 8 Virtues. The insight and inspiration of the 8 Virtues is infused throughout our work. Each of the 8 Virtues is represented by an individual, who then works to serve the realm in various capacities. Whether through education, events or quests, the Oracles, Sages and Heralds work together to bring the message of the Virtues to everyone.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Building Community ===&lt;br /&gt;
The HoA is a roleplay organization. And as such, we serve the various roleplay communities in the realm. And although we work to create venues for a richer roleplay landscape, we are by no means excluding anyone from our cause. If there is one thing to remember about the HoA, it is this: &lt;br /&gt;
&lt;br /&gt;
            ''There is a place for everyone in the Awakening.''&lt;br /&gt;
      &lt;br /&gt;
If you have lamented your lot in life, if you have wondered how you could enrich your time spent within realm, then look no further. Whether a part of guild or an individual, the HoA is the common ground for people to share their ideas, their hopes...their dreams for the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66585</id>
		<title>Atlantic:Defining the HoA</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Defining_the_HoA&amp;diff=66585"/>
				<updated>2016-02-24T02:55:22Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Created page with &amp;quot;== What is the Awakening? ==  The Heralds of the Awakening is an organization like no other. There is no one person responsible for our work here, rather, it is a collection o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Awakening? ==&lt;br /&gt;
&lt;br /&gt;
The Heralds of the Awakening is an organization like no other. There is no one person responsible for our work here, rather, it is a collection of individuals working together to serve the community in a variety of ways. Many have asked for us to outline the goals of the HoA. No easy task this, but hopefully this document will serve as an education in regards to the nature of our organization. And perhaps even inspire you to find your own place within our walls.&lt;br /&gt;
&lt;br /&gt;
=== Defining the HoA ===&lt;br /&gt;
&lt;br /&gt;
The HoA is many things. It is an alliance, it is a think tank. It is a meeting place, it is a forum. It is passion, it is understanding. It is a beacon of hope, it is a moment of peace.&lt;br /&gt;
&lt;br /&gt;
But, do not be confused. The HoA is not a church, as there is a difference between religion and Spirituality. We are not a war council, although we do not deny that use of force is a reality in our realm. We are not an elitist organization, because it is only through our diversity that we are strongest. And although this may not spell out the specifics of our organization, we hope that it at least gives you insight into the nature of who we are.&lt;br /&gt;
&lt;br /&gt;
=== Our Goals ===&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible to capture the depth and breadth of our goals in a simple document. So much of what we do resides within the realm of the heart, that mere words do not do justice. But for our purposes, we shall endeavor to give you a glimpse of our vision.&lt;br /&gt;
&lt;br /&gt;
=== ♦ Championing the Cause of Virtue ===&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Death_Knights&amp;diff=66584</id>
		<title>Atlantic:Death Knights</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Death_Knights&amp;diff=66584"/>
				<updated>2016-02-24T02:32:39Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Death Knights&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Death Knights are the elite fighting force of the Order of the Ebon Skull. They are the ultimate combination of sword and sorcery. Combining this with the stamina that comes of Undeath, these warriors are nearly unstoppable.&lt;br /&gt;
&lt;br /&gt;
Death Knights hate the living more than any other type of Undead. They have a special hatred for paladins and the Virtue Guards of British and Blackthorn; perhaps due to the fact that they, themselves, were once of the same ilk. They have abandoned the righteous sense of honor they displayed as mortals, leaving them black and twisted in body, mind, and spirit. Everywhere they trod, land withers and decays. Nature itself trembles when the Death Knights approach.&lt;br /&gt;
&lt;br /&gt;
The typical uniform of the Death Knight is bone armor supplemented by various pieces of black platemail according to rank. The more Entropic energy a warrior's corporeal form can harness, the more steel its skeletal frame can support-- rumors of very powerful Knights wearing full suits of blackened steel persist. The dark armor represents the tarnished remnants of the silver and golden armor worn by the Great Lords of Britannia. Now tainted by Oblivion, it is blackened and corrupted beyond recognition.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Rank Structure=&lt;br /&gt;
&lt;br /&gt;
Death Knights are the ultimate fighting machine. Not only do they possess strong combat skills, they also have a comprehensive grasp of the Arts of Necromancy. Aside from the listed requirements, all Death Knights must maintain an ability to converse with the dead. It should be noted that the below requirements are but guidelines-- advancement will be based on many intangible factors in addition to those mentioned. Before promotion is granted, a quest will often need to be completed by the candidate, as per the Codex of Revenance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Deathsworn=&lt;br /&gt;
&lt;br /&gt;
The Deathsworn are the slaves of the Death Knights. Deathsworn are rankless and serve all those within the Order. As this position is rankless, there are no requirements.&lt;br /&gt;
 &lt;br /&gt;
=Cadaver=&lt;br /&gt;
&lt;br /&gt;
The first form taken on by any Undead is that of Cadaver. After the Unbirth, the Cadaver begins to decay rapidly and shows a great deal of decay. This position is the first step towards becoming a Death Knight. To advance to Cadaver a Deathsworn must complete a quest assigned to him by the Daemon Lord, Entropic Knight or the Entropic Maiden.&lt;br /&gt;
&lt;br /&gt;
=Zombie=&lt;br /&gt;
&lt;br /&gt;
After undergoing the transformation to Zombie, the Undead nature of the former Cadaver is quite apparent. What flesh remains is putrid and rotting, and the creature has begun to take on the unholy strength of the Undead. To be eligible for this position, one must be an active member of the Order and complete yet another quest that is assigned to him to show that he is capable of using the power that has been granted to him already well. Zombies must have be Grandmaster of tactics and their chosen weapon.&lt;br /&gt;
Skeleton&lt;br /&gt;
The restless Skeletons have shed the remaining vestiges of their humanity, enabling them to harness more negative energy. A Zombie cannot progress to take on the form of a Skeleton until it shows it is capable of using the powers that have been granted to it and attained the status of Expert Mage or an Expert in the art of Anatomy.&lt;br /&gt;
&lt;br /&gt;
=Skeletal Knight=&lt;br /&gt;
&lt;br /&gt;
In its exalted form, this bone warrior has begun to take on some physical manifestations of the dark forces that course through its being. It appears as a great Skeleton with some traces of hard, pale flesh forming upon its structure. To evolve to this status, an Undead must have spent a minimum of a month as a Skeleton and developed a grasp on the Arcane Arts equal to that of an Adept Mage or be Adept in the art of Anatomy. Without this level of competence, it cannot control enough Entropic Force to take on the negative matter that makes up the flesh of a Skeletal Knight.&lt;br /&gt;
&lt;br /&gt;
=Revenant Knight=&lt;br /&gt;
&lt;br /&gt;
This dread creature has almost completely reconstructed its body from the baneful matter of Oblivion. Pale, hard flesh is stretched taught against all of its bones and its skull, from which crimson points of hateful light peer forth, serving the monster as eyes. To attempt transformation to this form, one must have spent a month as a Skeletal Knight and become a Master in either the art of Magery or spent two months as a Skeletal Knight and achieved Master in the art of Anatomy.&lt;br /&gt;
&lt;br /&gt;
=Death Knight=&lt;br /&gt;
&lt;br /&gt;
The fully evolved Death Knight is the penultimate Undead horror, comparing in raw power only to the terrible Necromancer Liches. Because of its mastery of all forms of combat and its axons of experience, it is all but invincible. Death Knights are completely consumed by the power of Oblivion, and radiate a palpable aura of terror. In order to attempt this pinnacle of achievement in the service of Entropy, the Undead in question must have spent at least two months in the form of a Revenant Knight and achieved the status of Grandmaster Mage or three months and achieved Grandmaster status in Anatomy.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:CrawWorth%27s_Journal&amp;diff=66583</id>
		<title>Atlantic:CrawWorth's Journal</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:CrawWorth%27s_Journal&amp;diff=66583"/>
				<updated>2016-02-24T02:30:36Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: CrawWorth's Journal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''A Journal'''&lt;br /&gt;
&lt;br /&gt;
''CrawWorth''&lt;br /&gt;
&lt;br /&gt;
I have begun this journal as pieces of information begin to fit together. 'Tis my hope that this will be of aid to ye.&lt;br /&gt;
&lt;br /&gt;
Though my captivity was some weeks ago, I happened to loose an important bit of memory. During the last few days I was held, some high ranking members had been to see me. I was half passed out from beatings and lack of food. Mayhap I had even been mildly poisoned to help them better able to control me. Thinking I could not hear and unable to speak freely in front of mine guards, their conversation took place in my quarters. I will scribe what I recall of their words :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We waste time looking to that long dead fool for guidance. We know now from whom he received the spell. Any fool could have been in his place. We must not appear as such.&lt;br /&gt;
&lt;br /&gt;
Aye, 'tis quite true. All must know we are following a specific path - not blindly lashing in ignorance.&lt;br /&gt;
&lt;br /&gt;
Ye both know my mind on this. 'Tis why this meddler shall live. When he regains his mind, he will tell all of our new determination. As well as our new name - The Followers of Armageddon.&lt;br /&gt;
&lt;br /&gt;
As I ink this, I now realize that they were referring to me, CrawWorth, as the meddler who will announce this new name for them. Perhaps their renewed vision will provide the insight they seek, but 'tis my thought that they are but knaves with a longer name.&lt;br /&gt;
&lt;br /&gt;
I have finally stumbled upon a source of information that could lead me directly to the Followers of Armageddon. Ironically, it was greed which brought him to me. Thraal Veese, a wretched thug, approached me soon after the earthquakes. He told me he could show me a meeting place the Followers of Armageddon use. He also wasted little time before naming his price. A hefty sum of gold. I was able to talk him down a bit, before I finally agreed to his price. I could not afford to let such a strong potential clue pass me by. Plus, if he was conning me, it would be an easy thing to exact justice against Thraal.&lt;br /&gt;
&lt;br /&gt;
I am telling ye this so that ye might continue searching for the Followers of Armageddon in mine absence. Thraal told me I could find him at the Shattered Skull tavern. Seek him there. Mention my name and that ye seek the same information in my place. He has already been given his gold, so don't let him try to squeeze more gold out of thee. Tell him that you know he has been paid ! Thank ye, and good luck in finding the Followers of Armageddon.&lt;br /&gt;
&lt;br /&gt;
''-CrawWorth''&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Corpus_of_the_HoA&amp;diff=66582</id>
		<title>Atlantic:Corpus of the HoA</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Corpus_of_the_HoA&amp;diff=66582"/>
				<updated>2016-02-24T02:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Corpus of the HoA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every rule of conduct and procedure for the working of The Heralds of the Awakening will be included within this document. The Oracles ratified this document at the very dawn of the Heralds of the Awakening. The College of Oracles and Sages will vote on any amendment to this document; such amendments being passed by the support of no less then eight votes out of the eligible voters at least one of which must be that of an Oracle.&lt;br /&gt;
&lt;br /&gt;
'''Government and Actions'''&lt;br /&gt;
&lt;br /&gt;
The Oracles shall appoint the Sages while Sages shall appoint the Co-Sages. In the event that a Sage is unable to perform their duties, the Co-Sage shall be promoted to Sage and the process shall begin anew. Sages and Oracles may take acception to any appointments by posting such on the Private HoA Forum. In that process, the complaint will be reviewed by all Sages and Oracles and a decision will be rendered by the Oracles based on that discussion.&lt;br /&gt;
&lt;br /&gt;
The three Oracles will make the decisions that guide the daily activities of The Heralds of the Awakening. If the Sages or the Heralds do not agree with a decision made by the Oracles they can file a motion for general assembly via the Private HoA Forum. Such a motion would need the support of One Sage. When a motion has been filed, the decision will be delayed until every member has had time to vote on it, a 50%+1 vote will be required to decide the issue.&lt;br /&gt;
&lt;br /&gt;
'''Expulsion from the Heralds of the Awakening'''&lt;br /&gt;
&lt;br /&gt;
Expulsion, although painful, may be the only redress for wrongdoings or lack of activity on the part of a Sage. If a Herald has misbehaved or violated this charter, a special court will prosecute them. The court will be presided by the Three Oracles. The Oracle of Truth will Prosecute with the Oracle of Love representing the accused. The Oracle of Courage shall preside in the manner of a judge. A jury of 3 randomly selected Sages and 3 randomly selected Heralds will decide on the fate of the accused. Such a trial would be a grave matter and not to be taken lightly.&lt;br /&gt;
&lt;br /&gt;
In the event that a Sage or Oracle is missing without contact or explanation, the position they held will be considered abondoned. The Oracle in question will either promote the corresponding Co-Sage if there is one, or appoint a new Sage alltogether. A position will be considered abandoned after no more than one month of innactivity. This does not apply to a leave of absence. Ultimately, it is the Sage's responsibility to communicate with their Oracle to be certain that there is no mistaking personal harship with lack of commitment.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Constitution_of_the_Regency&amp;diff=66581</id>
		<title>Atlantic:Constitution of the Regency</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Constitution_of_the_Regency&amp;diff=66581"/>
				<updated>2016-02-24T02:25:36Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Constitution of the Regency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preamble ==&lt;br /&gt;
&lt;br /&gt;
In the name of the Virtues, from which comes our inspiration and our conviction, as the guide for our humanity and the path of the Lightbringer, concepts that direct all actions both of woman, of man and of States, We, the people of Britania, Humbly acknowledging all our obligations to our Liege Lord, Lord British, seeking to promote the common good, with due observance of Courage, Truth and Love, so that the dignity and freedom of the individual may be assured, true social order attained, the unity of our lands restored, and concord established with other nations, Do hereby adopt, enact, and give to ourselves this Constitution.&lt;br /&gt;
&lt;br /&gt;
== Article 1. ==&lt;br /&gt;
&lt;br /&gt;
The Government of Britannia hereby affirms its inalienable, indefeasible, and sovereign right to choose its own form of Government, to determine its relations with other nations, and to develop its life, political, economic and cultural, in accordance with its own genius and traditions.&lt;br /&gt;
&lt;br /&gt;
== Article 2. ==&lt;br /&gt;
&lt;br /&gt;
It is the entitlement and birthright of every person born in this realm, which includes its islands and seas, to be part of the Britannian nation. That is also the entitlement of all persons otherwise qualified in accordance with law to be citizens of Britain. Furthermore, the Britain nation cherishes its special affinity with people of all walks of life, and celebrates the diversity of our realm as a resource for those loyal to the King and his Regent.&lt;br /&gt;
&lt;br /&gt;
== Article 3. ==&lt;br /&gt;
&lt;br /&gt;
It is the firm will of the Britannian Government, in harmony and friendship, to unite all the people who share the territories of Sosaria, in all the diversity of their identities and traditions, recognizing that a united Britain shall be brought about only by peaceful means with the consent of the majority of the people, in all jurisdictions. Laws enacted by the Parliament established by this Constitution and ratified by the Regent shall have the like area and extent of application as the laws enacted by governmental institutions that existed immediately before the coming into operation of this Constitution.&lt;br /&gt;
&lt;br /&gt;
Institutions with executive powers and functions that are shared between those jurisdictions may be established by their respective responsible authorities for stated purposes and may exercise powers and functions in respect of all or any part of the realm.&lt;br /&gt;
&lt;br /&gt;
== Article 4. ==&lt;br /&gt;
&lt;br /&gt;
The name of the realm shall be referred known and referred to as Britannia on the world of Sosaria.&lt;br /&gt;
&lt;br /&gt;
== Article 5. ==&lt;br /&gt;
&lt;br /&gt;
Britannian citizens pledge their fealty to the King of Britannia, Lord British, and his Regent and representatives.&lt;br /&gt;
&lt;br /&gt;
== Article 6. ==&lt;br /&gt;
&lt;br /&gt;
All powers of government, legislative, executive and judicial, derive, from the King of Britannia, Lord British, and his Regents and representatives whose right it is to designate the rulers of the State and, in final appeal, to decide all questions of national policy, according to the requirements of the common good.&lt;br /&gt;
&lt;br /&gt;
These powers of government are exercisable only by or on the authority of the organs of State established by this Constitution.&lt;br /&gt;
&lt;br /&gt;
== Article 7. ==&lt;br /&gt;
&lt;br /&gt;
On the coming into operation of this Constitution any person who was a citizen of Britannia, immediately before the coming into operation of this Constitution, shall be recognized as a citizen of Britania.&lt;br /&gt;
&lt;br /&gt;
The future acquisition and loss of Britannian nationality and citizenship shall be determined in accordance with law. No person may be excluded from Britannian nationality and citizenship by reason of the sex of such person.&lt;br /&gt;
&lt;br /&gt;
Fidelity to the nation and loyalty to the King are fundamental political duties of all citizens.&lt;br /&gt;
&lt;br /&gt;
== Article 8. ==&lt;br /&gt;
&lt;br /&gt;
Provision will be made for the management and naming of the property which belongs to the nation by virtue of this Article and for the control of the alienation, whether temporary or permanent, of that property.&lt;br /&gt;
&lt;br /&gt;
Provision may also be made by law for the management of land, mines, minerals and waters acquired by the State after the coming into operation of this Constitution and for the control of the alienation, whether temporary or permanent, of the land, mines, minerals and waters so acquired.&lt;br /&gt;
&lt;br /&gt;
== Article 9. ==&lt;br /&gt;
&lt;br /&gt;
All revenues of the State from whatever source arising shall, subject to such exception as may be provided by law, form one fund, and shall be appropriated for the purposes and in the manner and subject to the charges and liabilities determined and imposed by law.&lt;br /&gt;
&lt;br /&gt;
== Article 10. ==&lt;br /&gt;
&lt;br /&gt;
There shall be a Regent of Britania, hereinafter called the Regent, who shall take precedence over all other persons in the State and who shall exercise and perform the powers and functions conferred on by our King, Lord British.&lt;br /&gt;
&lt;br /&gt;
The regent shall be appointed by our King Lord British, and recognized by members of the House Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Regent shall hold office until death, unless before that period they resign, or are removed from office, or becomes permanently incapacitated, such incapacity being established to the satisfaction of the Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Regent shall enter upon his office by taking and subscribing publicly, in the presence of members of the Parliament, and other public personages, the following declaration:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the presence of these individuals, I do solemnly and sincerely promise and declare that I will maintain the Constitution of Britannia and uphold its laws, that I will fulfill my duties faithfully and conscientiously in accordance with the Constitution and the law, and that I will dedicate my abilities to the service and welfare of the people of Britania. May Virtue direct and sustain me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Article 11. ==&lt;br /&gt;
&lt;br /&gt;
The Regent shall appoint the Chancellor and the Chamberlain, and in concert, shall appoint and recognize all vassals who hold directly from the Crown.&lt;br /&gt;
&lt;br /&gt;
The Regent is granted the power to accept or refuse, in their absolute discretion, the appointments any member of the Government of Britannia.&lt;br /&gt;
&lt;br /&gt;
The Regent shall promulgate every law made by the House of the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The supreme command of the Defense Forces is hereby vested in the Regent.&lt;br /&gt;
&lt;br /&gt;
The exercise of the supreme command of the Defense Forces shall be vested in the Lord Chancellor and his appointed Military Commanders.&lt;br /&gt;
&lt;br /&gt;
All commissioned officers of the Defense Forces shall hold their commissions from the Regent.&lt;br /&gt;
&lt;br /&gt;
The right of pardon and the power to commute or remit punishment imposed by any court exercising criminal jurisdiction are hereby vested in the Regent, but such power of commutation or remission may, except in capital cases, also be conferred by law on other authorities.&lt;br /&gt;
&lt;br /&gt;
The Regent may communicate with the Grand Parliament by message or address on any matter of national or public importance. The Regent may address a message to the Nation at any time on any such matter.&lt;br /&gt;
&lt;br /&gt;
The Regent shall not be answerable to the Grand Parliament or to any court for the exercise and performance of the powers and functions of his office or for any act done or purporting to be done by him in the exercise and performance of these powers and functions.&lt;br /&gt;
&lt;br /&gt;
The behaviour of the Regent may, however, be brought under review for the purposes of this Constitution, or by any court, tribunal or body appointed or designated by the Grand Parliament for the investigation of a charge.&lt;br /&gt;
&lt;br /&gt;
The powers and functions conferred on the Regent by this Constitution shall be exercisable and performable by him only on the advice of the Government, save where it is provided by this Constitution that he shall act in his absolute discretion or after consultation with or in relation to the Council of State, or on the advice or nomination of, or on receipt of any other communication from, any other person or body.&lt;br /&gt;
&lt;br /&gt;
Subject to this Constitution, additional powers and functions may be conferred on the Regent by law.&lt;br /&gt;
&lt;br /&gt;
== Article 12. ==&lt;br /&gt;
&lt;br /&gt;
In the event of the absence of the Regent, or his temporary incapacity, or his permanent incapacity established as provided or in the event of his death, resignation, removal from office, or failure to exercise and perform the powers and functions of his office or any of them, or at any time at which the office of Regent may be vacant, the powers and functions conferred on the Regent by or under this Constitution shall be exercised and performed by a Commission.&lt;br /&gt;
&lt;br /&gt;
The Commission shall consist of the following persons, namely, the Lord/Lady Chancellor, the Lord/Lady Chamberlain and the Chairperson of the Grand Parliament. The Commission may act by any two of their number and may act notwithstanding a vacancy in their membership.&lt;br /&gt;
&lt;br /&gt;
In the event of the failure of the Regent to exercise or perform any power or function which the Regent is by or under this Constitution required to exercise or perform within a specified time, the said power or function shall be exercised or performed under this Article, as soon as may be after the expiration of the time so specified.&lt;br /&gt;
&lt;br /&gt;
== Article 13 ==&lt;br /&gt;
&lt;br /&gt;
Grand Parliament and Powers&lt;br /&gt;
&lt;br /&gt;
The National Parliament shall be called and known, and is in this Constitution generally referred to, as the Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall consist of the Chairperson and Deputy Chairperson, and Representatives from Entities that have sworn fealty to Britannia and our Liege.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall sit in or near the City of Britain or in such other place as they may from time to time determine.&lt;br /&gt;
&lt;br /&gt;
The sole and exclusive power of making laws for the Realm is hereby vested in the Grand Parliament:&lt;br /&gt;
&lt;br /&gt;
Provision may however be made by law for the creation or recognition of subordinate legislatures and for the powers and functions of these legislatures.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament may provide for the establishment or recognition of functional or vocational councils representing branches of the social and economic life of the people.&lt;br /&gt;
&lt;br /&gt;
A law establishing or recognizing any such council shall determine its rights, powers and duties, and its relation to the Grand Parliament and to the Government.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall not enact any law which is in any respect repugnant to this Constitution or any provision thereof.&lt;br /&gt;
&lt;br /&gt;
Every law enacted by the Grand Parliament which is in any respect repugnant to this Constitution or to any provision thereof, shall, but to the extent only of such repugnancy, be invalid by direct order of the Regent.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall not declare acts to be infringements of the law which were not so at the date of their commission.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall hold at least one session every year.&lt;br /&gt;
&lt;br /&gt;
Sittings of the House of the Grand Parliament shall be public.&lt;br /&gt;
&lt;br /&gt;
In cases of special emergency, however, the House may hold a private sitting.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall elect from its members its own Chairman and Deputy Chairman, and shall prescribe their powers and duties.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall make its own rules and standing orders, with power to attach penalties for their infringement, and shall have power to ensure freedom of debate, to protect its official documents and the private papers of its members, and to protect itself and its members against any person or persons interfering with, molesting or attempting to corrupt its members in the exercise of their duties.&lt;br /&gt;
&lt;br /&gt;
All questions in each House shall, save as otherwise provided by this Constitution, be determined by a majority of the votes of the members present.&lt;br /&gt;
&lt;br /&gt;
The number of members necessary to constitute a meeting of the House of the Grand Parliament for the exercise of its powers shall be no less than half of the total active membership.&lt;br /&gt;
&lt;br /&gt;
All official reports and publications of the House of the Grand Parliament shall be shared in a public document, for all citizens to read and understand.&lt;br /&gt;
&lt;br /&gt;
The members of the Grand Parliament shall, except in case of treason, felony or breach of the peace, be privileged from arrest in going to and returning from, and while within the precincts of, the House of the Grand Parliament, and shall not, in respect of any utterance in the House of the Grand Parliament , be amenable to any court or any authority other than the House itself.&lt;br /&gt;
&lt;br /&gt;
No member of the Small Council may hold a position on the Grand Parliament, though they may, and are encouraged to, attend a sitting. However, in cases where the Grand Parliament has an even number of members and a deadlocked vote has occurred, the Lord/Lady Chamberlain will be expected to sit in on the meetings and, if necessary, cast a deciding vote.&lt;br /&gt;
&lt;br /&gt;
If any person who is already a member the House of the grand Parliament becomes a member of the Small Council, he shall forthwith be deemed to have vacated his first seat.&lt;br /&gt;
&lt;br /&gt;
Every Bill initiated in and passed by the Grand Parliament shall be a matter of public record, and implemented after ratification by the Regent.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Clergy&amp;diff=66580</id>
		<title>Atlantic:Clergy</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Clergy&amp;diff=66580"/>
				<updated>2016-02-24T02:23:28Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* The Entropic Chant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Bâhum màkté,&lt;br /&gt;
Fîghal màkté,&lt;br /&gt;
Ikârate digal let flûke ikatöre.&lt;br /&gt;
Basak&lt;br /&gt;
Lökté màs ad avrak nàkar&lt;br /&gt;
&lt;br /&gt;
Oblivion has commanded&lt;br /&gt;
That there should be a&lt;br /&gt;
Communion of  his servants.&lt;br /&gt;
That his children should&lt;br /&gt;
Join together in holy vision.&lt;br /&gt;
&lt;br /&gt;
Those whose destiny it is to bring that to pass&lt;br /&gt;
Belong to the Clergy of Oblivion.&lt;br /&gt;
&lt;br /&gt;
We are the bond that brings the sects together.&lt;br /&gt;
We are the shadow in the darkness&lt;br /&gt;
Our methods are our own.&lt;br /&gt;
Our purposes solely of Oblivion.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Agrâk nagh mïgàl et zhûm - Lök emphème tîz anak lit anar - Stöik eghême lôt mäz mïgàl - Abrûk nakar et lokîm Etheng&lt;br /&gt;
&lt;br /&gt;
The hand of Oblivion acts in many unknown ways, most of which, ye are not worthy to know of.  Few, indeed only very few can ever come to know the essence of Oblivion.  For them there is the clergy. &lt;br /&gt;
&lt;br /&gt;
In the land of Britannia we have dedicated ourselves to promoting those values that are the antithesis of those promoted by our puppet king. &lt;br /&gt;
&lt;br /&gt;
Members of the clergy tirelessly endeavor to bring about the time when one and all recognize the depravation of false truths presented as virtues. &lt;br /&gt;
&lt;br /&gt;
There are no particular requirements save one of complete dedication to the purposes of our God and the guild.&lt;br /&gt;
&lt;br /&gt;
Oblivion is the end and Oblivion is the beginning.  &lt;br /&gt;
&lt;br /&gt;
=The Entropic Chant=&lt;br /&gt;
&lt;br /&gt;
I am the thorn in the foot, I am the blur in the sight&lt;br /&gt;
&lt;br /&gt;
I am the worm at the root, I am the thief in the night&lt;br /&gt;
&lt;br /&gt;
I am the rat in the wall, the leper that leers at the gate&lt;br /&gt;
&lt;br /&gt;
I am the ghost in the hall, herald of horror and hate&lt;br /&gt;
&lt;br /&gt;
I am the rust on the corn, I am the smut on the wheat&lt;br /&gt;
&lt;br /&gt;
Laughing man's labor to scorn, weaving a web for his feet.&lt;br /&gt;
&lt;br /&gt;
I am canker and mildew and blight, danger and death and decay&lt;br /&gt;
&lt;br /&gt;
The rot of the rain by night, the blast of the sun by day&lt;br /&gt;
&lt;br /&gt;
I warp and wither with drought, I work in the swamp's foul yeast&lt;br /&gt;
&lt;br /&gt;
I bring the black plague from the south and leprosy in from the east&lt;br /&gt;
&lt;br /&gt;
I am the shrill cold spirit that chills the darkness you feel after dark&lt;br /&gt;
&lt;br /&gt;
I am the chaos that tears stars apart.&lt;br /&gt;
&lt;br /&gt;
You cannot escape me&lt;br /&gt;
&lt;br /&gt;
You cannot defeat me&lt;br /&gt;
&lt;br /&gt;
You can only embrace me&lt;br /&gt;
&lt;br /&gt;
=Cleric Classes and Requirements=&lt;br /&gt;
&lt;br /&gt;
=The Margrah=&lt;br /&gt;
Requirements:&lt;br /&gt;
Anatomy, Healing, Spirit Speak or Meditation&lt;br /&gt;
&lt;br /&gt;
They are the warrior class. This class of cleric thrives in battle. Utterly dedicated to un-death, they tirelessly keep the blood lust of the undead at a seething boil.&lt;br /&gt;
&lt;br /&gt;
As the Margrah rise in power and stature, so gaining the favour of the High Priest they may become Anti-Paladins. This is the pure dark knight... dedicated to the destruction of the enemies of Oblivion and the obliteration of those who follow the Light.&lt;br /&gt;
&lt;br /&gt;
=The Dugah=&lt;br /&gt;
Requirements:&lt;br /&gt;
Magery, Meditation, Spirit Speak&lt;br /&gt;
&lt;br /&gt;
The mage class of cleric concerns itself largely with the furthering of all knowledge within the guild. They also protect this knowledge. They are surpassed in their contempt of life only by their lust for knowledge .&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
Both clerical classes share the common goals of the clergy. These are the spreading of the word of Oblivion, the ongoing work for the Codex of Oblivion, and the role of spiritual guide for all the sects.&lt;br /&gt;
&lt;br /&gt;
Some clerics peruse a life of knowledge in a purity that sets them apart as pure scholars.  As such they are referred to as the scholars of the guild.&lt;br /&gt;
Much of the Lore surrounding Oblivion has been kept from the teeming masses of Britannia for very long now. This is going to change. And, for thee, reader, come thou here again and learn of what makes a follower of the priesthood in the Ebon Skull.&lt;br /&gt;
&lt;br /&gt;
=Notes on the Margrah and Dugah=&lt;br /&gt;
&lt;br /&gt;
The Margrah have a kind of duality in the class as their warrior rank is somewhat independent of their official status in the clergy.  An Anti Paladin by definition is a priest, but the Black Knight is also something else... something terrible.  None save the paladins themselves and the High Priest know of this.&lt;br /&gt;
&lt;br /&gt;
A Margrah or Dugah can gain special status when they the slay the enemies of the Night. For every ten enemies they kill, they receive the emblem of the Skull. The most ruthless and powerful of the Margrah eventually rise to become Anti Paladins wherein amongst their duties they become protectors of the Skull and become the High Priest's own. The Dugah eventually rise to important clerical positions in the sect.&lt;br /&gt;
&lt;br /&gt;
Other ways priests acquire stature are through their writings.  Be it through the taking down into scroll of the history of the guild or the discovery of dark magics, all priests know the power of the scroll and use it masterfully.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Clergy&amp;diff=66579</id>
		<title>Atlantic:Clergy</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Clergy&amp;diff=66579"/>
				<updated>2016-02-24T02:21:22Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Clergy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Bâhum màkté,&lt;br /&gt;
Fîghal màkté,&lt;br /&gt;
Ikârate digal let flûke ikatöre.&lt;br /&gt;
Basak&lt;br /&gt;
Lökté màs ad avrak nàkar&lt;br /&gt;
&lt;br /&gt;
Oblivion has commanded&lt;br /&gt;
That there should be a&lt;br /&gt;
Communion of  his servants.&lt;br /&gt;
That his children should&lt;br /&gt;
Join together in holy vision.&lt;br /&gt;
&lt;br /&gt;
Those whose destiny it is to bring that to pass&lt;br /&gt;
Belong to the Clergy of Oblivion.&lt;br /&gt;
&lt;br /&gt;
We are the bond that brings the sects together.&lt;br /&gt;
We are the shadow in the darkness&lt;br /&gt;
Our methods are our own.&lt;br /&gt;
Our purposes solely of Oblivion.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Agrâk nagh mïgàl et zhûm - Lök emphème tîz anak lit anar - Stöik eghême lôt mäz mïgàl - Abrûk nakar et lokîm Etheng&lt;br /&gt;
&lt;br /&gt;
The hand of Oblivion acts in many unknown ways, most of which, ye are not worthy to know of.  Few, indeed only very few can ever come to know the essence of Oblivion.  For them there is the clergy. &lt;br /&gt;
&lt;br /&gt;
In the land of Britannia we have dedicated ourselves to promoting those values that are the antithesis of those promoted by our puppet king. &lt;br /&gt;
&lt;br /&gt;
Members of the clergy tirelessly endeavor to bring about the time when one and all recognize the depravation of false truths presented as virtues. &lt;br /&gt;
&lt;br /&gt;
There are no particular requirements save one of complete dedication to the purposes of our God and the guild.&lt;br /&gt;
&lt;br /&gt;
Oblivion is the end and Oblivion is the beginning.  &lt;br /&gt;
&lt;br /&gt;
=The Entropic Chant=&lt;br /&gt;
&lt;br /&gt;
I am the thorn in the foot, I am the blur in the sight&lt;br /&gt;
I am the worm at the root, I am the thief in the night&lt;br /&gt;
I am the rat in the wall, the leper that leers at the gate&lt;br /&gt;
I am the ghost in the hall, herald of horror and hate&lt;br /&gt;
I am the rust on the corn, I am the smut on the wheat&lt;br /&gt;
Laughing man's labor to scorn, weaving a web for his feet.&lt;br /&gt;
I am canker and mildew and blight, danger and death and decay&lt;br /&gt;
The rot of the rain by night, the blast of the sun by day&lt;br /&gt;
I warp and wither with drought, I work in the swamp's foul yeast&lt;br /&gt;
I bring the black plague from the south and leprosy in from the east&lt;br /&gt;
I am the shrill cold spirit that chills the darkness you feel after dark&lt;br /&gt;
I am the chaos that tears stars apart.&lt;br /&gt;
You cannot escape me&lt;br /&gt;
You cannot defeat me&lt;br /&gt;
You can only embrace me &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cleric Classes and Requirements=&lt;br /&gt;
&lt;br /&gt;
=The Margrah=&lt;br /&gt;
Requirements:&lt;br /&gt;
Anatomy, Healing, Spirit Speak or Meditation&lt;br /&gt;
&lt;br /&gt;
They are the warrior class. This class of cleric thrives in battle. Utterly dedicated to un-death, they tirelessly keep the blood lust of the undead at a seething boil.&lt;br /&gt;
&lt;br /&gt;
As the Margrah rise in power and stature, so gaining the favour of the High Priest they may become Anti-Paladins. This is the pure dark knight... dedicated to the destruction of the enemies of Oblivion and the obliteration of those who follow the Light.&lt;br /&gt;
&lt;br /&gt;
=The Dugah=&lt;br /&gt;
Requirements:&lt;br /&gt;
Magery, Meditation, Spirit Speak&lt;br /&gt;
&lt;br /&gt;
The mage class of cleric concerns itself largely with the furthering of all knowledge within the guild. They also protect this knowledge. They are surpassed in their contempt of life only by their lust for knowledge .&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
Both clerical classes share the common goals of the clergy. These are the spreading of the word of Oblivion, the ongoing work for the Codex of Oblivion, and the role of spiritual guide for all the sects.&lt;br /&gt;
&lt;br /&gt;
Some clerics peruse a life of knowledge in a purity that sets them apart as pure scholars.  As such they are referred to as the scholars of the guild.&lt;br /&gt;
Much of the Lore surrounding Oblivion has been kept from the teeming masses of Britannia for very long now. This is going to change. And, for thee, reader, come thou here again and learn of what makes a follower of the priesthood in the Ebon Skull.&lt;br /&gt;
&lt;br /&gt;
=Notes on the Margrah and Dugah=&lt;br /&gt;
&lt;br /&gt;
The Margrah have a kind of duality in the class as their warrior rank is somewhat independent of their official status in the clergy.  An Anti Paladin by definition is a priest, but the Black Knight is also something else... something terrible.  None save the paladins themselves and the High Priest know of this.&lt;br /&gt;
&lt;br /&gt;
A Margrah or Dugah can gain special status when they the slay the enemies of the Night. For every ten enemies they kill, they receive the emblem of the Skull. The most ruthless and powerful of the Margrah eventually rise to become Anti Paladins wherein amongst their duties they become protectors of the Skull and become the High Priest's own. The Dugah eventually rise to important clerical positions in the sect.&lt;br /&gt;
&lt;br /&gt;
Other ways priests acquire stature are through their writings.  Be it through the taking down into scroll of the history of the guild or the discovery of dark magics, all priests know the power of the scroll and use it masterfully.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Claudia_Raym&amp;diff=66578</id>
		<title>Atlantic:Claudia Raym</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Claudia_Raym&amp;diff=66578"/>
				<updated>2016-02-24T02:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Claudia Raym&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Claudia Raym was the RPC (Role Played Character) and in-game persona of Seer Narcissus, she was involved in multiple quest lines and referenced in many plots even after her dissapearance.&lt;br /&gt;
&lt;br /&gt;
Below is the &amp;quot;Seer RPC Design Documentation&amp;quot; relaying the story and inner workings of Claudia for posterity.&lt;br /&gt;
&lt;br /&gt;
------------------&lt;br /&gt;
&lt;br /&gt;
'''The Outcast Claudia Raym'''&lt;br /&gt;
Pony Tail (Hue= 04 55)&lt;br /&gt;
Version 2.3&lt;br /&gt;
&lt;br /&gt;
'''Story/Fiction:'''&lt;br /&gt;
&lt;br /&gt;
	Claudia was born to a whore named 'Doll' who worked at the Ironwood in seducing travelers who had been on the road quite a long time. Doll bore Claudia and basicly neglected her to no end and At the Age of 4 she was shiped off to her Aunte Carol in Cove, a hard and strict farmers wife with her head burried deep in the religious beliefs of the day. Claudia as all the other children on a farm was required to work as soon as she could and began to herd the sheep and chickens. Carol awoke one day to voices in the loft of their small house, it was Claudia talking to a rat who was eating a block of cheese. Carol became Irate and beat the sences out of Claudia, she then demanded why the rat had been given the block of cheese and Claudia between tears said &amp;quot;He told me he was hungry...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Rumors began to circulate through town as happens, and soon Claudia was looked upon as a witch child and evil to her core. The Last straw came for both the town and Aunte Carol at the age of 5. One of the other farmers sons was cutting down an oak tree just outside of town when Claudia saw him choping away. She screamed at the top of her lungs &amp;quot;YOU'LL KILL IT STOP!!!&amp;quot; and whipped the boy with a rose bush branch scaring most of his upper body and face. Claudia was left to the wolves in the woods as she screamed and cried outside the gates of Cove.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Claudia survived by teaching snakes to hunt rabbits and birds for her, she stole from fields of farmers and what she could find in the woods. Eventully she befriended an eagle she named 'Joy' who showed her how to hide from bandits in the trees and the ways of the forest. One day Claudia and Joy could find no food at all for miles around and began to slowly starve. The found a single rabbit who ran from them into a large cave in the side of a mountain and Joy went in after it but never came out. Claudia waited and waited and eventully fell asleep shivering and cold under the branches of a large oak tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Claudia awoke finding herself in complete darkness instinctivly suckeling milk next to 3 other warm bodies and awarm and careing voice told her, &amp;quot;Go back to sleep young one&amp;quot; Claudia's Eyes began to ajust to the darkness and she found herself in the lair of a great female dragon with three baby dragons around Claudia's age. Strangely she was not afraid, it was warm and the Dragon had fed her. &amp;quot;I am Raym and these are my cubs, Kaniel, Christedis, and the small one is Ornos. What is your name child?&amp;quot; The three looked at her with half amused looks and Claudia answered with her name. &amp;quot;You will be safe here if you wish to stay, you come from a hard world and you may return to it if you wish, or you can stay here warm and fed with my three cubs.&amp;quot; Being only 6 she stayed where there was food and warmth. She learned many things from Raym in the form of stories told near bedtime each night, how man had hunted them to near extinction and how many of their kind were depf and dumb from years of torcher but that there were a few who still clung to the traditions and intelligence originaly held. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	The runt Ornos was very sickly and could barely walk much less fly like his brother and sister, eventully he died his body just giving up unwilling to fight off the various infections. Raym cried for days over the loss of her son and flew off with the corpse of Ornos in her claws, when she returned she carried the hide of Ornos and covered Claudia with it saying, &amp;quot;I have lost my son, but Gaia has given you to me and you are now my daughter Claudia.&amp;quot; Years later Kaniel and Christedis had become quite large and strong and left to find themselves their own lairs. Raym stood proudly watching her son and daughter fly away into the horizon one to the north the other to the south... &amp;quot;What of me mother?&amp;quot; Rayme looked down at the young 12 year old Claudia and said, &amp;quot;You are too young child, no worries, in time you shall leave me and forget me, just as Kaniel and Christedis will.&amp;quot; Claudia knew when to stay silent through many arguments and conversations the four had had in the small cave and let the topic go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Claudia's Abilities with animals and magic had grown almost daily sence Raym had found her and Claudia began to ride further and further away from the lair on horses she had tamed one day she came across three shining balls of light dancing in a small clearing in the forest when she returned to the lair night had long sence falen and Claudia knew something was wrong as she entered, Raym had grown quite ill and sick in a short amount of time, saying she had been attacked by a group of men while out looking for Claudia. Claudia was devistated and curled up under Raym's arms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	For the next few years Claudia herded hordes of sheep and cows into the lair to feed the failing Raym. Raym could hardly move but could speak with no difficulty and kept teaching Claudia magic and tales of Humans, she said that one day Claudia must return to her kind, but to never let what she was disrupt who she was. Claudia absorbed the information like a sponge and asked many questions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
	Currently Claudia has taken 'Raym' as her last name and is in her early 20s, still careing for the failing Raym...&lt;br /&gt;
&lt;br /&gt;
*Note: The First event to introduce this RPC into the shard fiction/history will be the death of Raym at the hands of 4 dragon hunters who claim a great victory leaveing Claudia Alone in life the event and her place of residence will be at (772, 1679, 0) near (Skara) and will need a stable master.&lt;br /&gt;
&lt;br /&gt;
Role Set: Claudia will sell tamed creatures as well as do excencive research on dragons, becoming the 'local expert' on such things as well as doing weekly quests and events on the tamer/scholar level, the only 'hunting' she will do other than events will be to feed her pets and to defend herself, she is a kind person but very shy and distrusting of mankind as a whole which she will get over with time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Technical Stuff:'''&lt;br /&gt;
&lt;br /&gt;
'''Skills/Stats:'''&lt;br /&gt;
&lt;br /&gt;
Strength: 		95 + 250hp&lt;br /&gt;
Dexterity:		35&lt;br /&gt;
Intelligence:		95&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animal Taming: 	100&lt;br /&gt;
Animal Lore: 	99&lt;br /&gt;
Magery: 	95&lt;br /&gt;
Resist: 	90&lt;br /&gt;
Evaluate Int:	75&lt;br /&gt;
Maces:	        85&lt;br /&gt;
Tactics:	85&lt;br /&gt;
Tracking: 	65&lt;br /&gt;
&lt;br /&gt;
'''Special Items(All 'Newbie'):'''&lt;br /&gt;
&lt;br /&gt;
'''Item 1:''' &amp;quot;Black&amp;quot; (Hue= 04 55) Robe renamed to: &amp;quot;a Dragon scale robe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Known to Claudia: Given to Claudia to signify the acceptance and the act of being adopted by Raym to take the place of her dead child.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Item 2:''' &amp;quot;Red&amp;quot; (Hue= 00 8A) 'Black' Staff renamed to &amp;quot;Formed upon this staff is the visage of the mage Armoses held in magical bonds.&amp;quot;*&lt;br /&gt;
&lt;br /&gt;
Stats: 9999 Charges Fireball, Indestructable of Power.&lt;br /&gt;
&lt;br /&gt;
Known to Claudia: One of the Relics taken from her mothers horde upon her leaving the lair. She was allways told it was very dangerous and if anything were to happen to Raym to keep it safe and out of the hands of evil.&lt;br /&gt;
&lt;br /&gt;
	The Staff was once owned by a sadistic and torcherd soul named Armoses, Raym found him casting harmfull spells upon trees and animals for his own amusement. Raym attacked the man and brought him to her lair tossing him into a vat of lava. The mage's will to live was so great that he was imprisoned within his own staff which retained his magical abilities. Raym has kept the staff not knowing how to free him of his magical prison.&lt;br /&gt;
&lt;br /&gt;
Unknown to Claudia: As the years go on the young mage grows stronger and stronger inside the bonds of the staff slowly begining to resist the powers that keep him inside. &lt;br /&gt;
&lt;br /&gt;
Quest Oppertunity: (probobly 4 months+ down the road), The mage grows strong enough to escape and becomes the bad guy in a plot to be written.&lt;br /&gt;
&lt;br /&gt;
*Note: This item will be destroyed at the time when the quest takes place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Item 3:''' &amp;quot;Glowing Blue&amp;quot; (Hue=04 82) 'Black Staff' Renamed to: &amp;quot;Crystaline Rod of Storms&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stats: 9999 Charges Lightning, Indestructable of Power, flagged as a light source (If possable)&lt;br /&gt;
Known to Claudia: One of the Relics given to Claudia from her mothers horde. A formatable weapon and Claudia's 2nd defence when the need arises. &lt;br /&gt;
&lt;br /&gt;
	It was created by a rather excentric enchanter named Reilus from moonglow long ago who was under the belief that Lightning could be channeled through artifacts made of crystal and could store energy like so. Reilus saught the advice of the dragon elders and spoke with them on many things and died of old age in the company of Dragonkin.&lt;br /&gt;
&lt;br /&gt;
Unknown to Claudia: (Quest Oppertunity, ASAP) The darker side of the Moonglow Mages Guild have designs on this object and have been searching for it for nearly a century. They plot to posess it claiming that sence the enchanter was a guilded member that property rights fall to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Item 4:''' Glowing Blue (Hue=04 82) Full Plate, Chain Tunic, No Helmet. Renamed: to &amp;quot;Riluke's Love&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Stats: Indestructable, Invenerability&lt;br /&gt;
&lt;br /&gt;
Known to Claudia: Not Much, Legend says that an ancient tree spirit fell in love with a mortal man and in his time of peril sacrificed herself and instilled her power into his armor.&lt;br /&gt;
&lt;br /&gt;
Unknown to Claudia: The legend is correct, the armor was once owned by a great warrior named Orin, he was loved and favored by the tree spirit 'Riluke'.  He was nearly killed in a great battle and his armor was enchanted with the prinstine spirit of Riluke.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Item 5:''' Black (04 55), Spell Book renamed to: &amp;quot;Tome of Dragon and Serpentine Lore&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Known to Claudia: The Book that Claudia records all her notes and observations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Item 6:''' Black (04 55), Lanturn of Invisibility 9999 charges, Named 'Darkest Dawn'&lt;br /&gt;
&lt;br /&gt;
Known to Claudia: Taken off the corpse of a theif who came to steal from the Lair of Raym and Claudia.&lt;br /&gt;
&lt;br /&gt;
Unknown to Claudia: The thief stole the lanturn from the Moonglow mages guild it was originaly made by an Evil Mage who dabbled in the dark magics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other Items('Newbie'):'''&lt;br /&gt;
Boots, Fancy Shirt, Long Pants, Doublet, Leather Gloves: ALL Hue = 04 55.&lt;br /&gt;
Gold Coffer/Strongbox w/ Gold Key&lt;br /&gt;
&lt;br /&gt;
Place of Residence:&lt;br /&gt;
Cave near Skara brae. ''(Cave ended up being used in plans elsewhere, so cave near wrong was used)''&lt;br /&gt;
(772, 1679, 0)&lt;br /&gt;
Screenshot of furnishings 200k jpg.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Citizens_of_Britannia&amp;diff=66577</id>
		<title>Atlantic:Citizens of Britannia</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Citizens_of_Britannia&amp;diff=66577"/>
				<updated>2016-02-24T02:14:16Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Citizens of Britannia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citizens of Britannia! &lt;br /&gt;
&lt;br /&gt;
Heed the Call! &lt;br /&gt;
&lt;br /&gt;
Long enough has Darkness stood unchallenged in our land! Long enough has the forces of light stood idly by as darkness overtakes the land, sweeping through our cities like locusts, devouring, consuming and destroying! Long enough have we allowed them to worm themselves into places of power, wedging themselves into positions of respect and control, all the while knowing what they are, but impotenet to do anything of it. &lt;br /&gt;
&lt;br /&gt;
Long enough have we bent knee to darkness! &lt;br /&gt;
&lt;br /&gt;
The Age of Shadows is upon us. &lt;br /&gt;
&lt;br /&gt;
We shall not go silently into the darkness. We shall fight the good fight! We shall overcome! &lt;br /&gt;
&lt;br /&gt;
I say to you, enough is enough! &lt;br /&gt;
&lt;br /&gt;
The time has come my friends, the time has come. &lt;br /&gt;
&lt;br /&gt;
I call upon you all, all followers of light, banded or unbanded, guilded or unguilded, solitary or united, I bid you all to come! Come to the Castle where our struggle began, come to the castle where our forgotten and fallen leader began his rule of virtue and light. &lt;br /&gt;
&lt;br /&gt;
I bid you all, come to Castle British. &lt;br /&gt;
&lt;br /&gt;
Sunday, the 23rd of March, at nine bells of the eve, I bid all virtuous souls of Britannia to come to British's Castle. &lt;br /&gt;
&lt;br /&gt;
On that night, we will begin the fight. We will take back our lands! We will take back our nights! We will Take back our Shrines! &lt;br /&gt;
&lt;br /&gt;
We will reclaim our virtue. &lt;br /&gt;
&lt;br /&gt;
In an Age of Shadows, a single torch is a beacon. A handful of torches can light the way. An army of torches will drive the darkness away! &lt;br /&gt;
&lt;br /&gt;
Show your solidarity. Bring a torch and be prepared to show darkness the light! &lt;br /&gt;
&lt;br /&gt;
Sunday, the 23rd of March, at nine bells of the eve, I bid all virtuous souls of Britannia to come to British's Castle. &lt;br /&gt;
&lt;br /&gt;
Come my brethren, let us reclaim our world!&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Candidate_Duchess_Molly_Willow_:_Regency_Speech&amp;diff=66576</id>
		<title>Atlantic:Candidate Duchess Molly Willow : Regency Speech</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Candidate_Duchess_Molly_Willow_:_Regency_Speech&amp;diff=66576"/>
				<updated>2016-02-24T02:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Candidate Duchess Molly Willow : Regency Speech&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Subject: Candidate Duchess Molly Willow''' &lt;br /&gt;
&lt;br /&gt;
First of all I would like to thank you for the nomination. We have been through some hard times and some great times. We will return to those great times again no matter whom is at the helm. I am proud to say that I supported my esteemed opponent in the last elections and hold him in high regard. I consider him a friend and feel he would make a great leader. I will be proud to compete with him for this position. &lt;br /&gt;
&lt;br /&gt;
I will begin by saying that I have been with the Regency since it's inception and have always been loyal. I believe in what we stood for in the past and what we stand for now and will in the future. We are a broad based group of guilds seeking to improve our lands, serve Lord British and uphold his laws. Lord British commissioned us in the beginnings and upon his return verified that we should remain as his hand in our land, to help govern the everyday responsibilities he can not personally attend to himself and I feel we should remain as such. &lt;br /&gt;
&lt;br /&gt;
As in any group there is conflicting views but it is paramount that we deal with our differences in a civil and proper manner and present a united front to the world. We all wish to improve the Regency and bring it back to it's former greatness. I extend to focus on doing just that should I be elected. We will need to bring in new members and bring back those that have left for various reasons. &lt;br /&gt;
&lt;br /&gt;
We are needed to protect the innocent of the realm and to aid those that ask for our help. Turning a blind eye to the rabble and allowing havoc to reign is not what we are all about. When all means of negotiations fail as they do from time to time we will stand united against the dark and shady forces in this realm and good will not only survive but flourish. We will protect those that need us and we will not back down from a fight for the right. &lt;br /&gt;
&lt;br /&gt;
We need to become more visible in the community as well. I would like to propose that those members of the Regency with guild titles carry the symbol in their title using the Regency insignia as part of their title so all will know and stand proud as members. This symbol I have carried since I became a member. (=B=) It will not only draw questions but will give all the opportunity to say who we are and what we are all about. &lt;br /&gt;
&lt;br /&gt;
I will also encourage and plan events large and small to aid the innocent and involve the community. Caravans, trade between cities, tournaments, awards ceremonies, balls, tavern nights, and festivals all will bring in the local populous and they will see we are alive and active and willing to be part of the community as a whole. &lt;br /&gt;
&lt;br /&gt;
I will encourage recruitment drives hosting them for the entire community to bring in new members to the entire realm opening up new avenues and new guilds. I would also like to see a school reactivated or instituted to help the newest members of our community grow in knowledge. Without new blood we become complacent and there are no new challenges. &lt;br /&gt;
&lt;br /&gt;
I would also like to institute or renew the idea of a Grand Assembly. RedWind's proposal is what I have in mind for the future. We need in our community a central place to go to deal with the everyday running and governing of our community as a whole. A summit every two months to come together and discuss any issues that need to be addressed. As urgent needs arise we should have a panel to address them and decide if a emergency summit should be called to deal with them. There would be no leaders only moderators and panel members on a rotating basis to keep it fair to all. Law enforcement would be up to the individual guilds not to the main body. Laws would be set as generalities not set in stone. Each infraction would be dealt with on an individual basis in the best interest of the community at large. Major events would have a place to be coordinated and discussions of semantics would be dealt with in this forum. Each group would have a representative weather light dark or neutral all with an equal voice and vote. It would not be a popularity contest nor would it be a complaint session but would be a productive place to sit and face the needs of the community and a place to exchange ideas. &lt;br /&gt;
&lt;br /&gt;
Those are some of the ideas I will put into action should I be elected Regent. Others will have a forum to share their ideas as well within our meetings. I would like each guild to bring reports of how their guilds are doing to the meetings and if they need help with everyday problems or need military support that would be a way to make that known to all. The door would always be opened to the Regents office figuratively speaking and to the small council members for any of the members of the Regency to discuss problems and help find solutions for those problems. &lt;br /&gt;
&lt;br /&gt;
I am a firm believer in delegating authority so be prepared to be asked to show your support by helping with various duties within the Regency. It is your organization and we all need to participate in it's leadership. &lt;br /&gt;
&lt;br /&gt;
Now a little about me. I have been a member of this community for more years than I can count. My humble beginnings were in Minoc. I learned the skills of a smith and miner. After a year or more alone in the mines, I started traveling to Britain to sell my wares everyday. On a trip there one sunny afternoon I ran into who I though was a thief or worse. He called to me and asked me to join him in conversation. Yes I ran like the wind for the safety of the Britain guard zone. He convinced me that he was on the up and up so I followed him to his guild house in Felucca. There was no Trammel. Rumors were just being heard about a place called Delucca and Malas and Isilnir were undiscovered. Yes, I have been here a long , long time. I joined that guild and began a journey that has been rewarding, exciting and frightening at times. I was taught the ways of the Community by such names as Gromph, Aleph, Greypawn, Rainbow King, Sunwolf, and many others. &lt;br /&gt;
&lt;br /&gt;
I moved to Rivendell and later to a home south of the hedge maze on the outskirts of Rivendell. I joined 2ST and then left to join BWC which I later became their leader. I have always been a leader or member of the light. I lead the BWC back to it's former greatness. We later changed directions and became B(K. When the Regency was established we took the name of our charge the hedge maze. We called ourselves Hedge's Run Barony or HRB, When the Regency asked us to take on more responsibilities we felt the name HRB was too limiting so we took the name of the royal house we were awarded by the Regent, The House of the Gauntlet. I feel I am well versed in the running of the Regency. I have held many positions within and most recently I am the Chamberlain which I have held at the request of the past three regents. I believe my record stands for itself. If I am elected Regent I will be a leader who will lead the Regency to a new and renewed time of greatness. This is my pledge to you. It will be your Regency and one to be proud of.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Buccaneers_Den_Pact&amp;diff=66575</id>
		<title>Atlantic:Buccaneers Den Pact</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Buccaneers_Den_Pact&amp;diff=66575"/>
				<updated>2016-02-24T01:58:01Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Buccaneers Den Pact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I first picked up the quill and began to write I thought I was mad to do so. After being unjustly exiled from the isle of Buccaneer’s Den by the tyrant Greypawn I found myself in a situation of absolute despair. At first I did not know what I would do next, then thoughts of all those I have let down flooded my mind. I was told I would be killed if I opposed the Moonglow Alliance. I bit my lip and watched as my very own creation, the Buccaneer’s Den pact was taken by Greypawn and made into what is now the Moonglow Alliance pact. I was driven to a suicidal state because I had nothing left. No family, no home, no influence in the world. I knew that Sosaria was moving towards a terrible future for the Humanis Ideals would be lost if I am lost. So I stayed, no matter who listens to me now, so long as I remain there will always be a Humanist. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within this world that we inhabit there exist various institutions and forms of government that claim they hold the answer to your prayers. What prayers are these one might ask? The simple truth is people want security in their life, they want equality and advancement. Now taking a close look at two of the supposed major forces of influence in our world I will expose to you, the reader, that in reality said forces only live to advance their own goals and the goals of the institution leaders. The institutions that will be criticised are the Moonglow Town Council and The Heralds of the Awakening.&lt;br /&gt;
Once I thought that Moonglow was a promising partner. It is the strongest island on the realm, has a vast store of knowledge and represents Honesty, a virtue I find myself close to. After the mayor approached me and we formed an alliance the true face of the MTC was shown. Like starving dogs on their neighbours they turned and accused it’s allies of treachery, hand in hand the MTC and members of YEW fabricated a plot to make the Human Nation a victim of lies, and it was their lies that had wounded and unmade us. For the heart of the matter is that under the guise of a herald of honesty one can walk unmolested in the shadows and spread deceit for who will blame the known figurehead of Honesty? Or perhaps a better question, who will believe a man most find “evil” for his views? So thus I was not listened to, cast aside while my enemies prayed I would go away.&lt;br /&gt;
But this paper is not about ravings and finger pointing, I am giving facts here. &lt;br /&gt;
Let us begin with the root of deceit.&lt;br /&gt;
&lt;br /&gt;
The following is an excerpt from the Buccaneer’s Den Pact.&lt;br /&gt;
&lt;br /&gt;
d The competent leadership of Moonglow and Buccaneer’s Den realise that each power has it’s own goals and methods. As such both parties agree to never work to undermine the actions of the other. &lt;br /&gt;
&lt;br /&gt;
f The Sosarian Human Nation does not recognise the lands controlled by members of the non-human population. Actions taken against such peoples will not be considered a breach of article d no matter of the relation said peoples hold with Moonglow.&lt;br /&gt;
The Sosarian Human Nation was blamed for breaking a pact with Moonglow for acting against its ally Findar (A nation run by Dwarves). This was perfectly legal in regards to article (f). So why did the sage of Justice Thrawn say that the SHN broke the pact? The answer is simple, Greypawn having ties to the HoA used his friendship with the sage of Justice to suppress the growing nation of Buccaneer’s Den.&lt;br /&gt;
&lt;br /&gt;
Also the Moonglow Town Council is against slavery, or so they say as it’s pact with Findar had a clause which allowed the cursed dwarves to possess and sell slaves. Moonglow sides with evil. Theses truths show the regard in which Moonglow holds it’s allies, also it brings us to our second argument.&lt;br /&gt;
&lt;br /&gt;
The HoA, or Heralds of the Awakening are based on a truth which I admire and uphold to the best of my ability. The virtues are the strongest thing we have to bind us together as a superior race. Passed down by lord British it is what brought order to chaos and separates us from the sinners of the realm. But this organization is no longer the shining star it once was, age is the eternal foe and it has ravaged the HoA like any other organization. Rather than preach the teachings of our lord they now use their power to influence change in the world according to what they want. Using their position these “worthier than thou” types do little to help out the dire situation the world finds itself in. With the exception of a hand full of heralds and sages the HoA is more of a social club then an active body of positive change. They act only in self interest and rarely come to the aide of those in need unless the needy party is someway affiliated with the HoA. Thus when the mayor of Moonglow needed a pact broken who better to turn to then a friend, a Sage of Justice in his very own affiliated organization. &lt;br /&gt;
&lt;br /&gt;
It can not be denied that all beings have faults for even I have weakness. The best diagnosis for an diseased limb is to cut it off. Any healer in their right mind would rather cut off their patient’s arm rather than wait for the disease to spread to the heart, why is this not true with the Heralds? Why not be rid of the evil within? To answer that I have an example.&lt;br /&gt;
Picture you are a hungry dog. You wander the streets of a major city looking for food and you see a mouse. The mouse is small and has easier access to the various stores and homes where you could get food. The mouse like all rodents is weak, it lacks the loyalty of dogs but is devious. Because both mouse and dog hold things the other wants you team up even though you know it is immoral to call a mouse friend. The mouse brings the dog food and the dog protects the mouse from cats. It is a marriage of convenience.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Buccaneer%27s_Den_still_owned_by_orcs&amp;diff=66574</id>
		<title>Atlantic:Buccaneer's Den still owned by orcs</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Buccaneer%27s_Den_still_owned_by_orcs&amp;diff=66574"/>
				<updated>2016-02-24T01:56:01Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Buccaneer's Den still owned by orcs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Haljom&lt;br /&gt;
&lt;br /&gt;
BP(Atlantic)&lt;br /&gt;
&lt;br /&gt;
As ye all know Buccaneer's Den has been under attack for the last several days. The Orcs, own, or think they own the Island and all we can do is fight back the hordes that are arriving daily.&lt;br /&gt;
&lt;br /&gt;
Mogcha the Leader of the Orcs is still at large. Aye, I to think the foul creature is hiding out. Lord British's aids have ask that if Mogcha is found that he not be attacked, but to talk to him and explain that he needs to travel to the Great city of humans (Britain) and he will not be harmed by the guards or the humans of the land. Lord British's aids wish to try to barter with Mogcha for the deed to Buccaneer's Den. I have no details on what they are willing to barter with, but I know they are the best in the land and I trust their fine judgment.&lt;br /&gt;
&lt;br /&gt;
Mogcha needs to be found soon, for the deaths of warriors now mounts into the hundreds in the defense of the Island City. I only wish to see this madness over a false deed end.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Britannian_Protectorate_Compendium&amp;diff=66573</id>
		<title>Atlantic:Britannian Protectorate Compendium</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Britannian_Protectorate_Compendium&amp;diff=66573"/>
				<updated>2016-02-24T01:53:15Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Britannian Protectorate Compendium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Britannian Protectorate Compendium ==&lt;br /&gt;
&lt;br /&gt;
== Political Status Titles Within The Protectorate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Loyalist: Citizens of Britannia and Vassals of Lord British and his Regent'''&lt;br /&gt;
&lt;br /&gt;
''Who are they?''&lt;br /&gt;
We have all agreed OOC that the Regent is now the In-Character voice of the Lord British Government. As such, the most obvious relationship a group can have with the Protectorate is one of citizenship and fealty. If you are an individual, group or community that has always supported Lord British and his Virtues, then it is likely that you will join the Britannian Government, lead by Governor-Regent. Any group that is willing to swear fealty to the Protectorate will be considered as officially recognized vassals of the Sovereign Government of Britannia. Read the Constitution of the Government of Britannia.&lt;br /&gt;
&lt;br /&gt;
''Then what happens?''&lt;br /&gt;
Each guild, organization and community that swears fealty to the Regent will be granted a Royal Title of Nobility by the Protectorate. Furthermore, the immediate territory surrounding their in-game place of residence will be named a Fiefdom and granted to them by the Protectorate. This parcel of land will serve as their base of operations, and can never be taken away from them in battle, unless they have agreed to allow its occupation. The group is encouraged to name their Fiefdom and set up any kind of internal political or military system they can imagine.&lt;br /&gt;
&lt;br /&gt;
The members of the Fiefdom have the following responsibilities and privileges:&lt;br /&gt;
The Fiefdom is still responsible to govern itself internally as it always has, but it is also given the additional responsibility and privilege of participating in the Grand Parliament of Britannia. In many cases, this Fiefdom will be one of several Fiefdoms that make up a larger territory known as a &amp;quot;Region.&amp;quot; Vassals of the Protectorate that live in the same Region with one another are encouraged to build a Regional system of government and form themselves into a Regional alliance. They are encouraged to build an alliance, elect Militia Commanders, build trade, elect Spokespeople, appoint Ambassadors and anything else that will help them protect and improve the prosperity of their Region. Above all though, the Vassals of the Protectorate are expected to support the interests of the Protectorate as best as they can. They are expected to offer military, political and industrial aid when necessary. They are expected to act in a manner that upholds the Virtues taught to us by Lord British. The Protectorate will seek many people to fill the various national government, military and trade positions that it requires, and these positions will be offered to the individuals and organizations that swear fealty to Lord British and his Regent.&lt;br /&gt;
&lt;br /&gt;
'''Recognized Allied Nations: Allies of the Britannian Government'''&lt;br /&gt;
&lt;br /&gt;
''Who are they?''&lt;br /&gt;
There are many people that consider themselves to be of a good alignment, but for various reasons, will not seek to officially join the Government of Britannia. Although these groups can or will not swear fealty to the Protectorate, they may still seek to forge very strong diplomatic ties with the Regent and his nation. Players and groups that have always stood on the side of light, but who may have formed their own sovereign kingdoms, or may have seceded from Lord British's government, or may not be willing to have any others influence the way they are governed, would be examples of these potential allies. An official alliance may be signed between the representatives of the Protectorate and the ambassadors of one of these groups. The details and expectations of each alliance can be different.&lt;br /&gt;
&lt;br /&gt;
''Then what happens?''&lt;br /&gt;
An independent ally of the Protectorate will not be granted lands and titles by the Regent. However, they are free to name and govern themselves in any manner they wish. T They are highly encouraged to keep diplomats and ambassadors at the Regent's Court, and their members are automatically invited to every public event sponsored by the Protectorate. Depending on the terms of their official treaty, they can likely expect military aid and strong trading relationships with the Britannian Government. They are not allowed to vote or hold a seat in the Grand Parliament, but they are welcome to sit in on its meetings and may seek permission to speak to the assembly. They are also expected to send an ambassador to the Great Assembly to represent the interests of their organization there.&lt;br /&gt;
&lt;br /&gt;
'''Neutrals of Britannia'''&lt;br /&gt;
&lt;br /&gt;
''Who are they?''&lt;br /&gt;
Any group of any alignment can take a neutral stance with the Britannian Government provided they do not blatantly seek its harm, nor openly encourage or perpetrate crimes against the citizens of Britannia. They are unknown entities. Their loyalties and motivations are their own, and the Governor-Regent's administration will only deal officially with this organization if it feels there are beneficial trade or military possibilities. (OOC: We are hopeful that many of the groups with less than honorable motives will start out as Neutrals. We encourage the sly and secretive attempts to discredit our government and destroy our way of life. However, if you intend to hold on to your Neutral status, you must work very hard not to be caught red-handed trying to hurt us. Neutrals that are found and proven to be working against the Protectorate will be moved to Hostile status.)&lt;br /&gt;
&lt;br /&gt;
''Then what happens?''&lt;br /&gt;
An entity given Neutral status by the Protectorate will not be granted lands and titles by the Regent. However, they are free to name and govern themselves in any manner they wish. They are highly encouraged to keep diplomats and ambassadors at the Regent's Court, and their members are automatically invited to every public event sponsored by the Protectorate. They are free to make alliances with any other entity, but any alliances made with the Protectorate will likely be simplistic and possibly temporary. They are not allowed to vote or hold a seat in the Grand Parliament, but they are welcome to sit in on its meetings as observers. They are also expected to send an ambassador to the Great Assembly to represent the interests of their organization there.&lt;br /&gt;
&lt;br /&gt;
'''Hostiles of Britannia'''&lt;br /&gt;
&lt;br /&gt;
''Who are they?''&lt;br /&gt;
These are the people that are in opposition to the Governor-Regent's administration. Their loyalties and motivations are their own, and for the most part, detrimental to the well-being of the Protectorate. The Government of Britannia will rarely have any beneficial dealings with these groups, however, it will attempt to maintain very strong diplomatic ties for the purposes of stronger roleplay. The officially recognized ambassadors of these groups will be highly encouraged (OOC) and more or less &amp;quot;tolerated&amp;quot; (IC) to attend all of the Regent sponsored events.&lt;br /&gt;
&lt;br /&gt;
''Then what happens?''&lt;br /&gt;
An entity seen as Hostile by the Protectorate will not be granted lands and titles by the Regent. However, they are free to name and govern themselves in any manner they wish. They are highly encouraged to keep diplomats and ambassadors at the Regent's Court. As it is quite likely that these hostile groups will, sooner or later, be in direct military opposition to the Britannian government, there will need to be wartime and peacetime diplomatic rules. During peacetime, there will always be an open invitation to any member of these groups that they may attend any function sponsored or supported by the Governor-Regent's administration. In times of war, these groups will be allowed to send their officially recognized ambassador (and a small entourage) only. As awkward as it may seem to have an &amp;quot;evil&amp;quot; representative or a warring representative at the Governor-Regent's functions, it is just too imperative to the plot, to great roleplay and to stronger bonds of familiarity and friendship for them not to be present as much as possible. They are free to make alliances with any other entity, but any alliances made with the Protectorate or its vassals will not be tolerated publicly. They are not allowed to attend the Grand Parliament. (Spies or stealthy agents are highly encouraged to crash the meetings, but &amp;quot;ghosts&amp;quot; are frowned upon.) They are also expected to send an ambassador to the Great Assembly to represent the interests of their organization there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Grand Parliament and The Great Assembly ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Grand Parliament:'''&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament is a political body made up of members from each Vassal Fiefdom. The Fiefdoms will elect, or appoint their own representative to the Grand Parliament in any manner they wish. The Parliament itself is concerned primarily with legislation that will effect the Britannian Government on behalf of Lord British, his Regent and his citizens. They may create policies that outline how they will deal with outside entities (Allies, Neutrals and Hostiles), but none of those outside groups will be allowed to hold a seat or vote in the Grand Parliament. The structure of the Parliament will be further defined when the members of Parliament meet. They will determine for themselves when and where they hold meetings They will determine their meeting rules and procedures. They will elect their own Spokesperson(s) to moderate their meetings and present and they will choose their title(s). No member of the small council may hold a position on the Grand Parliament, though they are welcomed and encouraged to sit in on its proceedings. However, in cases where the Grand Parliament has an even number of members and a deadlocked vote is possible, the Lord Chamberlain will be expected to sit in on the meetings and, if necessary, cast a deciding vote. Once a month, at the conclusion of The Court of King's Bench, the Grand Parliament Spokesman will present any new policies, laws, or decisions that the Grand Parliament hopes to have ratified to the Governor-Regent. The Governor-Regent will then have the option to support these decisions or deny them. Anytime the Governor-Regent feels he must deny the decision of the Grand Parliament, he is obligated to present written documentation of his reasons to the Grand Parliament and, if applicable, his proposed changes to the legislation. The Grand Parliament may continue to submit an overturned decision to the Governor-Regent as often as they see fit, changed or unchanged, until such time as they feel the issue has been dealt with sufficiently.&lt;br /&gt;
&lt;br /&gt;
'''Great Assembly:'''&lt;br /&gt;
&lt;br /&gt;
This is a political body made up of representatives from all nations, alignments and races. All groups will elect or appoint their own representative to the Great Assembly. The Great Assembly itself is concerned primarily with enactments that will influence International policy in regards to trade, conflict and diplomacy. The structure of the Parley will be further defined when the members of the Great Assembly meet. They will elect their own Spokesperson(s) and they will choose their title. Because this is an international Council, meetings will be rotated to a different host organization each time. It will be the host's responsibility to provide a suitable, safe location for the meeting and to enforce strict diplomatic and safe harbor guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Governor-Regent's Cabinet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GOVERNOR-REGENT:''' The Governor-Regent is the figurehead of this administration and the representative of Lord British.&lt;br /&gt;
&lt;br /&gt;
'''THE SMALL COUNCIL:''' The Small Council (or Cabinet) handles much of the day-to-day responsibilities of the Regent’s Government. The small council consists of the Lord/Lady Chancellor and the Lord/Lady Chamberlain who are appointed by the Governor-Regent. If at anytime, the Governor-Regent is unavailable, the small council will have the authority to speak on his behalf, until such time as he is available and he can handle the situation personally. This should make sure that the plots and intrigue that this government hopes to generate would not grind to a halt based on the availability of one person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''LORD/LADY CHANCELLOR:''' The Lord/Lady Chancellor is an adviser to the Regent. He/she represents the administration of the Regent regarding most matters military, and most matters of international law and diplomacy. He/she will be the conduit between the Regent and all related Positions of Royal Responsibility in these areas. He/she is equal in standing with the Lord Chamberlain and he/she will represent the concerns of the Regent at the Great Assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''LORD/LADY CHAMBERLAIN:''' The Lord Chamberlain is an adviser to the Regent. He represents the administration of the Regent regarding most matters of the interior, and most matters of domestic law and diplomacy. He/she will be the conduit between the Regent and all related Positions of Royal Responsibility in these areas. He/she is equal in standing with the Lord/Lady Chancellor and he/she will represent the concerns of the Regent at the Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''POSITIONS OF ROYAL RESPONSIBILITY:''' These are positions within the Regent’s Administration that imply a national responsibility. These positions can only be filled by the individuals or group members that have sworn fealty to the Regency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''HIGH AMBASSADOR:''' The High Ambassador represents the Regency in its dealings with other entities. He/She will be responsible to recruit ambassadors and structure her department and the acceptable protocols used to interact with both foreign and domestic dignitaries. When applicable, he/she answers to the Lord/Lady Chamberlain on domestic affairs and the Lord/Lady Chancellor on foreign issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''LORD/LADY JUSTICE:''' The Judge in charge of the Supreme Court of Britannia. The Lord/Lady Justice will sit in authority of all local, regional and national courts within the realm of Britannia. He/she will recruit and organize the legal staff he requires to meet his responsibilities. When applicable, he answers to the Lord/Lady Chancellor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Adopted Constitution of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following constitution was the first to be used during the rule of Lord Regent Dayel Stormcrow, and has been taken from the historical archives of Britannia.&lt;br /&gt;
&lt;br /&gt;
'''Preamble'''&lt;br /&gt;
&lt;br /&gt;
In the name of the Virtues, from which comes our inspiration and our conviction, as the guide for our humanity and the path of the Lightbringer, concepts that direct all actions both of woman, of man and of States, We, the people of Britannia, Humbly acknowledging all our obligations to our Liege Lord, Lord British, seeking to promote the common good, with due observance of Courage, Truth and Love, so that the dignity and freedom of the individual may be assured, true social order attained, the unity of our lands restored, and concord established with other nations, Do hereby adopt, enact, and give to ourselves this Constitution.&lt;br /&gt;
&lt;br /&gt;
'''Article 1'''&lt;br /&gt;
&lt;br /&gt;
The Government of Britannia hereby affirms its inalienable, indefeasible, and sovereign right to choose its own form of Government, to determine its relations with other nations, and to develop its life, political, economic and cultural, in accordance with its own genius and traditions.&lt;br /&gt;
&lt;br /&gt;
'''Article 2'''&lt;br /&gt;
&lt;br /&gt;
It is the entitlement and birthright of every person born in this realm, which includes its islands and seas, to be part of the Britannian nation. That is also the entitlement of all persons otherwise qualified in accordance with law to be citizens of Britain. Furthermore, the Britain nation cherishes its special affinity with people of all walks of life, and celebrates the diversity of our realm as a resource for those loyal to the King and his Regent.&lt;br /&gt;
&lt;br /&gt;
'''Article 3'''&lt;br /&gt;
&lt;br /&gt;
It is the firm will of the Britannian Government, in harmony and friendship, to unite all the people who share the territories of Sosaria, in all the diversity of their identities and traditions, recognizing that a united Britain shall be brought about only by peaceful means with the consent of the majority of the people, in all jurisdictions. Laws enacted by the Parliament established by this Constitution and ratified by the Regent shall have the like area and extent of application as the laws enacted by governmental institutions that existed immediately before the coming into operation of this Constitution.&lt;br /&gt;
&lt;br /&gt;
Institutions with executive powers and functions that are shared between those jurisdictions may be established by their respective responsible authorities for stated purposes and may exercise powers and functions in respect of all or any part of the realm.&lt;br /&gt;
&lt;br /&gt;
'''Article 4'''&lt;br /&gt;
&lt;br /&gt;
The name of the realm shall be referred known and referred to as Britannia on the world of Sosaria.&lt;br /&gt;
&lt;br /&gt;
'''Article 5'''&lt;br /&gt;
&lt;br /&gt;
Britannian citizens pledge their fealty to the King of Britannia, Lord British, and his Regent and representatives.&lt;br /&gt;
&lt;br /&gt;
'''Article 6'''&lt;br /&gt;
&lt;br /&gt;
All powers of government, legislative, executive and judicial, derive, from the King of Britannia, Lord British, and his Regents and representatives whose right it is to designate the rulers of the State and, in final appeal, to decide all questions of national policy, according to the requirements of the common good.&lt;br /&gt;
&lt;br /&gt;
These powers of government are exercisable only by or on the authority of the organs of State established by this Constitution.&lt;br /&gt;
&lt;br /&gt;
'''Article 7'''&lt;br /&gt;
&lt;br /&gt;
On the coming into operation of this Constitution any person who was a citizen of Britannia, immediately before the coming into operation of this Constitution, shall be recognized as a citizen of Britannia.&lt;br /&gt;
&lt;br /&gt;
The future acquisition and loss of Britannian nationality and citizenship shall be determined in accordance with law. No person may be excluded from Britannian nationality and citizenship by reason of the sex of such person.&lt;br /&gt;
&lt;br /&gt;
Fidelity to the nation and loyalty to the King are fundamental political duties of all citizens.&lt;br /&gt;
&lt;br /&gt;
'''Article 8'''&lt;br /&gt;
&lt;br /&gt;
Provision will be made for the management and naming of the property which belongs to the nation by virtue of this Article and for the control of the alienation, whether temporary or permanent, of that property.&lt;br /&gt;
&lt;br /&gt;
Provision may also be made by law for the management of land, mines, minerals and waters acquired by the State after the coming into operation of this Constitution and for the control of the alienation, whether temporary or permanent, of the land, mines, minerals and waters so acquired.&lt;br /&gt;
&lt;br /&gt;
'''Article 9'''&lt;br /&gt;
&lt;br /&gt;
All revenues of the State from whatever source arising shall, subject to such exception as may be provided by law, form one fund, and shall be appropriated for the purposes and in the manner and subject to the charges and liabilities determined and imposed by law.&lt;br /&gt;
&lt;br /&gt;
'''Article 10'''&lt;br /&gt;
&lt;br /&gt;
There shall be a Regent of Britannia elected from the Loyalists of the Britannian Protectorate, hereinafter called the Regent, who shall take precedence over all other persons in the State and who shall exercise and perform the powers and functions conferred on by our King, Lord British.&lt;br /&gt;
&lt;br /&gt;
The regent shall be appointed by our King Lord British, and recognized by members of the House Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Regent shall hold office until death, unless before that period they resign, or are removed from office, or becomes permanently incapacitated, such incapacity being established to the satisfaction of the Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Regent shall enter upon his office by taking and subscribing publicly, in the presence of members of the Parliament, and other public personages, the following declaration:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the presence of these individuals, I do solemnly and sincerely promise and declare that I will maintain the Constitution of Britannia and uphold its laws, that I will fulfill my duties faithfully and conscientiously in accordance with the Constitution and the law, and that I will dedicate my abilities to the service and welfare of the people of Britannia. May Virtue direct and sustain me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Article 11'''&lt;br /&gt;
&lt;br /&gt;
The Regent shall appoint the Chancellor and the Chamberlain, and in concert, shall appoint and recognize all vassals who hold directly from the Crown.&lt;br /&gt;
&lt;br /&gt;
The Regent is granted the power to accept or refuse, in their absolute discretion, the appointments any member of the Government of Britannia.&lt;br /&gt;
&lt;br /&gt;
The Regent shall promulgate every law made by the House of the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The supreme command of the Defense Forces is hereby vested in the Regent.&lt;br /&gt;
&lt;br /&gt;
The exercise of the supreme command of the Defense Forces shall be vested in the Lord Chancellor and his appointed Military Commanders.&lt;br /&gt;
&lt;br /&gt;
All commissioned officers of the Defense Forces shall hold their commissions from the Regent.&lt;br /&gt;
&lt;br /&gt;
The right of pardon and the power to commute or remit punishment imposed by any court exercising criminal jurisdiction are hereby vested in the Regent, but such power of commutation or remission may, except in capital cases, also be conferred by law on other authorities.&lt;br /&gt;
&lt;br /&gt;
The Regent may communicate with the Grand Parliament by message or address on any matter of national or public importance. The Regent may address a message to the Nation at any time on any such matter.&lt;br /&gt;
&lt;br /&gt;
The Regent shall not be answerable to the Grand Parliament or to any court for the exercise and performance of the powers and functions of his office or for any act done or purporting to be done by him in the exercise and performance of these powers and functions.&lt;br /&gt;
&lt;br /&gt;
The behavior of the Regent may, however, be brought under review for the purposes of this Constitution, or by any court, tribunal or body appointed or designated by the Grand Parliament for the investigation of a charge.&lt;br /&gt;
&lt;br /&gt;
The powers and functions conferred on the Regent by this Constitution shall be exercisable and performable by him only on the advice of the Government, save where it is provided by this Constitution that he shall act in his absolute discretion or after consultation with or in relation to the Council of State, or on the advice or nomination of, or on receipt of any other communication from, any other person or body.&lt;br /&gt;
&lt;br /&gt;
Subject to this Constitution, additional powers and functions may be conferred on the Regent by law.&lt;br /&gt;
&lt;br /&gt;
'''Article 12'''&lt;br /&gt;
&lt;br /&gt;
In the event of the absence of the Regent, or his temporary incapacity, or his permanent incapacity established as provided or in the event of his death, resignation, removal from office, or failure to exercise and perform the powers and functions of his office or any of them, or at any time at which the office of Regent may be vacant, the powers and functions conferred on the Regent by or under this Constitution shall be exercised and performed by a Commission.&lt;br /&gt;
&lt;br /&gt;
The Commission shall consist of the following persons, namely, the Lord/Lady Chancellor, the Lord/Lady Chamberlain and the Chairperson of the Grand Parliament. The Commission may act by any two of their number and may act notwithstanding a vacancy in their membership.&lt;br /&gt;
&lt;br /&gt;
In the event of the failure of the Regent to exercise or perform any power or function which the Regent is by or under this Constitution required to exercise or perform within a specified time, the said power or function shall be exercised or performed under this Article, as soon as may be after the expiration of the time so specified.&lt;br /&gt;
&lt;br /&gt;
'''Article 13'''&lt;br /&gt;
&lt;br /&gt;
Grand Parliament and Powers&lt;br /&gt;
&lt;br /&gt;
The National Parliament shall be called and known, and is in this Constitution generally referred to, as the Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall consist of the Chairperson and Deputy Chairperson, and Representatives from Entities that have sworn fealty to Britannia and our Liege.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall sit in or near the City of Britain or in such other place as they may from time to time determine.&lt;br /&gt;
&lt;br /&gt;
The sole and exclusive power of making laws for the Realm is hereby vested in the Grand Parliament:&lt;br /&gt;
&lt;br /&gt;
Provision may however be made by law for the creation or recognition of subordinate legislatures and for the powers and functions of these legislatures.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament may provide for the establishment or recognition of functional or vocational councils representing branches of the social and economic life of the people.&lt;br /&gt;
&lt;br /&gt;
A law establishing or recognizing any such council shall determine its rights, powers and duties, and its relation to the Grand Parliament and to the Government.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall not enact any law which is in any respect repugnant to this Constitution or any provision thereof.&lt;br /&gt;
&lt;br /&gt;
Every law enacted by the Grand Parliament which is in any respect repugnant to this Constitution or to any provision thereof, shall, but to the extent only of such repugnance, be invalid by direct order of the Regent.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall not declare acts to be infringements of the law which were not so at the date of their commission.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall hold at least one session every year.&lt;br /&gt;
&lt;br /&gt;
Sittings of the House of the Grand Parliament shall be public.&lt;br /&gt;
&lt;br /&gt;
In cases of special emergency, however, the House may hold a private sitting.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall elect from its members its own Chairman and Deputy Chairman, and shall prescribe their powers and duties.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall make its own rules and standing orders, with power to attach penalties for their infringement, and shall have power to ensure freedom of debate, to protect its official documents and the private papers of its members, and to protect itself and its members against any person or persons interfering with, molesting or attempting to corrupt its members in the exercise of their duties.&lt;br /&gt;
&lt;br /&gt;
All questions in each House shall, save as otherwise provided by this Constitution, be determined by a majority of the votes of the members present.&lt;br /&gt;
&lt;br /&gt;
The number of members necessary to constitute a meeting of the House of the Grand Parliament for the exercise of its powers shall be no less than half of the total active membership.&lt;br /&gt;
&lt;br /&gt;
All official reports and publications of the House of the Grand Parliament shall be shared in a public document, for all citizens to read and understand.&lt;br /&gt;
&lt;br /&gt;
The members of the Grand Parliament shall, except in case of treason, felony or breach of the peace, be privileged from arrest in going to and returning from, and while within the precincts of, the House of the Grand Parliament, and shall not, in respect of any utterance in the House of the Grand Parliament , be amenable to any court or any authority other than the House itself.&lt;br /&gt;
&lt;br /&gt;
No member of the Small Council may hold a position on the Grand Parliament, though they may, and are encouraged to, attend a sitting. However, in cases where the Grand Parliament has an even number of members and a deadlocked vote has occurred, the Lord/Lady Chamberlain will be expected to sit in on the meetings and, if necessary, cast a deciding vote.&lt;br /&gt;
&lt;br /&gt;
If any person who is already a member the House of the grand Parliament becomes a member of the Small Council, he shall forthwith be deemed to have vacated his first seat.&lt;br /&gt;
&lt;br /&gt;
Every Bill initiated in and passed by the Grand Parliament shall be a matter of public record, and implemented after ratification by the Regent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Britannian Peerage System ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Heraldic Lodge of Britannia'''&lt;br /&gt;
&lt;br /&gt;
The acting Governor-Regent, and the acting Governor-Regent alone has the power to ceremoniously bestow and revoke titles of nobility upon members of the Britannian Protectorate at the suggestion or petition of members of the Protectorate, or as a result of conduct on behalf of the subject, deemed unfit of a Lord or Lady of Britannia.&lt;br /&gt;
&lt;br /&gt;
Special events and hunts will be organized for the Heraldic Lodge of Britannia. The Governor-Regent shall only grant titles to Protectorate Loyalists.&lt;br /&gt;
&lt;br /&gt;
'''The Governor-Regent'''&lt;br /&gt;
&lt;br /&gt;
In Britannia the Governor-Regent acts as overseer of the Kingship of Lord-British and by default is the general ruler by proxy of Britannia and its holdings. Thus, he acts as head of the heraldic-order of nobility within Britannia by proxy. This title is non-hereditary, upon retirement, the Regent would be granted the honorary title of Governor-Regent Emeritus.&lt;br /&gt;
&lt;br /&gt;
Addressing The Governor-Regent:&lt;br /&gt;
&lt;br /&gt;
• Begin: Your Majesty&lt;br /&gt;
• Address: His Majesty, _____, Governor-Regent of Britannia&lt;br /&gt;
• Speak to as: Your Majesty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dukes'''&lt;br /&gt;
&lt;br /&gt;
In Britannia a duke is – with the exception of the monarch and immediate Royal Family – the highest-ranking hereditary title in the Britannian peerage, sometimes referred to as &amp;quot;the nobility&amp;quot; or simply as &amp;quot;Lords and Ladies.&amp;quot;. The wife of a duke is known as a duchess. Their children hold the title of Lord or Lady.&lt;br /&gt;
&lt;br /&gt;
Addressing Dukes:&lt;br /&gt;
• Begin: My Lord Duke&lt;br /&gt;
• Address: His Grace the Duke of _____&lt;br /&gt;
• Speak to as: Your Grace&lt;br /&gt;
&lt;br /&gt;
'''Counts'''&lt;br /&gt;
&lt;br /&gt;
In Britannia, a count is said to hold a &amp;quot;countship&amp;quot; or &amp;quot;county&amp;quot;, or (more as the area of his jurisdiction) a &amp;quot;county&amp;quot;. The female equivalent of a count is a countess. Their children hold the title of Lord or Lady. The title is hereditary, and is passed on at the death of the Count.&lt;br /&gt;
&lt;br /&gt;
Addressing Counts:&lt;br /&gt;
• Begin: My Lord/My Lordship&lt;br /&gt;
• Address: ¬¬¬¬Lord ______ the count of _____&lt;br /&gt;
• Speak to as: My Lord&lt;br /&gt;
&lt;br /&gt;
'''Barons'''&lt;br /&gt;
&lt;br /&gt;
In Britannia, the rank of baron is a rank related to feudal nobility of Britannia and refers to a holder of a feudal barony, the wife of baron is known as a Baroness. It is a hereditary title and can be passed down to heirs when taking possession of the Barony. Their children hold the title of Lord or Lady. The title is hereditary, passed on at the death of the Baron.&lt;br /&gt;
&lt;br /&gt;
Addressing Barons:&lt;br /&gt;
• Begin: My Lord Baron&lt;br /&gt;
• Address: The Honorable Baron ¬____&lt;br /&gt;
• Speak to as: My Lord&lt;br /&gt;
&lt;br /&gt;
'''Untitled Nobility'''&lt;br /&gt;
&lt;br /&gt;
As a reward for some service to the grown loyalists may be granted a noble title at the discretion of the Governor-Regent or be made a Knight of the court of King British while they hold no land. Such titles are not passed down to their children, but their spouse is granted a title as well until her death.&lt;br /&gt;
&lt;br /&gt;
Addressing Untitled Lords:&lt;br /&gt;
• Begin: My Lord&lt;br /&gt;
• Address: His Lordship&lt;br /&gt;
• Speak to as: Sir/My Lord&lt;br /&gt;
&lt;br /&gt;
'''Titles of Honor'''&lt;br /&gt;
&lt;br /&gt;
For a feat of particular bearing, the Governor-Regent and his council may confer an honorary title of achievement on any loyalist as a result of their efforts.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
The Great/The Brave/The Honest/The Humble/The Wise&lt;br /&gt;
These titles are non-hereditary and do not carry with them the title of “Lord” or “Lady”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Military Structure of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Legions of the Britannian Protectorate'''&lt;br /&gt;
&lt;br /&gt;
In a continuing effort to ensure the safety of the Britannian Protectorate, her allies and her holdings, to ensure efficient policing and in a continuing mission to bring the full protection of Protectorate Legislation to the people of Britannia former Governor-Regent Adrien Garnier has decreed the following:&lt;br /&gt;
&lt;br /&gt;
I. The entirety of the Protectorate’s allied territory shall be divided into five military-sectors.&lt;br /&gt;
&lt;br /&gt;
II. Each military-sector shall contain within it a Protectorate-Legion composed of the united armies of Protectorate Loyalists and Allies residing in that military-sector.&lt;br /&gt;
&lt;br /&gt;
III. Each Legion shall have a Legionary-General appointed to it from the ranks of the united armies of the Protectorate Loyalists and Allies residing in that military-sector. The Legionary-General shall lead, plan, execute and operate all military endeavors. The Legionary-Generals report to the Governor-Regent directly.&lt;br /&gt;
&lt;br /&gt;
IV. Citing the people’s constitution, the Governor-Regent states his right by the merit of his lawful and legal election to assume the mantle of Supreme Commander of the allied military&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supreme Commander of the Allied Protectorate Armies:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The First-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General-&lt;br /&gt;
&lt;br /&gt;
The First-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled) in the following regions:&lt;br /&gt;
&lt;br /&gt;
Nu’jelm (Protectorate Capitol City) (Trammel/Felucca)&lt;br /&gt;
Magincia, (Trammel/Felucca)&lt;br /&gt;
Buccaneer’s Den Region (Trammel)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Second-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General-&lt;br /&gt;
&lt;br /&gt;
The Second-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled) in the following regions:&lt;br /&gt;
&lt;br /&gt;
Yew (Trammel/Felucca)&lt;br /&gt;
Honor’s Landing (Felucca)&lt;br /&gt;
Mazewood (Felucca)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Third-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General-&lt;br /&gt;
&lt;br /&gt;
The Third-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled in the following regions:&lt;br /&gt;
&lt;br /&gt;
Skara Brae (Trammel/Felucca)&lt;br /&gt;
Serpent’s Hold (Trammel)&lt;br /&gt;
Moonglow (Trammel/Felucca)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Fourth-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General&lt;br /&gt;
&lt;br /&gt;
The Fourth-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled) in the following regions:&lt;br /&gt;
&lt;br /&gt;
Sanctus (Malas)&lt;br /&gt;
Luna (Malas)&lt;br /&gt;
Stormhaven (Trammel)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Fifth-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General-&lt;br /&gt;
&lt;br /&gt;
The Fifth-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled) in the following regions:&lt;br /&gt;
&lt;br /&gt;
The Tokuno Islands (Tokuno)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Eight Tablets (Laws) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following laws are written on eight sacred tablets for all members of the Protectorate to follow.&lt;br /&gt;
&lt;br /&gt;
'''Tablet I (On Treason)'''&lt;br /&gt;
-The Governor Regent is the lone leader of the Protectorate acting in the stead of Lord British and Dayel Stormcrow. Their names may not be put to public slander.&lt;br /&gt;
-Should a member remove his city or land from the Protectorate the act is tantamount to treason against the crown of Lord British.&lt;br /&gt;
-Secretly aiding a person or group hostile to the Protectorate is tantamount to treason against the crown of Lord British&lt;br /&gt;
-Should one break the laws on the first tablet once can expect the military of the Protectorate to descend upon one’s person and land.&lt;br /&gt;
&lt;br /&gt;
'''Tablet II (On Declaration)'''&lt;br /&gt;
-Each noble and land holding lord within the Protectorate may not declare war on another.&lt;br /&gt;
-Each noble and land holding lord within the Protectorate may not declare war for the purpose of land gain without the blessing of the Governor Regent.&lt;br /&gt;
-Should one break the laws on the second tablet one can expect the payment of severe fines and the possible involvement of the Governor Regent’s armies in order to quell the conflict.&lt;br /&gt;
&lt;br /&gt;
'''Tablet III (On Trade)'''&lt;br /&gt;
-None shall engage in scams or cons&lt;br /&gt;
-Commercial business can not be exchanged within sight of a free standing ankh&lt;br /&gt;
-Prostitution is only allowed in harbors and docks, this being true only for women. They then must wear an orange belt to ease their identification.&lt;br /&gt;
-Should one break the laws on the third tablet one can expect a fine and a day in prison&lt;br /&gt;
&lt;br /&gt;
'''Tablet VI (On Severe Crimes)'''&lt;br /&gt;
-Murder, the killing of another outside the boundaries of declared warfare or duel is forbidden.&lt;br /&gt;
-The forced taking of a woman in order to claim her sex is forbidden&lt;br /&gt;
-Should one break the laws of the fourth tablet one can expect to be put to the blade. Should a child be murdered the criminal is to be first tortured in the most severe manner then cut into five equally weighed pieces and tossed to the Great Sea. A most gruesome and justified punishment.&lt;br /&gt;
&lt;br /&gt;
'''Tablet V (On Lesser Crimes)'''&lt;br /&gt;
-Theft, the taking of another’s property is an illegal act&lt;br /&gt;
-Public nudity outside a designated event or outside the proximity of baths is lewdness&lt;br /&gt;
-Disorderly conduct including riotous behavior and vandalism are not tolerated&lt;br /&gt;
-Should one break the laws of the fifth tablet one can expect to be put to a fine and spend days in prison.&lt;br /&gt;
&lt;br /&gt;
'''Tablet VI (On Military Conduct)'''&lt;br /&gt;
-The army, and the guard, must be respectful to commoners and must not overuse their weapons in carrying out justice.&lt;br /&gt;
-The army may not engage in looting&lt;br /&gt;
-The army may not engage in organized battle without a legion general present&lt;br /&gt;
-Should one break the laws of the sixth tablet one can expect to be punished in accordance to the wishes of the legion general.&lt;br /&gt;
&lt;br /&gt;
'''Tablet VII (On Courts)'''&lt;br /&gt;
-Should a judge set down a verdict it may not be argued until the sun rises and falls once.&lt;br /&gt;
-One may not disobey or countermand the order of a Judge while at trial&lt;br /&gt;
-Should one break the laws of the seventh tablet one can expect to be warned then put in prison should one persist.&lt;br /&gt;
&lt;br /&gt;
'''The Tablet of Majesty'''&lt;br /&gt;
-The Governor Regent as Lord Dayel Stormcrow and Lord British before him has the sole ability to override the courts and judicial decisions of Protectorate members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Protectorate Electoral Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Candidate Requiresments and Election Procedure'''&lt;br /&gt;
&lt;br /&gt;
I. Candidate Requirements for the position of Regent:&lt;br /&gt;
&lt;br /&gt;
a-Candidate must be a member of a Loyalist Guild (for at least 3 months prior to election).&lt;br /&gt;
&lt;br /&gt;
b-Candidate cannot hold office in a non-allied or non-loyalist state or organization.&lt;br /&gt;
&lt;br /&gt;
c-Candidate must not be undead.&lt;br /&gt;
&lt;br /&gt;
d-Candidate cannot by blood relation be a member of any royal house that is not allied or a Protectorate loyalist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Electoral Procedure:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a-The date of the election shall be published for public record at least two weeks prior to the election.&lt;br /&gt;
&lt;br /&gt;
b-90% of voting Protectorate delegates must be present for a valid election to take place.&lt;br /&gt;
&lt;br /&gt;
c-The Election, the Electoral process, nominations and the Regent installation will be overseen and administrated by the current Governor-Regent.&lt;br /&gt;
&lt;br /&gt;
'''Term Limits:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a-Upon election, the Governor-Regent must either run for re-election or step down 6 months after their election. There is no limit to the number of terms a Regent may serve, but after every 6 month term an election must be held.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Britannian_Protectorate_Compendium&amp;diff=66572</id>
		<title>Atlantic:Britannian Protectorate Compendium</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Britannian_Protectorate_Compendium&amp;diff=66572"/>
				<updated>2016-02-24T01:51:41Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Britannian Protectorate Compendium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Britannian Protectorate Compendium ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/forum/images/RegencyPersonified.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Political Status Titles Within The Protectorate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Loyalist: Citizens of Britannia and Vassals of Lord British and his Regent'''&lt;br /&gt;
&lt;br /&gt;
''Who are they?''&lt;br /&gt;
We have all agreed OOC that the Regent is now the In-Character voice of the Lord British Government. As such, the most obvious relationship a group can have with the Protectorate is one of citizenship and fealty. If you are an individual, group or community that has always supported Lord British and his Virtues, then it is likely that you will join the Britannian Government, lead by Governor-Regent. Any group that is willing to swear fealty to the Protectorate will be considered as officially recognized vassals of the Sovereign Government of Britannia. Read the Constitution of the Government of Britannia.&lt;br /&gt;
&lt;br /&gt;
''Then what happens?''&lt;br /&gt;
Each guild, organization and community that swears fealty to the Regent will be granted a Royal Title of Nobility by the Protectorate. Furthermore, the immediate territory surrounding their in-game place of residence will be named a Fiefdom and granted to them by the Protectorate. This parcel of land will serve as their base of operations, and can never be taken away from them in battle, unless they have agreed to allow its occupation. The group is encouraged to name their Fiefdom and set up any kind of internal political or military system they can imagine.&lt;br /&gt;
&lt;br /&gt;
The members of the Fiefdom have the following responsibilities and privileges:&lt;br /&gt;
The Fiefdom is still responsible to govern itself internally as it always has, but it is also given the additional responsibility and privilege of participating in the Grand Parliament of Britannia. In many cases, this Fiefdom will be one of several Fiefdoms that make up a larger territory known as a &amp;quot;Region.&amp;quot; Vassals of the Protectorate that live in the same Region with one another are encouraged to build a Regional system of government and form themselves into a Regional alliance. They are encouraged to build an alliance, elect Militia Commanders, build trade, elect Spokespeople, appoint Ambassadors and anything else that will help them protect and improve the prosperity of their Region. Above all though, the Vassals of the Protectorate are expected to support the interests of the Protectorate as best as they can. They are expected to offer military, political and industrial aid when necessary. They are expected to act in a manner that upholds the Virtues taught to us by Lord British. The Protectorate will seek many people to fill the various national government, military and trade positions that it requires, and these positions will be offered to the individuals and organizations that swear fealty to Lord British and his Regent.&lt;br /&gt;
&lt;br /&gt;
'''Recognized Allied Nations: Allies of the Britannian Government'''&lt;br /&gt;
&lt;br /&gt;
''Who are they?''&lt;br /&gt;
There are many people that consider themselves to be of a good alignment, but for various reasons, will not seek to officially join the Government of Britannia. Although these groups can or will not swear fealty to the Protectorate, they may still seek to forge very strong diplomatic ties with the Regent and his nation. Players and groups that have always stood on the side of light, but who may have formed their own sovereign kingdoms, or may have seceded from Lord British's government, or may not be willing to have any others influence the way they are governed, would be examples of these potential allies. An official alliance may be signed between the representatives of the Protectorate and the ambassadors of one of these groups. The details and expectations of each alliance can be different.&lt;br /&gt;
&lt;br /&gt;
''Then what happens?''&lt;br /&gt;
An independent ally of the Protectorate will not be granted lands and titles by the Regent. However, they are free to name and govern themselves in any manner they wish. T They are highly encouraged to keep diplomats and ambassadors at the Regent's Court, and their members are automatically invited to every public event sponsored by the Protectorate. Depending on the terms of their official treaty, they can likely expect military aid and strong trading relationships with the Britannian Government. They are not allowed to vote or hold a seat in the Grand Parliament, but they are welcome to sit in on its meetings and may seek permission to speak to the assembly. They are also expected to send an ambassador to the Great Assembly to represent the interests of their organization there.&lt;br /&gt;
&lt;br /&gt;
'''Neutrals of Britannia'''&lt;br /&gt;
&lt;br /&gt;
''Who are they?''&lt;br /&gt;
Any group of any alignment can take a neutral stance with the Britannian Government provided they do not blatantly seek its harm, nor openly encourage or perpetrate crimes against the citizens of Britannia. They are unknown entities. Their loyalties and motivations are their own, and the Governor-Regent's administration will only deal officially with this organization if it feels there are beneficial trade or military possibilities. (OOC: We are hopeful that many of the groups with less than honorable motives will start out as Neutrals. We encourage the sly and secretive attempts to discredit our government and destroy our way of life. However, if you intend to hold on to your Neutral status, you must work very hard not to be caught red-handed trying to hurt us. Neutrals that are found and proven to be working against the Protectorate will be moved to Hostile status.)&lt;br /&gt;
&lt;br /&gt;
''Then what happens?''&lt;br /&gt;
An entity given Neutral status by the Protectorate will not be granted lands and titles by the Regent. However, they are free to name and govern themselves in any manner they wish. They are highly encouraged to keep diplomats and ambassadors at the Regent's Court, and their members are automatically invited to every public event sponsored by the Protectorate. They are free to make alliances with any other entity, but any alliances made with the Protectorate will likely be simplistic and possibly temporary. They are not allowed to vote or hold a seat in the Grand Parliament, but they are welcome to sit in on its meetings as observers. They are also expected to send an ambassador to the Great Assembly to represent the interests of their organization there.&lt;br /&gt;
&lt;br /&gt;
'''Hostiles of Britannia'''&lt;br /&gt;
&lt;br /&gt;
''Who are they?''&lt;br /&gt;
These are the people that are in opposition to the Governor-Regent's administration. Their loyalties and motivations are their own, and for the most part, detrimental to the well-being of the Protectorate. The Government of Britannia will rarely have any beneficial dealings with these groups, however, it will attempt to maintain very strong diplomatic ties for the purposes of stronger roleplay. The officially recognized ambassadors of these groups will be highly encouraged (OOC) and more or less &amp;quot;tolerated&amp;quot; (IC) to attend all of the Regent sponsored events.&lt;br /&gt;
&lt;br /&gt;
''Then what happens?''&lt;br /&gt;
An entity seen as Hostile by the Protectorate will not be granted lands and titles by the Regent. However, they are free to name and govern themselves in any manner they wish. They are highly encouraged to keep diplomats and ambassadors at the Regent's Court. As it is quite likely that these hostile groups will, sooner or later, be in direct military opposition to the Britannian government, there will need to be wartime and peacetime diplomatic rules. During peacetime, there will always be an open invitation to any member of these groups that they may attend any function sponsored or supported by the Governor-Regent's administration. In times of war, these groups will be allowed to send their officially recognized ambassador (and a small entourage) only. As awkward as it may seem to have an &amp;quot;evil&amp;quot; representative or a warring representative at the Governor-Regent's functions, it is just too imperative to the plot, to great roleplay and to stronger bonds of familiarity and friendship for them not to be present as much as possible. They are free to make alliances with any other entity, but any alliances made with the Protectorate or its vassals will not be tolerated publicly. They are not allowed to attend the Grand Parliament. (Spies or stealthy agents are highly encouraged to crash the meetings, but &amp;quot;ghosts&amp;quot; are frowned upon.) They are also expected to send an ambassador to the Great Assembly to represent the interests of their organization there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Grand Parliament and The Great Assembly ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Grand Parliament:'''&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament is a political body made up of members from each Vassal Fiefdom. The Fiefdoms will elect, or appoint their own representative to the Grand Parliament in any manner they wish. The Parliament itself is concerned primarily with legislation that will effect the Britannian Government on behalf of Lord British, his Regent and his citizens. They may create policies that outline how they will deal with outside entities (Allies, Neutrals and Hostiles), but none of those outside groups will be allowed to hold a seat or vote in the Grand Parliament. The structure of the Parliament will be further defined when the members of Parliament meet. They will determine for themselves when and where they hold meetings They will determine their meeting rules and procedures. They will elect their own Spokesperson(s) to moderate their meetings and present and they will choose their title(s). No member of the small council may hold a position on the Grand Parliament, though they are welcomed and encouraged to sit in on its proceedings. However, in cases where the Grand Parliament has an even number of members and a deadlocked vote is possible, the Lord Chamberlain will be expected to sit in on the meetings and, if necessary, cast a deciding vote. Once a month, at the conclusion of The Court of King's Bench, the Grand Parliament Spokesman will present any new policies, laws, or decisions that the Grand Parliament hopes to have ratified to the Governor-Regent. The Governor-Regent will then have the option to support these decisions or deny them. Anytime the Governor-Regent feels he must deny the decision of the Grand Parliament, he is obligated to present written documentation of his reasons to the Grand Parliament and, if applicable, his proposed changes to the legislation. The Grand Parliament may continue to submit an overturned decision to the Governor-Regent as often as they see fit, changed or unchanged, until such time as they feel the issue has been dealt with sufficiently.&lt;br /&gt;
&lt;br /&gt;
'''Great Assembly:'''&lt;br /&gt;
&lt;br /&gt;
This is a political body made up of representatives from all nations, alignments and races. All groups will elect or appoint their own representative to the Great Assembly. The Great Assembly itself is concerned primarily with enactments that will influence International policy in regards to trade, conflict and diplomacy. The structure of the Parley will be further defined when the members of the Great Assembly meet. They will elect their own Spokesperson(s) and they will choose their title. Because this is an international Council, meetings will be rotated to a different host organization each time. It will be the host's responsibility to provide a suitable, safe location for the meeting and to enforce strict diplomatic and safe harbor guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Governor-Regent's Cabinet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GOVERNOR-REGENT:''' The Governor-Regent is the figurehead of this administration and the representative of Lord British.&lt;br /&gt;
&lt;br /&gt;
'''THE SMALL COUNCIL:''' The Small Council (or Cabinet) handles much of the day-to-day responsibilities of the Regent’s Government. The small council consists of the Lord/Lady Chancellor and the Lord/Lady Chamberlain who are appointed by the Governor-Regent. If at anytime, the Governor-Regent is unavailable, the small council will have the authority to speak on his behalf, until such time as he is available and he can handle the situation personally. This should make sure that the plots and intrigue that this government hopes to generate would not grind to a halt based on the availability of one person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''LORD/LADY CHANCELLOR:''' The Lord/Lady Chancellor is an adviser to the Regent. He/she represents the administration of the Regent regarding most matters military, and most matters of international law and diplomacy. He/she will be the conduit between the Regent and all related Positions of Royal Responsibility in these areas. He/she is equal in standing with the Lord Chamberlain and he/she will represent the concerns of the Regent at the Great Assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''LORD/LADY CHAMBERLAIN:''' The Lord Chamberlain is an adviser to the Regent. He represents the administration of the Regent regarding most matters of the interior, and most matters of domestic law and diplomacy. He/she will be the conduit between the Regent and all related Positions of Royal Responsibility in these areas. He/she is equal in standing with the Lord/Lady Chancellor and he/she will represent the concerns of the Regent at the Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''POSITIONS OF ROYAL RESPONSIBILITY:''' These are positions within the Regent’s Administration that imply a national responsibility. These positions can only be filled by the individuals or group members that have sworn fealty to the Regency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''HIGH AMBASSADOR:''' The High Ambassador represents the Regency in its dealings with other entities. He/She will be responsible to recruit ambassadors and structure her department and the acceptable protocols used to interact with both foreign and domestic dignitaries. When applicable, he/she answers to the Lord/Lady Chamberlain on domestic affairs and the Lord/Lady Chancellor on foreign issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''LORD/LADY JUSTICE:''' The Judge in charge of the Supreme Court of Britannia. The Lord/Lady Justice will sit in authority of all local, regional and national courts within the realm of Britannia. He/she will recruit and organize the legal staff he requires to meet his responsibilities. When applicable, he answers to the Lord/Lady Chancellor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Adopted Constitution of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following constitution was the first to be used during the rule of Lord Regent Dayel Stormcrow, and has been taken from the historical archives of Britannia.&lt;br /&gt;
&lt;br /&gt;
'''Preamble'''&lt;br /&gt;
&lt;br /&gt;
In the name of the Virtues, from which comes our inspiration and our conviction, as the guide for our humanity and the path of the Lightbringer, concepts that direct all actions both of woman, of man and of States, We, the people of Britannia, Humbly acknowledging all our obligations to our Liege Lord, Lord British, seeking to promote the common good, with due observance of Courage, Truth and Love, so that the dignity and freedom of the individual may be assured, true social order attained, the unity of our lands restored, and concord established with other nations, Do hereby adopt, enact, and give to ourselves this Constitution.&lt;br /&gt;
&lt;br /&gt;
'''Article 1'''&lt;br /&gt;
&lt;br /&gt;
The Government of Britannia hereby affirms its inalienable, indefeasible, and sovereign right to choose its own form of Government, to determine its relations with other nations, and to develop its life, political, economic and cultural, in accordance with its own genius and traditions.&lt;br /&gt;
&lt;br /&gt;
'''Article 2'''&lt;br /&gt;
&lt;br /&gt;
It is the entitlement and birthright of every person born in this realm, which includes its islands and seas, to be part of the Britannian nation. That is also the entitlement of all persons otherwise qualified in accordance with law to be citizens of Britain. Furthermore, the Britain nation cherishes its special affinity with people of all walks of life, and celebrates the diversity of our realm as a resource for those loyal to the King and his Regent.&lt;br /&gt;
&lt;br /&gt;
'''Article 3'''&lt;br /&gt;
&lt;br /&gt;
It is the firm will of the Britannian Government, in harmony and friendship, to unite all the people who share the territories of Sosaria, in all the diversity of their identities and traditions, recognizing that a united Britain shall be brought about only by peaceful means with the consent of the majority of the people, in all jurisdictions. Laws enacted by the Parliament established by this Constitution and ratified by the Regent shall have the like area and extent of application as the laws enacted by governmental institutions that existed immediately before the coming into operation of this Constitution.&lt;br /&gt;
&lt;br /&gt;
Institutions with executive powers and functions that are shared between those jurisdictions may be established by their respective responsible authorities for stated purposes and may exercise powers and functions in respect of all or any part of the realm.&lt;br /&gt;
&lt;br /&gt;
'''Article 4'''&lt;br /&gt;
&lt;br /&gt;
The name of the realm shall be referred known and referred to as Britannia on the world of Sosaria.&lt;br /&gt;
&lt;br /&gt;
'''Article 5'''&lt;br /&gt;
&lt;br /&gt;
Britannian citizens pledge their fealty to the King of Britannia, Lord British, and his Regent and representatives.&lt;br /&gt;
&lt;br /&gt;
'''Article 6'''&lt;br /&gt;
&lt;br /&gt;
All powers of government, legislative, executive and judicial, derive, from the King of Britannia, Lord British, and his Regents and representatives whose right it is to designate the rulers of the State and, in final appeal, to decide all questions of national policy, according to the requirements of the common good.&lt;br /&gt;
&lt;br /&gt;
These powers of government are exercisable only by or on the authority of the organs of State established by this Constitution.&lt;br /&gt;
&lt;br /&gt;
'''Article 7'''&lt;br /&gt;
&lt;br /&gt;
On the coming into operation of this Constitution any person who was a citizen of Britannia, immediately before the coming into operation of this Constitution, shall be recognized as a citizen of Britannia.&lt;br /&gt;
&lt;br /&gt;
The future acquisition and loss of Britannian nationality and citizenship shall be determined in accordance with law. No person may be excluded from Britannian nationality and citizenship by reason of the sex of such person.&lt;br /&gt;
&lt;br /&gt;
Fidelity to the nation and loyalty to the King are fundamental political duties of all citizens.&lt;br /&gt;
&lt;br /&gt;
'''Article 8'''&lt;br /&gt;
&lt;br /&gt;
Provision will be made for the management and naming of the property which belongs to the nation by virtue of this Article and for the control of the alienation, whether temporary or permanent, of that property.&lt;br /&gt;
&lt;br /&gt;
Provision may also be made by law for the management of land, mines, minerals and waters acquired by the State after the coming into operation of this Constitution and for the control of the alienation, whether temporary or permanent, of the land, mines, minerals and waters so acquired.&lt;br /&gt;
&lt;br /&gt;
'''Article 9'''&lt;br /&gt;
&lt;br /&gt;
All revenues of the State from whatever source arising shall, subject to such exception as may be provided by law, form one fund, and shall be appropriated for the purposes and in the manner and subject to the charges and liabilities determined and imposed by law.&lt;br /&gt;
&lt;br /&gt;
'''Article 10'''&lt;br /&gt;
&lt;br /&gt;
There shall be a Regent of Britannia elected from the Loyalists of the Britannian Protectorate, hereinafter called the Regent, who shall take precedence over all other persons in the State and who shall exercise and perform the powers and functions conferred on by our King, Lord British.&lt;br /&gt;
&lt;br /&gt;
The regent shall be appointed by our King Lord British, and recognized by members of the House Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Regent shall hold office until death, unless before that period they resign, or are removed from office, or becomes permanently incapacitated, such incapacity being established to the satisfaction of the Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Regent shall enter upon his office by taking and subscribing publicly, in the presence of members of the Parliament, and other public personages, the following declaration:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the presence of these individuals, I do solemnly and sincerely promise and declare that I will maintain the Constitution of Britannia and uphold its laws, that I will fulfill my duties faithfully and conscientiously in accordance with the Constitution and the law, and that I will dedicate my abilities to the service and welfare of the people of Britannia. May Virtue direct and sustain me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Article 11'''&lt;br /&gt;
&lt;br /&gt;
The Regent shall appoint the Chancellor and the Chamberlain, and in concert, shall appoint and recognize all vassals who hold directly from the Crown.&lt;br /&gt;
&lt;br /&gt;
The Regent is granted the power to accept or refuse, in their absolute discretion, the appointments any member of the Government of Britannia.&lt;br /&gt;
&lt;br /&gt;
The Regent shall promulgate every law made by the House of the Grand Council.&lt;br /&gt;
&lt;br /&gt;
The supreme command of the Defense Forces is hereby vested in the Regent.&lt;br /&gt;
&lt;br /&gt;
The exercise of the supreme command of the Defense Forces shall be vested in the Lord Chancellor and his appointed Military Commanders.&lt;br /&gt;
&lt;br /&gt;
All commissioned officers of the Defense Forces shall hold their commissions from the Regent.&lt;br /&gt;
&lt;br /&gt;
The right of pardon and the power to commute or remit punishment imposed by any court exercising criminal jurisdiction are hereby vested in the Regent, but such power of commutation or remission may, except in capital cases, also be conferred by law on other authorities.&lt;br /&gt;
&lt;br /&gt;
The Regent may communicate with the Grand Parliament by message or address on any matter of national or public importance. The Regent may address a message to the Nation at any time on any such matter.&lt;br /&gt;
&lt;br /&gt;
The Regent shall not be answerable to the Grand Parliament or to any court for the exercise and performance of the powers and functions of his office or for any act done or purporting to be done by him in the exercise and performance of these powers and functions.&lt;br /&gt;
&lt;br /&gt;
The behavior of the Regent may, however, be brought under review for the purposes of this Constitution, or by any court, tribunal or body appointed or designated by the Grand Parliament for the investigation of a charge.&lt;br /&gt;
&lt;br /&gt;
The powers and functions conferred on the Regent by this Constitution shall be exercisable and performable by him only on the advice of the Government, save where it is provided by this Constitution that he shall act in his absolute discretion or after consultation with or in relation to the Council of State, or on the advice or nomination of, or on receipt of any other communication from, any other person or body.&lt;br /&gt;
&lt;br /&gt;
Subject to this Constitution, additional powers and functions may be conferred on the Regent by law.&lt;br /&gt;
&lt;br /&gt;
'''Article 12'''&lt;br /&gt;
&lt;br /&gt;
In the event of the absence of the Regent, or his temporary incapacity, or his permanent incapacity established as provided or in the event of his death, resignation, removal from office, or failure to exercise and perform the powers and functions of his office or any of them, or at any time at which the office of Regent may be vacant, the powers and functions conferred on the Regent by or under this Constitution shall be exercised and performed by a Commission.&lt;br /&gt;
&lt;br /&gt;
The Commission shall consist of the following persons, namely, the Lord/Lady Chancellor, the Lord/Lady Chamberlain and the Chairperson of the Grand Parliament. The Commission may act by any two of their number and may act notwithstanding a vacancy in their membership.&lt;br /&gt;
&lt;br /&gt;
In the event of the failure of the Regent to exercise or perform any power or function which the Regent is by or under this Constitution required to exercise or perform within a specified time, the said power or function shall be exercised or performed under this Article, as soon as may be after the expiration of the time so specified.&lt;br /&gt;
&lt;br /&gt;
'''Article 13'''&lt;br /&gt;
&lt;br /&gt;
Grand Parliament and Powers&lt;br /&gt;
&lt;br /&gt;
The National Parliament shall be called and known, and is in this Constitution generally referred to, as the Grand Parliament.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall consist of the Chairperson and Deputy Chairperson, and Representatives from Entities that have sworn fealty to Britannia and our Liege.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall sit in or near the City of Britain or in such other place as they may from time to time determine.&lt;br /&gt;
&lt;br /&gt;
The sole and exclusive power of making laws for the Realm is hereby vested in the Grand Parliament:&lt;br /&gt;
&lt;br /&gt;
Provision may however be made by law for the creation or recognition of subordinate legislatures and for the powers and functions of these legislatures.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament may provide for the establishment or recognition of functional or vocational councils representing branches of the social and economic life of the people.&lt;br /&gt;
&lt;br /&gt;
A law establishing or recognizing any such council shall determine its rights, powers and duties, and its relation to the Grand Parliament and to the Government.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall not enact any law which is in any respect repugnant to this Constitution or any provision thereof.&lt;br /&gt;
&lt;br /&gt;
Every law enacted by the Grand Parliament which is in any respect repugnant to this Constitution or to any provision thereof, shall, but to the extent only of such repugnance, be invalid by direct order of the Regent.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall not declare acts to be infringements of the law which were not so at the date of their commission.&lt;br /&gt;
&lt;br /&gt;
The Grand Parliament shall hold at least one session every year.&lt;br /&gt;
&lt;br /&gt;
Sittings of the House of the Grand Parliament shall be public.&lt;br /&gt;
&lt;br /&gt;
In cases of special emergency, however, the House may hold a private sitting.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall elect from its members its own Chairman and Deputy Chairman, and shall prescribe their powers and duties.&lt;br /&gt;
&lt;br /&gt;
The House of the Grand Parliament shall make its own rules and standing orders, with power to attach penalties for their infringement, and shall have power to ensure freedom of debate, to protect its official documents and the private papers of its members, and to protect itself and its members against any person or persons interfering with, molesting or attempting to corrupt its members in the exercise of their duties.&lt;br /&gt;
&lt;br /&gt;
All questions in each House shall, save as otherwise provided by this Constitution, be determined by a majority of the votes of the members present.&lt;br /&gt;
&lt;br /&gt;
The number of members necessary to constitute a meeting of the House of the Grand Parliament for the exercise of its powers shall be no less than half of the total active membership.&lt;br /&gt;
&lt;br /&gt;
All official reports and publications of the House of the Grand Parliament shall be shared in a public document, for all citizens to read and understand.&lt;br /&gt;
&lt;br /&gt;
The members of the Grand Parliament shall, except in case of treason, felony or breach of the peace, be privileged from arrest in going to and returning from, and while within the precincts of, the House of the Grand Parliament, and shall not, in respect of any utterance in the House of the Grand Parliament , be amenable to any court or any authority other than the House itself.&lt;br /&gt;
&lt;br /&gt;
No member of the Small Council may hold a position on the Grand Parliament, though they may, and are encouraged to, attend a sitting. However, in cases where the Grand Parliament has an even number of members and a deadlocked vote has occurred, the Lord/Lady Chamberlain will be expected to sit in on the meetings and, if necessary, cast a deciding vote.&lt;br /&gt;
&lt;br /&gt;
If any person who is already a member the House of the grand Parliament becomes a member of the Small Council, he shall forthwith be deemed to have vacated his first seat.&lt;br /&gt;
&lt;br /&gt;
Every Bill initiated in and passed by the Grand Parliament shall be a matter of public record, and implemented after ratification by the Regent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Britannian Peerage System ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Heraldic Lodge of Britannia'''&lt;br /&gt;
&lt;br /&gt;
The acting Governor-Regent, and the acting Governor-Regent alone has the power to ceremoniously bestow and revoke titles of nobility upon members of the Britannian Protectorate at the suggestion or petition of members of the Protectorate, or as a result of conduct on behalf of the subject, deemed unfit of a Lord or Lady of Britannia.&lt;br /&gt;
&lt;br /&gt;
Special events and hunts will be organized for the Heraldic Lodge of Britannia. The Governor-Regent shall only grant titles to Protectorate Loyalists.&lt;br /&gt;
&lt;br /&gt;
'''The Governor-Regent'''&lt;br /&gt;
&lt;br /&gt;
In Britannia the Governor-Regent acts as overseer of the Kingship of Lord-British and by default is the general ruler by proxy of Britannia and its holdings. Thus, he acts as head of the heraldic-order of nobility within Britannia by proxy. This title is non-hereditary, upon retirement, the Regent would be granted the honorary title of Governor-Regent Emeritus.&lt;br /&gt;
&lt;br /&gt;
Addressing The Governor-Regent:&lt;br /&gt;
&lt;br /&gt;
• Begin: Your Majesty&lt;br /&gt;
• Address: His Majesty, _____, Governor-Regent of Britannia&lt;br /&gt;
• Speak to as: Your Majesty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dukes'''&lt;br /&gt;
&lt;br /&gt;
In Britannia a duke is – with the exception of the monarch and immediate Royal Family – the highest-ranking hereditary title in the Britannian peerage, sometimes referred to as &amp;quot;the nobility&amp;quot; or simply as &amp;quot;Lords and Ladies.&amp;quot;. The wife of a duke is known as a duchess. Their children hold the title of Lord or Lady.&lt;br /&gt;
&lt;br /&gt;
Addressing Dukes:&lt;br /&gt;
• Begin: My Lord Duke&lt;br /&gt;
• Address: His Grace the Duke of _____&lt;br /&gt;
• Speak to as: Your Grace&lt;br /&gt;
&lt;br /&gt;
'''Counts'''&lt;br /&gt;
&lt;br /&gt;
In Britannia, a count is said to hold a &amp;quot;countship&amp;quot; or &amp;quot;county&amp;quot;, or (more as the area of his jurisdiction) a &amp;quot;county&amp;quot;. The female equivalent of a count is a countess. Their children hold the title of Lord or Lady. The title is hereditary, and is passed on at the death of the Count.&lt;br /&gt;
&lt;br /&gt;
Addressing Counts:&lt;br /&gt;
• Begin: My Lord/My Lordship&lt;br /&gt;
• Address: ¬¬¬¬Lord ______ the count of _____&lt;br /&gt;
• Speak to as: My Lord&lt;br /&gt;
&lt;br /&gt;
'''Barons'''&lt;br /&gt;
&lt;br /&gt;
In Britannia, the rank of baron is a rank related to feudal nobility of Britannia and refers to a holder of a feudal barony, the wife of baron is known as a Baroness. It is a hereditary title and can be passed down to heirs when taking possession of the Barony. Their children hold the title of Lord or Lady. The title is hereditary, passed on at the death of the Baron.&lt;br /&gt;
&lt;br /&gt;
Addressing Barons:&lt;br /&gt;
• Begin: My Lord Baron&lt;br /&gt;
• Address: The Honorable Baron ¬____&lt;br /&gt;
• Speak to as: My Lord&lt;br /&gt;
&lt;br /&gt;
'''Untitled Nobility'''&lt;br /&gt;
&lt;br /&gt;
As a reward for some service to the grown loyalists may be granted a noble title at the discretion of the Governor-Regent or be made a Knight of the court of King British while they hold no land. Such titles are not passed down to their children, but their spouse is granted a title as well until her death.&lt;br /&gt;
&lt;br /&gt;
Addressing Untitled Lords:&lt;br /&gt;
• Begin: My Lord&lt;br /&gt;
• Address: His Lordship&lt;br /&gt;
• Speak to as: Sir/My Lord&lt;br /&gt;
&lt;br /&gt;
'''Titles of Honor'''&lt;br /&gt;
&lt;br /&gt;
For a feat of particular bearing, the Governor-Regent and his council may confer an honorary title of achievement on any loyalist as a result of their efforts.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
The Great/The Brave/The Honest/The Humble/The Wise&lt;br /&gt;
These titles are non-hereditary and do not carry with them the title of “Lord” or “Lady”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Military Structure of the Protectorate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Legions of the Britannian Protectorate'''&lt;br /&gt;
&lt;br /&gt;
In a continuing effort to ensure the safety of the Britannian Protectorate, her allies and her holdings, to ensure efficient policing and in a continuing mission to bring the full protection of Protectorate Legislation to the people of Britannia former Governor-Regent Adrien Garnier has decreed the following:&lt;br /&gt;
&lt;br /&gt;
I. The entirety of the Protectorate’s allied territory shall be divided into five military-sectors.&lt;br /&gt;
&lt;br /&gt;
II. Each military-sector shall contain within it a Protectorate-Legion composed of the united armies of Protectorate Loyalists and Allies residing in that military-sector.&lt;br /&gt;
&lt;br /&gt;
III. Each Legion shall have a Legionary-General appointed to it from the ranks of the united armies of the Protectorate Loyalists and Allies residing in that military-sector. The Legionary-General shall lead, plan, execute and operate all military endeavors. The Legionary-Generals report to the Governor-Regent directly.&lt;br /&gt;
&lt;br /&gt;
IV. Citing the people’s constitution, the Governor-Regent states his right by the merit of his lawful and legal election to assume the mantle of Supreme Commander of the allied military&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supreme Commander of the Allied Protectorate Armies:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The First-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General-&lt;br /&gt;
&lt;br /&gt;
The First-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled) in the following regions:&lt;br /&gt;
&lt;br /&gt;
Nu’jelm (Protectorate Capitol City) (Trammel/Felucca)&lt;br /&gt;
Magincia, (Trammel/Felucca)&lt;br /&gt;
Buccaneer’s Den Region (Trammel)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Second-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General-&lt;br /&gt;
&lt;br /&gt;
The Second-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled) in the following regions:&lt;br /&gt;
&lt;br /&gt;
Yew (Trammel/Felucca)&lt;br /&gt;
Honor’s Landing (Felucca)&lt;br /&gt;
Mazewood (Felucca)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Third-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General-&lt;br /&gt;
&lt;br /&gt;
The Third-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled in the following regions:&lt;br /&gt;
&lt;br /&gt;
Skara Brae (Trammel/Felucca)&lt;br /&gt;
Serpent’s Hold (Trammel)&lt;br /&gt;
Moonglow (Trammel/Felucca)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Fourth-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General&lt;br /&gt;
&lt;br /&gt;
The Fourth-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled) in the following regions:&lt;br /&gt;
&lt;br /&gt;
Sanctus (Malas)&lt;br /&gt;
Luna (Malas)&lt;br /&gt;
Stormhaven (Trammel)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Fifth-Legion:'''&lt;br /&gt;
&lt;br /&gt;
Legionary General-&lt;br /&gt;
&lt;br /&gt;
The Fifth-Legion shall be responsible for any tactical military efforts or policing (if Protectorate controlled) in the following regions:&lt;br /&gt;
&lt;br /&gt;
The Tokuno Islands (Tokuno)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Eight Tablets (Laws) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following laws are written on eight sacred tablets for all members of the Protectorate to follow.&lt;br /&gt;
&lt;br /&gt;
'''Tablet I (On Treason)'''&lt;br /&gt;
-The Governor Regent is the lone leader of the Protectorate acting in the stead of Lord British and Dayel Stormcrow. Their names may not be put to public slander.&lt;br /&gt;
-Should a member remove his city or land from the Protectorate the act is tantamount to treason against the crown of Lord British.&lt;br /&gt;
-Secretly aiding a person or group hostile to the Protectorate is tantamount to treason against the crown of Lord British&lt;br /&gt;
-Should one break the laws on the first tablet once can expect the military of the Protectorate to descend upon one’s person and land.&lt;br /&gt;
&lt;br /&gt;
'''Tablet II (On Declaration)'''&lt;br /&gt;
-Each noble and land holding lord within the Protectorate may not declare war on another.&lt;br /&gt;
-Each noble and land holding lord within the Protectorate may not declare war for the purpose of land gain without the blessing of the Governor Regent.&lt;br /&gt;
-Should one break the laws on the second tablet one can expect the payment of severe fines and the possible involvement of the Governor Regent’s armies in order to quell the conflict.&lt;br /&gt;
&lt;br /&gt;
'''Tablet III (On Trade)'''&lt;br /&gt;
-None shall engage in scams or cons&lt;br /&gt;
-Commercial business can not be exchanged within sight of a free standing ankh&lt;br /&gt;
-Prostitution is only allowed in harbors and docks, this being true only for women. They then must wear an orange belt to ease their identification.&lt;br /&gt;
-Should one break the laws on the third tablet one can expect a fine and a day in prison&lt;br /&gt;
&lt;br /&gt;
'''Tablet VI (On Severe Crimes)'''&lt;br /&gt;
-Murder, the killing of another outside the boundaries of declared warfare or duel is forbidden.&lt;br /&gt;
-The forced taking of a woman in order to claim her sex is forbidden&lt;br /&gt;
-Should one break the laws of the fourth tablet one can expect to be put to the blade. Should a child be murdered the criminal is to be first tortured in the most severe manner then cut into five equally weighed pieces and tossed to the Great Sea. A most gruesome and justified punishment.&lt;br /&gt;
&lt;br /&gt;
'''Tablet V (On Lesser Crimes)'''&lt;br /&gt;
-Theft, the taking of another’s property is an illegal act&lt;br /&gt;
-Public nudity outside a designated event or outside the proximity of baths is lewdness&lt;br /&gt;
-Disorderly conduct including riotous behavior and vandalism are not tolerated&lt;br /&gt;
-Should one break the laws of the fifth tablet one can expect to be put to a fine and spend days in prison.&lt;br /&gt;
&lt;br /&gt;
'''Tablet VI (On Military Conduct)'''&lt;br /&gt;
-The army, and the guard, must be respectful to commoners and must not overuse their weapons in carrying out justice.&lt;br /&gt;
-The army may not engage in looting&lt;br /&gt;
-The army may not engage in organized battle without a legion general present&lt;br /&gt;
-Should one break the laws of the sixth tablet one can expect to be punished in accordance to the wishes of the legion general.&lt;br /&gt;
&lt;br /&gt;
'''Tablet VII (On Courts)'''&lt;br /&gt;
-Should a judge set down a verdict it may not be argued until the sun rises and falls once.&lt;br /&gt;
-One may not disobey or countermand the order of a Judge while at trial&lt;br /&gt;
-Should one break the laws of the seventh tablet one can expect to be warned then put in prison should one persist.&lt;br /&gt;
&lt;br /&gt;
'''The Tablet of Majesty'''&lt;br /&gt;
-The Governor Regent as Lord Dayel Stormcrow and Lord British before him has the sole ability to override the courts and judicial decisions of Protectorate members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Protectorate Electoral Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Candidate Requiresments and Election Procedure'''&lt;br /&gt;
&lt;br /&gt;
I. Candidate Requirements for the position of Regent:&lt;br /&gt;
&lt;br /&gt;
a-Candidate must be a member of a Loyalist Guild (for at least 3 months prior to election).&lt;br /&gt;
&lt;br /&gt;
b-Candidate cannot hold office in a non-allied or non-loyalist state or organization.&lt;br /&gt;
&lt;br /&gt;
c-Candidate must not be undead.&lt;br /&gt;
&lt;br /&gt;
d-Candidate cannot by blood relation be a member of any royal house that is not allied or a Protectorate loyalist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Electoral Procedure:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a-The date of the election shall be published for public record at least two weeks prior to the election.&lt;br /&gt;
&lt;br /&gt;
b-90% of voting Protectorate delegates must be present for a valid election to take place.&lt;br /&gt;
&lt;br /&gt;
c-The Election, the Electoral process, nominations and the Regent installation will be overseen and administrated by the current Governor-Regent.&lt;br /&gt;
&lt;br /&gt;
'''Term Limits:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
a-Upon election, the Governor-Regent must either run for re-election or step down 6 months after their election. There is no limit to the number of terms a Regent may serve, but after every 6 month term an election must be held.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Britain%27s_Freedom_Festival&amp;diff=66571</id>
		<title>Atlantic:Britain's Freedom Festival</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Britain%27s_Freedom_Festival&amp;diff=66571"/>
				<updated>2016-02-24T01:44:34Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic: Britain's Freedom Festival&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems the Daemon Lord Beleth has tired of Britain and returned to the Icy lands of Caina. Thus the City of Britain is now free to begin rebuilding. To that end, The Britain Council of Virtue announces The Britain Freedom Festival, to take place Saturday, March 1, 2003 beginning at 5pm at the Trammel Britain Fairgrounds. &lt;br /&gt;
&lt;br /&gt;
Our first event is the Greater Britannia Treasure Hunt, sponsored by Greyskull of OPG and Tapestry of O|S. This will be a massive cross facet, high level map digging event!!! We will have at least two treasure hunters on hand should the crowds be too large for one group. We'll have maps of many levels to satisfy even the bravest and the greediest of treasure seekers! &lt;br /&gt;
&lt;br /&gt;
At 7pm Eastern, those not exhausted from the treasure hunting can enjoy such events as: &lt;br /&gt;
&lt;br /&gt;
Whipping Vine Hunting &lt;br /&gt;
Vorpal Bunny Hunting &lt;br /&gt;
Archery Contest &lt;br /&gt;
Cock Fights &lt;br /&gt;
&lt;br /&gt;
We will also have a game of wit! You'll be given a locked box with a prize inside. You may ask twenty questions to help you guess what trinket or &lt;br /&gt;
treasure is locked inside. Guess correctly and the prize is yours! &lt;br /&gt;
&lt;br /&gt;
Also, be sure to visit the booths of our local and visiting crafters, who will offer up their wares throughout the Festival! Vendors will also be selling food and spirits. And don't miss our exclusive Kissing Booths! Line up for a smooch from one of our 'to die for' Kissers! &lt;br /&gt;
&lt;br /&gt;
But wait! The Britain Freedom Festival has a very specific goal in mind and that is to rebuild Britain and get our crops growing again. For that reason, all events will require payment for participation in SEEDS! Yes, that's right! Bring your seeds of any type to pay your way for all the events, including kisses! Don't have any seeds, you say?! Worry not, for there will be vendors on the grounds to sell you the seeds you need to take part in this extraordinary celebration! Mark your calendars! Hope to see you there!&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Brigands_of_Sosaria&amp;diff=66570</id>
		<title>Atlantic:Brigands of Sosaria</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Brigands_of_Sosaria&amp;diff=66570"/>
				<updated>2016-02-24T01:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic: Brigands of Sosaria&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Guild Purpose ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First and foremost, &amp;quot;Brigands&amp;quot; is designed to be a group of individuals who wish to create a controlled conflict within an a designated area. At any point in time, Brigands are to harass, rob, murder or outright intimidate those who support Law and Order, but go no further than to engage in small scale conflicts.&lt;br /&gt;
&lt;br /&gt;
Raids are generally conducted by 5-10 member clans. As such, the goal isn't to defeat your enemy, but steal the goods out from under them.&lt;br /&gt;
&lt;br /&gt;
Brigands are a rough and rowdy bunch of individuals. They are vulgar (though not actually cussing, They say things like &amp;quot;Bloody&amp;quot; or &amp;quot;Feck'in.&amp;quot; Such is deemed proper profanity in this group).&lt;br /&gt;
&lt;br /&gt;
Brigands are usually a rag tag bunch who have little to nothing of their own. Generally these warriors are recruited as kids or are a form of the populace who have grown disenchanted with organized society. However they have come to be within the ranks, they all generally have one thing in common. &amp;quot;They kill and loot!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Brigands generally tend to be rough and scruffy looking. Though not all are dirty and smelly, some Brigands actually take good care of their equipment. Leather armor is usually patched when damaged, Metal links are repaired on ring and chain armors. Plate armor is a rare thing among Brigands. Very seldom will a single Brigand wear a full plate suit. They prefer lighter more manoverable armors. this allows them to quickly strike, grab the loot and run away before the victims of their assualt can muster any form of defence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Looting rules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Always assume that your not allowed to loot your fallen Enemy. Its better to be safe than sorry. Looting when not allowed is grounds to be kicked from the guild. There is no exception. Ignorance is not a valid excuse.&lt;br /&gt;
&lt;br /&gt;
2) The only time Looting is allowed is when the Clan Leaders in question give the &amp;quot;Okay&amp;quot;. That is generally after &amp;quot;ALL&amp;quot; participating guilds have given the go ahead on the looting rules. Generally, our victims will have special colored bags (as instructed by the clan who they fight) with an item in it. these are the only items we may take.&lt;br /&gt;
&lt;br /&gt;
3) If Looting is allowed, you may only take one item from within the colored bag. If you do take an item, you must have a witness (within the guild) confirm what you take. This is for your own safety.&lt;br /&gt;
&lt;br /&gt;
4) If you have a looted item, it still belongs to its original owner until the ransom is paid (1000 gp) or the 24 hour period is up. You may not use the looted item during the 24 hour period.&lt;br /&gt;
&lt;br /&gt;
5) Regardless if Looting is allowed or not, If the clan leader says to return the item in question, you will return it as instructed in the condition that you looted it. This is more for preserving guild relations. So don't take it personally. Return the item even when your in the right in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Moots ==&lt;br /&gt;
&lt;br /&gt;
A moot is a gathering of sorts to discuss plans for a raid or in some other form, preparing for battle. It usually takes place the night before the event. Or if the event happens at night, then the moot takes place just before the event.&lt;br /&gt;
&lt;br /&gt;
Moots can also be called to settle disputes by a vote. Each member is allowed one vote when participating. The Clan leader only votes in the event of a tie. Members who are not present for a Moot are out of luck.&lt;br /&gt;
&lt;br /&gt;
There are two types of Moots. The first is a Clan Moot. This is open to all members of a specific clan. It is always lead by the clan leader who generally uses the moot to inspire his/her men. Only a leader can call a Moot.&lt;br /&gt;
&lt;br /&gt;
The Second is a Grand Moot. This is limited to all clan leaders only. It can only be called by the Chief clan leader. This form of moot is generally called to settle disputes, summon support or to even go as far as banish an entire clan. To be banished as a clan is considered the ultimate discrace among brigands. They form a brotherhood in which is not easily broken. For a clan to be banished, the majority of its members of the clan in question must have wronged another clan in some manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoils and Scars ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spoils are usually lined up on a table or on the ground somewhere. The entire clan that did the raid will encircle the loot. The first to claim their prize is the Clan leader. Usually taking the best piece for him/herself (regardless if he/she was at the raid or not.) Next comes any captains or subleaders of the clan. They each take one item they want. If in the event two or more brigands want the same item, they fight for it. Usually stoping short of killing the other. The one who kills another Brigand gives up his right to the loot in this manner.&lt;br /&gt;
&lt;br /&gt;
Spoils are generally items won in battle or a raid. In the event of a battle, (only if no looting rules apply) the victims of the battle must turn over the specified colored bags which hold the lootable item. What the item may be is up to the victim.&lt;br /&gt;
&lt;br /&gt;
brigands however may be looted at anytime regardless if looting rules are in place or not. This is to ensure that Brigands wear only the basic equipment. (All we ask is that you do not loot Runes or Reagents as they are our means for getting home)&lt;br /&gt;
&lt;br /&gt;
It is common for Brigands who engage in a fight to eventually get scaring. Some are even self inflicted. Scars generally add to the toughness of the one who bears it and thus they seem all the more intimidating. A leader who is not scared is usually shunned by those who bear scares of their own. So much to the point that Clans have split up to make two seperate Clans over such a thing. But plain and Simple, brigands dig scars and love to show them off. Scars are generally seen as proof of battle. The more scars a brigand has, the odds are good that they have seen many raids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clans are what make the backbone of the Brigand society. Each clan survives in its own way. Some prefer to take over villiages while others prefer to roam the countryside. Most clans however are a band of outlaws. And generally avoid larger cities. While they may sneak around once in a while in such places, you commonly do not see a band of brigands marching down the street of a large city.&lt;br /&gt;
&lt;br /&gt;
Clans commonly fight one another for dominance. While niether side will kill each other or its members, they will duel until one is near death. The importance of Dominance is that the Dominant clan can call upon the subordinate clans for aid. The Subordinate clans are obligated to answer. The same goes to lesser clans. As long as dominance is established, the dominated clan is like a drafted force for the dominating clan and it must answer to the superior clan.&lt;br /&gt;
&lt;br /&gt;
Clans that are dominated by a larger or more superior clan may try to establish their own independance. By doing so, they must once again fight the superior clan and win. If Independance is established, The Independant clan now becomes the Superior clan over the rival clan that just lost to them.&lt;br /&gt;
&lt;br /&gt;
Clans often adopt names in which represent predators or parts of a predator in general. On top of that, they usually adopt an object, color or thing which is often put before their namesake. Such an example would be the &amp;quot;Black Wolves&amp;quot; or the &amp;quot;Crimson Fangs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once a clan is created and a name is adopted, that Clan may not change its name. It only dies out when the last member is slain and their spirit never returns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What makes a Brigand ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A brigand is more commonly known as an armed thug who with others like him, prefer to rob and steal from those unsuspecting.&lt;br /&gt;
&lt;br /&gt;
Brigands are not expert soldiers by any means, though some may prove me wrong, Most brigands live modest lives. Some don't see any profit at all from their profession. Others rack up so much fame that they are wanted by every city known to man.&lt;br /&gt;
&lt;br /&gt;
When joining the Brigands, The new member has to prove they have what it takes to survive in the wild. Generally a hunt is called and the recruit has to slay a beast of the clans choosing. If the beast kills the recruit, its better off they never had the recruit in their ranks. However, if the recruit kills the beast, regardless of how, They the clan accepts them in without any further question.&lt;br /&gt;
&lt;br /&gt;
Most members join with their own basic gear. The most common and most needed item to survive is a weapon. Armor is the recruits own problem to worry about.&lt;br /&gt;
&lt;br /&gt;
As far as apearance goes, most brigands opt for lighter armors. usually leatehr or studded leather. Chain is sometimes worn, but that is about the extent or the most extream armor worn. Ringmail is commonly worn as a lesser grade armor by the newer members.&lt;br /&gt;
&lt;br /&gt;
Some brigands are as wild as the animals they share the wilderness with. While all brigands vary, some opt not to bathe and look as dirty as if they just came out of a coal mine. Others, do bathe and take fine care of their belongings. generally, these are the ones to really worry about. As they often act as spies or are much more brave to venture into the cities undetected by mixing in with the populace.&lt;br /&gt;
&lt;br /&gt;
Over all, Brigands are only really bold to attack when in numbers. A brigand who stands alone is more inclined to run and hide than to stand and fight. This is even more true in the situation where a Brigand has to fight a trained and better equiped soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brigand Guidlines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brigands of Sosaria do not originate in any one area. The guild is a compilation of clans who roam different areas of Sosaria.&lt;br /&gt;
&lt;br /&gt;
As such, these are the following guidelines in which Brig is founded.&lt;br /&gt;
&lt;br /&gt;
1. Characters wishing to join must do so with the crappiest of equipment.&lt;br /&gt;
&lt;br /&gt;
1a. There is no set uniform and it is encuraged to make your armor look rather ragtag. In otherwords, mix match your armor. Specially hued armor is not allowed.&lt;br /&gt;
&lt;br /&gt;
2. Characters wishing to join must not be lawful in any manner. You can be good alligned (steals from the rich, give to the poor) but Brigands are more about self glorification. Brigands range from plain stupid to intelligent. Most are warriors, however a select few do practice the arcane. All skills are allowed. Characters who join Brigands may not be secretive. They are after all proud of what they do and will stop at nothing to make their name a feared one.&lt;br /&gt;
&lt;br /&gt;
3. Equipment: All armors and weapons are allowed provided they are basic, non GM, non artifact, non magical and not specially hued. To gain better items is to loot them off your foes. Looted items, regardless of what they are, may be used as long as there are witnesses who saw you loot. The looted item may not be worn until the 24 hours period expires.&lt;br /&gt;
&lt;br /&gt;
4. Ransom: Ransom happens in a number of ways. The first being an old fashioned Kidnaping. Though rare in todays day and age, should one take place, Ransom is usually set by the clan leader who holds the prisoner. Any funds gained in such a manner is divided up evenly by the leader's clan.&lt;br /&gt;
&lt;br /&gt;
4a. The second form of Ransom is much more common. A looted item from a foe is often one of value. In such a case, should the fallen (after resurection and remaining in death robe) wish the item back, a fee of no greater than 1000 gold pieces must be paid in a period of 24 hours, starting from the time of the looting. If the fee is paid, the Brigand must return the item or face being removed from the guild. Again, the looted item may not be worn until the 24 hour period has expired.&lt;br /&gt;
&lt;br /&gt;
4b. If the 24 hour period expires and no fee is paid, then the item in question becomes the property of the Brigand who looted it and they may do what ever they wish with it.&lt;br /&gt;
&lt;br /&gt;
5. Brigands do not normally ride mounts. The only exception to this is if the Brigand has the taming skill or has &amp;quot;stolen the horse from the dead.&amp;quot; Special mounts such as Ethreal horses and Chargers are not considered stealable and are thus not allowed by brigands to be riden at any time.&lt;br /&gt;
Brigands with the taming skill may not tame a mount for other brigands.&lt;br /&gt;
&lt;br /&gt;
6. Clans: There can be at any time a number of clans within the guild. These clans all vary in size and have specialized membership requirements. Each clan may operate from their own selective hideout. Each clan is lead by a clan leader (chosen from within the clan). The GM role falls to the clan leader who is deemed the most famous of the clans (generally by bounty, see section 10).&lt;br /&gt;
&lt;br /&gt;
7. Brigands are notorious for their raids. As such, when a raid takes place, its generally on a specific target for specific goods. Usually a raid is preplanned OOC So both sides may prepare. However, the specific time of the Raid is up to the Brigands to determine. (example: Guild &amp;quot;A&amp;quot; is defending a town from the Brigands on Dec 29th 2005. What they don't know is when during that day that the Brigands will strike. Even more so if the Brigands swill strike more than once.)&lt;br /&gt;
&lt;br /&gt;
Rules of the raid: In selected a building of the target town, A red colored chest must be made available to anyone (brigands are not aware of the Red chest's exact location, But it must be in plain sight and openable to any brigand.) Inside it can be anything the town wishes to be rid of. (armor, weapons, food, anything) The Brigands will attempt to run in, and take the items while fending off what ever guards may be present. Once they got their fill, they will run for the safety outside of town. These items are for the Brigands to keep and use in future raids or events. These same rules apply to Caravans.&lt;br /&gt;
&lt;br /&gt;
8. Brigands, if captured are considered a lost cause. They will not seek leagal council, their friends will not seek to rescue them unless the prisoner happens to be a clan leader. Most of all, A brigand will try to escape on their own if the chance presents itself. (note to all those brigands out there, You may not attempt to escape a guarded room) Guarded rooms are noted as a guard posted at all doorways. Windows are deemed too small to escape from.&lt;br /&gt;
&lt;br /&gt;
9. Brigands do not openly engage in large scale battles. They are a band of unorganized thugs. If presented on the battlefield, the mostlikely senario they would use is to use gorilla tactics. They will not openly engage a large organized force.&lt;br /&gt;
&lt;br /&gt;
10. Brigands are all about making themselves famous on wanted posters and such. Leadership is based upon who has the highest bounty on their head. The highier the bounty, the highier their rank. Naturally, the leadership in Brigands changes often due to bounty collections and such.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Blackwind_Knights&amp;diff=66569</id>
		<title>Atlantic:Blackwind Knights</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Blackwind_Knights&amp;diff=66569"/>
				<updated>2016-02-24T01:38:28Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Blackwind Knights&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Blackwind Lineage ==&lt;br /&gt;
&lt;br /&gt;
Iohlan and Vanna where Brother and sister. Iohlan died heirless and his sister's son took the throne.&lt;br /&gt;
&lt;br /&gt;
Iohlan Blackwind (First Duke of Blackwind) (Deceased)&lt;br /&gt;
&lt;br /&gt;
Related to Vanna Blackwind (Deceased)&lt;br /&gt;
&lt;br /&gt;
Duke Kotare Blackwind (Second Duke of Blackwind) (Deceased)&lt;br /&gt;
&lt;br /&gt;
Married to Duchess Laurona Leshire (Deceased)&lt;br /&gt;
&lt;br /&gt;
Luna Blackwind (Presumed Dead)&lt;br /&gt;
&lt;br /&gt;
Kotare Blackwind II (Third Duke of Blackwind)&lt;br /&gt;
&lt;br /&gt;
Married to Lilyth Noir (Duchess of Yew)&lt;br /&gt;
&lt;br /&gt;
Adin Blackwind (Stepson to Lilyth Noir)&lt;br /&gt;
&lt;br /&gt;
Loren Blackwind (Missing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blackwind Society ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a certain level of loyalty to the code of honor among the Blackwinds. Though Honor as a virtue is not what we follow. Personal honor is our moral code and guidline. A soldier of Blackwind is intelligent to know when to follow and order and when an order should be questioned. Just as The Duke knows the difference between giving an order to attack an agressive enemy and issuing an order to raise a defenseless village. Its unbecomming for a Blackwind to attack the defenseless or the innocent. We are a force out to make our former heritage shine once more. We need not be a large force, as our skill is our reputation. Our courage is our guide and our strength is our foundation.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:'''&lt;br /&gt;
&lt;br /&gt;
Warriors rule the military. Much like the other classes, Warriors play a pivital role in Blackwind Society. While mages are diplomats, Warriors ultimately decide who and where they will fight.&lt;br /&gt;
&lt;br /&gt;
'''Mages:'''&lt;br /&gt;
&lt;br /&gt;
The mages, though also soldiers, form up the diplomatic aspect of the Blackwinds. These are the diplomats who spread the word of the Duke to far off lands. It is they who make the treaties.&lt;br /&gt;
&lt;br /&gt;
'''Crafters:'''&lt;br /&gt;
&lt;br /&gt;
The Crafters of our society are some of the finest of all the lands. Though not all are at a prestigious level, the crafters of Blackwind are an important asset. They keep the war machine running by keeping supplies flowing to the front lines. It is they who make the backbone of the Blackwind Military as well as society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:'''&lt;br /&gt;
&lt;br /&gt;
Life in Blackwind is rather simple actually. Free to come and go as you please and seek adventure or even fame. The only requirement of a Blackwind is to answer the call of the Duke when summoned. and be battle ready at any time.&lt;br /&gt;
&lt;br /&gt;
'''On Mercenaries:'''&lt;br /&gt;
&lt;br /&gt;
Blackwinds tend to shun mercenaries. Fighting for gold is as honorless as a thief's profession.&lt;br /&gt;
&lt;br /&gt;
'''On the chain of Command:'''&lt;br /&gt;
&lt;br /&gt;
The Chain of Command is used to maintain order when chaos runs rampant. As such, it is customary to bow, and not salute a superior. To not bow is to insult the superior and recieve disiplinary action. To salute is to draw an uncomfortable glare from your superior. Plain and simple, Blackwinds do not salute one another. They simply bow. Further more, Superiors are always adressed by their proper rank. For example: Refering to Kotare to someone else, Kotare would be refered to as Duke Kotare. When speaking to him directly, &amp;quot;My lord&amp;quot; &amp;quot;Lord Kotare&amp;quot; are deemed acceptable.&lt;br /&gt;
&lt;br /&gt;
Superiors need not say the rank of subordinates, but if a subordinate is rank 4 (knight) or highier, it is customary to refer to them as Sir or Lady followed by their given name. The Duke does this as a form of earned respect to those of the knight class, It is expected from everyone else.&lt;br /&gt;
&lt;br /&gt;
'''Nobility:'''&lt;br /&gt;
&lt;br /&gt;
While there are 8 grades of rank. There are two that are not mentioned. Grade 9 is reserved for nobles that serve in a different capacity than what the military offers. Though the noble may still be part of the military, the noble may not command the military unless the General is not present.&lt;br /&gt;
&lt;br /&gt;
Grade 10 is reserved for the Duke and Duchess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules of a Blackwind ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. No riding of mounts during roleplay unless you have been assigned to a Cavalry unit. Nobles may ride their mounts only if they are leading a battle.&lt;br /&gt;
&lt;br /&gt;
2. You must always wear a uniform that fits the BWK colors (Black, Reward cloth purple and Shadow colored or Iron plate colored armors only.) Some units will adopt a standard uniform which must be worn. Standard uniform design are up to the unit commander.&lt;br /&gt;
&lt;br /&gt;
3. You must respect the chain of command. Failure to bow to superiors is grounds for disiplinary action.&lt;br /&gt;
&lt;br /&gt;
4. Blackwinds do not pick fights, they end them. if your in a confrontation with a Blue character and your under trammel rules, you are to avoid any scuffle, argument or insulting by walking away.&lt;br /&gt;
&lt;br /&gt;
5. If a problem comes up, speak to your imeadiate superior. If they can not handle the situation, they will take it up with thier superior. Do not go over the Chain of Command by going strait to the top. If you are having trouble with a superior, go above their superior and express your concern/problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Blackwind Code ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Honor - The Blackwind will place above all others, his brethrens honor and integrity.&lt;br /&gt;
&lt;br /&gt;
Duty - The BlackWind will perform his duties without question and do so in a manner in which reflects Blackwind&lt;br /&gt;
&lt;br /&gt;
Lord - The Blackwind will protect his lord at all cost. Even if that cost requires his own life.&lt;br /&gt;
&lt;br /&gt;
Self - The Blackwind will perform in such a way that will preserve his integrity, strength and well being.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Biographies_of_Famous_Seer_Characters&amp;diff=66568</id>
		<title>Atlantic:Biographies of Famous Seer Characters</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Biographies_of_Famous_Seer_Characters&amp;diff=66568"/>
				<updated>2016-02-24T01:36:11Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Biographies of Famous Seer Characters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adaus (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Elemental Lord of Poison. Fought with other elemental Lords and Ladies in Vesper over who was the strongest.&lt;br /&gt;
 &lt;br /&gt;
==Anvasflan (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Water essence summoned by adventurers in Destard(Trammel.) The instructions to summmon him were found in a tome translated by Verity Jerison. &lt;br /&gt;
&lt;br /&gt;
==Armstrong (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Tavernkeeper at the The Barnacle in Minoc(Felucca.) Sent players off to find his missing daughter. His daughter was not found with in Esteban's company and is presumed dead.&lt;br /&gt;
 &lt;br /&gt;
==Azhug (Atlantic, deceased)== &lt;br /&gt;
&lt;br /&gt;
- Cove(Felucca) orc leader. Led the Cove Orcs in a strategic uprising. Was killed by the player Auren Therion, Mayor of Britain.&lt;br /&gt;
 &lt;br /&gt;
==Claudia Raym (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Tamer raised by dragons, had an affinity for animals and their control. Lived in a Cave near the Dungeon Wrong. &lt;br /&gt;
&lt;br /&gt;
==Daelia Ironhand (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Skilled healer and alchemist. Runs the Deep Forest Healing southeast of Yew and is the daughter of Gregory. Found healing properties in strange plants that were discovered.&lt;br /&gt;
       &lt;br /&gt;
==Deckard Marner (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Grandmaster Warrior. Runs the New World Order Adventurer's Hall in Minoc(Trammel.)&lt;br /&gt;
&lt;br /&gt;
==Dynarra Raeven (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Ranger and Tailor.&lt;br /&gt;
&lt;br /&gt;
==Esteban (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Infamous mage banished from Minoc(Felucca) though to be with Armstrong's daughter who was enamored with him. Adventurers found him in the mines north of Minoc. &lt;br /&gt;
&lt;br /&gt;
==Ferix (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Elemental Lady of Blood. Fought with other elemental Lords and Ladies in Vesper over who was the strongest.&lt;br /&gt;
 &lt;br /&gt;
==Finlay (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Mage of the Wind Council of Mages. Thought to have an artifact that will help to kill Tilf and Gilf. &lt;br /&gt;
       &lt;br /&gt;
==Sergeant Grant Feist (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Master Warrior. Leads the town guards of Minoc(Trammel.)&lt;br /&gt;
&lt;br /&gt;
==Fremont (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A Skara Brae farmer who's crops have been rotting(Trammel.)&lt;br /&gt;
       &lt;br /&gt;
==Gregory Ironhand (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Tinker who lives in a house outside of Skara Brae(Felucca.) Is the current owner of the Sword of Sacrifice, received from Lady Liane as part of a deal. Folks would help her defeat Xerot the Illusionist, and in exchange she would return the sword to human hands. Gregory was chosen (by players, no less) to be its protector.&lt;br /&gt;
&lt;br /&gt;
==Hettara (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Merchant girl who sought help in Skara Brae(felucca) for the guarding of her Caravan of goods to Britain. The caravan, killing two of her packhorses, was attacked by brigands on their way. &lt;br /&gt;
&lt;br /&gt;
==Lady Ishmael (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A yellow lady Liche often seen in Caina(felucca) meeting with the Shadow Conclave. &lt;br /&gt;
&lt;br /&gt;
==Jordan Cromwell (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- An archealogist that seeks rare artifacts, particularly those of maritime nature. Lives in a manor home on the northern coast of Nujel'm.&lt;br /&gt;
&lt;br /&gt;
==Kaethen (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A friend of Rolf the Paladin who was seeking help in recovering a tome.&lt;br /&gt;
       &lt;br /&gt;
==Lord Kaiston (Atlantic)==&lt;br /&gt;
&lt;br /&gt;
- Treated in the Skara Brae Healers for lunacy, was released and caused havoc on the Skara Brae farmlands with his followers before adventurers brought them all to death. His apprentices body was never found and believed to return.&lt;br /&gt;
       &lt;br /&gt;
==Kelly (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Apprentice healer to Daelia Ironhand. Works in the Deep Forest Healing southeast of Yew.&lt;br /&gt;
       &lt;br /&gt;
==Kraltch (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- An imp of the Daemon Nostur'yl. Aided Nostur'yl in the search for the obsidian posts.&lt;br /&gt;
       &lt;br /&gt;
==Lady Liane (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Red Ancient Wyrm that can shape shift into a women in a red dress. Temporary owner of the Sword of Sacrafice. Plucked the sword from the body of the thief Breiswight, whom tried to use it to kill her, in a chance encounter.&lt;br /&gt;
  &lt;br /&gt;
==Louis Cantern (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Alchemist, fearful of something he'd done to anger his uncle Lord Ascre, captured by spiders in Yew(Felucca) and held captive in their webs with their nests in the Yew Mill. Escaped and led adventurers back to the mill to clear out the renewed spider infestation. &lt;br /&gt;
&lt;br /&gt;
==Lupov Thagrad (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Man first sought by Nostur'yl because he held one of his gems.&lt;br /&gt;
&lt;br /&gt;
==Maximiliano (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A gypsy chieften spoken of by Anvasflan the watter essence. &lt;br /&gt;
       &lt;br /&gt;
==Nostur'yl (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Deamon, resided in Statue form out front of the Hungry Halfling in Rivendell but was moved to the Vesper Museum(Felucca.) Was known to take human mage form from time to time and was interested in Gems and Obsidion posts.&lt;br /&gt;
 &lt;br /&gt;
==Patterson (Atlantic, deceased)== &lt;br /&gt;
&lt;br /&gt;
- Alchemist consulting with Fremont, a Skara Brae farmer who's crops have been rotting(Trammel.) While investigating the field Patterson was deadly poisoned and passed away.&lt;br /&gt;
&lt;br /&gt;
==Philip (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Master Scout, Miner and Lockpicker. Philip requested the help of adventurer's in the Hungry Halfling(Felucca) to locate a his uncle's treasure. The greed-curse that was on him was lifted with the discovery of the treasure.&lt;br /&gt;
&lt;br /&gt;
==Pralox (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Elemental Lord of Fire. Fought with other elemental Lords and Ladies in Vesper over who was the strongest.&lt;br /&gt;
 &lt;br /&gt;
==Rathgith (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A mage servant of Nostur'yl aided the Daemon by raising the final Obsidian post from its watery haven where Lady Liane had placed it for safe-keeping. Used the Spell of Binding on Nostur'yl to turn him into a statue outside the Hungry Halfling(Felucca.) Made his body available for the resurrection of the Oracle.&lt;br /&gt;
&lt;br /&gt;
==Red-cloak Assasins (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A group of Assasins that wore Red-cloaks. These assasins are still being sighted. &lt;br /&gt;
       &lt;br /&gt;
==Rian (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Named by humans, a tan Wyrm that can shape shift into a child in a tan clothes. Son of Lady Liane&lt;br /&gt;
       &lt;br /&gt;
==Rolf (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A Paladin seeking help in recovering a tome.&lt;br /&gt;
       &lt;br /&gt;
==Russ (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A young man claiming to be a spy for the local Britain Guard. He requested aid in clearing the Brigands and Orcs from the Brigand Fort.&lt;br /&gt;
       &lt;br /&gt;
==Octavia (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- White widow spider seemed to be queen of the renewed spider horde that resided in the Yew Mill(Felucca.) Last seen escaping the Mill. &lt;br /&gt;
&lt;br /&gt;
==Spencer (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Red-robed Sage of Cove(Felucca.) Sought help in stifling the Orc uprising with their new leader, Azhug, near Cove. Anvasflan the water essence said Spencer was needed to find the mage cult leader. &lt;br /&gt;
       &lt;br /&gt;
==Sutton (Atlantic, deceased)== &lt;br /&gt;
&lt;br /&gt;
- A lower ranking guard of Minoc(Trammel.) Normally wore full plate mail and carried a halbard. Was killed by brigands while trying to apprehend a criminal named Wharton. &lt;br /&gt;
       &lt;br /&gt;
==Telwyn (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Alchemist&lt;br /&gt;
&lt;br /&gt;
==Thorval Perpil (Atlantic, deceased)== &lt;br /&gt;
&lt;br /&gt;
- Wealthy nobelman found dead by Minoc(Trammel) Guards. Killed in a bar fight and survived by his brother Marin Perpil. &lt;br /&gt;
       &lt;br /&gt;
==Tilf and Gilf (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A Ettin thought to be coverting with the Stormreaver Orcs in a planned war on Yew.&lt;br /&gt;
       &lt;br /&gt;
==Vaughn (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Miner found at the caves north of Minoc(Felucca.) Told adventurers he saw Armstrong's daughter enter the caves but never return. Told of the Ore Elementals fight in Vesper. Told of Tilf and Gilf's ettin and orc attack on Yew.&lt;br /&gt;
 &lt;br /&gt;
==Verity Jerison (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Lycaeum Scholar. Translated a tome found in the Ice Cavern(Trammel.) The tome provided details in summoning a water essence named Anvasflan. &lt;br /&gt;
       &lt;br /&gt;
==Vincent (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- A referee holding weekly duels at the Jhelom Pit(Felucca.)&lt;br /&gt;
       &lt;br /&gt;
==Vithys (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Elemental Lady of Water. Fought with other elemental Lords and Ladies in Vesper over who was the strongest. &lt;br /&gt;
Wallace (Atlantic, murdered) - Former resident of Minoc, was a Britain Guard. He was killed in a cult ritual. Thought to be connected with Tilf and Gilf. &lt;br /&gt;
&lt;br /&gt;
==Wharton (Atlantic==) &lt;br /&gt;
&lt;br /&gt;
- Vile criminal sought by the Minoc(Trammel) Guard. Found with brigands, became responsible for Guard Sutton's death. &lt;br /&gt;
&lt;br /&gt;
==Winona (Atlantic, deceased)== &lt;br /&gt;
&lt;br /&gt;
- Bard sent by Spencer of Cove(Felucca) to help the adventurer's defeat Azhug the Cove Orc leader. Lost in the battle. &lt;br /&gt;
&lt;br /&gt;
==Xerot the Illusionist (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- Mage who had trapped the shadow flame in a special lantern he had built and used the shadows to do his bidding, including creating general chaos and disorder. Was destroyed by the Lady Liane. His Lantern of Illusions is on display in the Vesper Museum(Felucca.)&lt;br /&gt;
&lt;br /&gt;
==Zxytortwp the Oracle (Atlantic)== &lt;br /&gt;
&lt;br /&gt;
- The Oracle resides in Wind and can not leave there. Her real name is , unpronounceable. She was slain by Daemons sent by Nostur'yl to Wind during key testimony in his trial of Aleph Aeirs. Her robe was put on display in the Vesper Museum(Felucca.) She was eventually resurrected by Lady Liane into the body of the slave mage Rathgith and is presumed living in Wind.&lt;br /&gt;
&lt;br /&gt;
==Anon== &lt;br /&gt;
&lt;br /&gt;
- Grandmaster Mage of the Council of Mages. &lt;br /&gt;
      &lt;br /&gt;
==Anmac Mallachtan== &lt;br /&gt;
&lt;br /&gt;
- One of Juo'nar's Generals (slain)&lt;br /&gt;
&lt;br /&gt;
==Ba'ab== &lt;br /&gt;
&lt;br /&gt;
- One of Juo'nar's Generals (slain)&lt;br /&gt;
&lt;br /&gt;
==Lord Blackthorn== &lt;br /&gt;
&lt;br /&gt;
- Past advisor and friend of the king. Became mechanically enhanced by Exodus and uses his power to control the Jukan armies and Betrayers to try and rule Britannia.&lt;br /&gt;
&lt;br /&gt;
==Branson One-Thumb (murdered)==&lt;br /&gt;
&lt;br /&gt;
- An ex-Follower of the Armageddon, Branson had second thoughts and turned himself in. He was murdered before he could release any information. &lt;br /&gt;
 &lt;br /&gt;
==Brialla (deceased)==&lt;br /&gt;
&lt;br /&gt;
- Brialla of the Seven Tears, a monk of Empath Abbey, went into the northlands of Britannia (at that time uncharted), with only a journal to record her travels. She charted, recorded and illustrated the entire region, and discovered the mineral deposits near what would become Minoc. Her courage is celebrated each year at Brialla's Journey.&lt;br /&gt;
&lt;br /&gt;
==Lord British== &lt;br /&gt;
&lt;br /&gt;
- King of Britannia (missing)&lt;br /&gt;
&lt;br /&gt;
==Bundor Bard== &lt;br /&gt;
&lt;br /&gt;
- Reporter for Britannia Network News.&lt;br /&gt;
&lt;br /&gt;
==Clanin== &lt;br /&gt;
&lt;br /&gt;
- Senior Mage of Britannia. Fought in the great war against Blackthorne alongside Dupre and Dawn.&lt;br /&gt;
&lt;br /&gt;
==Crawworth (died exploring the new lands)== &lt;br /&gt;
&lt;br /&gt;
- Ex-Captain of the Guards of Trinsic&lt;br /&gt;
 &lt;br /&gt;
==Dawn== &lt;br /&gt;
&lt;br /&gt;
- Royal Knight of Britannia. Carries her grandfather's sword awarded to him by Lord British. Fought in the great war against Blackthorne alongside Dupre and Clanin.&lt;br /&gt;
&lt;br /&gt;
==Drenon Quick== &lt;br /&gt;
&lt;br /&gt;
- Reporter for Britannia Network News.&lt;br /&gt;
&lt;br /&gt;
==Dupré== &lt;br /&gt;
&lt;br /&gt;
- Paladin of Trinsic. He was escorting Lord British when the King was captured by orcs and mongbats. After that, he focused on the recapture of Trinsic. Contacted by the ghost of Julia, he recruited adventurers to go the Ethereal Void to retrieve Joye. He also led the rescue party to find Malabelle who was held prisoner by Juo'nar, and is at the origin of the final attack against Trinsic, leading to the victory against the undeads.&lt;br /&gt;
&lt;br /&gt;
==Duryn (suicided)== &lt;br /&gt;
&lt;br /&gt;
- Duryn was the first member of the Followers of the Armageddon to be exposed, though at that point his affiliation was not known. He murdered Hartham, apparently in broad daylight, and escaped the Trinsic jail when he was first captured. When he was finally cornered and brought back in Trinsic, he spoke strange words, and commited suicide by bitting in  a poison capsule he had hidden in his mouth.&lt;br /&gt;
&lt;br /&gt;
==Sir Duquelle (murdered)== &lt;br /&gt;
&lt;br /&gt;
- Duquelle was a member of the Castle staff working on the FoA investigation. He must have had some success, for he was brutally murdered in what appears to be a ritual sacrifice, credited to members of the Followers.&lt;br /&gt;
&lt;br /&gt;
==Finth Desryn== &lt;br /&gt;
&lt;br /&gt;
- Captain of the Guards of Trinsic&lt;br /&gt;
&lt;br /&gt;
==Followers of the Armageddon== &lt;br /&gt;
&lt;br /&gt;
- Previously known as the Zog Cabal. &lt;br /&gt;
&lt;br /&gt;
==G'Blarth== &lt;br /&gt;
&lt;br /&gt;
- Dancing Troll of Vesper, self described as a, &amp;quot;nice, nice, human-like troll guy. No hurt.&amp;quot; Thought to have been tossed from his clan for not eating bards. &lt;br /&gt;
&lt;br /&gt;
==Sir Geoffrey== &lt;br /&gt;
&lt;br /&gt;
- Captain of the Royal Guard, Sir Geoffrey directed the FoA manhunt until Halston Montil took over. In the previous Ultimas, he is one of the companions of the Avatar, and represents the Fighter archetype. He also managed to capture an orc prisoner from Keeonean armies to have it interrogated in the Yew Court of Truth.&lt;br /&gt;
&lt;br /&gt;
==Gilforn== &lt;br /&gt;
&lt;br /&gt;
- Mage of the Council of Mages. Has spent his life researching moongates and teleportation. Studied the magic of the Moonglow Teleporters and used it to create others like those used at the Moonglow Bank. Was chosen by wisps to learn the secrets of the moongates and developed the modern moongate that allows travel between facets(worlds.) Author of The Definitive Gate and Gate Travel and the Modern World and discoveror of Ilshenar. &lt;br /&gt;
&lt;br /&gt;
==Gorenck (slain)== &lt;br /&gt;
&lt;br /&gt;
- Assassin, hired (presumably by Gruzak) to eliminate the FoA prisonners held in Yew. With Hertun, they succeeded in their attempt but were stopped and slain while fleeing from the scene. On their bodies was found the recipe for the deadly poison used by the FoA and a note saying &amp;quot;Do not fail in your mission - Gruzak&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Gondor (captured by British guards)== &lt;br /&gt;
&lt;br /&gt;
- Former drunken partner of Keeonean, involved in the kidnapping of Lord Nicolus.Arrested by Reszni, he revealed the location of Keeonean's lair, leading to the rescue of Lord Nicolus.&lt;br /&gt;
&lt;br /&gt;
==Gregor the Blacksmith== &lt;br /&gt;
&lt;br /&gt;
- Trinsic Smith at the Shining Path Armory, active during the Crisis in Britannia invasions on Trinsic.&lt;br /&gt;
 &lt;br /&gt;
==Grimmoch Drummel== &lt;br /&gt;
&lt;br /&gt;
- One of the four expeditioners that lost their lives in the Sanctum that Khal Ankur's followers built in his honor, now known as Dungeon Khaldun. We know his story from the Expedition Journals and Diaries. &lt;br /&gt;
&lt;br /&gt;
==G'Ruagak== &lt;br /&gt;
&lt;br /&gt;
- Troll. Golden Troll working for Minax, responsible of the attacks against Vesper. Rumored to be a relative of G'Thunk and G'Splat. &lt;br /&gt;
&lt;br /&gt;
==Gruzak== &lt;br /&gt;
&lt;br /&gt;
- A furtrader in Britain, Gruzak seems to be the one who hired Hertun and Gorenck to poison the FoA criminal held in the prison of Yew. Gruzak also has ties with Lord Blackthorn himself... &lt;br /&gt;
&lt;br /&gt;
==G'Thunk and G'Splat (Slain)== &lt;br /&gt;
&lt;br /&gt;
- Trolls. G'Splat was killed in the Battle of Sacrafice. G'Thunk followed the Leader of the FoA to extract revenge on the humies who had killed his brother. He eventually met his demise in the dungeon Shame where the FoA Leader was captured. He had wanted Halston Montil to kill the Leader in because the Leader had promised him revenge for his brother's death and had not supplied it. When Halston refused, G'Thunk slew many including Julia, before he was brought to his own death.&lt;br /&gt;
&lt;br /&gt;
==Halston Montil== &lt;br /&gt;
&lt;br /&gt;
- The head of the FoA investigation&lt;br /&gt;
&lt;br /&gt;
==Hartham (murdered)== &lt;br /&gt;
&lt;br /&gt;
- Head trainer of the Fighter's Guild of Trinsic&lt;br /&gt;
&lt;br /&gt;
==Hertun (slain)== &lt;br /&gt;
&lt;br /&gt;
- Assassin hired (presumably by Gruzak) to eliminate the FoA prisonners held in Yew. With Gorenck, they succeeded in their attempt but were stopped and slain while fleeing from the scene. On their bodies was found the recipe for the deadly poison used by the FoA and a note saying &amp;quot;Do not fail in your mission - Gruzak&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Humbolt (deceased)== &lt;br /&gt;
&lt;br /&gt;
- Sage and scholar, martyr of Britannia.&lt;br /&gt;
&lt;br /&gt;
==Japheth (slain)==&lt;br /&gt;
&lt;br /&gt;
- Former Guildmaster of the Paladin's Guild of Trinsic. After Trinsic was partially burned in an orcish raid, Japheth vowed to live only to protect city. He died warring the hordes. He is mentionned only in books.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
==Joye (deceased on some shards)== &lt;br /&gt;
&lt;br /&gt;
- Joye was the librarian of Britain who found the crystal ball sent by Tyball, revealing that Malabelle's lover was not killed by Lord British, but alive and held prisoner by Minax. The crystal ball also shown Joye a lady supposed to be Malabelle carrying a glowing white orb or key. Before being able to use this information, Joye was killed by the minions of Juo'nar. However, Julia appeared to Dupre, and Nystul managed to open a gate to the ethereal void, where five brave volunteers retrieved the ghost of Joye. She could then talk to Dupré, and give him the information needed to make Malabelle help the forces of good.&lt;br /&gt;
 &lt;br /&gt;
==Julia (killed by the FoA)==&lt;br /&gt;
&lt;br /&gt;
- Julia is a tinker in Minoc who was taken by the FoA. She is also one of the traditional companions of the Avatar in previous Ultimas. She was kidnapped by the Followers during their attempt at breaking the world, and killed during the capture of the leader. As a ghost, she appeared to Dupré during the Crisis in Britannia, telling him to find Joye.&lt;br /&gt;
    &lt;br /&gt;
==Joseff== &lt;br /&gt;
&lt;br /&gt;
- When questionned by Halston, Joseff (a farmer near Britain and old friend of Sage Winslow) claimed that the Winslow appearing in public lately was NOT the one he knew. Where is the real Winslow?&lt;br /&gt;
&lt;br /&gt;
==Juo'Nar (undead)== &lt;br /&gt;
&lt;br /&gt;
- Renegade paladin turned into a Lich lord&lt;br /&gt;
&lt;br /&gt;
==Kaltar== &lt;br /&gt;
&lt;br /&gt;
- Gazer Fiend. Kaltar has the appearence of a gazer, except for a golden hue and the ability to talk. Working for Minax, he is leading the attacks of gazers and headless ones against Cove. He also came to Yew, and managed to free the orc prisoner captured by Sir Geoffrey.&lt;br /&gt;
&lt;br /&gt;
Keeonean - One of Minax Generals&lt;br /&gt;
&lt;br /&gt;
==Lathiari and Kyrnia (destroyed)== &lt;br /&gt;
&lt;br /&gt;
- Liches &lt;br /&gt;
&lt;br /&gt;
==Lilia Morgan== &lt;br /&gt;
&lt;br /&gt;
- Reporter for Britannia Network News.&lt;br /&gt;
&lt;br /&gt;
==Lucinda== &lt;br /&gt;
&lt;br /&gt;
- Reporter for Britannia Network News.&lt;br /&gt;
&lt;br /&gt;
==Lysander Gathenwale==&lt;br /&gt;
&lt;br /&gt;
- One of the four expeditioners that lost their lives in the Sanctum that Khal Ankur's followers built in his honor, now known as Dungeon Khaldun. We know his story from the Expedition Journals and Diaries. &lt;br /&gt;
&lt;br /&gt;
==Lady Machiavelli== &lt;br /&gt;
&lt;br /&gt;
- Reporter for Britannia Network News.&lt;br /&gt;
&lt;br /&gt;
==Malabelle== &lt;br /&gt;
&lt;br /&gt;
- Apprentice of Minax&lt;br /&gt;
&lt;br /&gt;
==Malak== &lt;br /&gt;
&lt;br /&gt;
- Unappreciated Council of Mages mage with strange ideas.&lt;br /&gt;
&lt;br /&gt;
==Mariah (kidnapped by FoA)== &lt;br /&gt;
&lt;br /&gt;
- Mariah is a renowned mage from Moonglow, and was also taken by FoA at the same time as Julia. She is also one of the traditional companions of the Avatar in previous Ultimas. &lt;br /&gt;
&lt;br /&gt;
==Martoo Saul== &lt;br /&gt;
&lt;br /&gt;
- See Followers of the Armageddon&lt;br /&gt;
&lt;br /&gt;
==Matthew the Bard== &lt;br /&gt;
&lt;br /&gt;
- Reporter for Britannia Network News.&lt;br /&gt;
&lt;br /&gt;
==Minax== &lt;br /&gt;
&lt;br /&gt;
- Mondain's Lover&lt;br /&gt;
&lt;br /&gt;
Mondain (slain) - A legendary villain. Subject of the stage production, &amp;quot;The Tragic Life of Mondain.&amp;quot; &lt;br /&gt;
==Morg Bergen==&lt;br /&gt;
&lt;br /&gt;
- One of the four expeditioners that lost their lives in the Sanctum that Khal Ankur's followers built in his honor, now known as Dungeon Khaldun. We know his story from the Expedition Journals and Diaries. &lt;br /&gt;
&lt;br /&gt;
==Lord Nicolus==&lt;br /&gt;
&lt;br /&gt;
- Lord Nicolus was ordered by Lord British to travel the realm bearing gifts during the holidays. He was captured by Keeonean, in an attempt to affect the morale of Britannian citizens, but was rescued.&lt;br /&gt;
   &lt;br /&gt;
==Nystul==&lt;br /&gt;
&lt;br /&gt;
- Court Mage to Lord British.&lt;br /&gt;
&lt;br /&gt;
==Owen of Yew== &lt;br /&gt;
&lt;br /&gt;
- Reporter for Britannia Network News.&lt;br /&gt;
&lt;br /&gt;
==Relvinian (Possibly a liche)== &lt;br /&gt;
&lt;br /&gt;
- Renegade Mage&lt;br /&gt;
&lt;br /&gt;
==Reszni== &lt;br /&gt;
&lt;br /&gt;
- Guard of Lord British, he was in charge of the investigation to find Lord Nicolus. &lt;br /&gt;
&lt;br /&gt;
==Roxor== &lt;br /&gt;
&lt;br /&gt;
- Troll. Captain of one of Minax's troll raiding parties.&lt;br /&gt;
&lt;br /&gt;
==Selzanhik== &lt;br /&gt;
&lt;br /&gt;
- Druid of Yew. Selzanhik was charged with the interrogation of the orc prisoner captured by Sir Geoffrey. However, the attack led by Kaltar against the Yew Court allowed the prisoner to escape. Apparently, nothing of interest was learned from the interrogation of the orc. &lt;br /&gt;
&lt;br /&gt;
==Seth==&lt;br /&gt;
&lt;br /&gt;
- One of Juo'nar's Generals &lt;br /&gt;
&lt;br /&gt;
==Shamino==&lt;br /&gt;
&lt;br /&gt;
- Ranger and companion to Lord British. Dressed as Lord British and allowed himself to be captured by Minax to protect Lord British and to gather intelligence in the fight against Minax and her forces. &lt;br /&gt;
Sherri the mouse - As the name indicates, Sherri is a mouse, who lives in Castle Britannia. Strangely enough, she is unusually smart and understands human languages, and she sometimes write accounts of significant events happening there. An valuable source of informations, and speculations, she has already given us description of a meeting between Lord British and the Time Lord, and of the events that led to the founding of the Guards of Virtue &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slimely of Skara Brae==&lt;br /&gt;
&lt;br /&gt;
- Translator for Roxor the Troll Captain. Broke into the BNN studio and put on his Liberation in Britannia show on behalf of Minax Network News. &lt;br /&gt;
&lt;br /&gt;
==Tavara Sewell==&lt;br /&gt;
&lt;br /&gt;
- One of the four expeditioners that lost their lives in the Sanctum that Khal Ankur's followers built in his honor, now known as Dungeon Khaldun. We know her story from the Expedition Journals and Diaries. &lt;br /&gt;
&lt;br /&gt;
==Tristal==&lt;br /&gt;
&lt;br /&gt;
- Mage known for his crazy, unusual, and unsupported idea, not backed by most of the Council. &lt;br /&gt;
       &lt;br /&gt;
==Tyball (missing)==&lt;br /&gt;
&lt;br /&gt;
- Tyball is the presumed lover of Malabelle, that she believe was killed by Lord British. According to Joye and the crystal ball she received, he would be alive, and prisoner of Minax. &lt;br /&gt;
Uulthur Malphane (deceased) - Apparently, a legendary warlord who owned some of the lands in northern Britannia, and held them against the trolls.&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
==Uzeraan== &lt;br /&gt;
&lt;br /&gt;
- Man bringing riddles to the realm via special statues. &lt;br /&gt;
&lt;br /&gt;
==Wallace Sims== &lt;br /&gt;
&lt;br /&gt;
- Translator for headless. &lt;br /&gt;
&lt;br /&gt;
==Whinchel the Scribe==&lt;br /&gt;
&lt;br /&gt;
- Reporter for Britannia Network News.&lt;br /&gt;
&lt;br /&gt;
==Winslow (murdered)==&lt;br /&gt;
&lt;br /&gt;
- Sage and scholar, Humbolt's assistant&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Bartholomew%27s_Sermons_of_Virtue&amp;diff=66567</id>
		<title>Atlantic:Bartholomew's Sermons of Virtue</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Bartholomew%27s_Sermons_of_Virtue&amp;diff=66567"/>
				<updated>2016-02-24T01:30:57Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Bartholomew's Sermons of Virtue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Springs of Virtue==&lt;br /&gt;
&lt;br /&gt;
Virtue springs deep within our essence&lt;br /&gt;
Welling up into a flowing stream&lt;br /&gt;
Coursing forth through actions hence&lt;br /&gt;
Reflected in our intentions seen&lt;br /&gt;
&lt;br /&gt;
Virtue springs from within our hearts&lt;br /&gt;
Spinning forth its spreading reach&lt;br /&gt;
Flowing out to distant parts&lt;br /&gt;
Touching those who’re within its breach&lt;br /&gt;
&lt;br /&gt;
Virtue springs when given chance&lt;br /&gt;
Leaping forth to start to race&lt;br /&gt;
Spinning swirling as if to dance&lt;br /&gt;
Giving warmth with its blind embrace&lt;br /&gt;
&lt;br /&gt;
Virtue springs so eternally new&lt;br /&gt;
Spouting from source both old and young&lt;br /&gt;
Given fresh hope from all or few&lt;br /&gt;
So let us sing of Virtue’s song&lt;br /&gt;
&lt;br /&gt;
==Prevail Through Our Virtue==&lt;br /&gt;
&lt;br /&gt;
Leader: When discord and evil is upon our gates.&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When chaos and mayhem is threatening ruin&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When temptation drags us from Virtue’s path&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When all seem lost and we take one last stand&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When our struggle becomes a tortured ordeal&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When we are lost and feel totally abandoned&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When we come together to attempt the impossible&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When our differences tear at all we have done&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When the tempest of trouble inflicts our lands&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When all is spinning and our direction unsure&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When those who hate Virtue seem poised to destroy&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
Leader: When all is calm and no trouble abounds&lt;br /&gt;
Cong: Let us prevail through our Virtue&lt;br /&gt;
&lt;br /&gt;
==Joy of Living the Virtues==&lt;br /&gt;
&lt;br /&gt;
May the Virtues be our victory in life&lt;br /&gt;
Showing us the path lighted by the Virtues&lt;br /&gt;
Giving us to perform acts balanced in the Virtues&lt;br /&gt;
Allowing us the joy of living the Virtues&lt;br /&gt;
&lt;br /&gt;
May the Virtues be our answer in life&lt;br /&gt;
Showing us the truth within the Virtues&lt;br /&gt;
Giving us an order constructed from the Virtues&lt;br /&gt;
Allowing us the joy of living the Virtues&lt;br /&gt;
&lt;br /&gt;
May the Virtues be our guidance in life&lt;br /&gt;
Showing us the way to be of the Virtues&lt;br /&gt;
Giving us a way filled with all the Virtues&lt;br /&gt;
Allowing us the joy of living the Virtues&lt;br /&gt;
&lt;br /&gt;
May the Virtues be our purpose in life&lt;br /&gt;
Showing us acts of greatness in the Virtues&lt;br /&gt;
Giving us the rewards of living with the Virtues&lt;br /&gt;
Allowing us the joy of living the Virtues&lt;br /&gt;
&lt;br /&gt;
May the Virtues be our strength in life&lt;br /&gt;
Showing us the vitality gained through the Virtues&lt;br /&gt;
Giving us the grandeur from balancing the Virtues&lt;br /&gt;
Allowing us the joy of living the Virtues&lt;br /&gt;
&lt;br /&gt;
May the Virtues be our proudest possession in life&lt;br /&gt;
Showing us the riches of a soul through the Virtues&lt;br /&gt;
Giving us the warm safety provided by the Virtues&lt;br /&gt;
Allowing us the joy of living the Virtues&lt;br /&gt;
&lt;br /&gt;
==The Sources of All==&lt;br /&gt;
&lt;br /&gt;
Leader: When you seek guidance for your life, where do you look?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: When we seek guidance for our society, where do we look?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: When doubt seems to overwhelm us, where do we seek the answers?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: When the darkness of the void engulfs us, where do we turn?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: When times of trouble befall us, what do we seek?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: To find a true and worthy direction, where do we focus?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: When our lives limp wounded, where do we find our crutch?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: When everything turns away and leaves, where do we gain our root?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: When life is full and all is good, where do we place our thanks?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
Leader: When society is rich and shines with unity and joy, where do we find the reason?&lt;br /&gt;
Cong: In the Principles and Virtues&lt;br /&gt;
&lt;br /&gt;
==Prayer of Principled Virtues==&lt;br /&gt;
&lt;br /&gt;
Love blooms in the Virtue of Compassion&lt;br /&gt;
Truth blooms in the Virtue of Honesty&lt;br /&gt;
Courage blooms in the Virtue of Valor&lt;br /&gt;
Pure of Principles and pure in Virtue&lt;br /&gt;
&lt;br /&gt;
Love with Truth bloom in the Virtue of Justice&lt;br /&gt;
Truth with Courage bloom in the Virtue of Honor&lt;br /&gt;
Courage with Love bloom in the Virtue of Sacrifice&lt;br /&gt;
Paired of Principles but pure in Virtue&lt;br /&gt;
&lt;br /&gt;
Love with Truth with Courage, the Principles three&lt;br /&gt;
When joined together in total yield Spirituality&lt;br /&gt;
When shunned together in void yield Humility&lt;br /&gt;
The all or nothing of Principles but pure in Virtue&lt;br /&gt;
&lt;br /&gt;
Our lives based on Virtues granted through Principles&lt;br /&gt;
Our lives rooted in Principles granting the Virtues&lt;br /&gt;
Our society based on Virtues granted through Principles&lt;br /&gt;
Our society rooted in Principles granting the Virtues&lt;br /&gt;
&lt;br /&gt;
==Prayer Defining Virtue==&lt;br /&gt;
&lt;br /&gt;
The path of Virtue is neither crooked nor straight&lt;br /&gt;
It swerves and jumps and dives and turns&lt;br /&gt;
Adapting to the range of perplexities thrown out by life&lt;br /&gt;
But for those upon the path, it rolls smooth before them&lt;br /&gt;
&lt;br /&gt;
The light of Virtue burns neither bright nor dim&lt;br /&gt;
It flashes and brightens and dims and flickers&lt;br /&gt;
Adapting to the depth of darkness it must overcome&lt;br /&gt;
But for those whose light it baths, it glows with constant warmth&lt;br /&gt;
&lt;br /&gt;
The feeling of Virtue is neither rough nor smooth&lt;br /&gt;
It scrapes and soothes and bruises and scratches&lt;br /&gt;
Adapting to the level of resistance it must overpower&lt;br /&gt;
But for those who feel the caress, it wraps with soft silkiness&lt;br /&gt;
&lt;br /&gt;
The life of Virtue is neither tranquil nor turbulent&lt;br /&gt;
It shakes and trembles and glides and pauses&lt;br /&gt;
Adapting to the intense complexities it will encounter&lt;br /&gt;
But for those who live such a life, it rewards with steady calm&lt;br /&gt;
&lt;br /&gt;
==Prayer of Devotion to the Virtues==&lt;br /&gt;
&lt;br /&gt;
Linked by our devotion to the Virtues&lt;br /&gt;
We live our lives walking similar paths&lt;br /&gt;
That intertwine in the single path&lt;br /&gt;
The lighted path of Virtue&lt;br /&gt;
&lt;br /&gt;
Linked by our devotion to the Virtues&lt;br /&gt;
We choose our actions by their guide&lt;br /&gt;
Giving a harmony of Virtuous acts&lt;br /&gt;
Leading to a Balance of the Virtues&lt;br /&gt;
&lt;br /&gt;
Linked by our devotion to the Virtues&lt;br /&gt;
We seek others who will walk with us&lt;br /&gt;
Along the path of warming light&lt;br /&gt;
The warming light of the Virtues&lt;br /&gt;
&lt;br /&gt;
Linked by our devotion to the Virtues&lt;br /&gt;
We wish to share the inner peace&lt;br /&gt;
An inner peace derived from Virtue&lt;br /&gt;
A Virtuous and warming tranquility&lt;br /&gt;
&lt;br /&gt;
Linked by our devotion to the Virtues&lt;br /&gt;
We find for life a depth of meaning&lt;br /&gt;
A Virtuous meaning that gives us strength&lt;br /&gt;
The strength we need to follow Virtue&lt;br /&gt;
&lt;br /&gt;
Linked by our devotion to the Virtues&lt;br /&gt;
We immerse ourselves in Virtue’s Light&lt;br /&gt;
Allowing us to be People of Light&lt;br /&gt;
And become the Lightbringers of Virtue&lt;br /&gt;
&lt;br /&gt;
==Prayer from the Inner Core ==&lt;br /&gt;
&lt;br /&gt;
Deep within there is a place&lt;br /&gt;
A place that defines who we are&lt;br /&gt;
That central place that gives us strength&lt;br /&gt;
The strength that guides our feet to step&lt;br /&gt;
Our feet to step upon our path&lt;br /&gt;
The path that’s chosen by our source&lt;br /&gt;
That source that comes from that place&lt;br /&gt;
&lt;br /&gt;
For some that place holds a void&lt;br /&gt;
A void that takes from who they are&lt;br /&gt;
And has them take from those they know&lt;br /&gt;
With every touch it takes some more&lt;br /&gt;
Spreading out to increase the void&lt;br /&gt;
Including more within its grasp&lt;br /&gt;
Voiding all that’s in that place&lt;br /&gt;
&lt;br /&gt;
For some that place is simply numb&lt;br /&gt;
Simply numb and caring not&lt;br /&gt;
No care nor hope nor vision true&lt;br /&gt;
Lifeless, silent through and through&lt;br /&gt;
Unaffected by daily trials&lt;br /&gt;
Treading onward in a stupor&lt;br /&gt;
Feeling nothing from that place&lt;br /&gt;
&lt;br /&gt;
For some that place is full of chaos&lt;br /&gt;
Chaotic swirling without a meaning&lt;br /&gt;
Giving to treading random paths&lt;br /&gt;
Paths leading them nowhere fast&lt;br /&gt;
Leaving behind a broken trail&lt;br /&gt;
With broken lives and broken promises&lt;br /&gt;
Swirling randomly from that place&lt;br /&gt;
&lt;br /&gt;
For some that place is lined in order&lt;br /&gt;
Ordered forth in straightened lines&lt;br /&gt;
Going straight while never swerving&lt;br /&gt;
Never varied to either side&lt;br /&gt;
Treading on despite all else&lt;br /&gt;
Ignoring every choice that’s given&lt;br /&gt;
Ordered straight from within that place&lt;br /&gt;
&lt;br /&gt;
For some that place is filled of Virtue&lt;br /&gt;
Virtue that wisely guides their steps&lt;br /&gt;
Moving forward upon their path&lt;br /&gt;
A path that knows when to swerve&lt;br /&gt;
To swerve and find all that’s true&lt;br /&gt;
And guide us with a blinding light&lt;br /&gt;
Radiating Virtue from that place&lt;br /&gt;
&lt;br /&gt;
==Spirituality Prayer==&lt;br /&gt;
&lt;br /&gt;
Spirituality is the wellspring that resides in our souls&lt;br /&gt;
Deep in our under mind is the home for our spirituality&lt;br /&gt;
Lying there hidden from our daily turmoil, it waits&lt;br /&gt;
It waits to be the source of all the other Virtues&lt;br /&gt;
&lt;br /&gt;
When Spirituality reaches out and strokes our thinking&lt;br /&gt;
It will activate our searches into what we know as Honesty&lt;br /&gt;
Shining a light that removes the shadows of the lies&lt;br /&gt;
Then continues until the lies themselves crumble in its light&lt;br /&gt;
&lt;br /&gt;
When Spirituality reaches out and tightens our muscles&lt;br /&gt;
It will activate our strength into what we know as Valor&lt;br /&gt;
Taught with power to defeat any trembling of cowardice&lt;br /&gt;
Then continues until the cowardice falters before its strength&lt;br /&gt;
&lt;br /&gt;
When Spirituality reaches out and caresses our heart&lt;br /&gt;
It will activate the affections we know as Compassion&lt;br /&gt;
Glowing warm it chases away the chilling of hate&lt;br /&gt;
Then continues until the hate retreats before its warmth&lt;br /&gt;
&lt;br /&gt;
When Spirituality reaches out and grips our gut&lt;br /&gt;
It will activate our giving that we know as Sacrifice&lt;br /&gt;
Churning with bile it dissolves our greed&lt;br /&gt;
Then continues until the greed transforms to giving&lt;br /&gt;
&lt;br /&gt;
When Spirituality reaches out and focuses our eyes&lt;br /&gt;
It will activate our fairness we know as Justice&lt;br /&gt;
Focusing with sharp clarity it isolates all wrongs&lt;br /&gt;
Then continues until the wrongs are completely dissolved&lt;br /&gt;
&lt;br /&gt;
When Spirituality reaches out and courses with our blood&lt;br /&gt;
It will activate a shining glow that we know as Honor&lt;br /&gt;
Surging and pulsating that drives away the shame&lt;br /&gt;
Then continues until the shame is washed away&lt;br /&gt;
&lt;br /&gt;
When Spirituality reaches out and fills our void&lt;br /&gt;
It will activate our modesty we know as Humility&lt;br /&gt;
Welling up to leave little room for pride&lt;br /&gt;
Then continues until the pride is pushed aside&lt;br /&gt;
&lt;br /&gt;
Spirituality reaches out to all the Virtues&lt;br /&gt;
Touching each within our life&lt;br /&gt;
Setting forth our feet to tread&lt;br /&gt;
Carefully on the narrow path&lt;br /&gt;
&lt;br /&gt;
==Prayer That Comes From Virtue==&lt;br /&gt;
&lt;br /&gt;
Leader: May our leaders be known by their Honesty. May they govern with insight&lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
Leader: May our protectors be known by their Valor. May they be filled with strength&lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
Leader: May our adjudicators be known by their Justice. May they find perception&lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
Leader: May our holy men be known by their Spirituality. May they have purity&lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
Leader: May our friends be known by their Compassion. May they be filled with warmth &lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
Leader: May our royalty be known by their Humility. May they reign with selflessness&lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
Leader: May our city guards be known by their Honor. May they give us respect&lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
Leader: May those of ultimate power be known by their Sacrifice. May they know generosity&lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
Leader: May we all be known by our Virtuous deeds. May we find order&lt;br /&gt;
Cong: That comes from Virtue.&lt;br /&gt;
&lt;br /&gt;
==Prayer of Essence==&lt;br /&gt;
&lt;br /&gt;
May our lives be warmed with Compassion.&lt;br /&gt;
Derived from the Principle Love.&lt;br /&gt;
Warmed by its spiritual essence.&lt;br /&gt;
As we are by the sun above.&lt;br /&gt;
&lt;br /&gt;
May our lives be surrounded by Honesty.&lt;br /&gt;
Flowing from the Principle of Truth.&lt;br /&gt;
Surrounded within a glorious meaning.&lt;br /&gt;
Not like those who are found uncouth.&lt;br /&gt;
&lt;br /&gt;
May our lives be nourished on Valor&lt;br /&gt;
Emerging from the Principle of Courage.&lt;br /&gt;
Nourishing our souls upon firm strength.&lt;br /&gt;
As a child that is raised on porridge.&lt;br /&gt;
&lt;br /&gt;
May our lives be blessed through Spirituality.&lt;br /&gt;
The source Principles being all three.&lt;br /&gt;
Blessed by its ebb and flow.&lt;br /&gt;
As we see in the tides of the sea.&lt;br /&gt;
&lt;br /&gt;
May our lives be cleansed through Humility.&lt;br /&gt;
Spawned by the Principles in absence.&lt;br /&gt;
Cleansed of all corrupt impurities.&lt;br /&gt;
Leaving one washed in a singular essence.&lt;br /&gt;
&lt;br /&gt;
May our lives be protected in Sacrifice.&lt;br /&gt;
The bequeathing Principles of Courage and Love.&lt;br /&gt;
Protected by saving while we are giving.&lt;br /&gt;
While placing all others above.&lt;br /&gt;
&lt;br /&gt;
May our lives shine bright with Honor.&lt;br /&gt;
Driving Principles of Truth and Courage.&lt;br /&gt;
Shining bright reason against all odds.&lt;br /&gt;
Defeating every shameful chaotic barrage. &lt;br /&gt;
&lt;br /&gt;
May our lives be bestowed with Justice.&lt;br /&gt;
The basing Principles of Truth and Love.&lt;br /&gt;
Bestowed within strict and narrow guides.&lt;br /&gt;
Made to fit like a hand and glove.&lt;br /&gt;
&lt;br /&gt;
May our lives be enriched by the Virtues.&lt;br /&gt;
The Principles being their source.&lt;br /&gt;
Enriched and nurtured in every way.&lt;br /&gt;
Guiding our lives upon their course.&lt;br /&gt;
&lt;br /&gt;
==Prayer for Daily Toils==&lt;br /&gt;
&lt;br /&gt;
We try to attain Virtue in all that we do.&lt;br /&gt;
Yet sometimes our daily acts seem far removed.&lt;br /&gt;
Where is the Compassion in mining?&lt;br /&gt;
Where is the Valor in weaving cloth?&lt;br /&gt;
Where is the Justice in fishing?&lt;br /&gt;
Where is the Spirituality in stocking vendors?&lt;br /&gt;
Where are the Virtues in our daily chores?&lt;br /&gt;
They are hidden deep within.&lt;br /&gt;
There is the Honesty of noble effort.&lt;br /&gt;
There is the Sacrifice of continuing through boredom.&lt;br /&gt;
There is the Justice of a job well done.&lt;br /&gt;
There is the Humility in persisting repetition.&lt;br /&gt;
There is the Spirituality in the embodiment of toil.&lt;br /&gt;
There is the Valor completing the task.&lt;br /&gt;
And there is the Honor in performing respectfully.&lt;br /&gt;
The Virtues are not obvious in our daily duties.&lt;br /&gt;
Yet Virtue shines in the noble accomplishment.&lt;br /&gt;
So we must pursue and treasure a job well done.&lt;br /&gt;
&lt;br /&gt;
==The Circle of Virtues==&lt;br /&gt;
&lt;br /&gt;
From the love in our hearts&lt;br /&gt;
We find our Compassion&lt;br /&gt;
And through our Compassion&lt;br /&gt;
We unearth our Spirituality&lt;br /&gt;
And through our Spirituality&lt;br /&gt;
We illustrate our Sacrifice&lt;br /&gt;
And through our Sacrifice&lt;br /&gt;
We reinforce our Humility&lt;br /&gt;
And through our Humility&lt;br /&gt;
We confirm our Honor&lt;br /&gt;
And through our Honor&lt;br /&gt;
We present our Valor&lt;br /&gt;
And through our Valor&lt;br /&gt;
We realize our Honesty&lt;br /&gt;
And through our Honesty&lt;br /&gt;
We bestow our Justice&lt;br /&gt;
And through our Justice&lt;br /&gt;
We convey our Compassion&lt;br /&gt;
And thus we discover the Circle&lt;br /&gt;
The Circle of Virtues&lt;br /&gt;
&lt;br /&gt;
==Prayer for Inner Guidance- Arcana==&lt;br /&gt;
&lt;br /&gt;
May Spirituality guide me, on this journey through life.&lt;br /&gt;
&lt;br /&gt;
May Compassion temper my thoughts and actions as I seek to live among society and build relationships. &lt;br /&gt;
&lt;br /&gt;
May forgiveness become easier for me.&lt;br /&gt;
&lt;br /&gt;
May Honesty always be present in my words and dealing with others. &lt;br /&gt;
&lt;br /&gt;
May my friendships be based on Honesty.&lt;br /&gt;
&lt;br /&gt;
May Valor always accompany me in combat.&lt;br /&gt;
&lt;br /&gt;
May Justice not be a stranger to me.&lt;br /&gt;
&lt;br /&gt;
May Honor always guide my actions.&lt;br /&gt;
&lt;br /&gt;
May Sacrifice lend me the courage to defend what I love, even when it brings me pain.&lt;br /&gt;
&lt;br /&gt;
May Chaos and Order live in harmony, each serving it's role and not overtaking the other. &lt;br /&gt;
&lt;br /&gt;
May the randomness of Chaos keep us free from monotony.&lt;br /&gt;
&lt;br /&gt;
May I never forget to be Humble, in all things.&lt;br /&gt;
&lt;br /&gt;
==Prayer of Complimentary Virtues==&lt;br /&gt;
&lt;br /&gt;
Leader: When we seek to balance a Virtue within the Principles.&lt;br /&gt;
&lt;br /&gt;
Cong: We seek the Complimentary Virtue.&lt;br /&gt;
&lt;br /&gt;
Leader: For through the embrace of Complimentary Virtues&lt;br /&gt;
&lt;br /&gt;
Cong: We fulfill the Principles.&lt;br /&gt;
&lt;br /&gt;
Leader: Compassion takes Love leaving Truth and Courage.&lt;br /&gt;
&lt;br /&gt;
Cong: Which gives us Honor.&lt;br /&gt;
&lt;br /&gt;
Leader: Sacrifice takes Love with Courage leaving Truth&lt;br /&gt;
&lt;br /&gt;
Cong: Which gives us Honesty.&lt;br /&gt;
&lt;br /&gt;
Leader: Justice takes Truth with Love leaving Courage&lt;br /&gt;
&lt;br /&gt;
Cong: Which gives us Valor.&lt;br /&gt;
&lt;br /&gt;
Leader: Spirituality adores all three leaving the void&lt;br /&gt;
&lt;br /&gt;
Cong: Which gives us Humility.&lt;br /&gt;
&lt;br /&gt;
Leader: Through the Compliments the Principles are filled&lt;br /&gt;
&lt;br /&gt;
Cong: Which gives us Balance.&lt;br /&gt;
&lt;br /&gt;
Leader: With the Balance the Principles are multiplied&lt;br /&gt;
&lt;br /&gt;
Cong: Through the Virtues.&lt;br /&gt;
&lt;br /&gt;
Leader: The Virtues are built of the Principles.&lt;br /&gt;
&lt;br /&gt;
Cong: Truth, Love, and Courage.&lt;br /&gt;
&lt;br /&gt;
Leader: The Principles are exemplified through the Virtues&lt;br /&gt;
&lt;br /&gt;
Cong: And strengthened through Balance.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Avatarian_Faith_Compendium&amp;diff=66566</id>
		<title>Atlantic:Avatarian Faith Compendium</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Avatarian_Faith_Compendium&amp;diff=66566"/>
				<updated>2016-02-24T01:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* Clergy Tasks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Avatarian Faith Compendium ==&lt;br /&gt;
&lt;br /&gt;
== The Creation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before time there were only chaos. Then it happened... the Birth.&lt;br /&gt;
&lt;br /&gt;
The Lord was born as cosmos from chaos, and came with order and peace. The world he created from his own being, but because chaos was the founder of everything, it was enslaved in the world of Sosaria.&lt;br /&gt;
&lt;br /&gt;
With time the Lord grew weary of the everlasting cycle of the earth, and he created the Sun. He created it from his own heart, so that his love would always shine down on earth. He then created five beings to care take the earth. They were Hydros, archangel of the sea and caretaker of the waters of the earth; Pyros, archangel of the fires of earth and caretaker of the volcanoes and the burning fire of everything; Stratos, archangel of the winds and weather and caretaker of the cycle of life; Lythos, archangel of the earth and caretaker of the dead and buried. And last, Lucius, archangel of Light and the world. He was to protect the world from all evil and to be the leader of the archangels. He was the wisest and most clever of them, and the diamond of the Lord. The Lord had in him enslaved the feelings of truth, love and courage.&lt;br /&gt;
&lt;br /&gt;
In time, the Lord grew weary and wanted more. He created the first beings to inhabit earth. They were the Sosarians. He created two different sorts - A male and a female. Over time, the Lord, came to love the spontaneous acts of the Sosarians, and liked them even more than Lucius. This did not fall in Lucius' taste, and so he plotted out an elaborate plan to defile the Sosarians. With tears running down his face he yelled at the Lord:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will no longer serve you! For I am TIRED of your meaningless words and empty promises! Your love for me as expired, and you love your precious animals more! So now I will leave you and I hope you remember! THAT EVEN WHY YOU CREATED US FIRST! YOU LOVED THEM MORE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With these words he fled into the wilderness and hid in the shadows. He was gone for many thousands of years, and in this time, the Sosarians evolved and became two different races. The Humans and the Elves. The inhabited the world as brothers and sisters, and were united under the guidance of the Lord. One day they were visited by a new species. The Dwarves. They came out from the woods with the looks of the animals called apes. The Dwarves inherited a love for the mountains and the shadows, which they had lived under for so many years. They began building cities in the mountains, and dug deep into the world. They created many pretty things, and they were proud of them. A thing the Lord did not take a liking too. One day the Dwarves' greed had gone too far. They had dug to the very depths of earth and had come to a realm unknown to them. Down there they found creatures never seen before, but they had a very good resemblance to the elves. It was the Abyss, that they had found, the kingdom of Lucius. When the creatures of the depths saw the Dwarves they were frightened, and told their master. Lucius was enraged that someone frightened his beloved beings, so he taught his minions to create weapons and armour of the metals of earth. The Dwarves, quick to learn, used the same skills to create their own, but without any use. The minions of Lucius were strong and many. The Dwarves were killed and their cities were burned. Only a few survived and lived on to tell about how to create weapons to the elves and humans.&lt;br /&gt;
&lt;br /&gt;
In that way the first war of the world began. The minions of Lucius spread across the land and destroyed the cities and towns that the elves and humans had created. When the truth met the light, Lucius had captured many elves and defiled them into forms before unknown. There were two. Orcs and Drow. The Orcs were strong and fierce and were brutal in their ways, while the Drow were evil and cunning and used poison and wicked magic as their weapon. Because the Humans saw that it was the Elves that had been defiled and not them, they halted their alliance with them, and fled from the war, leaving the elves alone. Because the Orcs and Drow were created from elves, they inherited a hatred to them, and so they began an onslaught of the elves. It would have been a disaster if the Lord had not stepped in. With a mighty rage he gave the archangels order to let loose their powers, and so the world erupted into chaos. It rained constantly and the wind smashed houses and pulled up trees. The volcanoes erupted and burned everything in their path, and earthquakes constantly made the earth form great chasms and many died.&lt;br /&gt;
&lt;br /&gt;
When the storms settled and peace came back, many elves, Orcs and Drow had been killed. The Drow, cunning as they were, had pulled back into the depths of the world and closed the doors and had placed the Orcs outside. The humans were the only winners. They had been spared and now came to take over the world, and such it happened that the humans came to rule the world, while the elves were scattered and in many places sought refuge in the forests.&lt;br /&gt;
&lt;br /&gt;
The Orcs fled into the mountains and built forts, and some hid in caves ready to attack any trespassers. The Lord was not finished yet, though. With his almighty power he pulled Lucius from the depths of earth, and gave him his punishment:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are not worthy of this world! And I can see that my beings were not strong enough to withstand your petty manipulations! But instead of freeing you from your obligation to serve me, I will give you a new position! From now on you will be known to the world as The Guardian. Your realm, the Abyss, shall be a place where the dead will be cleansed from their sins, before they will come to my holy kingdom! For only those that can withstand your manipulation will be worthy of my kingdom of heaven! Your realm shall not be accessible from earth, and so your creatures cannot dwell in it, but are forced to live forever on the world, that you have held them from! Your beloved minions must now face an existence without your guidance and without your malicious actions!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And thus he ripped the Abyss from the earth and placed it beyond reach, on a plane only accessible to those dead. The Guardian was sent there to be the caretaker of this realm, and to test the souls who arrived. If he subdued them, he would get to keep them there, in hell where he could use them for nothing, but if not, that soul and ten other souls would be ripped from the abyss and cleansed by the waters of The Holy Kingdom of Heaven, and leave the Guardian there alone. In darkness, where he belonged.&lt;br /&gt;
&lt;br /&gt;
And thus was the world of Sosaria created with the planes of the Abyss and the Kingdom of Heaven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Troubled Times ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the story of the age of troubles. From when the Dwarves discovered the Abyss to the peace descended upon Sosaria after the Great Rage.&lt;br /&gt;
&lt;br /&gt;
It all began in a long forgotten dwarven stronghold near the current city of Britain. They dug with their greed for gold and thus they created a hole into a realm unknown to them. It was dark and cold but built with the hand of a master. First they were startled by the looks of this great and magnificent underground realm. They sent in a patrol to secure the borders of this new realm, but were met with the frightened beings that were orcs and drow. These deformed creatures looked with awe upon the newcomers, but were frightened and called for their master.&lt;br /&gt;
&lt;br /&gt;
Lucius arrived and slew the dwarven patrol and then he taught the arts of war to his minions. Weapons were made armours crafted and strategies were created. The dwarves looked from their hidings and quickly began to imitate the doings of Orcs and Drow and thus creating their own arms and armour. When the minions of Lucius burst through the hole to the upper realm of Sosaria, the dwarves were taken by surprise. The strong and fierce orcs cut through the ranks of the sturdy but inexperienced dwarves and the drow snuck up behind the dwarven generals and took them out with great skill.&lt;br /&gt;
&lt;br /&gt;
The first dwarven fortress was destroyed in a week and the battle cry of the Orcs sounded over the valleys at the foot of the mountain. Here the elves and the humans lived together, but at the cry of the orcs and the sight of fleeing dwarves, they panicked. A few managed to question the dwarves but the first raid by the orcs and drow was fatal. Thousands of humans and elves were slaughtered and they fled south and east.&lt;br /&gt;
&lt;br /&gt;
Years passed with more and more raids, the problem for the drow and orcs were the sunlight that they hated, for it was the love of the Lord, and they despised him. Over time the humans and elves learned the secrets of war too, and created good armour and weapons. The humans, with their quick learning, created glorious strategies that the elves and their bravery followed. Rank upon rank they stood quietly and looked at the coming storm of the orcs, and when the shields bashed together the cries of pain and misery awoke in the hearts of men and elves.&lt;br /&gt;
&lt;br /&gt;
The human generals created new cities and the war gave them many new skills such as medicine and healing. But the alliance fell at last...&lt;br /&gt;
The human scouts reported that the Orcs and Drow were much alike elves. The Drow especially. The Orcs had the pointy ears and the height of the Elves, while the Drow looked a lot like them in the face. The deception was found. In the years before the war their had been numerous disappearings. It had been Lucius' doing, they could see now.&lt;br /&gt;
&lt;br /&gt;
With a rage the humans left the camp and went south where they founded Trinsic, the first city. Trin'Isi-Callion was its original name, meaning: &amp;quot;The Only Light&amp;quot;. The elves put up strong ranks but were beaten by the constant swarm of orcs and drow. And just as the humans prepared the last defense the Lord spoke to his arch-angels:&lt;br /&gt;
&amp;quot;This has enraged me! Let the earth tremble and burn! Let the skies roar and thunder! Let the seas become one with the land and let the filth be washed away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Pyros let the volcanoes of the earth erupt and the ground began to burn. Lythos shook the earth with his mighty hands. Stratos made the wind blow up trees and lightning destroy houses and Hydros let great tidal waves engulf the world.&lt;br /&gt;
&lt;br /&gt;
The humans had received warning, and had built many ships. A fleet of 100,000 ships said the stories. Many were destroyed, but most survived the Great Rage. Of the Orcs and Drow nobody know how they survived, but some of them did, and they fled back into the darkness of the world, and then the Lord ripped the Abyss away and punished Lucius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Age Legends ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the Great Rage peace descended upon Sosaria once again. Few elves had survived the Great Rage, and had sought refuge in the forests, when the humans returned from the seas. They were afraid of the Humans now, who were so many and still had hope. The first city, Trinsic, was rebuilt and soon other establishments around Sosaria erupted. The main land of the Humans was Britannia. A piece of land that was very rich. This was the chosen land, the Lord said, here my eyes will rest. And so the people of Britannia found themselves lucky to be the chosen people of the Lord.&lt;br /&gt;
&lt;br /&gt;
In the Age of Legends many great wonders happened. It was here that the great cities of Britain, Trinsic and Vesper grew. Great seaports that traded with other lands. It was in these time, that ships sailed from Britannia and to Ilshenar, the Tokuno Islands and other places of Sosaria. Trade grew and prosperity blossomed. Civilization. In time the people of Sosaria came to think of themselves as the lords of the world, and there were wars between humans. It was in these years that the city-states ruled the land, and no one claimed to own Britannia for himself.&lt;br /&gt;
&lt;br /&gt;
From unknown a stranger to all arrived. Lord British. He came and became the king of the city he renamed Britain. actually the name &amp;quot;Britannia&amp;quot; was first used when he united all the city-states of the realm to one great alliance of equals.&lt;br /&gt;
&lt;br /&gt;
In the last years of the Age of Legends the young Mondain came to power and used the Ruby of Immortality to attack Britannia, but he was thwarted by lord British and disappeared, presumed dead. This ended the Age of Legends, for Mondain was not dead...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Defiling ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the Age of Legends the now proclaimed king of all of Britannia, Lord British, settled down and began working on his prospering realm. But from the dark Mondain had changed the Ruby of Immorality into a dark gem. He enslaved Sosaria and orcs, drow, trolls, ogres and other creatures erupted from the earth. At first it was only simple raids that the soldiers of Britannia took care of, but soon it was too great a match for the people. The trade with the empires of Ilshenar and the Tokuno Islands stopped and after seven generations the knowledge of them had almost faded away. The times were dark and the people cried out for help.&lt;br /&gt;
&lt;br /&gt;
The generals of Britannia had created a front-line in the deep forest and just south of Trinsic at the swamps. Here there were many of the wandering beasts, but they also raided inside the &amp;quot;safe&amp;quot; area. Villages were burnt and people killed.&lt;br /&gt;
&lt;br /&gt;
After a council with the generals and advisers a patrol of the best soldiers were sent into the depths of the north and south to locate the source of this evil. While this happened, murder and riot erupted in Britannia. The once great kingdom had been scorched by evil.&lt;br /&gt;
The patrols discovered the keep of Mondain and learned what he had done, but their attempt to storm the fortress was in vain, and they almost didn't make it back to report. With the new knowledge Lord British went into his own room and began to pray to the Lord.&lt;br /&gt;
&lt;br /&gt;
The Lord heard his prayer and decided to take action against the villain...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Awakening ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Lord searched the heart of every man in Sosaria, and the one he would use. The name of this stranger is unknown, and where he came from too, but he arrived in Britain without any knowledge of who he was, but he knew that he had a mission. The Stranger wandered the land when he learnt about Mondain. In visions the Lord visited him and gave him more and more information and the Stranger became more and more sure of his mission.&lt;br /&gt;
&lt;br /&gt;
One day he found himself before the fortress of Mondain, and he walked in. There he fought Mondain and Shattered the Gem of Immortality.&lt;br /&gt;
The world had been freed. The armies to the north and south won great victories and sent the evils on retreat. The militias cleansed the countryside of the many troll and ogre tribes, but because the gem had not released Sosaria, evil continued to endure, and the trolls and ogres were there to stay.&lt;br /&gt;
&lt;br /&gt;
The Stranger was proclaimed an Avatar. The Lord had descended into him with his spirit, and given him the power to defeat Mondain, and now it was not over. The Avatar spoke with Lord British about a new system that would guide the people of Britannia. The Virtues. Lord British agreed that it was a good system and immediately began constructing the shrines in the world. The Avatar went to every city and taught the people the virtues, but because of the different mind of the people of Britannia, they all found one virtue that they liked very much.&lt;br /&gt;
&lt;br /&gt;
Thus the Virtues became a new set of rules for the people of Britannia, and the realm prospered once again.&lt;br /&gt;
&lt;br /&gt;
In time the Virtues became just a symbol. Not a faith entirely. Each city had found its virtue and followed it like it was the only. Slowly people began loosing the faith and the zeal faded.&lt;br /&gt;
&lt;br /&gt;
But the Virtues are never forgotten entirely...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Basic Beliefs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avatarian Church believes that there is one god. The Higher Being or The Lord. He is above names and can only be titled as The Creator, The Father, The Lord or The Higher Being.&lt;br /&gt;
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Another part of the belief is the Arch-Angels. There are four of them, one for each element of Sosaria, and they are his servants.&lt;br /&gt;
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The Virtues are the guidelines that the mortal men must live by in order to be worthy of the holy kingdom.&lt;br /&gt;
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Avatarians believe that it is sinful to stray from the virtues The more you sin in life the longer you will have to walk in the Abyss when you die. And the longer you stay in the Abyss the more likely you are to fall to the manipulations of the Guardian. Therefore it is important that mortal men learn as much they can during their life, so that they are able to see through the lies of the Guardian. If they follow the Guardian in the Abyss they are lost.&lt;br /&gt;
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Walking the Abyss is like being burnt and frozen in same time. It is many would not be able to stand for long in life, but they are immortal in the Abyss. Therefore the manipulations of the Guardian that he will take away the pains are very tempting, but it will just lead to certain damnation. We must stay true and show the Lord the last great sign of faith, by feeling pain in his name and patiently waiting. Many of monks have trained the art of meditation, believing that this will help in the Abyss to forget the pains.&lt;br /&gt;
It is not possible for anyone other than the Lord or his Avatar to be pure in the virtues, and that is why many see the error that it is impossible to combine all the Virtues at the same time. There is a key, but we will first discover it when we die and come to the kingdom of heaven. The Avatar knew it, but the living men will not.&lt;br /&gt;
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The Avatarian belief can therefore simply be said this way:&lt;br /&gt;
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• Believe in the One God.&lt;br /&gt;
• Follow the virtues (the eight virtues)&lt;br /&gt;
• Know the Guardian's lies&lt;br /&gt;
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The Virtues are the eight virtues of Honor, Valor, Honesty, Justice, Sacrifice, Compassion, Spirituality and Humility.&lt;br /&gt;
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== Individual Membership ==&lt;br /&gt;
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In &amp;quot;The Avatarian Church&amp;quot; we have a thing we call an individual cross-guild community (ICC). Simply put it means that individuals form a community across their guilds. It doesn't matter what guild they are part of, what they will be a part of is the Avatarian community. A bandit from the Crimson Claw could be part of it, as well as a citizen from one of the Trinsic guilds.&lt;br /&gt;
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If your character joins the Avatarian community he will receive a special token that will be the sign of his faith. The token must be bought for 400 gp In-game of the church. When this has happened he will be registered in the church that is nearest to him, and he will receive news from this church and dates of events and masses.&lt;br /&gt;
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Joining individually with characters is important to The Avatarian Church, because it creates a vast and special community unlike any seen before in UO. Here we are talking people from all sorts of guilds with many personalities, but one thing binds them together: They are Avatarians.&lt;br /&gt;
As a non-church member (those not being clergy or order), you will be known under a rank in the church. When you start out you will be a Layman. As a Layman you will have to come to church, pay tithe and be active in the events that come. Known Laymen may receive a special rank as Informant or Tax Collector for the church.&lt;br /&gt;
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It is a secret how you will be promoted from Layman to Church Cousin. What we will say is that it is a good idea to be active and show that you are willing to tithe. Church Cousins will be invited to special parties by the Bishop or even the Patriarch, where they will have the chance to mingle themselves with all the high-born and influential people in the church. Known Church Cousins may receive a special rank as a Dean or Church Trader.&lt;br /&gt;
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You can be promoted once again by being even more active and show a great deal of interest in the church, this new rank is Church Brother. Church Brothers are known faces in more than just their own church. They have talked personally with the Patriarch and have been thanked for their interest in church matters, and their glorious help of course. Church Brothers will have the privilege of being able to lend church funds for what they might need them for. They may also get an escort of Templars, if they have business that require the help of armed defenders. Church Brothers may receive the special rank as Deacon or Ordinator.&lt;br /&gt;
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When Church Brothers have shown them worthy of their rank and even more, and have been helping promoting the church, they might be promoted even further. To Church Official. Officials are people who have some sort of command in the church they are bound to. They may receive specials ranks as High Ordinator or Councilor. Church Officials are the highest ranking non-church members.&lt;br /&gt;
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== Guild Membership ==&lt;br /&gt;
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The Avatarian Church attempts to create an ICC (Individual Cross-guild Community), but they also attempt to create a RGC (Religion-based Guild Community). Simply as it says, we try to put guilds into a community based on them having the same main religion. This is not saying we want to take control of the guilds and create peace on order. During the middle ages the countries were at war too, even though they had the same religion! The Avatarian Church will also have it's disputes over who to have as Patriarch, just as there have been many conflicts over who to have as pope during the middle ages and before.&lt;br /&gt;
Joining with a guild means that:&lt;br /&gt;
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•The Guild will create a Church Faction&lt;br /&gt;
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or&lt;br /&gt;
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•The Guild obligates itself to participate in special church events&lt;br /&gt;
IC this means: The major part of the guild members will be Avatarians, and the guild will either create it's own Church Faction (Build a church, recruit new church people, hold masses). The first choice is mostly a choice for bigger guilds, maybe focused on a city like Yew or Cove, while the second is mainly for guilds wanting to be part of the Avatarian Church and receive special benefits.&lt;br /&gt;
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Creating a church faction means that the guild master must find someone who wants to be bishop in this new church, hopefully also one who can be a seneschal. Then there are a few steps to go through:&lt;br /&gt;
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1.The new bishop must first play with another guild&lt;br /&gt;
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- This means that he must be part of his own guild, but wander around at another church performing tasks and studying to become a bishop IC.&lt;br /&gt;
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2.A church must be built&lt;br /&gt;
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- The High Church Office will provide the new church with additional 60,000 crowns for building the church.&lt;br /&gt;
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3.A detachment of Templars will arrive&lt;br /&gt;
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- When the church has been built a detachment of 1 Templar Overseer, 4 Templar Brothers / Initiates (And squires) and 2 priests will arrive. The Templars will be the armed forces and the priests will be the spiritual guides, until the church has enough members on it's own&lt;br /&gt;
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4.2 Church Sentinels and 1 Initiate must be recruited&lt;br /&gt;
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- Within 1 month at least 2 Church Sentinels and 1 Initiate must be recruited for the church&lt;br /&gt;
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5.The Initiate must reach Priest&lt;br /&gt;
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- Before the detachment can leave the Initiate must reach Priest rank&lt;br /&gt;
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6.The Fund raising&lt;br /&gt;
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- Within 2 months the church must pay a tribute of 70,000 crowns to the High Church Office&lt;br /&gt;
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7.Acceptance&lt;br /&gt;
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- When all of this has been done the High Church Office will accept the new church and it will receive some of the benefits.&lt;br /&gt;
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Obligating your church means you join the Avatarian community as a guild, or organization that has it's main religion as Avatarian. Being part of the community gives you special benefits but there are a few steps to go through:&lt;br /&gt;
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1.Binding to a church faction&lt;br /&gt;
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- The guild must first find the nearest church and then bind themselves to it&lt;br /&gt;
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2.Guild mass&lt;br /&gt;
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- The guild must have a day where many of their members show up at a mass and tithe so that the bishop can see that they are interested.&lt;br /&gt;
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3.Choosing of Church Official&lt;br /&gt;
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- One member from the guild will be promoted to Church Official (OOC) and will be the spokesman of the guild (remember it is not sure that the church IC knows that it is an organization that the Church Official has behind him)&lt;br /&gt;
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4.Tithing&lt;br /&gt;
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- The guild must scrape together 10,000 crowns that will be handed to the Bishop by the Church Official.&lt;br /&gt;
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5.2 Church Brothers&lt;br /&gt;
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- After the tithing the guild may choose two members who will be promoted to Church Brother (OOC) to strengthen the bond&lt;br /&gt;
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6.Acceptance&lt;br /&gt;
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- When all of these things have happened the guild will be accepted as an Avatarian guild (OOC)&lt;br /&gt;
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The benefits are many and can help you a great deal. There are OOC benefits and IC benefits here they are listed:&lt;br /&gt;
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•(OOC) Using the church in plots [Faction / Obligated]&lt;br /&gt;
- The Avatarian Church likes plots and quests, and we would like to give our full help to anyone making plots that require assistance. This means that we will help with characters, money, graphic, texts anything you'd like.&lt;br /&gt;
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•(IC) Escorts [Obligated]&lt;br /&gt;
- The obligated guilds may use their Church Official to gain an armed squad of Templars to help them in a certain case. The Official must argument for why he needs them, but they will most likely be accepted because of his position&lt;br /&gt;
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•(IC) Calling Holy Vengeance [Faction]&lt;br /&gt;
- Faction churches may call upon a Holy Vengeance upon a sworn enemy (a person or guild) and the whole Avatarian community will know if this. Many in the community will like to work to climb the ladders, and will most likely seek the enemy out. The enemy of the faction church becomes an enemy of the whole community.&lt;br /&gt;
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•(IC) Influence [Obligated]&lt;br /&gt;
- The obligated guilds may use their Church Official and their two Church Brothers to gain a certain amount of influence within the church matters for a short span of time, choosing a new heading for the church. If they'd like information on something, or want to make sure that a rival disappears, they can use their influence to, maybe, make the church take action.&lt;br /&gt;
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Templar Ranks and Advancement&lt;br /&gt;
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The Order – Ranks&lt;br /&gt;
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I.Templar Preceptor (1):Heads the Templars as the one with absolute authority. May command all. He heads all the Templar Factions.&lt;br /&gt;
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II.Templar Seneschal (1 for each city):Advisor of the Preceptor and Deputy when he is not there. May command all. He heads a simple Templar Faction or is adviser of the preceptor in his main faction.&lt;br /&gt;
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III.Templar Overseer (4 for each city):(The Officers of the Templars. May command Templars, Squires and Sentinels&lt;br /&gt;
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IV.Templar Brother:The bulk of the Templars. Trusted members. May command their squire.&lt;br /&gt;
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V.Templar Initiate:After having served as squire he is now a Templar, but has no squires himself. May command none without authority&lt;br /&gt;
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VI.Squire to xxxx:Having proved themselves pious sentinels are initiated in the order as squires and must serve their master.&lt;br /&gt;
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VII.Church Sentinels:Starters and the new joined members. Must prove themselves pious before a Templar may choose them as his squire. They will not be promoted until a Templar chooses them.&lt;br /&gt;
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I. I. Church Sentinel:&lt;br /&gt;
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Church Sentinel- The Sentinels must protect the church at all times. The church also needs resources for armour, weapons and bandages, the Sentinels can receive a special certificate that allows them to travel to a certain city to buy supplies. They should also make sure the forests are safe and not being harassed by creatures of evil.&lt;br /&gt;
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In order to receive a promotion as a church sentinel one must have:&lt;br /&gt;
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•Done the Pilgrimage of the Eight Graces and written a report about it&lt;br /&gt;
•Attended to at least 3 training sessions&lt;br /&gt;
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When these things are fulfilled the Sentinel is eligible as a squire. The promotion happens during the time when a Templar needs a new squire. The Sentinels line up and the Templar(s) pick their new squire(s). The Church Sentinel must then go through the Squire Ritual:&lt;br /&gt;
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&amp;quot;I hereby vow to live in obedience to my masters. I will follow their orders like were it the orders of the lord. I vow to live in chastity, to lay down my lust for the flesh and stay clean in order to better communicate with the lord. I vow to live in poverty, to reject the mortal lust for riches and give away to those who need it. I receive this sword in honour of my masters, who have a last chosen me as worthy of the path. I promise to take care of it and instead of thinking who to kill, think about who to spare. This is only an instrument to be used against the enemies of the church, and do I use it otherwise, I will be fallen from grace. Deus Vult!&amp;quot;&lt;br /&gt;
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II Church Squire&lt;br /&gt;
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Squires – The squires must help the Templar they are assigned to and must make sure he has what he needs. They must also continue to train their fighting skills as well as learn the lore and history of the Church.&lt;br /&gt;
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In order to receive a promotion as a squire one must have:&lt;br /&gt;
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•Done the Pilgrimage of the Eight Tests and written a report about it&lt;br /&gt;
•Attended to at least 5 training sessions lead by his master and written a report about each&lt;br /&gt;
•Attended to at least 4 history classes and written one report&lt;br /&gt;
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When these things are fulfilled the Squire is eligible as a Templar Initiate. Though here is when the OOC thing happens. It is the call of the master to decide whether a player as absorbed the necessary skills in combat and knowledge of the Avatarian Faith to be able to argument for his faith IC. He should also ensure that the Squire has been completely obedient. The promotion happens in a special mass where the Squire is sworn into duty by doing the Templar Ritual. Only Templar Initiates and above, and the Archdeacon and Bishop may be at this ritual.&lt;br /&gt;
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&amp;quot;From this moment on, I swear to uphold the laws that are set by my order, and to follow them blindly as were they the rules of life. I keep my vows of obedience, chastity and poverty, and will strive to promote the order and do good. I will choose only the worthy as my squires and I will protect these as I want them to protect me. I thank thee, my lord, for giving me the opportunity to serve you like this. I wish I may stay here and fight for you as long as you want, and if you do not find me worthy of heaven, do smite me and burn me forever in eternal hell. I am yours. Deus Vult!&amp;quot;&lt;br /&gt;
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III. Templar Initiate:&lt;br /&gt;
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Templar Initiates – An initiate is a Templar that has just been promoted. He must now show that he is worthy to be a Templar before he will be given a squire. He must cleanse the world of evils and show how pious he is.&lt;br /&gt;
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In order to receive a promotion as a Templar Initiate one must have:&lt;br /&gt;
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•Done the Pilgrimage of Luna and written a report about it&lt;br /&gt;
•Done the Pilgrimage of Trinsic and written a report about it&lt;br /&gt;
•Done the Pilgrimage of Deceit and written a report about it&lt;br /&gt;
•Completed at least 6 church missions and written a report on each.&lt;br /&gt;
•Written at least 2 reports on events&lt;br /&gt;
•Lead 2 hunts with proper authorization and written a report about each&lt;br /&gt;
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When these things are fulfilled the Templar Initiate is eligible as a Templar Brother. To be promoted the Templar Initiate must first be asked by the Seneschal or Preceptor if he feels ready to bear the title of Templar Brother. If the Templar Initiate feels ready he will be placed before the court of Templar Overseers, who will then interrogate him in the history of the Avatar and make him argument for the virtues. If they feel he is worthy he will be put before the bishop who will then name him Templar Brother of the Avatarian Templar Order.&lt;br /&gt;
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IV.Templar Brother&lt;br /&gt;
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Templar Brothers – The trusted members of the order and those that will carry out the missions. The Templar Brothers must train their squire and ensure that their equipment is in perfect condition. They must also go amongst the people and ensure that they know the church is present, and they must go on missions to other churches or crusades.&lt;br /&gt;
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In order to receive a promotion as a Brother one must have:&lt;br /&gt;
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• Done the Pilgrimage of Devotion and written a report about it&lt;br /&gt;
•Trained at least 3 Squires to Templar Initiate&lt;br /&gt;
• Attended to at least 2 crusades and succeeded in them&lt;br /&gt;
•Lead 6 hunts with proper authorization and written a report about each&lt;br /&gt;
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When these things are fulfilled the Templar is eligible as Templar Overseer. A promotion will only happen if there is a space for a Templar Overseer. Templar Overseers will stay in that title for 3 months, then they will be granted the special title: Senior Templar Brother. The Templar Brother must be asked by the Preceptor to take the role as an Overseer. When this happens the rest of the Overseers will interrogate him and make sure he knows enough to be an Overseer. The promotion happens during a special ceremony where the Templar Brother is sworn to duty as a Templar Overseer.&lt;br /&gt;
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V. Templar Overseer&lt;br /&gt;
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Templar Overseers – The Overseers are the commanding Templars. They have the authorization to give orders to any Templar, squire or initiate at all times. They have a number of different assignments including establishing hunts, giving authorization to build shrines, interrogate accused peasants, training the sentinels or doing the Seneschals or Preceptors bidding.&lt;br /&gt;
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Templar Overseers are promoted in a different way than the other ranks. Here they are chosen from their OOC activity and how much they do to promote the church and keep it active. Of course there will have to be some IC reason that they are promoted and that's fine. Normally they will, after 4 months, be given the title as Senior Templar Brother. They have the same obligations and rights as the Templar Brothers, but they have earned more respect and will not be the first to do the hard work. Senior Templar Brothers are also eligible as Templar Overseers, again, but it is preferred that they maybe instead take on new ways like becoming a witch hunter, or maybe stepping down from the Templar Order and join the Priest order as an Inquisitor.&lt;br /&gt;
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The promotion happens during a special ceremony where all church members are present. The Templar Overseer is then sworn to duty as a Seneschal during the Seneschal Ritual:&lt;br /&gt;
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&amp;quot;Before thee Lord, I kneel today, to swear a holy oath, to lead your brave servants in war, and to accompany our Master in battle as his right hand, and be his protector at all times. I will faithfully fulfill this holy privilege and forever be grateful for your mercy. May the enemies of your great church fall before my sword and word, and may the heathens kneel before this only faith, and be cleansed so that they may experience love and harmony in the after. May the world become a better place for every heathen converted and every heretic killed. May none stand against your church! The future be thy will. Deus Vult!&amp;quot;&lt;br /&gt;
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The Overseer is now given a blessing by the bishop and will arise as Templar Seneschal.&lt;br /&gt;
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VI.Templar Seneschal:&lt;br /&gt;
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Templar Seneschal - As Templar Seneschal you are part of the OOC church council and has to do some OOC work. You will still act as commanding officer in the guild but will have OOC tasks like developing missions, plots and correcting errors. It also falls to you to ensure that everyone follows the rules and correct them if they cross the line. As Seneschal I believe you know what to do IC.&lt;br /&gt;
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To be raised to Templar Preceptor as a Templar Seneschal means that a new leader of the church must be elected. The player behind the old Preceptor might not have the time or lust to play anymore, and thus a new leader will be appointed. It is important that the Seneschal at all times has to do with everything the Preceptor does, so that he will be ready to take the lead, should the preceptor step back. It is important that the Seneschal is open for ideas and has a good imagination and can invent events and church missions to keep the church active. He should also have good contacts with other guild masters or persons in other guilds, and should be a known person in the RP community. If this is all fulfilled the Templar Overseers, along with the preceptor stepping down, will choose if the Seneschal is ready to take the role as leader of the church. It will be important that there is no doubt, so that the church continues it's existence, no matter the leader. If there is no new preceptor needed after 3 months the Seneschal will become a Senior Templar Brother to make sure that everyone has the chance to be the Seneschal. It is important to note that also Senior Templar Brothers, who have been the Seneschal, are eligible as the preceptor, but the first choice will always be the Seneschal in office.&lt;br /&gt;
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The promotion IC happens during a ceremony where the bishop blesses the Seneschal and the Seneschal performs the ritual of the preceptor:&lt;br /&gt;
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&amp;quot;Your will is mine lord! I gratefully take this title upon me. The title no one should be worthy to bear! I swear to lead these brave men, that have chosen you as their lord, into war to spare those that shall be spared and kill those that shall be killed. The blood of heretics will be spilled on the earth be they against your will! For thee, my lord, I accept the holy privilege of being your instrument of war, and I will make sure, that every heathen I come across, will be converted in peace, and be he against it, I will burn the confession into his flesh! So that he may lie in his cell and speak it, until he knows it! Your will be mine! Deus Vult!&amp;quot;&lt;br /&gt;
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VII. Templar Preceptor:&lt;br /&gt;
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Templar Preceptor- What is there to say? As Preceptor you lead the church and must do some OOC work. You have a great deal of things to live up to, not just making missions and plots, but also organizing events like masses or feasts.&lt;br /&gt;
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Templar Special Classes&lt;br /&gt;
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There are certain specialties to the Order like Witch hunters, Crusaders, Sentinel Overseers, Senior Templar Brother. They are special titles that will or will not be added to your guild title, depends on what you are, they will not be gone through step by step.&lt;br /&gt;
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Witch hunter - Witch hunters are Templar Brothers that travel the world to find the necromancers and witches that are against the Avatarian Church. They are fearsome and cold personalities seeking evil and wishing to destroy it. They can appear very harsh and without compassion to many, but their love lies with the Lord and those that follow him.&lt;br /&gt;
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•Will get a &amp;lt;WH&amp;gt; added to his title (ex. Templar Brother &amp;lt;WH&amp;gt;)&lt;br /&gt;
•Must be of Templar Brother rank&lt;br /&gt;
•Must pass the witch-hunter trial (secret)&lt;br /&gt;
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Crusader - The Crusaders are Templar Brothers that pick up their swords to cleanse a specific area of evil men. Most commonly used as PvP. The crusaders must be three Templar Brothers in order to get the authorization for the Crusade, and them must argue why they should be sent where they want to go.&lt;br /&gt;
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•Will get a &amp;lt;CR&amp;gt; added to his title (ex. Templar Brother &amp;lt;CR&amp;gt;)&lt;br /&gt;
•Must be of Templar Brother rank&lt;br /&gt;
•Must place his arguments before the Overseer council&lt;br /&gt;
Sentinel Overseer - The Sentinel Overseer is the one chosen to be the trainer of Sentinels. He will lead the training sessions for the Sentinels, where they will be taught how to fight disciplined and with great skill. It is a title that will be given in turn to all Templar Brothers, and also Templar Overseers. He will be a Sentinel Overseer for one week and may command all sentinels during that week.&lt;br /&gt;
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•Will get a &amp;lt;SO&amp;gt; added to his title (ex. Templar Brother &amp;lt;SO&amp;gt;)&lt;br /&gt;
•Must be of Templar Brother rank&lt;br /&gt;
•Must be accepted for the task by the Overseer council&lt;br /&gt;
Senior Templar Brother - Those Templar Overseers that after 3 months are not raised to Seneschal will receive the title Senior Templar Brother. Templar Brothers that have been Templar Brothers in 6 months without a promotion to Templar Overseer will also be given the title, and Templar Seneschals that after 3 months have not been promoted to Preceptor will also be given the title. Senior Templar Brothers have the privilege of command. They may order the Sentinels and Squire around. Templar Brothers and Templar Initiates must regard the Seniors as superiors and must call them &amp;quot;Milord&amp;quot; instead of &amp;quot;Brother&amp;quot;.&lt;br /&gt;
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•Will get a &amp;lt;SEN&amp;gt; added to his title (ex. Templar Brother &amp;lt;SEN&amp;gt;)&lt;br /&gt;
•Must be a Templar Brother not promoted in 6 months or an Overseer or Seneschal not promoted in 3 months&lt;br /&gt;
•Must be accepted as a Senior Templar Brother by the Preceptor.&lt;br /&gt;
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Templar Tasks&lt;br /&gt;
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Escort duty: To protect the ones superior to you. As a Sentinel it means everyone, as a squire it means protecting your own master.&lt;br /&gt;
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Area patrol: Sometimes it will be necessary to go on a patrol in the nearby forest or countryside. There will always be trolls, ogres or other foul beings waiting to attack an unprotected traveler. We must seek these foes and destroy them! If anything happens it will need to be put in a report.&lt;br /&gt;
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Training sessions: Sentinels and Squires must attend to training sessions to become experts at fighting. The Order is a fighting force and so it is important that every members knows how to swing a sword. Sentinels train in groups with a Templar who has been given the title of Sentinel Overseer [SO], while a squire is trained by his master. Sentinels must be recorded by the SO in order to noted for the session, a squire must write a report on every training session he has with his master.&lt;br /&gt;
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Pilgrimage of the Eight Graces: In order to become a squire the sentinels must have done the pilgrimage of the Eight Graces. They must visit every of the eight shrines in Britannia (not Ilshenar) and must have at least two pictures from each shrine. One with the shrine and themselves, one with them reciting the line that are appropriate to the shrine.&lt;br /&gt;
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History classes: The squires must attend to the history lessons of the monks and priests (only church members may come). During the classes they must take notes and when they have been through eight classes they must write a report on it. This is a must to become a Templar Initiate.&lt;br /&gt;
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Pilgrimage of the Eight Tests: A squire must do a pilgrimage to every shrine in Ilshenar and secure the surrounding area. He must then pray before the ankh and write a report of the pilgrimage with a sketch from each shrine. This is required for a promotion.&lt;br /&gt;
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Pilgrimage of Luna: A Templar Initiate must do three pilgrimages before he can become a Templar Brother. The Pilgrimage of Luna is a pilgrimage to the city of light. Luna. The initiate must visit the city and walk around the city before venturing out and engaging the creatures of the wild. He must stay in Luna for 2 days and write a report on the trip when he gets home with at least 5 sketches.&lt;br /&gt;
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Pilgrimage of Trinsic: A Templar Initiate must travel to Trinsic and visit the holy city and see it situation. Bordered by the heretic Kaldorians they are clearly in need of help. He must also stay there for two days at least, and MUST have an audience with the Duke and tell him that the Avatarian Church blessed him for his rule over Trinsic and may his reign prosper. When the initiate returns he must write a report on the trip. During the trip he must not fight with anyone, not even in self defense.&lt;br /&gt;
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Pilgrimage of Deceit: A Templar Initiate must travel to the cold island in the north and visit the dungeon there. He must then venture in and fight the beasts of the dungeon. He must have a shrine crate with him and build a shrine within the dungeon and hold it for as long as possible. Then he must find a way home. He will be sent there by a portal but must find a way home for himself.&lt;br /&gt;
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Pilgrimage of Devotion: A pilgrimage that is necessary at the beginning when the Templar Brother receives his rank. He must venture to the four corners of the world and build a shrine in each place. In the Deep Forest of Yew he must venture to the jail and build a shrine outside. In the swamp south of Trinsic he must fight the lizard men and build a shrine. On the cold island of the north he must build a shrine, and last on the fiery island where the dungeon of Hythloth is to the southeast. He must write a report about his pilgrimage.&lt;br /&gt;
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Training the sentinels: The Templar Brothers will take turns in receiving the title Sentinel Overseer [SO] and as the Sentinel Overseer the Templar will have to train the sentinels by finding creatures that will require teamwork for them to best, or train them in the use of swordplay against each other.&lt;br /&gt;
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Training the squire: The Templar Brother must ensure that his squire will be trained properly and knows how to defend himself. He must find the creatures that his squire has trouble besting and make him fight them until he does not have trouble with it anymore. He must also teach his squire to be quiet, obedient and chaste, as well as lecturing him in history and things of philosophical value.&lt;br /&gt;
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Crusade: Before going on a crusade the Templar must ensure that he has the blessing of the lord and ask him in a prayer. Then he must find at least two other Templars that are willing to undertake such a venture. Then he must ask the bishop if he may undertake the venture. The bishop must ask the preceptor if the Templars are well enough fighters and then he will grant them permission to seek support with the Templar Overseers. The Overseers will not grant the permission by the knowledge of the fighting skills of the Templars but their wits and their intelligence. The Templars taking the crusade must be interrogated and must argument for their wish of going on the crusade. If the Overseers find them worthy permission is granted and they will received the cloth cross to paste on their surcoat [CR].&lt;br /&gt;
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Then they must send out a squire to survey the area and find the source of evil that they have vowed to undertake. After two days have passed they may make the first attack. Find the Drow and attack them after saying: &amp;quot;You are accused of being Drow and having performed acts of heresy and witchcraft against the people of Britannia. How do you plead?&amp;quot; When they have received the answer, they will be judged &amp;quot;Guilty!&amp;quot; and then they may be attacked. After the first attack they do not need to accuse them anymore, but may attack them on sight. They will have to make at least five attacks, and should they fail and be knocked every time they must return to their church.&lt;br /&gt;
The crusade must be going for at least 20 days, and then they may return. When they return they must write an additional report on their works and how it fared.&lt;br /&gt;
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Witch-hunting: When a Templar wishes to find the necromancers and the witches of the land he must ask permission of the preceptor and the bishop. Then he will be granted the sign of the witch hunter, [WH], and may commence the work. He may now travel to anywhere without asking permission first, and he must interrogate people if they have heard of anyone using necromancy. If they find any they must write a report to the bishop and the preceptor stating the name of the necromancer and the things he is accused of. When the Bishop and the Preceptor has granted permission, the witch hunter may begin the hunt. When the necromancer is felled he must be chained and taken to the church where an inquisitor will interrogate him and try to cleanse him. The witch hunter must then write a report on the hunt and if the cleansing worked.&lt;br /&gt;
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Gathering money: The church needs money to run, and therefore the Overseers must establish hunts to certain dungeons to try and raise funds for the church.&lt;br /&gt;
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Diplomatic meetings: The church needs to be political active, and therefore the templars must travel to different Order factions and find out how it fares, and if any help can be provided with the problems that are at hand.&lt;br /&gt;
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Building missions: The Overseers must also be able to find things to the templars to do. Missions, tasks, duties. It falls to the overseers to develop a great deal of tasks so that the church continues to work.&lt;br /&gt;
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== Introduction to the Clergy ==&lt;br /&gt;
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The Clergy – Introduction&lt;br /&gt;
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The Clergy consists of monks and priests. They are the spiritual guides who study ancient time but also have a good knowledge of the magical arts. They preach peace and tolerance, and shy away from the use of weapons. The priest are used much as diplomats to settle disputes between the city-states, and to promote the religion in all corners of the world. They are headed by the Patriarch, who is the absolute ruler of the Church. A spiritual head who knows his ways. Priests are among the most respected people in Britannia, and not many would dare openly to accuse them, for they have the Order to support them.&lt;br /&gt;
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Most priests have a very peaceful nature, but there are personalities who seem harsh and want to scare the belief into other people, but also many compassionate priests, who want only peace to further their religion.&lt;br /&gt;
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&amp;quot;The way to salvation is not only the ways of the Templars. If you help in bringing the religion to all the unknowing, you shall recieve a great gift and blessing from the lord,&amp;quot;&lt;br /&gt;
- From &amp;quot;Salvation from Within&amp;quot;&lt;br /&gt;
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== Clergy Ranks ==&lt;br /&gt;
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The Clergy - The Ranks&lt;br /&gt;
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Patriarch (1):The absolute ruler over the members of the church. Chosen by the bishops he has the final word in all cases. Has control over the Preceptor.&lt;br /&gt;
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Bishop (1 per city):The leader of the faction. Has absolute authority. May command the Seneschal of his faction in rare cases.&lt;br /&gt;
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Archdeacon (1 per city)The Archdeacon serves as the assistant of the bishop and his deputy. He also administrates the church funds.&lt;br /&gt;
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Priest:The priests are those preaching the words of the lord and the ones taking on assignments as converting people and preaching the words to heathens. They are also diplomats.&lt;br /&gt;
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Monk:Monks are caretakers of the church and those managing the sick. They do tasks as collecting funds for the church and the sick in other cities.&lt;br /&gt;
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Initiate:The initiates have just joined the church and are ready to read books and study the words of the lord. Their work is to travel the world learning about people and writing reports of the religions of other cities&lt;br /&gt;
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________________________________________&lt;br /&gt;
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Initiate – An initiate is new to the order and must be quick to learn the ways of the lord. They are bound to their church and may not leave without permission from the Archdeacon or the bishop. They will have tasks as writing books, reading books but also doing a pilgrimage to the eight shrines.&lt;br /&gt;
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To be promoted as an initiate one must have:&lt;br /&gt;
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• Done the Pilgrimage of the Eight Graces and written a report about it&lt;br /&gt;
•Written a book over a given subject and been noted for it&lt;br /&gt;
•Attended to at least 1 Tax collection and written a report about it&lt;br /&gt;
&lt;br /&gt;
When these things are fulfilled the Initiate is eligible as a Monk. The promotion happens during a ceremony where the initiate will receive his robe and go through the Ritual of the Monk.&lt;br /&gt;
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&amp;quot;To thee Lord, I give my heart and my thoughts. My every step in life will be guided by your wisdom and not without thought of your teachings. I swear to uphold the truth. I swear to always love and I swear to always be brave enough to protect my faith. I hereby vow to live in chastity, obedience and poverty until the end of my days. Deus Vult!&amp;quot;&lt;br /&gt;
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Monk – The monks are working men that are wise and have knowledge of the ways of the lord and the world. They have many tasks such as taking care of the church but also delivering food or messages to other churches around the world.&lt;br /&gt;
To be promoted as a monk one must have:&lt;br /&gt;
&lt;br /&gt;
•Done the Pilgrimage of the Four Preachings and written a report about it&lt;br /&gt;
•Lectured the Church Sentinels in history at least twice and written a report on the subject.&lt;br /&gt;
•Have knowledge enough of magic to perform the Greater Healing spell and the Arch Cure spell.&lt;br /&gt;
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When these things are fulfilled the Monk is eligible as Priest. The promotion happens during a ceremony where the monk will receive his priest robe and go through the Priesthood Ritual.&lt;br /&gt;
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&amp;quot;I will always fight to teach the lessons of you my lord, to other than those bowing before you. I will always strive to seek the truth in the virtues and your teachings, and I will always be at your mercy. I swear to help the sick and heal the wounded, as will as teach the younger of your words, so that they may see the same light as me. Deus Vult!&amp;quot;&lt;br /&gt;
The bishop or archdeacon will then hand the priest his new robe and bless him.&lt;br /&gt;
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Priest – Priests are the knowledgeable members of the church. They are well educated and have the proper authorization to command the initiates and monks about. They have many small tasks but also bigger ones as holding mass or staying in other cities for longer time.&lt;br /&gt;
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To be promoted as a priest one must have:&lt;br /&gt;
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•Lead 6 masses and written a report about the subject of each.&lt;br /&gt;
•Attended to at least 4 diplomatic travels and written a report about each&lt;br /&gt;
•Been a field medic at least 3 times for the militia or the Templars&lt;br /&gt;
•Been a missionary at least 2 times in his career&lt;br /&gt;
•Written at least two books in his career&lt;br /&gt;
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When these things are fulfilled the Priest is eligible as Archdeacon. If the post as Archdeacon is free the priest can get promoted, but if it is not, he must wait. When the post is free the priest must first be accepted by the bishop, then the other priests must also accept him as the new Archdeacon. When this has happened he will go through the Ritual of the Deaconate.&lt;br /&gt;
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&amp;quot;Thou art my only light, Lord. My only faith and my only thought. To thee I give everything I have owned, and I pledge myself to serve for an even greater cause now than before. I will continue to serve as a rightful and pious member of the Church, and will oversee the newcomers and make sure they are well-fit. For I have only the thoughts of a better church in mind. Deus Vult!&amp;quot;&lt;br /&gt;
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Arch Deacon – The archdeacon is the assistant of the bishop. As the archdeacon you will be part of the OOC church council and will have to work on church missions and plots. You will also have to ensure that everyone follows the rules and correct them if they cross the line. IC I think you know what to do as you will have pretty many people asking this and that all the time.&lt;br /&gt;
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The promotion from Arch Deacon to Bishop is, like the Seneschal to Preceptor, very complicated. The acting bishop must step back due to lack of lust or will from the player of the bishop. It is important that the Arch Deacon has to do with everything that the Bishop does, so that he is able to take over, if the Bishop should step back. It is therefore a must that the player of the Arch Deacon has imagination and the lust to create new church missions and plots, and to lead the whole church IC. It is also important that he has the support of the other members of the church, as well as good contacts with other guild masters and persons in other guilds. Only then can he be promoted to Bishop.&lt;br /&gt;
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If there is no need for a new Bishop after 4 months the Arch Deacon will be granted the special title as Cardinal. It is then his obligation to create church missions and plots, as well as act as the church in other RP cities. As a Cardinal it is important that the player spends much time in other cities promoting the church and being &amp;quot;political&amp;quot; active in that city.&lt;br /&gt;
If there should be a need for a bishop and all of the pre-mentioned are in order, the Arch Deacon will go through the Ritual of the Croisier.&lt;br /&gt;
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&amp;quot;I swear to be your unbreakable servant in this place and to lead your great church in war as in peace. I pledge myself to duties unheard of, and tasks to great for the common mind. My heart and soul is always with you, and I will continue to stay in office, until you call me home. Deus Vult!&amp;quot;&lt;br /&gt;
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Bishop - As bishop you head a church faction IC and has a lot of things to do OOC. You will have to work on church missions and plots and will have to write new texts and books for the church, so that we create a church with a lot of meat on it. Else I think you know what to do.&lt;br /&gt;
When a bishop is promoted to Patriarch it happens during a grand ceremony. OOC the bishops and arch deacons have voted for a new leader after having discussed it. Then they plan the ceremony and go through it. All the Cardinals, Bishops and Arch Deacons will stand lined up with the bishops at fore, cardinals behind and arch deacons last, and then the Preceptor will take the Sceptre of the Patriarch, and go to the man who has been chosen. Everyone must then bow to the new Patriarch, and then listen to his first speech.&lt;br /&gt;
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Patriarch - As a the Patriarch you have the complete responsibility for the church. You must make sure that the database of members is up to date, you must answer questions, you must be good at making ideas come to life. The well-being of the church is your responsibility!&lt;br /&gt;
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== Clergy Tasks ==&lt;br /&gt;
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The Clergy – Tasks&lt;br /&gt;
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Writing a book: A member can choose to write his own book. It must be 10 pages long and if it is good he will be noted for it.&lt;br /&gt;
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Pilgrimage of the Eight Graces: When the initiate has written the book and it has been accepted he is ready to travel to the eight shrines in Britannia to pray at them and to seek guidance from the lord. He must make a report on this travel as well as remember to find his own way there and back.&lt;br /&gt;
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Assisting the missionary: When a missionary travels to another city to stay for two weeks he can choose to have an initiate with him. If so it is the job of the initiate to ensure that the missionary gets food water and anything else he asks for. It is important that the initiate learns well from the missionary. This task will give a promotion if the initiate has done the tasks before this. The initiate must write a report on the work that the missionary did.&lt;br /&gt;
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Collecting church tax: The church will receive gifts from the peasants and the militia as they need money to exist in Britannia. Sometimes it will be the member that is sent to either the militia leader to ask for a contribution or the peasants.&lt;br /&gt;
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Pilgrimage of the Four Preachings: As a monk one must preach the words of the lord other places than in Minoc. The pilgrimage of the four preachings is a trip to the cities of Trinsic, Cove, Yew and Vesper. In each town he must build a shrine from the shrine crates and recite the book: &amp;quot;Salvation from within&amp;quot;. He must write a report of the pilgrimage when he comes home.&lt;br /&gt;
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Lecturing: The church sentinels need to learn the history of the avatar and it is the monks that will teach them this in classes of history. They will need to study for it and to be good at giving the information to the eager sentinels.&lt;br /&gt;
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Missionary: The monks and above can choose to become a missionary for two weeks. With the bishop's accept they will be given a certain city and must then hold at least 5 preachings on the street with people there. When the monk comes home he must write a report on it and how it fared. He must not return until the two weeks has expired.&lt;br /&gt;
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Mass: Once in a while the priest will be chosen to hold the next mass. He will then have to find the theme and prepare for it and then hold it. When it is done he will have to make a report of how much tithe was given and what the reaction of the people was afterwards.&lt;br /&gt;
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Study of magic: Monks and above must study the arts of magic to understand the fundamentals in the world and how it has all been built up.&lt;br /&gt;
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Diplomatic travels: A priest can be issued to travel to another church and stay there for a longer period of time. Sometimes aiding the church in their tasks. He must then make a report of it with description of what he did.&lt;br /&gt;
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Inquisitor: A priest can ask acceptance from the bishop to become an inquisitor. An inquisitor is the cleanser of evil, the spymaster of the church. He has the authorization to travel around the world to find evil, and he will have to work close together with any witch hunter there is. Every time he comes across a heretic the heretic must be caught by one of the Templars and then interrogated at the church cells. He must then write a report on the interrogation and if he succeeded in cleansing the heretic. The inquisitor will also have to investigate if there has been any heretic actions inside Minoc, and aid the churches elsewhere in their work.&lt;br /&gt;
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Field medic: When the militia goes to war or an ally is in need of help in a battle, the bishop can issue a priest to go help heal the wounded and tend to those barely surviving. Also to make sure the dead gets a proper blessing before they are descended into the earth.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Avatarian_Faith_Compendium&amp;diff=66565</id>
		<title>Atlantic:Avatarian Faith Compendium</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Avatarian_Faith_Compendium&amp;diff=66565"/>
				<updated>2016-02-24T01:26:13Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: Avatarian Faith Compendium&lt;/p&gt;
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&lt;div&gt;== Avatarian Faith Compendium ==&lt;br /&gt;
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== The Creation ==&lt;br /&gt;
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Before time there were only chaos. Then it happened... the Birth.&lt;br /&gt;
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The Lord was born as cosmos from chaos, and came with order and peace. The world he created from his own being, but because chaos was the founder of everything, it was enslaved in the world of Sosaria.&lt;br /&gt;
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With time the Lord grew weary of the everlasting cycle of the earth, and he created the Sun. He created it from his own heart, so that his love would always shine down on earth. He then created five beings to care take the earth. They were Hydros, archangel of the sea and caretaker of the waters of the earth; Pyros, archangel of the fires of earth and caretaker of the volcanoes and the burning fire of everything; Stratos, archangel of the winds and weather and caretaker of the cycle of life; Lythos, archangel of the earth and caretaker of the dead and buried. And last, Lucius, archangel of Light and the world. He was to protect the world from all evil and to be the leader of the archangels. He was the wisest and most clever of them, and the diamond of the Lord. The Lord had in him enslaved the feelings of truth, love and courage.&lt;br /&gt;
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In time, the Lord grew weary and wanted more. He created the first beings to inhabit earth. They were the Sosarians. He created two different sorts - A male and a female. Over time, the Lord, came to love the spontaneous acts of the Sosarians, and liked them even more than Lucius. This did not fall in Lucius' taste, and so he plotted out an elaborate plan to defile the Sosarians. With tears running down his face he yelled at the Lord:&lt;br /&gt;
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&amp;quot;I will no longer serve you! For I am TIRED of your meaningless words and empty promises! Your love for me as expired, and you love your precious animals more! So now I will leave you and I hope you remember! THAT EVEN WHY YOU CREATED US FIRST! YOU LOVED THEM MORE!&amp;quot;&lt;br /&gt;
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With these words he fled into the wilderness and hid in the shadows. He was gone for many thousands of years, and in this time, the Sosarians evolved and became two different races. The Humans and the Elves. The inhabited the world as brothers and sisters, and were united under the guidance of the Lord. One day they were visited by a new species. The Dwarves. They came out from the woods with the looks of the animals called apes. The Dwarves inherited a love for the mountains and the shadows, which they had lived under for so many years. They began building cities in the mountains, and dug deep into the world. They created many pretty things, and they were proud of them. A thing the Lord did not take a liking too. One day the Dwarves' greed had gone too far. They had dug to the very depths of earth and had come to a realm unknown to them. Down there they found creatures never seen before, but they had a very good resemblance to the elves. It was the Abyss, that they had found, the kingdom of Lucius. When the creatures of the depths saw the Dwarves they were frightened, and told their master. Lucius was enraged that someone frightened his beloved beings, so he taught his minions to create weapons and armour of the metals of earth. The Dwarves, quick to learn, used the same skills to create their own, but without any use. The minions of Lucius were strong and many. The Dwarves were killed and their cities were burned. Only a few survived and lived on to tell about how to create weapons to the elves and humans.&lt;br /&gt;
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In that way the first war of the world began. The minions of Lucius spread across the land and destroyed the cities and towns that the elves and humans had created. When the truth met the light, Lucius had captured many elves and defiled them into forms before unknown. There were two. Orcs and Drow. The Orcs were strong and fierce and were brutal in their ways, while the Drow were evil and cunning and used poison and wicked magic as their weapon. Because the Humans saw that it was the Elves that had been defiled and not them, they halted their alliance with them, and fled from the war, leaving the elves alone. Because the Orcs and Drow were created from elves, they inherited a hatred to them, and so they began an onslaught of the elves. It would have been a disaster if the Lord had not stepped in. With a mighty rage he gave the archangels order to let loose their powers, and so the world erupted into chaos. It rained constantly and the wind smashed houses and pulled up trees. The volcanoes erupted and burned everything in their path, and earthquakes constantly made the earth form great chasms and many died.&lt;br /&gt;
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When the storms settled and peace came back, many elves, Orcs and Drow had been killed. The Drow, cunning as they were, had pulled back into the depths of the world and closed the doors and had placed the Orcs outside. The humans were the only winners. They had been spared and now came to take over the world, and such it happened that the humans came to rule the world, while the elves were scattered and in many places sought refuge in the forests.&lt;br /&gt;
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The Orcs fled into the mountains and built forts, and some hid in caves ready to attack any trespassers. The Lord was not finished yet, though. With his almighty power he pulled Lucius from the depths of earth, and gave him his punishment:&lt;br /&gt;
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&amp;quot;You are not worthy of this world! And I can see that my beings were not strong enough to withstand your petty manipulations! But instead of freeing you from your obligation to serve me, I will give you a new position! From now on you will be known to the world as The Guardian. Your realm, the Abyss, shall be a place where the dead will be cleansed from their sins, before they will come to my holy kingdom! For only those that can withstand your manipulation will be worthy of my kingdom of heaven! Your realm shall not be accessible from earth, and so your creatures cannot dwell in it, but are forced to live forever on the world, that you have held them from! Your beloved minions must now face an existence without your guidance and without your malicious actions!&amp;quot;&lt;br /&gt;
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And thus he ripped the Abyss from the earth and placed it beyond reach, on a plane only accessible to those dead. The Guardian was sent there to be the caretaker of this realm, and to test the souls who arrived. If he subdued them, he would get to keep them there, in hell where he could use them for nothing, but if not, that soul and ten other souls would be ripped from the abyss and cleansed by the waters of The Holy Kingdom of Heaven, and leave the Guardian there alone. In darkness, where he belonged.&lt;br /&gt;
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And thus was the world of Sosaria created with the planes of the Abyss and the Kingdom of Heaven.&lt;br /&gt;
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== The Troubled Times ==&lt;br /&gt;
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This is the story of the age of troubles. From when the Dwarves discovered the Abyss to the peace descended upon Sosaria after the Great Rage.&lt;br /&gt;
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It all began in a long forgotten dwarven stronghold near the current city of Britain. They dug with their greed for gold and thus they created a hole into a realm unknown to them. It was dark and cold but built with the hand of a master. First they were startled by the looks of this great and magnificent underground realm. They sent in a patrol to secure the borders of this new realm, but were met with the frightened beings that were orcs and drow. These deformed creatures looked with awe upon the newcomers, but were frightened and called for their master.&lt;br /&gt;
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Lucius arrived and slew the dwarven patrol and then he taught the arts of war to his minions. Weapons were made armours crafted and strategies were created. The dwarves looked from their hidings and quickly began to imitate the doings of Orcs and Drow and thus creating their own arms and armour. When the minions of Lucius burst through the hole to the upper realm of Sosaria, the dwarves were taken by surprise. The strong and fierce orcs cut through the ranks of the sturdy but inexperienced dwarves and the drow snuck up behind the dwarven generals and took them out with great skill.&lt;br /&gt;
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The first dwarven fortress was destroyed in a week and the battle cry of the Orcs sounded over the valleys at the foot of the mountain. Here the elves and the humans lived together, but at the cry of the orcs and the sight of fleeing dwarves, they panicked. A few managed to question the dwarves but the first raid by the orcs and drow was fatal. Thousands of humans and elves were slaughtered and they fled south and east.&lt;br /&gt;
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Years passed with more and more raids, the problem for the drow and orcs were the sunlight that they hated, for it was the love of the Lord, and they despised him. Over time the humans and elves learned the secrets of war too, and created good armour and weapons. The humans, with their quick learning, created glorious strategies that the elves and their bravery followed. Rank upon rank they stood quietly and looked at the coming storm of the orcs, and when the shields bashed together the cries of pain and misery awoke in the hearts of men and elves.&lt;br /&gt;
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The human generals created new cities and the war gave them many new skills such as medicine and healing. But the alliance fell at last...&lt;br /&gt;
The human scouts reported that the Orcs and Drow were much alike elves. The Drow especially. The Orcs had the pointy ears and the height of the Elves, while the Drow looked a lot like them in the face. The deception was found. In the years before the war their had been numerous disappearings. It had been Lucius' doing, they could see now.&lt;br /&gt;
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With a rage the humans left the camp and went south where they founded Trinsic, the first city. Trin'Isi-Callion was its original name, meaning: &amp;quot;The Only Light&amp;quot;. The elves put up strong ranks but were beaten by the constant swarm of orcs and drow. And just as the humans prepared the last defense the Lord spoke to his arch-angels:&lt;br /&gt;
&amp;quot;This has enraged me! Let the earth tremble and burn! Let the skies roar and thunder! Let the seas become one with the land and let the filth be washed away!&amp;quot;&lt;br /&gt;
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And so Pyros let the volcanoes of the earth erupt and the ground began to burn. Lythos shook the earth with his mighty hands. Stratos made the wind blow up trees and lightning destroy houses and Hydros let great tidal waves engulf the world.&lt;br /&gt;
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The humans had received warning, and had built many ships. A fleet of 100,000 ships said the stories. Many were destroyed, but most survived the Great Rage. Of the Orcs and Drow nobody know how they survived, but some of them did, and they fled back into the darkness of the world, and then the Lord ripped the Abyss away and punished Lucius.&lt;br /&gt;
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== The Age Legends ==&lt;br /&gt;
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After the Great Rage peace descended upon Sosaria once again. Few elves had survived the Great Rage, and had sought refuge in the forests, when the humans returned from the seas. They were afraid of the Humans now, who were so many and still had hope. The first city, Trinsic, was rebuilt and soon other establishments around Sosaria erupted. The main land of the Humans was Britannia. A piece of land that was very rich. This was the chosen land, the Lord said, here my eyes will rest. And so the people of Britannia found themselves lucky to be the chosen people of the Lord.&lt;br /&gt;
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In the Age of Legends many great wonders happened. It was here that the great cities of Britain, Trinsic and Vesper grew. Great seaports that traded with other lands. It was in these time, that ships sailed from Britannia and to Ilshenar, the Tokuno Islands and other places of Sosaria. Trade grew and prosperity blossomed. Civilization. In time the people of Sosaria came to think of themselves as the lords of the world, and there were wars between humans. It was in these years that the city-states ruled the land, and no one claimed to own Britannia for himself.&lt;br /&gt;
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From unknown a stranger to all arrived. Lord British. He came and became the king of the city he renamed Britain. actually the name &amp;quot;Britannia&amp;quot; was first used when he united all the city-states of the realm to one great alliance of equals.&lt;br /&gt;
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In the last years of the Age of Legends the young Mondain came to power and used the Ruby of Immortality to attack Britannia, but he was thwarted by lord British and disappeared, presumed dead. This ended the Age of Legends, for Mondain was not dead...&lt;br /&gt;
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== The Defiling ==&lt;br /&gt;
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After the Age of Legends the now proclaimed king of all of Britannia, Lord British, settled down and began working on his prospering realm. But from the dark Mondain had changed the Ruby of Immorality into a dark gem. He enslaved Sosaria and orcs, drow, trolls, ogres and other creatures erupted from the earth. At first it was only simple raids that the soldiers of Britannia took care of, but soon it was too great a match for the people. The trade with the empires of Ilshenar and the Tokuno Islands stopped and after seven generations the knowledge of them had almost faded away. The times were dark and the people cried out for help.&lt;br /&gt;
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The generals of Britannia had created a front-line in the deep forest and just south of Trinsic at the swamps. Here there were many of the wandering beasts, but they also raided inside the &amp;quot;safe&amp;quot; area. Villages were burnt and people killed.&lt;br /&gt;
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After a council with the generals and advisers a patrol of the best soldiers were sent into the depths of the north and south to locate the source of this evil. While this happened, murder and riot erupted in Britannia. The once great kingdom had been scorched by evil.&lt;br /&gt;
The patrols discovered the keep of Mondain and learned what he had done, but their attempt to storm the fortress was in vain, and they almost didn't make it back to report. With the new knowledge Lord British went into his own room and began to pray to the Lord.&lt;br /&gt;
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The Lord heard his prayer and decided to take action against the villain...&lt;br /&gt;
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== The Awakening ==&lt;br /&gt;
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The Lord searched the heart of every man in Sosaria, and the one he would use. The name of this stranger is unknown, and where he came from too, but he arrived in Britain without any knowledge of who he was, but he knew that he had a mission. The Stranger wandered the land when he learnt about Mondain. In visions the Lord visited him and gave him more and more information and the Stranger became more and more sure of his mission.&lt;br /&gt;
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One day he found himself before the fortress of Mondain, and he walked in. There he fought Mondain and Shattered the Gem of Immortality.&lt;br /&gt;
The world had been freed. The armies to the north and south won great victories and sent the evils on retreat. The militias cleansed the countryside of the many troll and ogre tribes, but because the gem had not released Sosaria, evil continued to endure, and the trolls and ogres were there to stay.&lt;br /&gt;
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The Stranger was proclaimed an Avatar. The Lord had descended into him with his spirit, and given him the power to defeat Mondain, and now it was not over. The Avatar spoke with Lord British about a new system that would guide the people of Britannia. The Virtues. Lord British agreed that it was a good system and immediately began constructing the shrines in the world. The Avatar went to every city and taught the people the virtues, but because of the different mind of the people of Britannia, they all found one virtue that they liked very much.&lt;br /&gt;
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Thus the Virtues became a new set of rules for the people of Britannia, and the realm prospered once again.&lt;br /&gt;
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In time the Virtues became just a symbol. Not a faith entirely. Each city had found its virtue and followed it like it was the only. Slowly people began loosing the faith and the zeal faded.&lt;br /&gt;
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But the Virtues are never forgotten entirely...&lt;br /&gt;
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== The Basic Beliefs ==&lt;br /&gt;
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The Avatarian Church believes that there is one god. The Higher Being or The Lord. He is above names and can only be titled as The Creator, The Father, The Lord or The Higher Being.&lt;br /&gt;
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Another part of the belief is the Arch-Angels. There are four of them, one for each element of Sosaria, and they are his servants.&lt;br /&gt;
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The Virtues are the guidelines that the mortal men must live by in order to be worthy of the holy kingdom.&lt;br /&gt;
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Avatarians believe that it is sinful to stray from the virtues The more you sin in life the longer you will have to walk in the Abyss when you die. And the longer you stay in the Abyss the more likely you are to fall to the manipulations of the Guardian. Therefore it is important that mortal men learn as much they can during their life, so that they are able to see through the lies of the Guardian. If they follow the Guardian in the Abyss they are lost.&lt;br /&gt;
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Walking the Abyss is like being burnt and frozen in same time. It is many would not be able to stand for long in life, but they are immortal in the Abyss. Therefore the manipulations of the Guardian that he will take away the pains are very tempting, but it will just lead to certain damnation. We must stay true and show the Lord the last great sign of faith, by feeling pain in his name and patiently waiting. Many of monks have trained the art of meditation, believing that this will help in the Abyss to forget the pains.&lt;br /&gt;
It is not possible for anyone other than the Lord or his Avatar to be pure in the virtues, and that is why many see the error that it is impossible to combine all the Virtues at the same time. There is a key, but we will first discover it when we die and come to the kingdom of heaven. The Avatar knew it, but the living men will not.&lt;br /&gt;
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The Avatarian belief can therefore simply be said this way:&lt;br /&gt;
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• Believe in the One God.&lt;br /&gt;
• Follow the virtues (the eight virtues)&lt;br /&gt;
• Know the Guardian's lies&lt;br /&gt;
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The Virtues are the eight virtues of Honor, Valor, Honesty, Justice, Sacrifice, Compassion, Spirituality and Humility.&lt;br /&gt;
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== Individual Membership ==&lt;br /&gt;
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In &amp;quot;The Avatarian Church&amp;quot; we have a thing we call an individual cross-guild community (ICC). Simply put it means that individuals form a community across their guilds. It doesn't matter what guild they are part of, what they will be a part of is the Avatarian community. A bandit from the Crimson Claw could be part of it, as well as a citizen from one of the Trinsic guilds.&lt;br /&gt;
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If your character joins the Avatarian community he will receive a special token that will be the sign of his faith. The token must be bought for 400 gp In-game of the church. When this has happened he will be registered in the church that is nearest to him, and he will receive news from this church and dates of events and masses.&lt;br /&gt;
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Joining individually with characters is important to The Avatarian Church, because it creates a vast and special community unlike any seen before in UO. Here we are talking people from all sorts of guilds with many personalities, but one thing binds them together: They are Avatarians.&lt;br /&gt;
As a non-church member (those not being clergy or order), you will be known under a rank in the church. When you start out you will be a Layman. As a Layman you will have to come to church, pay tithe and be active in the events that come. Known Laymen may receive a special rank as Informant or Tax Collector for the church.&lt;br /&gt;
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It is a secret how you will be promoted from Layman to Church Cousin. What we will say is that it is a good idea to be active and show that you are willing to tithe. Church Cousins will be invited to special parties by the Bishop or even the Patriarch, where they will have the chance to mingle themselves with all the high-born and influential people in the church. Known Church Cousins may receive a special rank as a Dean or Church Trader.&lt;br /&gt;
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You can be promoted once again by being even more active and show a great deal of interest in the church, this new rank is Church Brother. Church Brothers are known faces in more than just their own church. They have talked personally with the Patriarch and have been thanked for their interest in church matters, and their glorious help of course. Church Brothers will have the privilege of being able to lend church funds for what they might need them for. They may also get an escort of Templars, if they have business that require the help of armed defenders. Church Brothers may receive the special rank as Deacon or Ordinator.&lt;br /&gt;
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When Church Brothers have shown them worthy of their rank and even more, and have been helping promoting the church, they might be promoted even further. To Church Official. Officials are people who have some sort of command in the church they are bound to. They may receive specials ranks as High Ordinator or Councilor. Church Officials are the highest ranking non-church members.&lt;br /&gt;
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== Guild Membership ==&lt;br /&gt;
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The Avatarian Church attempts to create an ICC (Individual Cross-guild Community), but they also attempt to create a RGC (Religion-based Guild Community). Simply as it says, we try to put guilds into a community based on them having the same main religion. This is not saying we want to take control of the guilds and create peace on order. During the middle ages the countries were at war too, even though they had the same religion! The Avatarian Church will also have it's disputes over who to have as Patriarch, just as there have been many conflicts over who to have as pope during the middle ages and before.&lt;br /&gt;
Joining with a guild means that:&lt;br /&gt;
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•The Guild will create a Church Faction&lt;br /&gt;
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or&lt;br /&gt;
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•The Guild obligates itself to participate in special church events&lt;br /&gt;
IC this means: The major part of the guild members will be Avatarians, and the guild will either create it's own Church Faction (Build a church, recruit new church people, hold masses). The first choice is mostly a choice for bigger guilds, maybe focused on a city like Yew or Cove, while the second is mainly for guilds wanting to be part of the Avatarian Church and receive special benefits.&lt;br /&gt;
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Creating a church faction means that the guild master must find someone who wants to be bishop in this new church, hopefully also one who can be a seneschal. Then there are a few steps to go through:&lt;br /&gt;
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1.The new bishop must first play with another guild&lt;br /&gt;
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- This means that he must be part of his own guild, but wander around at another church performing tasks and studying to become a bishop IC.&lt;br /&gt;
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2.A church must be built&lt;br /&gt;
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- The High Church Office will provide the new church with additional 60,000 crowns for building the church.&lt;br /&gt;
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3.A detachment of Templars will arrive&lt;br /&gt;
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- When the church has been built a detachment of 1 Templar Overseer, 4 Templar Brothers / Initiates (And squires) and 2 priests will arrive. The Templars will be the armed forces and the priests will be the spiritual guides, until the church has enough members on it's own&lt;br /&gt;
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4.2 Church Sentinels and 1 Initiate must be recruited&lt;br /&gt;
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- Within 1 month at least 2 Church Sentinels and 1 Initiate must be recruited for the church&lt;br /&gt;
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5.The Initiate must reach Priest&lt;br /&gt;
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- Before the detachment can leave the Initiate must reach Priest rank&lt;br /&gt;
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6.The Fund raising&lt;br /&gt;
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- Within 2 months the church must pay a tribute of 70,000 crowns to the High Church Office&lt;br /&gt;
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7.Acceptance&lt;br /&gt;
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- When all of this has been done the High Church Office will accept the new church and it will receive some of the benefits.&lt;br /&gt;
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Obligating your church means you join the Avatarian community as a guild, or organization that has it's main religion as Avatarian. Being part of the community gives you special benefits but there are a few steps to go through:&lt;br /&gt;
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1.Binding to a church faction&lt;br /&gt;
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- The guild must first find the nearest church and then bind themselves to it&lt;br /&gt;
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2.Guild mass&lt;br /&gt;
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- The guild must have a day where many of their members show up at a mass and tithe so that the bishop can see that they are interested.&lt;br /&gt;
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3.Choosing of Church Official&lt;br /&gt;
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- One member from the guild will be promoted to Church Official (OOC) and will be the spokesman of the guild (remember it is not sure that the church IC knows that it is an organization that the Church Official has behind him)&lt;br /&gt;
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4.Tithing&lt;br /&gt;
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- The guild must scrape together 10,000 crowns that will be handed to the Bishop by the Church Official.&lt;br /&gt;
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5.2 Church Brothers&lt;br /&gt;
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- After the tithing the guild may choose two members who will be promoted to Church Brother (OOC) to strengthen the bond&lt;br /&gt;
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6.Acceptance&lt;br /&gt;
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- When all of these things have happened the guild will be accepted as an Avatarian guild (OOC)&lt;br /&gt;
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The benefits are many and can help you a great deal. There are OOC benefits and IC benefits here they are listed:&lt;br /&gt;
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•(OOC) Using the church in plots [Faction / Obligated]&lt;br /&gt;
- The Avatarian Church likes plots and quests, and we would like to give our full help to anyone making plots that require assistance. This means that we will help with characters, money, graphic, texts anything you'd like.&lt;br /&gt;
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•(IC) Escorts [Obligated]&lt;br /&gt;
- The obligated guilds may use their Church Official to gain an armed squad of Templars to help them in a certain case. The Official must argument for why he needs them, but they will most likely be accepted because of his position&lt;br /&gt;
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•(IC) Calling Holy Vengeance [Faction]&lt;br /&gt;
- Faction churches may call upon a Holy Vengeance upon a sworn enemy (a person or guild) and the whole Avatarian community will know if this. Many in the community will like to work to climb the ladders, and will most likely seek the enemy out. The enemy of the faction church becomes an enemy of the whole community.&lt;br /&gt;
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•(IC) Influence [Obligated]&lt;br /&gt;
- The obligated guilds may use their Church Official and their two Church Brothers to gain a certain amount of influence within the church matters for a short span of time, choosing a new heading for the church. If they'd like information on something, or want to make sure that a rival disappears, they can use their influence to, maybe, make the church take action.&lt;br /&gt;
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Templar Ranks and Advancement&lt;br /&gt;
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The Order – Ranks&lt;br /&gt;
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I.Templar Preceptor (1):Heads the Templars as the one with absolute authority. May command all. He heads all the Templar Factions.&lt;br /&gt;
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II.Templar Seneschal (1 for each city):Advisor of the Preceptor and Deputy when he is not there. May command all. He heads a simple Templar Faction or is adviser of the preceptor in his main faction.&lt;br /&gt;
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III.Templar Overseer (4 for each city):(The Officers of the Templars. May command Templars, Squires and Sentinels&lt;br /&gt;
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IV.Templar Brother:The bulk of the Templars. Trusted members. May command their squire.&lt;br /&gt;
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V.Templar Initiate:After having served as squire he is now a Templar, but has no squires himself. May command none without authority&lt;br /&gt;
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VI.Squire to xxxx:Having proved themselves pious sentinels are initiated in the order as squires and must serve their master.&lt;br /&gt;
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VII.Church Sentinels:Starters and the new joined members. Must prove themselves pious before a Templar may choose them as his squire. They will not be promoted until a Templar chooses them.&lt;br /&gt;
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I. I. Church Sentinel:&lt;br /&gt;
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Church Sentinel- The Sentinels must protect the church at all times. The church also needs resources for armour, weapons and bandages, the Sentinels can receive a special certificate that allows them to travel to a certain city to buy supplies. They should also make sure the forests are safe and not being harassed by creatures of evil.&lt;br /&gt;
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In order to receive a promotion as a church sentinel one must have:&lt;br /&gt;
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•Done the Pilgrimage of the Eight Graces and written a report about it&lt;br /&gt;
•Attended to at least 3 training sessions&lt;br /&gt;
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When these things are fulfilled the Sentinel is eligible as a squire. The promotion happens during the time when a Templar needs a new squire. The Sentinels line up and the Templar(s) pick their new squire(s). The Church Sentinel must then go through the Squire Ritual:&lt;br /&gt;
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&amp;quot;I hereby vow to live in obedience to my masters. I will follow their orders like were it the orders of the lord. I vow to live in chastity, to lay down my lust for the flesh and stay clean in order to better communicate with the lord. I vow to live in poverty, to reject the mortal lust for riches and give away to those who need it. I receive this sword in honour of my masters, who have a last chosen me as worthy of the path. I promise to take care of it and instead of thinking who to kill, think about who to spare. This is only an instrument to be used against the enemies of the church, and do I use it otherwise, I will be fallen from grace. Deus Vult!&amp;quot;&lt;br /&gt;
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II Church Squire&lt;br /&gt;
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Squires – The squires must help the Templar they are assigned to and must make sure he has what he needs. They must also continue to train their fighting skills as well as learn the lore and history of the Church.&lt;br /&gt;
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In order to receive a promotion as a squire one must have:&lt;br /&gt;
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•Done the Pilgrimage of the Eight Tests and written a report about it&lt;br /&gt;
•Attended to at least 5 training sessions lead by his master and written a report about each&lt;br /&gt;
•Attended to at least 4 history classes and written one report&lt;br /&gt;
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When these things are fulfilled the Squire is eligible as a Templar Initiate. Though here is when the OOC thing happens. It is the call of the master to decide whether a player as absorbed the necessary skills in combat and knowledge of the Avatarian Faith to be able to argument for his faith IC. He should also ensure that the Squire has been completely obedient. The promotion happens in a special mass where the Squire is sworn into duty by doing the Templar Ritual. Only Templar Initiates and above, and the Archdeacon and Bishop may be at this ritual.&lt;br /&gt;
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&amp;quot;From this moment on, I swear to uphold the laws that are set by my order, and to follow them blindly as were they the rules of life. I keep my vows of obedience, chastity and poverty, and will strive to promote the order and do good. I will choose only the worthy as my squires and I will protect these as I want them to protect me. I thank thee, my lord, for giving me the opportunity to serve you like this. I wish I may stay here and fight for you as long as you want, and if you do not find me worthy of heaven, do smite me and burn me forever in eternal hell. I am yours. Deus Vult!&amp;quot;&lt;br /&gt;
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III. Templar Initiate:&lt;br /&gt;
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&lt;br /&gt;
Templar Initiates – An initiate is a Templar that has just been promoted. He must now show that he is worthy to be a Templar before he will be given a squire. He must cleanse the world of evils and show how pious he is.&lt;br /&gt;
&lt;br /&gt;
In order to receive a promotion as a Templar Initiate one must have:&lt;br /&gt;
&lt;br /&gt;
•Done the Pilgrimage of Luna and written a report about it&lt;br /&gt;
•Done the Pilgrimage of Trinsic and written a report about it&lt;br /&gt;
•Done the Pilgrimage of Deceit and written a report about it&lt;br /&gt;
•Completed at least 6 church missions and written a report on each.&lt;br /&gt;
•Written at least 2 reports on events&lt;br /&gt;
•Lead 2 hunts with proper authorization and written a report about each&lt;br /&gt;
&lt;br /&gt;
When these things are fulfilled the Templar Initiate is eligible as a Templar Brother. To be promoted the Templar Initiate must first be asked by the Seneschal or Preceptor if he feels ready to bear the title of Templar Brother. If the Templar Initiate feels ready he will be placed before the court of Templar Overseers, who will then interrogate him in the history of the Avatar and make him argument for the virtues. If they feel he is worthy he will be put before the bishop who will then name him Templar Brother of the Avatarian Templar Order.&lt;br /&gt;
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IV.Templar Brother&lt;br /&gt;
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Templar Brothers – The trusted members of the order and those that will carry out the missions. The Templar Brothers must train their squire and ensure that their equipment is in perfect condition. They must also go amongst the people and ensure that they know the church is present, and they must go on missions to other churches or crusades.&lt;br /&gt;
&lt;br /&gt;
In order to receive a promotion as a Brother one must have:&lt;br /&gt;
&lt;br /&gt;
• Done the Pilgrimage of Devotion and written a report about it&lt;br /&gt;
•Trained at least 3 Squires to Templar Initiate&lt;br /&gt;
• Attended to at least 2 crusades and succeeded in them&lt;br /&gt;
•Lead 6 hunts with proper authorization and written a report about each&lt;br /&gt;
&lt;br /&gt;
When these things are fulfilled the Templar is eligible as Templar Overseer. A promotion will only happen if there is a space for a Templar Overseer. Templar Overseers will stay in that title for 3 months, then they will be granted the special title: Senior Templar Brother. The Templar Brother must be asked by the Preceptor to take the role as an Overseer. When this happens the rest of the Overseers will interrogate him and make sure he knows enough to be an Overseer. The promotion happens during a special ceremony where the Templar Brother is sworn to duty as a Templar Overseer.&lt;br /&gt;
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V. Templar Overseer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Templar Overseers – The Overseers are the commanding Templars. They have the authorization to give orders to any Templar, squire or initiate at all times. They have a number of different assignments including establishing hunts, giving authorization to build shrines, interrogate accused peasants, training the sentinels or doing the Seneschals or Preceptors bidding.&lt;br /&gt;
&lt;br /&gt;
Templar Overseers are promoted in a different way than the other ranks. Here they are chosen from their OOC activity and how much they do to promote the church and keep it active. Of course there will have to be some IC reason that they are promoted and that's fine. Normally they will, after 4 months, be given the title as Senior Templar Brother. They have the same obligations and rights as the Templar Brothers, but they have earned more respect and will not be the first to do the hard work. Senior Templar Brothers are also eligible as Templar Overseers, again, but it is preferred that they maybe instead take on new ways like becoming a witch hunter, or maybe stepping down from the Templar Order and join the Priest order as an Inquisitor.&lt;br /&gt;
&lt;br /&gt;
The promotion happens during a special ceremony where all church members are present. The Templar Overseer is then sworn to duty as a Seneschal during the Seneschal Ritual:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before thee Lord, I kneel today, to swear a holy oath, to lead your brave servants in war, and to accompany our Master in battle as his right hand, and be his protector at all times. I will faithfully fulfill this holy privilege and forever be grateful for your mercy. May the enemies of your great church fall before my sword and word, and may the heathens kneel before this only faith, and be cleansed so that they may experience love and harmony in the after. May the world become a better place for every heathen converted and every heretic killed. May none stand against your church! The future be thy will. Deus Vult!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Overseer is now given a blessing by the bishop and will arise as Templar Seneschal.&lt;br /&gt;
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VI.Templar Seneschal:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Templar Seneschal - As Templar Seneschal you are part of the OOC church council and has to do some OOC work. You will still act as commanding officer in the guild but will have OOC tasks like developing missions, plots and correcting errors. It also falls to you to ensure that everyone follows the rules and correct them if they cross the line. As Seneschal I believe you know what to do IC.&lt;br /&gt;
&lt;br /&gt;
To be raised to Templar Preceptor as a Templar Seneschal means that a new leader of the church must be elected. The player behind the old Preceptor might not have the time or lust to play anymore, and thus a new leader will be appointed. It is important that the Seneschal at all times has to do with everything the Preceptor does, so that he will be ready to take the lead, should the preceptor step back. It is important that the Seneschal is open for ideas and has a good imagination and can invent events and church missions to keep the church active. He should also have good contacts with other guild masters or persons in other guilds, and should be a known person in the RP community. If this is all fulfilled the Templar Overseers, along with the preceptor stepping down, will choose if the Seneschal is ready to take the role as leader of the church. It will be important that there is no doubt, so that the church continues it's existence, no matter the leader. If there is no new preceptor needed after 3 months the Seneschal will become a Senior Templar Brother to make sure that everyone has the chance to be the Seneschal. It is important to note that also Senior Templar Brothers, who have been the Seneschal, are eligible as the preceptor, but the first choice will always be the Seneschal in office.&lt;br /&gt;
&lt;br /&gt;
The promotion IC happens during a ceremony where the bishop blesses the Seneschal and the Seneschal performs the ritual of the preceptor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your will is mine lord! I gratefully take this title upon me. The title no one should be worthy to bear! I swear to lead these brave men, that have chosen you as their lord, into war to spare those that shall be spared and kill those that shall be killed. The blood of heretics will be spilled on the earth be they against your will! For thee, my lord, I accept the holy privilege of being your instrument of war, and I will make sure, that every heathen I come across, will be converted in peace, and be he against it, I will burn the confession into his flesh! So that he may lie in his cell and speak it, until he knows it! Your will be mine! Deus Vult!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
VII. Templar Preceptor:&lt;br /&gt;
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&lt;br /&gt;
Templar Preceptor- What is there to say? As Preceptor you lead the church and must do some OOC work. You have a great deal of things to live up to, not just making missions and plots, but also organizing events like masses or feasts.&lt;br /&gt;
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Templar Special Classes&lt;br /&gt;
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&lt;br /&gt;
There are certain specialties to the Order like Witch hunters, Crusaders, Sentinel Overseers, Senior Templar Brother. They are special titles that will or will not be added to your guild title, depends on what you are, they will not be gone through step by step.&lt;br /&gt;
&lt;br /&gt;
Witch hunter - Witch hunters are Templar Brothers that travel the world to find the necromancers and witches that are against the Avatarian Church. They are fearsome and cold personalities seeking evil and wishing to destroy it. They can appear very harsh and without compassion to many, but their love lies with the Lord and those that follow him.&lt;br /&gt;
&lt;br /&gt;
•Will get a &amp;lt;WH&amp;gt; added to his title (ex. Templar Brother &amp;lt;WH&amp;gt;)&lt;br /&gt;
•Must be of Templar Brother rank&lt;br /&gt;
•Must pass the witch-hunter trial (secret)&lt;br /&gt;
&lt;br /&gt;
Crusader - The Crusaders are Templar Brothers that pick up their swords to cleanse a specific area of evil men. Most commonly used as PvP. The crusaders must be three Templar Brothers in order to get the authorization for the Crusade, and them must argue why they should be sent where they want to go.&lt;br /&gt;
&lt;br /&gt;
•Will get a &amp;lt;CR&amp;gt; added to his title (ex. Templar Brother &amp;lt;CR&amp;gt;)&lt;br /&gt;
•Must be of Templar Brother rank&lt;br /&gt;
•Must place his arguments before the Overseer council&lt;br /&gt;
Sentinel Overseer - The Sentinel Overseer is the one chosen to be the trainer of Sentinels. He will lead the training sessions for the Sentinels, where they will be taught how to fight disciplined and with great skill. It is a title that will be given in turn to all Templar Brothers, and also Templar Overseers. He will be a Sentinel Overseer for one week and may command all sentinels during that week.&lt;br /&gt;
&lt;br /&gt;
•Will get a &amp;lt;SO&amp;gt; added to his title (ex. Templar Brother &amp;lt;SO&amp;gt;)&lt;br /&gt;
•Must be of Templar Brother rank&lt;br /&gt;
•Must be accepted for the task by the Overseer council&lt;br /&gt;
Senior Templar Brother - Those Templar Overseers that after 3 months are not raised to Seneschal will receive the title Senior Templar Brother. Templar Brothers that have been Templar Brothers in 6 months without a promotion to Templar Overseer will also be given the title, and Templar Seneschals that after 3 months have not been promoted to Preceptor will also be given the title. Senior Templar Brothers have the privilege of command. They may order the Sentinels and Squire around. Templar Brothers and Templar Initiates must regard the Seniors as superiors and must call them &amp;quot;Milord&amp;quot; instead of &amp;quot;Brother&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
•Will get a &amp;lt;SEN&amp;gt; added to his title (ex. Templar Brother &amp;lt;SEN&amp;gt;)&lt;br /&gt;
•Must be a Templar Brother not promoted in 6 months or an Overseer or Seneschal not promoted in 3 months&lt;br /&gt;
•Must be accepted as a Senior Templar Brother by the Preceptor.&lt;br /&gt;
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Templar Tasks&lt;br /&gt;
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Escort duty: To protect the ones superior to you. As a Sentinel it means everyone, as a squire it means protecting your own master.&lt;br /&gt;
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Area patrol: Sometimes it will be necessary to go on a patrol in the nearby forest or countryside. There will always be trolls, ogres or other foul beings waiting to attack an unprotected traveler. We must seek these foes and destroy them! If anything happens it will need to be put in a report.&lt;br /&gt;
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Training sessions: Sentinels and Squires must attend to training sessions to become experts at fighting. The Order is a fighting force and so it is important that every members knows how to swing a sword. Sentinels train in groups with a Templar who has been given the title of Sentinel Overseer [SO], while a squire is trained by his master. Sentinels must be recorded by the SO in order to noted for the session, a squire must write a report on every training session he has with his master.&lt;br /&gt;
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Pilgrimage of the Eight Graces: In order to become a squire the sentinels must have done the pilgrimage of the Eight Graces. They must visit every of the eight shrines in Britannia (not Ilshenar) and must have at least two pictures from each shrine. One with the shrine and themselves, one with them reciting the line that are appropriate to the shrine.&lt;br /&gt;
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History classes: The squires must attend to the history lessons of the monks and priests (only church members may come). During the classes they must take notes and when they have been through eight classes they must write a report on it. This is a must to become a Templar Initiate.&lt;br /&gt;
&lt;br /&gt;
Pilgrimage of the Eight Tests: A squire must do a pilgrimage to every shrine in Ilshenar and secure the surrounding area. He must then pray before the ankh and write a report of the pilgrimage with a sketch from each shrine. This is required for a promotion.&lt;br /&gt;
&lt;br /&gt;
Pilgrimage of Luna: A Templar Initiate must do three pilgrimages before he can become a Templar Brother. The Pilgrimage of Luna is a pilgrimage to the city of light. Luna. The initiate must visit the city and walk around the city before venturing out and engaging the creatures of the wild. He must stay in Luna for 2 days and write a report on the trip when he gets home with at least 5 sketches.&lt;br /&gt;
&lt;br /&gt;
Pilgrimage of Trinsic: A Templar Initiate must travel to Trinsic and visit the holy city and see it situation. Bordered by the heretic Kaldorians they are clearly in need of help. He must also stay there for two days at least, and MUST have an audience with the Duke and tell him that the Avatarian Church blessed him for his rule over Trinsic and may his reign prosper. When the initiate returns he must write a report on the trip. During the trip he must not fight with anyone, not even in self defense.&lt;br /&gt;
&lt;br /&gt;
Pilgrimage of Deceit: A Templar Initiate must travel to the cold island in the north and visit the dungeon there. He must then venture in and fight the beasts of the dungeon. He must have a shrine crate with him and build a shrine within the dungeon and hold it for as long as possible. Then he must find a way home. He will be sent there by a portal but must find a way home for himself.&lt;br /&gt;
&lt;br /&gt;
Pilgrimage of Devotion: A pilgrimage that is necessary at the beginning when the Templar Brother receives his rank. He must venture to the four corners of the world and build a shrine in each place. In the Deep Forest of Yew he must venture to the jail and build a shrine outside. In the swamp south of Trinsic he must fight the lizard men and build a shrine. On the cold island of the north he must build a shrine, and last on the fiery island where the dungeon of Hythloth is to the southeast. He must write a report about his pilgrimage.&lt;br /&gt;
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Training the sentinels: The Templar Brothers will take turns in receiving the title Sentinel Overseer [SO] and as the Sentinel Overseer the Templar will have to train the sentinels by finding creatures that will require teamwork for them to best, or train them in the use of swordplay against each other.&lt;br /&gt;
&lt;br /&gt;
Training the squire: The Templar Brother must ensure that his squire will be trained properly and knows how to defend himself. He must find the creatures that his squire has trouble besting and make him fight them until he does not have trouble with it anymore. He must also teach his squire to be quiet, obedient and chaste, as well as lecturing him in history and things of philosophical value.&lt;br /&gt;
&lt;br /&gt;
Crusade: Before going on a crusade the Templar must ensure that he has the blessing of the lord and ask him in a prayer. Then he must find at least two other Templars that are willing to undertake such a venture. Then he must ask the bishop if he may undertake the venture. The bishop must ask the preceptor if the Templars are well enough fighters and then he will grant them permission to seek support with the Templar Overseers. The Overseers will not grant the permission by the knowledge of the fighting skills of the Templars but their wits and their intelligence. The Templars taking the crusade must be interrogated and must argument for their wish of going on the crusade. If the Overseers find them worthy permission is granted and they will received the cloth cross to paste on their surcoat [CR].&lt;br /&gt;
&lt;br /&gt;
Then they must send out a squire to survey the area and find the source of evil that they have vowed to undertake. After two days have passed they may make the first attack. Find the Drow and attack them after saying: &amp;quot;You are accused of being Drow and having performed acts of heresy and witchcraft against the people of Britannia. How do you plead?&amp;quot; When they have received the answer, they will be judged &amp;quot;Guilty!&amp;quot; and then they may be attacked. After the first attack they do not need to accuse them anymore, but may attack them on sight. They will have to make at least five attacks, and should they fail and be knocked every time they must return to their church.&lt;br /&gt;
The crusade must be going for at least 20 days, and then they may return. When they return they must write an additional report on their works and how it fared.&lt;br /&gt;
&lt;br /&gt;
Witch-hunting: When a Templar wishes to find the necromancers and the witches of the land he must ask permission of the preceptor and the bishop. Then he will be granted the sign of the witch hunter, [WH], and may commence the work. He may now travel to anywhere without asking permission first, and he must interrogate people if they have heard of anyone using necromancy. If they find any they must write a report to the bishop and the preceptor stating the name of the necromancer and the things he is accused of. When the Bishop and the Preceptor has granted permission, the witch hunter may begin the hunt. When the necromancer is felled he must be chained and taken to the church where an inquisitor will interrogate him and try to cleanse him. The witch hunter must then write a report on the hunt and if the cleansing worked.&lt;br /&gt;
&lt;br /&gt;
Gathering money: The church needs money to run, and therefore the Overseers must establish hunts to certain dungeons to try and raise funds for the church.&lt;br /&gt;
&lt;br /&gt;
Diplomatic meetings: The church needs to be political active, and therefore the templars must travel to different Order factions and find out how it fares, and if any help can be provided with the problems that are at hand.&lt;br /&gt;
&lt;br /&gt;
Building missions: The Overseers must also be able to find things to the templars to do. Missions, tasks, duties. It falls to the overseers to develop a great deal of tasks so that the church continues to work.&lt;br /&gt;
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&lt;br /&gt;
== Introduction to the Clergy ==&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
The Clergy – Introduction&lt;br /&gt;
&lt;br /&gt;
The Clergy consists of monks and priests. They are the spiritual guides who study ancient time but also have a good knowledge of the magical arts. They preach peace and tolerance, and shy away from the use of weapons. The priest are used much as diplomats to settle disputes between the city-states, and to promote the religion in all corners of the world. They are headed by the Patriarch, who is the absolute ruler of the Church. A spiritual head who knows his ways. Priests are among the most respected people in Britannia, and not many would dare openly to accuse them, for they have the Order to support them.&lt;br /&gt;
&lt;br /&gt;
Most priests have a very peaceful nature, but there are personalities who seem harsh and want to scare the belief into other people, but also many compassionate priests, who want only peace to further their religion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The way to salvation is not only the ways of the Templars. If you help in bringing the religion to all the unknowing, you shall recieve a great gift and blessing from the lord,&amp;quot;&lt;br /&gt;
- From &amp;quot;Salvation from Within&amp;quot;&lt;br /&gt;
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== Clergy Ranks ==&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
The Clergy - The Ranks&lt;br /&gt;
&lt;br /&gt;
Patriarch (1):The absolute ruler over the members of the church. Chosen by the bishops he has the final word in all cases. Has control over the Preceptor.&lt;br /&gt;
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Bishop (1 per city):The leader of the faction. Has absolute authority. May command the Seneschal of his faction in rare cases.&lt;br /&gt;
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Archdeacon (1 per city)The Archdeacon serves as the assistant of the bishop and his deputy. He also administrates the church funds.&lt;br /&gt;
&lt;br /&gt;
Priest:The priests are those preaching the words of the lord and the ones taking on assignments as converting people and preaching the words to heathens. They are also diplomats.&lt;br /&gt;
&lt;br /&gt;
Monk:Monks are caretakers of the church and those managing the sick. They do tasks as collecting funds for the church and the sick in other cities.&lt;br /&gt;
&lt;br /&gt;
Initiate:The initiates have just joined the church and are ready to read books and study the words of the lord. Their work is to travel the world learning about people and writing reports of the religions of other cities&lt;br /&gt;
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________________________________________&lt;br /&gt;
&lt;br /&gt;
Initiate – An initiate is new to the order and must be quick to learn the ways of the lord. They are bound to their church and may not leave without permission from the Archdeacon or the bishop. They will have tasks as writing books, reading books but also doing a pilgrimage to the eight shrines.&lt;br /&gt;
&lt;br /&gt;
To be promoted as an initiate one must have:&lt;br /&gt;
&lt;br /&gt;
• Done the Pilgrimage of the Eight Graces and written a report about it&lt;br /&gt;
•Written a book over a given subject and been noted for it&lt;br /&gt;
•Attended to at least 1 Tax collection and written a report about it&lt;br /&gt;
&lt;br /&gt;
When these things are fulfilled the Initiate is eligible as a Monk. The promotion happens during a ceremony where the initiate will receive his robe and go through the Ritual of the Monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To thee Lord, I give my heart and my thoughts. My every step in life will be guided by your wisdom and not without thought of your teachings. I swear to uphold the truth. I swear to always love and I swear to always be brave enough to protect my faith. I hereby vow to live in chastity, obedience and poverty until the end of my days. Deus Vult!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Monk – The monks are working men that are wise and have knowledge of the ways of the lord and the world. They have many tasks such as taking care of the church but also delivering food or messages to other churches around the world.&lt;br /&gt;
To be promoted as a monk one must have:&lt;br /&gt;
&lt;br /&gt;
•Done the Pilgrimage of the Four Preachings and written a report about it&lt;br /&gt;
•Lectured the Church Sentinels in history at least twice and written a report on the subject.&lt;br /&gt;
•Have knowledge enough of magic to perform the Greater Healing spell and the Arch Cure spell.&lt;br /&gt;
&lt;br /&gt;
When these things are fulfilled the Monk is eligible as Priest. The promotion happens during a ceremony where the monk will receive his priest robe and go through the Priesthood Ritual.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will always fight to teach the lessons of you my lord, to other than those bowing before you. I will always strive to seek the truth in the virtues and your teachings, and I will always be at your mercy. I swear to help the sick and heal the wounded, as will as teach the younger of your words, so that they may see the same light as me. Deus Vult!&amp;quot;&lt;br /&gt;
The bishop or archdeacon will then hand the priest his new robe and bless him.&lt;br /&gt;
&lt;br /&gt;
Priest – Priests are the knowledgeable members of the church. They are well educated and have the proper authorization to command the initiates and monks about. They have many small tasks but also bigger ones as holding mass or staying in other cities for longer time.&lt;br /&gt;
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To be promoted as a priest one must have:&lt;br /&gt;
&lt;br /&gt;
•Lead 6 masses and written a report about the subject of each.&lt;br /&gt;
•Attended to at least 4 diplomatic travels and written a report about each&lt;br /&gt;
•Been a field medic at least 3 times for the militia or the Templars&lt;br /&gt;
•Been a missionary at least 2 times in his career&lt;br /&gt;
•Written at least two books in his career&lt;br /&gt;
&lt;br /&gt;
When these things are fulfilled the Priest is eligible as Archdeacon. If the post as Archdeacon is free the priest can get promoted, but if it is not, he must wait. When the post is free the priest must first be accepted by the bishop, then the other priests must also accept him as the new Archdeacon. When this has happened he will go through the Ritual of the Deaconate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thou art my only light, Lord. My only faith and my only thought. To thee I give everything I have owned, and I pledge myself to serve for an even greater cause now than before. I will continue to serve as a rightful and pious member of the Church, and will oversee the newcomers and make sure they are well-fit. For I have only the thoughts of a better church in mind. Deus Vult!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Arch Deacon – The archdeacon is the assistant of the bishop. As the archdeacon you will be part of the OOC church council and will have to work on church missions and plots. You will also have to ensure that everyone follows the rules and correct them if they cross the line. IC I think you know what to do as you will have pretty many people asking this and that all the time.&lt;br /&gt;
&lt;br /&gt;
The promotion from Arch Deacon to Bishop is, like the Seneschal to Preceptor, very complicated. The acting bishop must step back due to lack of lust or will from the player of the bishop. It is important that the Arch Deacon has to do with everything that the Bishop does, so that he is able to take over, if the Bishop should step back. It is therefore a must that the player of the Arch Deacon has imagination and the lust to create new church missions and plots, and to lead the whole church IC. It is also important that he has the support of the other members of the church, as well as good contacts with other guild masters and persons in other guilds. Only then can he be promoted to Bishop.&lt;br /&gt;
&lt;br /&gt;
If there is no need for a new Bishop after 4 months the Arch Deacon will be granted the special title as Cardinal. It is then his obligation to create church missions and plots, as well as act as the church in other RP cities. As a Cardinal it is important that the player spends much time in other cities promoting the church and being &amp;quot;political&amp;quot; active in that city.&lt;br /&gt;
If there should be a need for a bishop and all of the pre-mentioned are in order, the Arch Deacon will go through the Ritual of the Croisier.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I swear to be your unbreakable servant in this place and to lead your great church in war as in peace. I pledge myself to duties unheard of, and tasks to great for the common mind. My heart and soul is always with you, and I will continue to stay in office, until you call me home. Deus Vult!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bishop - As bishop you head a church faction IC and has a lot of things to do OOC. You will have to work on church missions and plots and will have to write new texts and books for the church, so that we create a church with a lot of meat on it. Else I think you know what to do.&lt;br /&gt;
When a bishop is promoted to Patriarch it happens during a grand ceremony. OOC the bishops and arch deacons have voted for a new leader after having discussed it. Then they plan the ceremony and go through it. All the Cardinals, Bishops and Arch Deacons will stand lined up with the bishops at fore, cardinals behind and arch deacons last, and then the Preceptor will take the Sceptre of the Patriarch, and go to the man who has been chosen. Everyone must then bow to the new Patriarch, and then listen to his first speech.&lt;br /&gt;
&lt;br /&gt;
Patriarch - As a the Patriarch you have the complete responsibility for the church. You must make sure that the database of members is up to date, you must answer questions, you must be good at making ideas come to life. The well-being of the church is your responsibility!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clergy Tasks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Clergy – Tasks&lt;br /&gt;
&lt;br /&gt;
Writing a book: A member can choose to write his own book. It must be 10 pages long and if it is good he will be noted for it.&lt;br /&gt;
&lt;br /&gt;
Pilgrimage of the Eight Graces: When the initiate has written the book and it has been accepted he is ready to travel to the eight shrines in Britannia to pray at them and to seek guidance from the lord. He must make a report on this travel as well as remember to find his own way there and back.&lt;br /&gt;
&lt;br /&gt;
Assisting the missionary: When a missionary travels to another city to stay for two weeks he can choose to have an initiate with him. If so it is the job of the initiate to ensure that the missionary gets food water and anything else he asks for. It is important that the initiate learns well from the missionary. This task will give a promotion if the initiate has done the tasks before this. The initiate must write a report on the work that the missionary did.&lt;br /&gt;
&lt;br /&gt;
Collecting church tax: The church will receive gifts from the peasants and the militia as they need money to exist in Britannia. Sometimes it will be the member that is sent to either the militia leader to ask for a contribution or the peasants.&lt;br /&gt;
&lt;br /&gt;
Pilgrimage of the Four Preachings: As a monk one must preach the words of the lord other places than in Minoc. The pilgrimage of the four preachings is a trip to the cities of Trinsic, Cove, Yew and Vesper. In each town he must build a shrine from the shrine crates and recite the book: &amp;quot;Salvation from within&amp;quot;. He must write a report of the pilgrimage when he comes home.&lt;br /&gt;
&lt;br /&gt;
Lecturing: The church sentinels need to learn the history of the avatar and it is the monks that will teach them this in classes of history. They will need to study for it and to be good at giving the information to the eager sentinels.&lt;br /&gt;
&lt;br /&gt;
Missionary: The monks and above can choose to become a missionary for two weeks. With the bishop's accept they will be given a certain city and must then hold at least 5 preachings on the street with people there. When the monk comes home he must write a report on it and how it fared. He must not return until the two weeks has expired.&lt;br /&gt;
&lt;br /&gt;
Mass: Once in a while the priest will be chosen to hold the next mass. He will then have to find the theme and prepare for it and then hold it. When it is done he will have to make a report of how much tithe was given and what the reaction of the people was afterwards.&lt;br /&gt;
&lt;br /&gt;
Study of magic: Monks and above must study the arts of magic to understand the fundamentals in the world and how it has all been built up.&lt;br /&gt;
&lt;br /&gt;
Diplomatic travels: A priest can be issued to travel to another church and stay there for a longer period of time. Sometimes aiding the church in their tasks. He must then make a report of it with description of what he did.&lt;br /&gt;
&lt;br /&gt;
Inquisitor: A priest can ask acceptance from the bishop to become an inquisitor. An inquisitor is the cleanser of evil, the spymaster of the church. He has the authorization to travel around the world to find evil, and he will have to work close together with any witch hunter there is. Every time he comes across a heretic the heretic must be caught by one of the Templars and then interrogated at the church cells. He must then write a report on the interrogation and if he succeeded in cleansing the heretic. The inquisitor will also have to investigate if there has been any heretic actions inside Minoc, and aid the churches elsewhere in their work.&lt;br /&gt;
&lt;br /&gt;
Field medic: When the militia goes to war or an ally is in need of help in a battle, the bishop can issue a priest to go help heal the wounded and tend to those barely surviving. Also to make sure the dead gets a proper blessing before they are descended into the earth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Historical Documents]]&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Atlantic_Timeline&amp;diff=66564</id>
		<title>Atlantic:Atlantic Timeline</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Atlantic_Timeline&amp;diff=66564"/>
				<updated>2016-02-24T01:18:18Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic:Atlantic Timeline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2007 Events==&lt;br /&gt;
&lt;br /&gt;
*Lord Kotare mysteriously returns from the dead.&lt;br /&gt;
&lt;br /&gt;
*Sanctus and Luna declare war on Umbra.&lt;br /&gt;
&lt;br /&gt;
*Stormreaver Orcs presence confirmed. Sanctus no longer delcares war on Moonglow.&lt;br /&gt;
&lt;br /&gt;
*Baron Thrax of Papau initiates a string of lycan hunts in the Papua territory. &lt;br /&gt;
&lt;br /&gt;
*Lich Lord Darrien Church walks the land once more. Summons forth the Daemon Lord Beleth to his aid. Together, they form a new following of Oblivion, The Damned. This serves as a foundation for a second Shadow Conclave, which includes the Stormreaver Orcs, the Zog Cabal, and Umbra. The Wraith Lord Bailos is also freed from his prison.&lt;br /&gt;
&lt;br /&gt;
*Sanctus immediately opposes the new threat, a new alliance of light guilds is formed. The Consensus of Light comprised of Sanctus and Luna, as well as various other good based guilds.&lt;br /&gt;
&lt;br /&gt;
*The princess of Sanctus is killed in a ritual by the Damned.&lt;br /&gt;
&lt;br /&gt;
==2006 Events==&lt;br /&gt;
&lt;br /&gt;
*Stormreaver Orc sightings.&lt;br /&gt;
&lt;br /&gt;
*Molly Kaldhel gives birth.&lt;br /&gt;
&lt;br /&gt;
*Saidhe Skyfire gives birth to twins, boy and girl.&lt;br /&gt;
&lt;br /&gt;
*Molly Willow marries Will Kaldhel in Nujel'm Palace garden, Tram.&lt;br /&gt;
&lt;br /&gt;
*Talon Skyfire marries Saidhe the Pixie.&lt;br /&gt;
&lt;br /&gt;
*Civil unrest occurs over the control of Moonglow.&lt;br /&gt;
&lt;br /&gt;
*Trial of William for his ordered attack on Skara. He is found guilty.&lt;br /&gt;
&lt;br /&gt;
*Several occurrences of attacks and many times body parts are left strewn in various places.&lt;br /&gt;
&lt;br /&gt;
*Reports of a new presence of control in Umbra.&lt;br /&gt;
&lt;br /&gt;
*Empress Rryn and Emporer Tai go their separate ways, dividing the islands of Tokuno.&lt;br /&gt;
&lt;br /&gt;
*Lady Molly is frozen by an unknown enchantment.&lt;br /&gt;
&lt;br /&gt;
*Attack on Queen Wicked Rose, supposedly by a follower of Demon God Oggaroth.&lt;br /&gt;
&lt;br /&gt;
*Penny M'real gives birth to twins, Cecilia and Zanto M'real&lt;br /&gt;
&lt;br /&gt;
*Arrest by Isk of Priest of Oggaroth.&lt;br /&gt;
&lt;br /&gt;
*Due to an error in communication, the Priest of Oggaroth is set free.&lt;br /&gt;
&lt;br /&gt;
*Ghost becoming sighted at various times, some think it resembles the Late Lord Kotare.&lt;br /&gt;
&lt;br /&gt;
*Ritual combining the Virtues and Druids' beliefs performed to free Molly from her frozen sleep.&lt;br /&gt;
&lt;br /&gt;
*Umbrans and Sanctans battle during Regency meeting.&lt;br /&gt;
&lt;br /&gt;
*Lord Isk of Magincia jailed.&lt;br /&gt;
&lt;br /&gt;
*Sanctus declares an open state of war with Moonglow Town Council.&lt;br /&gt;
&lt;br /&gt;
==2005 Events==&lt;br /&gt;
&lt;br /&gt;
*Dark Order dissolves.&lt;br /&gt;
&lt;br /&gt;
*Civil war occurs over the control of Nujel'm.&lt;br /&gt;
&lt;br /&gt;
*Lord Darrien Church, High-Priest of Oblivion is usurped by his former student, Norture with the aid of the Wraith Lord Bailos and is presumed destroyed.&lt;br /&gt;
&lt;br /&gt;
*Order of the Ebon Skull seemingly dissolves.&lt;br /&gt;
&lt;br /&gt;
*Vaen Swiftar falls into Abyss, but returns.&lt;br /&gt;
&lt;br /&gt;
*Stormreaver Orc Clan seemingly dissolves after the death of the last remaining orc, Grig'nag da Mojo.&lt;br /&gt;
&lt;br /&gt;
*Rryn Anayi, Empress of Zento marries Tai Otori...gives birth to triplets (2 girls, 1 boy)&lt;br /&gt;
&lt;br /&gt;
*Grig'nag da Mojo dies.&lt;br /&gt;
&lt;br /&gt;
*Lord Kotare dies.&lt;br /&gt;
&lt;br /&gt;
*Mark Randerstill dies.&lt;br /&gt;
&lt;br /&gt;
*James M'real marries Penny.&lt;br /&gt;
&lt;br /&gt;
==2004 Events==&lt;br /&gt;
&lt;br /&gt;
*A black mist covers Dark Cove, killing all it touches and transforming them into shadow wraiths. The area is almost completely abandoned.&lt;br /&gt;
&lt;br /&gt;
*War in Yew that consists of Yew Liberation Forces, aided by the Legion of Justice and the ALV.  The liberation forces win the war after several battles. The armies defeated were The Stormreaver Orcs and The Dark Order.&lt;br /&gt;
&lt;br /&gt;
*Sanctus taken over by Lord Bailos, the Wraith Lord (OES). Eventually, the town was liberated by a conglomeration of lightbringers, through much secret planning and recruiting. Lord Bailos fled, taking many of the treasures he found within the city with him.&lt;br /&gt;
&lt;br /&gt;
==2003 Events==&lt;br /&gt;
&lt;br /&gt;
*War in Luna.  Dark Order versus Sanctus.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Great War&amp;quot; of Succession (of Britain)- Lord Beleth, the &amp;quot;Daemon Lord&amp;quot;, of OES, crowned himself King of Britain, and as a result the numerous guilds of light, led by the Kingdom of Stormhaven and the Moonglow Town Council who on the eve of the war signed a momentous treaty of alliance after years of conflict banded together (&amp;quot;Grand Coalition of Light&amp;quot;) to depose the upstart king. The dark guilds of evil responded in kind and formed a powerful alliance of their own (&amp;quot;Dark Alliance&amp;quot;) the forces of evil led by OES, ORC and B-H. In the weeks that followed many skirmishes and pitched battles, including a battle at sea were fought in and around the City of Britain and the bitter fighting soon spread to the four corners of Sosaria. More and more guilds began to take sides and enter the struggle and before long they were embroiled in one of the most intense wars in the history of the Atlantic shard. . The war formally ended when the &amp;quot;Daemon Lord&amp;quot; vacated the throne and led his armies out of Britain, the city was liberated but the threat was far from over.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Battle_of_Shadows&amp;diff=66563</id>
		<title>Atlantic:Battle of Shadows</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Battle_of_Shadows&amp;diff=66563"/>
				<updated>2016-02-24T01:13:04Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* A Battle of Shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A Battle of Shadows ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'ell yet again all,&lt;br /&gt;
'ere be some information on the battle against the shadow creatures.&lt;br /&gt;
&lt;br /&gt;
Molly, Galdir, many members of UN, and I where waiting by the shrine of Valor . Molly was wondering if lady Laine would show up though I doubted she would. I told Molly of my theory and she asked us to board the boat. We sailed to a nearby island, and sent those with horses to do some scouting south of the landing area. A few minutes later one of the scouts ran back to the landing site tired and injured. He yelled, &amp;quot;Death elemental!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We all looked to the south and saw a shadowy black elemental heading our way. There were screams of terror as the adventures grabbed their bows, swords, and spell books to prepare for battle. The shadow came up behind the injured scout and crushed the last life out of the poor man. I heard the twang of bows, the canting of mages, and the battle cry of advancing swordsmen.&lt;br /&gt;
&lt;br /&gt;
Most of the mages where to busy healing the the nasty burns and gashes created by the elemental magic and it's deadly touch. Eventually; after a long drawn out battle, the creature was slain slain.&lt;br /&gt;
&lt;br /&gt;
I contacted Xanthar through telepathy to get some reinforcements. A moongate opened and Xanthar jumped through with bow in hand. I turned around to a scary sight, a shadow wrym surrounded by the corpses of melee fighters.&lt;br /&gt;
&lt;br /&gt;
I had all but lost hope when another portal opened. A man on a horse followed by a white wrym stept trough. The tamer pointed his finger at the shadow wrym and said &amp;quot;kill&amp;quot;. There was a large roar as the white and the shadow engaged in combat. Thankfully the shadow wrym was not as strong as the tales said and it was quickly slain by the white wyrm.&lt;br /&gt;
&lt;br /&gt;
As we healed the wounded I heard a scream and turned to see Lilyith Nior knocked off her horse by a shadow ogre and crushed under its feet. Then I spied Xerot the Black walking among the carnage with a lantern. Instead of the bright one is accustomed to, Xerot's latern eminated a darkness which sent fear through us all. I instantly assumed that this artifact of evil must have been the source of the shadow creatures. I pointed my finger at him and muttered Corp Por. The bolt of energy flew from my fingers and directly towards Xerot. Just as it was about to strike the man disappeared and my energy bolt hit an elemental behind him. I advanced to the south with Xanthar and saw boats on the shore.&lt;br /&gt;
&lt;br /&gt;
Men and women dressed in necromantic garbs fought the shadow monsters. A man dressed in black rode up next to me. I looked up at him and said &amp;quot;Smogg Azlian! Fancy meeting you here&amp;quot;. He responded, &amp;quot;Don't worry Blackstafff we have a common emeny old man&amp;quot;. Then he rode off looking for Xerot. Anther opened a gate and members of OSD came flooding through. Even Benin the Barkeep came ready to fight. I countiued to look for Xerot I saw large groups of shadow creatures and adventures battling to the death. I had no luck finding him. Soon the monsters stopped spawning and the fighting settled down. The tired and injured warriors and mages healed and then gated out to retire for the night.&lt;br /&gt;
&lt;br /&gt;
It seems that until we get the shadow lantern and slay Xerot this battle will never be over. I sit in the Wintermoor Medical Archives wondering when this war will continue. I can only hope this stops soon.&lt;br /&gt;
&lt;br /&gt;
'''-Blackstaff Historian of Wintermoor'''&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:Battle_of_Shadows&amp;diff=66562</id>
		<title>Atlantic:Battle of Shadows</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:Battle_of_Shadows&amp;diff=66562"/>
				<updated>2016-02-24T01:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic History: A Battle of Shadows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A Battle of Shadows ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'ell yet again all,&lt;br /&gt;
'ere be some information on the battle against the shadow creatures.&lt;br /&gt;
&lt;br /&gt;
Molly, Galdir, many members of UN, and I where waiting by the shrine of Valor . Molly was wondering if lady Laine would show up though I doubted she would. I told Molly of my theory and she asked us to board the boat. We sailed to a nearby island, and sent those with horses to do some scouting south of the landing area. A few minutes later one of the scouts ran back to the landing site tired and injured. He yelled, &amp;quot;Death elemental!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We all looked to the south and saw a shadowy black elemental heading our way. There were screams of terror as the adventures grabbed their bows, swords, and spell books to prepare for battle. The shadow came up behind the injured scout and crushed the last life out of the poor man. I heard the twang of bows, the canting of mages, and the battle cry of advancing swordsmen.&lt;br /&gt;
&lt;br /&gt;
Most of the mages where to busy healing the the nasty burns and gashes created by the elemental magic and it's deadly touch. Eventually; after a long drawn out battle, the creature was slain slain.&lt;br /&gt;
&lt;br /&gt;
I contacted Xanthar through telepathy to get some reinforcements. A moongate opened and Xanthar jumped through with bow in hand. I turned around to a scary sight, a shadow wrym surrounded by the corpses of melee fighters.&lt;br /&gt;
&lt;br /&gt;
I had all but lost hope when another portal opened. A man on a horse followed by a white wrym stept trough. The tamer pointed his finger at the shadow wrym and said &amp;quot;kill&amp;quot;. There was a large roar as the white and the shadow engaged in combat. Thankfully the shadow wrym was not as strong as the tales said and it was quickly slain by the white wyrm.&lt;br /&gt;
&lt;br /&gt;
As we healed the wounded I heard a scream and turned to see Lilyith Nior knocked off her horse by a shadow ogre and crushed under its feet. Then I spied Xerot the Black walking among the carnage with a lantern. Instead of the bright one is accustomed to, Xerot's latern eminated a darkness which sent fear through us all. I instantly assumed that this artifact of evil must have been the source of the shadow creatures. I pointed my finger at him and muttered Corp Por. The bolt of energy flew from my fingers and directly towards Xerot. Just as it was about to strike the man disappeared and my energy bolt hit an elemental behind him. I advanced to the south with Xanthar and saw boats on the shore.&lt;br /&gt;
&lt;br /&gt;
Men and women dressed in necromantic garbs fought the shadow monsters. A man dressed in black rode up next to me. I looked up at him and said &amp;quot;Smogg Azlian! Fancy meeting you here&amp;quot;. He responded, &amp;quot;Don't worry Blackstafff we have a common emeny old man&amp;quot;. Then he rode off looking for Xerot. Anther opened a gate and members of OSD came flooding through. Even Benin the Barkeep came ready to fight. I countiued to look for Xerot I saw large groups of shadow creatures and adventures battling to the death. I had no luck finding him. Soon the monsters stopped spawning and the fighting settled down. The tired and injured warriors and mages healed and then gated out to retire for the night.&lt;br /&gt;
&lt;br /&gt;
It seems that until we get the shadow lantern and slay Xerot this battle will never be over. I sit in the Wintermoor Medical Archives wondering when this war will continue. I can only hope this stops soon.&lt;br /&gt;
&lt;br /&gt;
'''-Blackstaff Historian of Wintermoor'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Historical Documents]]&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:2st_Member_Profiles&amp;diff=66561</id>
		<title>Atlantic:2st Member Profiles</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:2st_Member_Profiles&amp;diff=66561"/>
				<updated>2016-02-24T01:09:42Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic:2st Member Profiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aleph Aeirs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: Guildmaster, Sic Semper Tyrannis&lt;br /&gt;
&lt;br /&gt;
Other Positions held:&lt;br /&gt;
&lt;br /&gt;
·UOSS News Manager,&lt;br /&gt;
&lt;br /&gt;
·Moderator, UOSS Atlantic Forum&lt;br /&gt;
&lt;br /&gt;
·Mayor, The City of Rivendell&lt;br /&gt;
&lt;br /&gt;
·Oracle of Truth, The Heralds of the Awakening&lt;br /&gt;
&lt;br /&gt;
·Founder, The Consensus&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aleph is a kind and generally gentle individual.  Preferring the duties of serving his guild, you are more likely to find him chatting with his guildmates or plotting with his beloved Azrielle, than hunting.  Fiercely loyal to his family and friends, you can expect that if there is trouble, Aleph will be there to confront it.&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;A look at the History of Sic Semper Tyrannis&amp;lt;/b&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;b&amp;gt;How it all Began&lt;br /&gt;
&lt;br /&gt;
by Aleph Aeirs  posted 6/4/99 8:31:08 PM&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was tired. The majority of my time had been spent chopping...and chopping..and chopping. I made bow after bow, carting them back and forth in the hopes of raising some money for needed equipment. After what seemed like ages, I finally made enough to purchase some armor, and I decided I would make my way to Britain. My father had left horses there before his death. I need to claim them soon, or they would be sold in auction at the Britain Stables.&lt;br /&gt;
&lt;br /&gt;
Now mind you, I had tried in the past to make the trek. Only to find myself greeted by foul magics I did not understand, or at the end of a Brigand's steely weapon. But this time, come what may, I was going to Britain.&lt;br /&gt;
&lt;br /&gt;
At this point in my life, I was quite disillusioned with the general populace. Thieves and murderers the lot of them! And as I made my way to Britain, I took a moment to ponder this trip, and what it could bring.&lt;br /&gt;
&lt;br /&gt;
I kid you not friends, it is then that my entire life changed. That moments hesitation opened a door for me that I did not know existed. Because it is then that I met Doglicious.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hail! Are you going to Brit?&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
Now of course I was wary. In this world, someone with the name Doglicious might just as soon pick your pockets than have a kind word for you. But he seemed like a kind sort, and he was going to Britain. And So after a short talk, we made our way to Britain.&lt;br /&gt;
&lt;br /&gt;
It was the beginning of so many adventures (and misadventures!) that I could scarce find the space to write them all down! But each one lives in my memory even to this day. It is through Doglicious that I first met William the Wise. And shorly after, Entropy and Calis. We had so much fun together! Working so hard to save money for the house we dreamed of! The frustration of having losing my gold to a con-man. The decision to move our house to Yew, because the neighborhood outside of Britain was far to rough for us...It makes me chuckle to think of the trouble we used to get into.&lt;br /&gt;
&lt;br /&gt;
Like The time I had to hide in our house for days on end, with all the house items on me, because a pk had stolen our key. Or the time that I lost my dear horses, my father's only gift to me. The constant visits to the healers, the running from murderers, to think, at that time, we were afraid of Ettins!&lt;br /&gt;
&lt;br /&gt;
But after time, we were getting better and better at fighting. The magic that once seemed so alien to me was now something I understood and trained to improve. It was then that Doglicious, Entropy, Calis and I decided to start a guild of our own. Many nights were spent plotting and planning, deciding what we would call it, how we would organize it. It is during this time that the Lovely Veroni and her son Emia joined us. Emia and I would hunt, and I would take Veroni on tours of Yew...But never far! In those days our dear Veroni was happy to chop her wood and make her bows...she wanted nothing to do with hunting (much has changed since, wouldn't you say?)!&lt;br /&gt;
&lt;br /&gt;
And so our guild, our Family was started. It was decided that I would be the Guildmaster, and at the time, I really wasn't sure what that meant. Guildmaster? Leader? No..I wasn't interested in such things. We were all friends, why ruin it with titles and rules and responsibility? But in the end, after lengthy conversations with Doglicious, we decided on the structure you see today.&lt;br /&gt;
&lt;br /&gt;
With each member, SST grows beyond my wildest dreams. See, you must understand that SST was not created to &amp;quot;make a mark on this world&amp;quot; or to &amp;quot;rule&amp;quot; anyone. It was created as a resource for a group of friends, or as Stanic aptly put, &amp;quot;somewhere to call home&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
John, Stanic, Tia, DeathStrike, and Whisper, you may not have been here when this all began, but you are just as important to this guild as any of us. The real magic happened as each of you found your way here. This is our place friends, our safe haven. The beauty of it all, is that you make it so. The guild is a reflection of the people who belong, if it is seen as an organization that is good and kind, honorable and noble, then it is because of the people. The finest people I have ever met, in all my days.&lt;br /&gt;
&lt;br /&gt;
I know that there are others like us, others who are looking for a place to call home, others with a generous spirit and a kind heart. And personally, I cannot wait to meet them. But were our guild to stay this way, forever, I would be happier than words can describe.&lt;br /&gt;
&lt;br /&gt;
Long live the guild and what it stands for!&lt;br /&gt;
&lt;br /&gt;
FRIENDSHIP HONOR TRUST&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aleph Aiers&lt;br /&gt;
Guildmaster, SST&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PS. It was so hard to boil this down! So many stories to tell! I hope that each member takes a moment to write their own story about what SST means to you, what trials and tribulations brought you to us...I certainly enjoy reading them!&lt;br /&gt;
&lt;br /&gt;
== Gromph ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gromph.. a Drow mage coming into this world as a mage with no money for reagents... no money for weapons..and no way to make money, he joined a group of his kin called The house of Duskrynn... this group was a ruthless group of Pks.. thieves and con men… known through brittania for their cruelty with those unlucky enough to cross their paths I soon decided the life of a pk was below me.. so I joined the Lords of Retribution.. Hoping to bring my ex guild and any other pks to justice... But I learned quickly that an Anti-Pk is still&lt;br /&gt;
a murderer and just as heartless... Killing anyone gray for fun. With a small band of close friends Geoff.. Xeveous.. Leif.. Glen.. Aristotles.. and Green arrow  I started The Silver Dragon Guild... SDG grew fast adding many people.. we were a great band of hunters and friends who knew each others movements and worked well together.. but.. as the guild grew.. our mood Darkened..  We decided we were sick of pks and people in our Woods and became  the Death knights of The Dark Forrest... we killed those  that sought to come through our forest  for we believe we owned it... but.. not to long after i met a Man.. Aleph.. we quickly became friends and soon i was neglecting my guild  for my new found friend and his  family... So... i left my friends and joined 2ST... but i was not alone.. Those who considered themselves my True Friends joined me in SST.. and that is where I have been ever since, happily training people and hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Azrielle Aeirs==&lt;br /&gt;
&lt;br /&gt;
Azrielle's earliest years were rather uneventful.  The only shadow in her life was that her mother had died giving birth to her.  Raised by loving father in the forests South of Yew until her 11th year she knew nothing but happiness and freedom.  She spent most of her days following her father as he hunted in the woods near their home.  All that changed with the death of her father.&lt;br /&gt;
&lt;br /&gt;
For the next several years Azrielle was raised by her uncle.  A kind, well meaning, Vesper merchant the man had no idea how to handle the forest raised young girl angry at the wold for the upheaval of her life.  As the years passed in Vesper Azrielle became increasingly solitary and withdrawn wondering often in the forests outside the city.  It became increasingly common for Azrielle to absent herself from  her uncle's town house for days even weeks at a time.  Then one day late in her 18th year she simply didn't return.&lt;br /&gt;
&lt;br /&gt;
For the next four years Azrielle wandered the forests of Britannia alone and detached from its people.  She would hunt to support herself and spoke to  others only on those rare occasions when it was unavoidable.  Until one day having come again to the forests where she had spent her happiest days Azrielle came across a band of young students, wearing the emblem of the West Yew University, who were out hunting creatures in the woods.  The students invited her to join the hunt and Azrielle made the uncharacteristic decision to follow them.   After a successful hunt Azrielle accompanied the students back to there small school and there met Silver Dryad and was convinced to become a student.&lt;br /&gt;
&lt;br /&gt;
In her studies Azrielle found a fulfilment she had never known but he advancement in the University was hampered by her proclivity for wondering.  Her time now seemed to be divided between solitary reading at the library of the Lyceum and wondering the forests of Yew.  One day many years after having found the school Azrielle was returning from yet another long absence when in the court yard where the University message board can be found she chanced to meet Perianwyr and the Rainbow King.  They told her of Fogwood Village and of Perianwyr's tavern there the place called Serpent's Cross.  After that Azrielle's wanderings would often lead her there.&lt;br /&gt;
&lt;br /&gt;
In the Serpent's Cross Tavern Azrielle met a number of interesting individuals including Windlord who regaled her with stories and remains someone she is fond of.  But her life continued to have little direction and she faltered in her studies.  On one occasion while visiting the tavern she met a strange man named Fire Eyes a paladin of compassion who saw her for the lost soul that she was.  Torn between her father's Elven culture she barely remembered from her childhood and the human culture of virtues she had only ever read of Azrielle agreed to follow the paladin to a nearby shrine.  While meditating there she decided that if she were to truly understand herself she must come to understand the culture of Britannia.&lt;br /&gt;
&lt;br /&gt;
So it was that she returned to her studies with renewed vigor reading voraciously any text she could find and discussing the nature of the virtues with anyone who would listen.  At some point in her studies Azrielle found that she had come to believe deeply in the philosophy of the eight virtues.&lt;br /&gt;
&lt;br /&gt;
It was sometime after this that by pure chance Azrielle met Aleph Aeirs and her life was truly changed forever.  Having just returned to West Yew University after a lengthy sojourn at the Lyceum where at the request of a friend she had been seeking information about a particularly rare text Azrielle lingered at the message board to find out what had passed in the time since her departure.  It can only be fate that she met Aleph for she had intended to retire early that night and had only decided at the last moment to check for news.  As Azrielle stood reading Aleph came by seeking information as to the whereabouts of Silver Dryad.  She explained that Silver had retired for the night and he asked her to relay a message to her that he was seeking help.  Having recently read Aleph's expose on the Order of the Ebon Skull Azrielle took the opportunity to complement him on his skills as an author and they began to speak.&lt;br /&gt;
&lt;br /&gt;
From that moment on Azrielle's life was renewed.  Aleph and Azrielle rapidly became fast friends in Aleph Azrielle found a friend and companion such as she had never known in all her life.  She left West Yew University and began to serve as Diplomatic Consul for Sic Semper Tyrannis.  Among the people of that guild she discovered the family she had been seeking since she lost her own, the love of the person in the realm she admires most and a true understanding of the strength of the virtues.  Not to say she won't still occasionally wonder off on her own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Molly ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: Knight's Lady&lt;br /&gt;
&lt;br /&gt;
Position held:&lt;br /&gt;
&lt;br /&gt;
·Member, Sic Semper Tyrannis&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Molly lends her event planning skills to Sic Semper Tyrannis.  Even keeled and quick to laugh, she handles stress and friction well.  We depend on Molly to coordinate our special hunts and contests, a job that she does quite well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enyao ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: Vice Guildmaster&lt;br /&gt;
&lt;br /&gt;
Position held:&lt;br /&gt;
&lt;br /&gt;
·Vice Guildmaster&lt;br /&gt;
&lt;br /&gt;
·Sage of Sacrifice, Heralds of the Awakening&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enyao is the backbone of Sic Semper Tyrannis. He cares deeply for his guildmates, and takes great pains to assure they are supported in every way he can.  A man of principles and superlative leadership skills, Sic Semper Tyrannis' success can be directly attributed to his work with the guild. &lt;br /&gt;
&lt;br /&gt;
== Miner ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: Grandmaster Smith&lt;br /&gt;
&lt;br /&gt;
Position held:&lt;br /&gt;
&lt;br /&gt;
·Member Emeritus, Sic Semper Tyrannis&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Miner is the Blacksmith of Sic Semper Tyrannis.  His finely crafted armor is not the only benefit, as a charter member of SST, he has offered his skills and resources for the betterment of our organization.  Truly, without his help, advice and input, Sic Semper Tyrannis would not be where we are today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Doglicious ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: Mano Dei&lt;br /&gt;
&lt;br /&gt;
Position held:&lt;br /&gt;
&lt;br /&gt;
·Founder, Sic Semper Tyrannis High Council&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doglicious was one of the founding members of Sic Semper Tyrannis.  He worked diligently with Aleph Aeirs to create the foundation of Sic Semper Tyrannis.  An accomplished fighter, he is renowned for his battle skills.  As one of the founding fathers of Sic Semper Tyrannis, Doglicious has some rather amusing stories of the dawn of our family. And much to the chagrin of Aleph, he is more than happy to share a tale or two from our humble beginnings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enigma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: Member&lt;br /&gt;
&lt;br /&gt;
Position held:&lt;br /&gt;
&lt;br /&gt;
·Member, Sic Semper Tyrannis&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enigma provides his leadership and superior PvP skills in tandem as General of Sic Semper Tyrannis.  A kind hearted man, he is not however afraid to use force when it is absolutely necessary.   Enigma is respected far and wide as a man of honor and integrity.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tia ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: GM Healer&lt;br /&gt;
&lt;br /&gt;
Position held:&lt;br /&gt;
&lt;br /&gt;
·Member, Sic Semper Tyrannis&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tia is kind and considerate, and acts as the conscience of our little group.  Her thoughtfulness has added quite a bit to Sic Semper Tyrannis, forcing us to think about our decisions and their effects on everyone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tia the Stitcher&lt;br /&gt;
&lt;br /&gt;
Tia's Story, as Posted on the Message Board&lt;br /&gt;
&lt;br /&gt;
SST and I (Tia's story)&lt;br /&gt;
by Tia TS  posted 6/7/99 9:56:10 PM&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was born in a poor family. We had no place to call home, no money, nor food. My father somehow heard about those who became rich being a tailor. I was a hope of my family. I was born to be a tailor, to bring gold to our family, so that we didn't starve.&lt;br /&gt;
It's not that I didn't like tailoring. I loved each stitch I made. I felt so high when I could make high-quality robes. Yet, soon I realized that my skill was not raising. Somebody told me that I need to use hides to raise my skill, if I were to aim for the best tailor in the land.&lt;br /&gt;
&lt;br /&gt;
I started to hunt animals. Being as timid as a rabbit, I always ran away whenver I saw a shadow of a monster or a person. Even a cry of a mongbat was enough to freeze my blood with terror. I kept hunting animals. Days after days, I brought a sewing kit to a field, and stitched.&lt;br /&gt;
&lt;br /&gt;
One day, I fought with a mongbat. To my surprise, it was that foul creature which fell to the ground. Although it brought nothing to me, I was all excited by the fact that I could fight with a monster. Soon after that, I found myself looking for a monster. Orc and Ettin were my enemies. I used all of my&lt;br /&gt;
After I found that those brigands in the camp aren't too tough, I frequently visited the camp to get some gold. I started to talk to people, if just saying &amp;quot;Hail&amp;quot; was considered as talking. Strangers were still scary to me, yet I realized that if I don't open my heart, nobody will open their heart.&lt;br /&gt;
&lt;br /&gt;
I must say that I was quite lucky when John asked me to join his party before being killed by someone. That was my first time to hunt with others. My first time to have fun with others in Britannia. Although his cry for blood chilled my spine, he was honorable. During the hunt, I easily died in the middle of monsters. To my surprise, they kept all of my belongings. Not the value of the stuff I was carrying, but their spirit moved my heart. A week after, John to me to my first dungeon crawl. He taught me how to fight with monsters in group (I'm still learning.)&lt;br /&gt;
&lt;br /&gt;
It took me a while to meet other members of SST, yet it was worth waiting. Now I have a place I can call &amp;quot;home.&amp;quot; Found a family that I live for, and die for.&lt;br /&gt;
&lt;br /&gt;
Tia the Stitcher is here to serve you. That's the only thing I can do for the blessing I receive from SST.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HHH ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: Member&lt;br /&gt;
&lt;br /&gt;
Position held:&lt;br /&gt;
&lt;br /&gt;
·Member, Sic Semper Tyrannis&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HHH is a devoted member of Sic Semper Tyrannis.  A powerful mage, his skills come in quite handy when trouble is brewing.  HHH adds humor and wit to our family, and we are quite pleased to have him on board. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stanic ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: War Wizard&lt;br /&gt;
&lt;br /&gt;
Other Positions held:&lt;br /&gt;
&lt;br /&gt;
·Member, Sic Semper Tyrannis&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stanic is a loyal and trusted friend.  As a member of the High Council, he offers interesting perspectives and honest judgments.&lt;br /&gt;
&lt;br /&gt;
Stanic is especially adept at making friends and connections with merchants across the land.  If you are looking for it, it could be that he has it, or can find it for you!  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== John ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Title: Member&lt;br /&gt;
&lt;br /&gt;
Position held:&lt;br /&gt;
&lt;br /&gt;
·Member, Sic Semper Tyrannis&lt;br /&gt;
&lt;br /&gt;
Email Address:&lt;br /&gt;
&lt;br /&gt;
Home City: The City of Rivendell&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
John was one of Sic Semper Tyrannis' first recruits.  His compassion for others and sense of humor have helped us through many a hard time.  As a member of the High Council, John's input helps us to clarify the effects of our policies and procedures, assuring that our decisions truly incorporate the Virtues.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic:List_of_Unique_Locations&amp;diff=66557</id>
		<title>Atlantic:List of Unique Locations</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic:List_of_Unique_Locations&amp;diff=66557"/>
				<updated>2016-02-22T01:04:00Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Unique Locations added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists unique locations or player establishments on the [[Atlantic]] shard.&lt;br /&gt;
&lt;br /&gt;
==Player Establishments==&lt;br /&gt;
*[[Atlantic:Goodman's Rune Library]]&lt;br /&gt;
*[[Atlantic:Winterbreeze Library]]&lt;br /&gt;
&lt;br /&gt;
==Unique Locations==&lt;br /&gt;
&lt;br /&gt;
'''By Aalia of Winterbreeze, Andrasta of Goodmans, and Lord Goodman himself. Transferred here by Molly of Atlantic.'''&lt;br /&gt;
&lt;br /&gt;
In addition to the luna white box that can be found in Goodman's Rune Library and the shadow black box that can be found in Winterbreeze rune library, the box that contains runes to all unique and historical locations on Atlantic, here is a summary of some of the unique locations on Atlantic, as well as some history:&lt;br /&gt;
&lt;br /&gt;
==Felucca==&lt;br /&gt;
&lt;br /&gt;
'''A Stone with a flame trapped inside (the &amp;quot;blood god&amp;quot; of Stormreavers Orc Clan) 13o 1’N 48o 22’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:Stoneflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Archery Range 67o 52 ‘N 6o2’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:archeryrange.jpg&lt;br /&gt;
&lt;br /&gt;
'''Atlantic Mage Tower Red Gate 48o 53’N 151o 11’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguilde.com/File:magetower.jpg&lt;br /&gt;
&lt;br /&gt;
Mage Tower on Atlantic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tower southwest of the Lycaeum in Felucca. Once the main location for magic users on Atlantic, full of magical effects and items. Several interesting features here including a red moongate south of the tower that transports you outside the arena on Isle of the Avatar. On the roof of the tower is a stone column with flames coming out of it, called &amp;quot;The Eternal Flame of Mages&amp;quot;. Saying &amp;quot;setra&amp;quot; on the roof will transport you inside the arena on Isle of the Avatar. Standing on the pentagram on the first floor transports you to Leiah's Rune Library. There used to be an Annex behind the Tower but its long gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arena 149o 56'S, 126o 38'W'''&lt;br /&gt;
&lt;br /&gt;
this was used for mage battles. A red moongate outside the arena leads to the outside of the Atlantic Mage Tower, while saying &amp;quot;roclaf&amp;quot; from within the arena teleports you to the roof of the AMT. &amp;quot;roclaf&amp;quot; is backwards for &amp;quot;falcor&amp;quot;, who was the Seer that played the character Norab, the AMT's sponsor. There's another sign within the arena that says &amp;quot;This Arena Is Reserved For Seer Event. Thank You. Have A Good Day.&amp;quot; There is a locked down communication crystal outside the arena, which was used to announce fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Defeat 27o 31’N 53o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:blackdefeat.jpg&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Tomb 15o 39’N 13o 25’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:blacktomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Buoy 104o 35’S 143o 43’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:buoy.jpg&lt;br /&gt;
&lt;br /&gt;
'''Christine &amp;amp; Flint 49o 3’N 40o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:christineflint.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were married in UO, and in RL, and ran a large guild. Supposedly one of them left the game, and the other one followed because it wasn't the same for them. Plaque there says &amp;quot;Together Though Separate, Bound Beyond Life, Friend and Companion, Their Love Will Not End&amp;quot;. Tombstones say &amp;quot;In Memory of Christine&amp;quot; &amp;amp; &amp;quot;In Memory of Flint&amp;quot;. Moving to a certain spot on each platform teleports you across a small pond to the other platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claudia Raym’s Cave 119o 32’N 47o 15 E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:claudia.jpg&lt;br /&gt;
&lt;br /&gt;
'''Costume Chest 90o 15’S 5o 29’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:costumechest.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Guild Britain 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:banquethall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Memorial 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:councilmemorial.jpg&lt;br /&gt;
&lt;br /&gt;
'''Cromwell estate 44o 2’N 172o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:cromwellh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dupre’s Camp Felucca 96o 51’S 25o 56’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:duprecamp.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Flame 140o 22’N 55o 11’e'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:eternalflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Flower Grove 124o 44’N 9o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:flowergrove.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Coryn Ironheart 173o 25’N 3o 14’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:corwyngrave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Gerald Tiggins'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:geraldtiggins.jpg&lt;br /&gt;
&lt;br /&gt;
'''House of Norab 50o 0’S 166o34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:house_of_norab.jpg&lt;br /&gt;
&lt;br /&gt;
'''Igloo (Well of Souls in Caina, Old &amp;quot;Order of the Ebon Skull&amp;quot; Guild Town) 125o 36’N 177o 37’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:igloo.jpg&lt;br /&gt;
&lt;br /&gt;
'''Caina'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ironhand Gregory 177o 5’S 10o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ironhandh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Jou’Nar’s Stronghold 96o 9’S 40o 4’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:jounars.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Runelibrary 72o 14'S 32o 3'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:leiahsrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Rune Library on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Loa Village 59o41’N 43o 1’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:loavillage.jpg&lt;br /&gt;
&lt;br /&gt;
'''Marble Temple/Temple of Fate 35o 5’N 8o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:marblecolumn.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tis strange thing happened to me recently. The town criers were telling of a strange temple which should be located in a cove in the mountains north of Britain. After talking to two friends from the honorable Sunset Knights we headed north out of the town of Britain, along the graveyard until we reached the mountains. Sadly, we got separated soon and I was trying to find the place the crier hat spoken of. I worked my way from the western parts of Serpents Spine mountains along and past the small pass leading to the dungeon known as Despise. Soon after going another short distance along the mountain range I was greeted by a band of unfriendly orcs which were soon no more. A small entrance into the mountains was nearby and I already heard battlecries coming from the pass. Quickly I readied my spellbook and awaited the worst as I proceeded inside the mountains. I was greeted by some evil looking black archmages and a great number of heroes fighting these. In the middle of the place marking the dead end of the pass stood what looked like a small temple. There were four pillars in different shades of grey, two braziers and the most amazing sight, a green object looking like a skull that was yelling strange words. I think I heard the phrase &amp;quot;Thy fate has been tested&amp;quot;. Strange words were inscribed on the pillars and as I listened, I heard several people of the crowd chanting them. If I remember right, it were the words &amp;quot;MAL GU OM VARKA TALMA&amp;quot;. I soon had to find out the effect of those words as an uncountable number of undead creatures appeared inside the temple. Luckily these were quickly dealt with by the crowd which seemed to enjoy the ongoing slaughter. The crowd had no time to recover as soon another wave of lzardmen appeared charging everyone in sight. As warrior veterans know, those lizards don't present much of a challenge, so the floor was soon littered with the corpses of the dead, when suddenly huge heaps of gold coins were drawing the attention of everyone. This seemed a deadly trap as just when everybody was grabbing for the gold a ring of blood elementals appeared. If you ever fought one of those creatures residing in the deepest caves of the dungeon Shame you know what that meant. Many a warrior found his death. As my reagent supply was quickly used up, I had to retreat after two of these beasts came chasing after me. When I finally got back to the fight, I found the place empty with just an inscription telling that the place might come to life again when the braziers are alight. When this will happen no one knows. The temple, named Temple of Fate still stands and may be visited by the curious traveller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Moonstar Tomb 43o 26’N 154o 49E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:moonstartomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Moss Covered Rock 100o 43’S 69o 18’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:greenmossrock.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Wedding Chapel 30o 51’N 166o 8’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:nujwed.jpg&lt;br /&gt;
&lt;br /&gt;
'''Occlo Ruins 73o 54’S 158o 12’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ocrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Outdoor Wedding Spot 91o 25’N 0o 4’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:weddingspot.jpg&lt;br /&gt;
&lt;br /&gt;
'''Pirate Island 68o 34’N 66o 43’W'''&lt;br /&gt;
&lt;br /&gt;
'''Pirates Hideaway 117o 9’S 4o 30’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:pirhide.jpg&lt;br /&gt;
&lt;br /&gt;
Saying &amp;quot;payment&amp;quot; at the locked door will teleport you inside&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rivendell 26o 48’S 6o 53’W'''&lt;br /&gt;
&lt;br /&gt;
City of Rivendell on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:rivendellt.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seer’s House 106o 15’S 37o 15’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:seershouse.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Red's Curious Goods building. One of the first Seer locations, it's mostly been cleared out. However, there are a few unique items here. A tree stump with an axe is outside the door. Inside, you will find more place settings at the table, a chest and spinning wheel in the back room, and crafting tools in the last room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Cross Tavern 93o 53’N 23o 37’W'''&lt;br /&gt;
&lt;br /&gt;
Serpent Cross Tavern on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:sctavernc.jpg&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Hold Council 151o 57’S 114o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:serhold.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Knowledge 37o6’N 65o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:treeofknow.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Wisdom 66o 48’N 48o 43’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:treeofwis.jpg&lt;br /&gt;
&lt;br /&gt;
'''United Blacksmiths of Britannia Guildhall 13o 21’S 2o 2’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ubb3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Vesper Museum 57o 56’N 112o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:vespermu.jpg&lt;br /&gt;
&lt;br /&gt;
The Statue of Nostur'yl in the Vesper Museum whom we managed to kill in the courtyard of the Hungry Halfling Tavern in Rivendell (where it sat till the Seers created the Museum to host it along with many other items from quests) thanks to some valiant efforts of Cesspool standing guard over the Obsidian post in Serpent's hold at my request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vespers Counselors Guild 60o 2’N 107o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:vespercoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Wisp’s Columns 6o 51’S 50o 16’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:wispcol.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Council 56o 37’N 49o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewcoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Mill 71o 1’N 53o 55’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewmill.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Town Council 67o 46’N 59o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewtown.jpg&lt;br /&gt;
&lt;br /&gt;
Since it was not mentioned in this thread, the Yew Town Council got one of the NPC houses in Felucca Yew (at that time simply known as Yew) redesigned as a Town Hall with a large meeting table and offices for the Mayor, Chief Justice and Militia Captain. As seen in the image this building also housed the Yew Town Council (YEW) guild stone. While at some point the dynamic objects which had been removed during the redecoration came back, the original decoration still exists and the banners in and outside the building show the purpose of the building when clicked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yew University 31o 23’N 64o49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewuniv.jpg&lt;br /&gt;
&lt;br /&gt;
'''West Yew University on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once possibly the most influential player group on Atlantic, this group of people helped train new users in all manners of UO play long before there were companions or other programs. As such, they received quite a few things to aid them in their work:&lt;br /&gt;
* WYU Boat transport - at the end of the road is a sign and boat. The sign reads: &amp;quot;to cross the river, step onto the boat and say, 'I would like to cross.'&amp;quot; Takes you from (35o 14'N, 58o 21'W) to (36o 12'N, 63o 33'W) and back.&lt;br /&gt;
* Tree of Knowledge - Used to be a silver tree within WYU, placed when the original person who ran WYU, Silver Dryad, departed. Still has it's name (36o 44'N, 66o 9'W)&lt;br /&gt;
* WYU Headquarters - Just outside the guardzone, this small house had a hedge placed around a small courtyard. (31o 27'N, 64o 53'W)&lt;br /&gt;
* WYU Building - Yew Farmhouse, converted to a school house. Outsides is decorated like a stables. Inside, additional books lie scattered on tables. A guildstone for the &amp;quot;House of Desires&amp;quot; resides in the building. (34o 58'N, 64o 45'W)&lt;br /&gt;
* WYU Magic &amp;amp; Tailoring Wing - Yew Farmhouse. The first part of the interior was converted into a magic training area. The back room was made into a tailor training area, full of tailoring equipment. Outside the building, combat and pickpocket dummies allowed fighter and thief training. (33o 23'N, 69o 15'W)&lt;br /&gt;
* WYU Smithing Area - Located one screen west of the WYU HQ, this small area was added to train smiths. (31o 38'N, 65o 52'W)&lt;br /&gt;
&lt;br /&gt;
==Trammel==&lt;br /&gt;
&lt;br /&gt;
'''Trammel'''&lt;br /&gt;
&lt;br /&gt;
'''Adventurer’s Hall 104o 41’N 81o 29’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:advenhall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Architect Foundation Castle 63o 37’S 43o 22’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:archcastle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Bauble Hut 15o 43’S 5o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:baublehut.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Filberto the Tinker&amp;quot; Quest line.&lt;br /&gt;
The books to follow the Quest are on display at the Winterbreeze Library (on the 3rd Floor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Britain Fairgrounds 22o 56’s1o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:britfair.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British Throne Room (Statue, Shields and other Memorials) 0o 11'N 0o 29'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:throne.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British War Room'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:warroom.jpg&lt;br /&gt;
&lt;br /&gt;
'''Companion House 76o 43'S 160o 6'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:comphouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dolphins 160o 50’S 51o 32’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:dolphins.jpg&lt;br /&gt;
&lt;br /&gt;
'''Gerald Tiggins Grave'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:geraldt.jpg&lt;br /&gt;
&lt;br /&gt;
'''Inside Pirate Cave'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:inpirate.jpg&lt;br /&gt;
&lt;br /&gt;
'''Malabelle’s House 19o 36’N 124o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:mallabelle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Massacre House 11o 15’N 132o 33’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:masshouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Armor Stands 43o 41’N 154o 49’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:nustatue.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm’s Music Stands 38o 9” N 170o 0’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:musicstand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ophidian’s Demands’ 54o 18’S 37o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:opidemand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Part of the Ophidian Invasion 2006'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirate Cave Entrance 440 29’N 88o 39’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:piratecave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Prison Cart 42o 32’S 8o 9’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:prisoncart.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 2 34o 17’N 2o 44’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest2.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 3 27o 20’S 15o 49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 4 20o 49’S 12o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest4.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ricardo’s Hideout 97o 28’S 2o 52’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:richide.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
'''Sealed Cave 6o 30’S 38o 57’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:sealcave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Skara Brae Community Center 45o 26’S 48o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:skara.jpg&lt;br /&gt;
&lt;br /&gt;
'''Talking Statues 91o 40’S 22o 4’W'''&lt;br /&gt;
&lt;br /&gt;
'''Tor’s Boots 63o 43’S 35o 47’W'''&lt;br /&gt;
&lt;br /&gt;
'''Treasure Trove 119o 42’S 148o 13’E (gone with old Haven)'''&lt;br /&gt;
&lt;br /&gt;
'''Tuning Fork 5o 12’N 8o 38’E'''&lt;br /&gt;
&lt;br /&gt;
'''Water Prison 14o 45’S 93o 43’E (rune blocked right now)'''&lt;br /&gt;
&lt;br /&gt;
'''Wind Ramparts 49o 19’N 30o 14’E'''&lt;br /&gt;
&lt;br /&gt;
'''Yew Monument 55o 28’N 51o 23’W'''&lt;br /&gt;
&lt;br /&gt;
==Other History==&lt;br /&gt;
&lt;br /&gt;
'''Gargish Dragon shares the following links :'''&lt;br /&gt;
&lt;br /&gt;
The Movement Quest. This was run on Atlantic in August 98 by Seer Little and included a large part which was runnung during 1 week and solving it gave time and place for the final live event. The great report was done by Garulfo.&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/movement/movement.html&lt;br /&gt;
&lt;br /&gt;
'''Seekers of the Wisp and the Conference'''&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/wispconf.html&lt;br /&gt;
&lt;br /&gt;
'''Dragon Quests.''' These were run by the Ultima Dragons, an ancient Ultima fan club (http://www.udic.org), many living in Rivendell.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/xena/ (Stories)&lt;br /&gt;
&lt;br /&gt;
'''The FOA quest on Atlantic.''' Famous was the large group of people guarding chests for several days.&lt;br /&gt;
&lt;br /&gt;
'''The Hulkster fights.''' Starr Long alias Lord Blackthorn remembers this fight&lt;br /&gt;
&lt;br /&gt;
http://www.gamespot.com/features/uosg/dev2.html&lt;br /&gt;
&lt;br /&gt;
'''Green Acres Arena.''' A special arena was construction in &amp;quot;Green Acres&amp;quot;, which later became the Lost Lands. Special monuments allowed player to teleport to the area. Remains of the arena used for the &amp;quot;rematch&amp;quot; actually appeared in the Lost Lands on Europa later.&lt;br /&gt;
&lt;br /&gt;
'''The Yew Town Council.''' This link contains history of the early Council, starting from June 1998 and including Lord British's visit in March 1999.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tc_205.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A lot of Atlantic's history can be found in Town Cryer Articles:'''&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tca_index.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Story of Elysium and the Knights of Sosaria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player town of Elysium was formed in the year 1997 by the Knights of Sosaria. Especially by Lord Wolf and his daughter Lady Nova, the two founders of the KOS. Elysium is just south of where the old ruined town of Paws once stood. Wolf was born in Paws and had witnessed the destruction of it by the Orcs. As he came to age he settled down on the plains north of Trinsic, and formed Elysium. One core of the town was the Wandering Wisp Tavern. Another part was Leia's Rune Library just a few stumbling steps from the away. Soon the town grew bigger as the number of Knights increased and their link to Trinsic was beyond measure. Several members of the KOS became Mayors of Trinsic or at least members of the Trinsic Council of Honor.&lt;br /&gt;
But then came the discovery of Trammel and the lands of Elysium became empty. The Knights, however, placed a large tower and a castle on the same plains. The Tower served as new home for the KOS guildstone, while the tower, more or less in the same spot where Leia's rune library is on Felucca, holds the Elysium Rune Library and the Drunken Dragon Tavern.&lt;br /&gt;
Lord Wolf retired, leaving the guild business first to his friend Lord Breti (the owner of the Tower and the Castle) and later Sir Robert and Lady Arcana became co-Leaders. Those two also became (in the roleplaying scenario, not OSI endorsed) the Duke and the Duchess of Trinsic. Sir Robert took over the Wandering Wisp Tavern as well.&lt;br /&gt;
Lady Arcana is today the Guildmistress of the KOS, Sir Robert had left the guild to start his own and Breti is more or less retired as well. The Knights are now located at Vesper / Trammel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ghosts of Paws ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''By Gwendoly'''&lt;br /&gt;
&lt;br /&gt;
On a sunny Sunday afternoon, I went to Trinsic to attend the Council Meeting. I had heard reports of strange ghosts haunting the lands of late and I hoped to learn more. These ghosts apparently were cursing people and someone even told me that the new town of Elysium was cursed. As my guild had put a lot of time and effort into creating Elysium, I wanted to help in any way I could to remove the curse.&lt;br /&gt;
&lt;br /&gt;
I went to the Trinsic Meeting Hall and found a number of people already there. A few more came in after the meeting began. I counted thirty-one people in all. There was even a seer at the meeting, Seer Nikademus. I found this interesting because I have seen a green-robed seer only once before. The attendees included: Christian of RAV; Lenknat of KOP; Fizban; Magus Draco; Arturius of C^L; Zeromus; Alma Beoulve; several members of the Trinsic Council; some representatives of the Yew Militia; Gargish Dragon, the Mayor of Yew; Dyluck Blade of WYS; Aleph Aeirs of 2ST; and several members of my guild, the Knights of Sosaria.&lt;br /&gt;
&lt;br /&gt;
Orchid, the Mayor of Trinsic, began by telling what she knew of the ghosts and their mysterious messages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was brought to my attention that the strange events we have experienced began not last week, but actually some time before when an oracle of sorts visited Dalriada. He said of some forthcoming troubles he saw between Yew and Trinsic. Recently, as we all know ghosts started appearing - Sir Simon, Belle, etc - carrying messages speaking of curses upon Trinsic because they supposedly did not aid in their time of need. Who's time of need? Apparently The long since destroyed town of Paws. Paws was attacked and destroyed by Orcs long ago, and it is true that Trinsic apparently did not show up in time to prevent it. In fact, only one survivor remained when they finally came. You may recall Crawworth. He was the survivor. Now I know not the reason why it took Trinsic so long to get there. It was long since before my time and there is nothing I could have done to aid. Apparently though, now they want revenge. But why now? What have they waited so long to seek vengeance upon us?&amp;quot;&lt;br /&gt;
&amp;quot;It is the ghosts, of those I assume to be deceased citizens of Paws that want revenge. Last night, I am told they came with a message more frightening than any before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, several people told Orchid of the ghosts who appeared to them last night. Fizban said, &amp;quot;Last night every ghost along with a few new ones appeared before WYU.&amp;quot; SunWolf was also a witness: &amp;quot;Ma'am Mayor, these ghost of some sorts had visited Abbey. Also Serpent Cross Tavern. They stated Trinsic Council will pay for their deeds at the meeting at next sun rise.&amp;quot; &amp;quot;I fear we may be in grave danger, though I am still not sure from what,&amp;quot; replied Orchid.&lt;br /&gt;
&lt;br /&gt;
The discussion continued for some time, when, all of a sudden, I felt a chill behind me. I turned towards the door and saw a ghost walk into the room. His name was Sir Simon. The communication crystals that were set up for the meeting allowed us to understand all of Sir Simon's speech. I faithfully wrote down everything he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In a chest hidden by the best of thieves...this letter shall rest an eternity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin....stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the others...do not know...the truth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they will not....listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they must...have peace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Paws...destroyed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I failed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin...stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they blame...Trinsic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not...listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;and neither...will He&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;follow&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Sir Simon left the room. We all scrambled to follow before we lost sight of him.&lt;br /&gt;
&lt;br /&gt;
Sir Simon led us out of Trinsic and north along the road. We hadn't gone far when he stopped and moaned something. Lenknat interpreted for us: &amp;quot;In Vain I died here.&amp;quot; Sir Simon then continued north aways. He led us east through the woods and stopped at a graveyard near the swamps. He began reading the headstones to us. It quickly became apparent that the people buried here were killed by the orcs that destroyed Paws. This is what he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Belle....daughter...of Samuel...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;child of Paws...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Poor Tremain...guard of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marianne...baker...of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir John...Mayor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Polly...Paws tavernkeep&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley...foolish drunk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;he will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley knows...the way...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek Farley...he lives near&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tessa.....my Lady Tessa&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My lady Tessa...I miss her&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;our son...Crawworth...all dead&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;all gone now&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not rest...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek him&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Simon suddenly disappeared, leaving us to speculate who this Farley person was. Sir Simon said something about him living nearby, so we began to search all the houses in the area for any signs.&lt;br /&gt;
&lt;br /&gt;
We split up into groups to search the area faster. I know not who first found it, but we soon gathered in front of a small wooden house. The sign read: &amp;quot;Farley's Hunting Shack - Go Away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After discussing what to do next, we decide to wait in front of the house in case the owner returned soon.&lt;br /&gt;
&lt;br /&gt;
A strange looking fellow wearing the shiniest plate armor walked up and asked why we were gathered about the house. His name was Stratege. Lady Nova told him that we were waiting for a man called Farley. Stratege told us about someone he met a few weeks back in the woods who was trying to fight off a few ratmen near a chest. Stratege said that he helped kill the ratmen and that the man gave him part of the treasure, 500 gold pieces. He seemed to think that the man was named Farley, but he couldn't be certain. Stratege seemed to be amused by our explanation that we were waiting because a ghost told us to, and he left with the words, &amp;quot;back to smithing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Remembering what Sir Simon said about Farley being a drunk, Orchid went to search the taverns for him. Some of the people in our group left to search other areas. I left for awhile as well.&lt;br /&gt;
&lt;br /&gt;
When I returned to Farley's house, there was still a good-sized group waiting. A few minutes later, Orchid returned from her search of the taverns without having found anything. A discussion began regarding what we learned about the ghosts and Farley, speculation as to who the master thief is, and how all this relates to Trinsic. It was feared that all this was a ruse to get us away from the city and that Trinsic was under attack. Callisto Gabriel rode to Trinsic and returned to report that all was peaceful there.&lt;br /&gt;
&lt;br /&gt;
A few of the people waiting had taken to summoning elementals and sparring with them to practice their skills and help pass the time. While all this was going on, it was almost easy not to notice a small, gray-bearded man walk up from the west. Lady Nova was the first to say, &amp;quot;There he is!&amp;quot; We all turned and were glad to finally see Farley, the Treasure Hunter.&lt;br /&gt;
&lt;br /&gt;
Farley walked up to his house, mumbled under his breath angrily, and said, &amp;quot;Get ye away from me house.&amp;quot; Lady Nova and Orchid tried to ask him some questions, but his reply was, &amp;quot;Ask ye questions to the swamp.&amp;quot; After muttering, &amp;quot;Away from me doorstep,&amp;quot; Farley went inside his house and locked the door behind him. We continued to wait outside his house in case he changed his mind about talking to us. We could hear him drinking.&lt;br /&gt;
&lt;br /&gt;
Some minutes passed before Farley stumbled out onto his doorstep. He muttered, &amp;quot;Ye best be off, fore I get angry.&amp;quot; But we were not so easily shooed. Lenknat asked, &amp;quot;Can you help us?&amp;quot; To which Farley replied, &amp;quot;No one can help ye as no one can help me.&amp;quot; Orchid said, &amp;quot;We need help obtaining a letter sealed in a chest hidden by the best of thieves.&amp;quot; We tried to explain briefly why we were there and asked Farley many questions which he did not answer. Someone mentioned a test, and to this Farley responded: &amp;quot;A test I give thee. No one can best me in the hunt. I shall devise a test. Only I am able to find the treasures that others hide.&amp;quot; He then tried to scare us away with a feeble attempt at magic by muttering, &amp;quot;Corpus Por,&amp;quot; &amp;quot;Corpal Por,&amp;quot; and &amp;quot;Corpy Pory.&amp;quot; This, of course, did not work.&lt;br /&gt;
&lt;br /&gt;
We asked Farley again about the test. He said, &amp;quot;A test I give thee. Ye shant pass test, give up now.&amp;quot; Someone mentioned the ghosts, and Farley muttered, &amp;quot;Evil spirits. The spirits haunt me dreams. I shant have thee cluttering me mind with these lies.&amp;quot; Orchid told him, &amp;quot;We can stop the spirits, but only with your help.&amp;quot; Farley said, &amp;quot;This map I give thee, ye not find treasure,&amp;quot; and then asked who was the leader among us. We told him that it was Mayor Orchid. Farley continued: &amp;quot;Ye not find this treasure, even me unable. If thee finds this treasure, me give what ye ask. Bring to me the completed map along with all gems and drink. If thee do this, me take to fake orc chest.&amp;quot; Orchid replied, &amp;quot;Its a deal.&amp;quot; Farley gave Orchid a tattered treasure map, muttered &amp;quot;Now begone from me hut,&amp;quot; and went back inside to resume his drinking.&lt;br /&gt;
&lt;br /&gt;
We discussed what to do next and how we were going to find a treasure hunter. Lenknat's father, a master cartographer named Maximun, came to see if he could help. Maximun tried to read the map and then announced, &amp;quot;Tis too difficult.&amp;quot; He told us that only a grandmaster cartographer could read the map. From this we knew that it was one of the most difficult types of treasure maps in the lands and that getting the treasure would involve fighting several of the toughest monsters in Britannia.&lt;br /&gt;
&lt;br /&gt;
Several people sent messages via pigeon to friends to help locate a grandmaster cartographer, without any success. It quickly became clear that finding one could take awhile. Several of us went to the Wandering Wisp tavern to discuss the situation further over a good drink. Orchid decided that we should continue our search for a cartographer and return to the Wisp in two hours.&lt;br /&gt;
&lt;br /&gt;
I went home get supplies for the hunt. When I returned to the Wisp, no qualified cartographer had yet been located. Callisto Gabriel soon had a lead and gave the information to Orchid. The Mayor contacted this cartographer, and he agreed to help us. Orchid brought the cartographer, named Cotton Picka of LoT, to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Cotton read the map and told us that the treasure was buried on a small island between Britain and Trinsic. We located two boats and then went to Leiah's Rune Library. A rune was found to a nearby island so that our sailing time would be shorter. We gated to the island and then boarded the boats. Most of the people got on the first boat. I boarded the second boat with a few of my guildmates. We tried to keep up with the first boat, but managed to get lost. I was able to get the coordinates of the first boat via pigeon and then we were on our way again.&lt;br /&gt;
&lt;br /&gt;
When we caught up with the first boat, they were already at the island and the treasure hunt was in progress. The corpses of several monsters lay on the shore. I witnessed the deaths of a lich lord and two elder gazers before the treasure hunt was over. All the loot was gathered, and we then gated back to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Mayor Orchid let each person chose one of the magic items from the loot as a reward for helping with the quest. She then asked us all to meet back at the Wisp tomorrow night at 8 o'clock to see if we can locate Farley again and show that we have passed his test.&lt;br /&gt;
&lt;br /&gt;
This Sunday proved to be a very long day for me. I was glad to go home and get some rest, though it was an adventure not to forget!&lt;br /&gt;
&lt;br /&gt;
-Gwendolyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draft of Book of Destiny story... ==&lt;br /&gt;
&lt;br /&gt;
'''By Wolf'''&lt;br /&gt;
&lt;br /&gt;
As a young boy, I lived a peaceful life in a small village known as Paws, between Trinsic and Britain. That is, until the days of Thornewood and the attack of the orcs. History books tell of the orc attack and how the village was destroyed. But few know the full story of evil, deception, and death…&lt;br /&gt;
&lt;br /&gt;
When the orcs attacked, the men hid the women and children in barns and cellars, and then sent a call for help to the Paladins of the Trinsic Honor Guard. But the message never arrived.&lt;br /&gt;
&lt;br /&gt;
Running to Trinsic, the messenger found a Guardsman on the trail and begged him to call the Guard to aid Paws. The Guardsman wheeled his horse, glowered down at the panting man, and struck him down with a single blow! For this Guardsman was an imposter who had infiltrated the Guard’s ranks. It was he that led the orcs against the town. His name was Thornewood.&lt;br /&gt;
&lt;br /&gt;
Not knowing the messenger’s fate, the men and many of the women of Paws fought bravely against the waves of orcs that attacked their homes and families. But they never stood a chance against the horde. Blood ran freely over doorsteps and through the streets. Men, women and children were all cruelly slaughtered. And the mysterious Guardsman was never seen again.&lt;br /&gt;
&lt;br /&gt;
In the end, Trinsic’s Honor Guard did learn of the attack and arrived to find the orcs in the last stages of the obliteration of Paws. Hartham himself strode through town demolishing orcs and searching for survivors. In one of the few houses not burned to the ground he beheaded an orc that had just killed some poor, brave woman of Paws. The story has been told that as Hartham turned to leave, he heard a sound under the floorboards. Tossing aside a rug he ripped open the trapdoor, ready to attack any vile creatures below. And there he found a young boy. Apparently, he was the sole survivor of the once peaceful town of Paws. His name was Crawworth, and Hartham raised the boy as his own. Years later Crawworth achieved notoriety in the battles against the Followers of the Armageddon, and in the initial explorations of the newly found Lost Lands, where he was eventually killed.&lt;br /&gt;
&lt;br /&gt;
What many people have never known was that Crawworth was NOT the only survivor of Paws. Indeed, several years ago, it was discovered that Farley, a half-mad drunk living in the swamps, had been hidden in the woods as a child and was overlooked by the orcs. When the Knights of Sosaria were building their town of Elysium on the ruins of Paws, Farley played a part in quelling the angry cries of ghosts that rose up to complain to the people of Trinsic for not sending aid during the attack. He eventually told them of the false paladin who betrayed both Trinsic and Paws, thus finally allowing the ghosts to rest in peace. But soon after, Farley disappeared and has been seen no more.&lt;br /&gt;
&lt;br /&gt;
I know this story well. It’s a dramatic history lesson that I’ve followed all my life. But it’s like the surface of a deep pool….it’s only a small part, the beginning of the story. Many may know that my daughter, Nova, and I founded the Knights of Sosaria and that we built our homes in Elysium, on the ruins of Paws. Few know much more about my history, and how I came to be drawn to the area. Perhaps by now you’ve guessed…&lt;br /&gt;
&lt;br /&gt;
I am another survivor of the devastation of Paws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few people know, or ever knew, that the small town of Paws held much more than taverns and shops. Deep in the woods west of town was a small, plain looking house. Tucked away in a thicket, most never even saw that it was there; but if they did, it looked so ordinary they paid little attention to it. Just a cottage inhabited by a few old men, living out the ends of their days telling each other stories of when they were young. Or so it seemed. But hidden away inside was a great secret.&lt;br /&gt;
&lt;br /&gt;
Those men weren’t just telling stories of old lovers and historic battles. They were scholars and mages who had dedicated their entire lives to hiding, protecting, and understanding an artifact far older they. They called themselves the Elysians. Long ago they had joined this sect and vowed to give their very lives for this thing.&lt;br /&gt;
&lt;br /&gt;
It was book. No one knew how old it was, nor where it came from. It was titled “The Book of Destiny”. After years, even generations, no one was able to decipher any more than that. It seems the title could be easily read, but the script inside was unfamiliar to anyone who ever saw it. They didn’t know if it was in code, or some ancient language unknown to anyone living.&lt;br /&gt;
&lt;br /&gt;
But why had these men, and many others before them, dedicated their lives to a book that no one could even read? What made it so special? Miraculously, the book was sentient. At least, it could speak! Which is not to say that it would converse on mundane topics of daily life or even speak all the time, but it would speak. And more, it seemed to know of things throughout the lands, and perhaps even throughout time! I gather it spoke of historic events, and even seemed to warn of dangers to come.&lt;br /&gt;
&lt;br /&gt;
I don’t know much more about the book. The only reason I know of it at all is because when I was a very young boy I was befriended by Thomas, one of the Elysians. Young as I was, I’ll never forget the time he took me in to see the Book; or perhaps it was for the Book to see me, I’ll never know. I thought it was a fair bit of magic when I heard it speak, though I was chilled to the bone by what it said. “Death soon surrounds this one.” A week later, Paws was attacked.&lt;br /&gt;
&lt;br /&gt;
Looking back, I think Thomas must have hoped I would succeed him. And in a way, I have. I’ve dedicated my life to finding that book. You see, during the attack on Paws The Book of Destiny disappeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up to sounds of my father shouting in the next room. Mother was shaking me. “Wake up, wake up! We have to run!” She dragged me out of bed and into the main room. Papa pushed a large knife into my hands. It was like a sword to me. “Richard! He’s only seven!”&lt;br /&gt;
&lt;br /&gt;
“Old enough, if need be. Don’t worry, you’ll both be safe there. And the Honor Guard will have word soon. Now go!” She kissed him, and grabbed me by the hand. In a daze, I tried to keep up as we ran out the back and headed through the woods. I glanced back to see my father pulling out his great viking sword that usually hung over the door.&lt;br /&gt;
&lt;br /&gt;
“Orcs are attacking! And hundreds more where seen skirting ‘round the swamps. We have to go see Thomas,” she panted, “He’ll keep you safe”&lt;br /&gt;
&lt;br /&gt;
As we rushed along, I remember hearing shouts in town to the south. Then some of the shouts turned to screams. We kept running. Thomas and the Elysian’s house never seemed so far.&lt;br /&gt;
&lt;br /&gt;
Mother stopped short. Somewhere ahead we heard heavy footsteps, leather, and steel. Dragging me into the bushes, she said, “Stay down here. If they look this way, I’ll lead them south. When they go out of sight, run to Thomas’s house! I’ll meet you there.” I started to cry for her not to leave me, but she covered my mouth.&lt;br /&gt;
&lt;br /&gt;
Orcs came around the bend at a slow trot. I had never seen an orc up close. They looked huge and mean. My hand tighten in fear around Papa’s knife. Just as they came past us, one of them stopped and turned, sniffing the air. “Remember to find Thomas” she whispered. Then Mother jumped up and ran across the path and into the trees. The orcs growled and followed her. I was frozen with shock and fear. Then finally, I got up and ran on.&lt;br /&gt;
&lt;br /&gt;
I found Thomas and the others outside their house, listening to the sounds of battle in the near distance. “We have to prepare to leave”, they said.&lt;br /&gt;
&lt;br /&gt;
“We can’t leave. Mother is coming! And the Honor Guard will be here soon.”&lt;br /&gt;
&lt;br /&gt;
“They won’t get here in time, boy. We must protect the Book. I pray your good mother will be alright, but we must leave. And the Book tells us that you must come with us. Let’s get inside quickly!”&lt;br /&gt;
&lt;br /&gt;
“Inside? I thought we had to leave? But I can’t leave my family and my home!”&lt;br /&gt;
&lt;br /&gt;
Thomas comforted me, “We have to go, boy. Your parents would want you to be safe. And this is a great mission you are about to embark on.” He smiled. “We will leave by going inside. Come along and you’ll see.” We went in and he explained, “There is great power protecting this house, but even so, to protect the Book we have to prepare to teleport far away. In fact, we will prepare a spell to travel to another land. One where no other men of Brittania have yet gone. A mirror image of this world, but unknown to men. But since the Book has chosen you, I should tell you more about it, while the others prepare to leave.”&lt;br /&gt;
&lt;br /&gt;
While the other Elysians packed the Book and some other belongings in backbacks, Thomas told me a little about the Book. “Some say the Book came from this other land ages ago. While the Book can talk, it often speaks in cryptic phrases that take careful study to understand. And even though the title can be read by all, we cannot yet translate the writing inside. And the Book can’t, or won’t, tell us what’s written inside. It’s believed to be a language from before all known history. Or even a language from some unknown land. We had hoped to search this alternate world for scrolls of translation that the Book tells us exist somewhere. I suppose that now we’ll get the chance to do just that. Come, it looks like we are ready.”&lt;br /&gt;
&lt;br /&gt;
We sat in a circle and the men began chanting a spell unlike any I had ever heard. Then as they chanted, a stranger stepped into the circle. “I am Thornewood” he said, “I have come for the Book of Destiny! I can not let you leave!”&lt;br /&gt;
&lt;br /&gt;
The Elysians looked up in fear, but they didn’t stop their chant. The one called Thornewood reached behind his head and pulled a strange wand from his pack. He held it high and also began to chant. The competing words of power rose to a crescendo just as I was covering my ears in pain and fear, Thomas pushed me back out of the circle. At that moment, it seemed there was a powerful explosion! I don’t remember much more after that.&lt;br /&gt;
&lt;br /&gt;
The next thing I remember was wandering in the woods far from home. For months I struggled just to survive alone in the wilds, with occasional help from rangers and lumberjacks. I befriended a young wolf cub who’s mother was killed by hunters. As I grew, men began to call me Wolf, just like my constant companion. Eventually, I was able to find my way back to Paws. Or at least, where Paws once stood. And I found the remains of the Elysians house. There was little left of it. And certainly no sign of Thomas or the Book. But somehow I knew that the Book had not been destroyed, and vowed I would devote my life to finding it again.&lt;br /&gt;
&lt;br /&gt;
And now the Book of Destiny has been found. After being gone for months, my daughter Nova returned with the Book. Then she disappeared again. I don’t know where she found the Book, or where she has gone, I can only hope she is safe and will return to us someday soon. Nova told us she was pursued by great danger and that we should keep the Book safe.&lt;br /&gt;
&lt;br /&gt;
The Knights of Sosaria will devote ourselves to protecting the Book, and to understanding its revelations. And we will now search for the translation, for I hope that it may be found somewhere in Trammel. But even without it, the Book can tell us many things. Soon, when all safe precautions can be taken, we hope to make the Book of Destiny accessible to all the people of Sosaria. This is a great moment in history. And perhaps our own destiny will be revealed.&lt;br /&gt;
&lt;br /&gt;
==Help Add a Location==&lt;br /&gt;
If you know of a location not listed here, please help out [[UOGuide:Introduction|by adding it to UOGuide]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Atlantic]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Atlantic]]&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66556</id>
		<title>Atlantic title=Atlantic Unique Locations</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66556"/>
				<updated>2016-02-22T00:49:01Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* Draft of Book of Destiny story... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique Locations==&lt;br /&gt;
&lt;br /&gt;
'''By Aalia of Winterbreeze, Andrasta of Goodmans, and Lord Goodman himself. Transferred here by Molly of Atlantic.'''&lt;br /&gt;
&lt;br /&gt;
In addition to the luna white box that can be found in Goodman's Rune Library and the shadow black box that can be found in Winterbreeze rune library, the box that contains runes to all unique and historical locations on Atlantic, here is a summary of some of the unique locations on Atlantic, as well as some history:&lt;br /&gt;
&lt;br /&gt;
==Felucca==&lt;br /&gt;
&lt;br /&gt;
'''A Stone with a flame trapped inside (the &amp;quot;blood god&amp;quot; of Stormreavers Orc Clan) 13o 1’N 48o 22’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:Stoneflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Archery Range 67o 52 ‘N 6o2’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:archeryrange.jpg&lt;br /&gt;
&lt;br /&gt;
'''Atlantic Mage Tower Red Gate 48o 53’N 151o 11’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguilde.com/File:magetower.jpg&lt;br /&gt;
&lt;br /&gt;
Mage Tower on Atlantic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tower southwest of the Lycaeum in Felucca. Once the main location for magic users on Atlantic, full of magical effects and items. Several interesting features here including a red moongate south of the tower that transports you outside the arena on Isle of the Avatar. On the roof of the tower is a stone column with flames coming out of it, called &amp;quot;The Eternal Flame of Mages&amp;quot;. Saying &amp;quot;setra&amp;quot; on the roof will transport you inside the arena on Isle of the Avatar. Standing on the pentagram on the first floor transports you to Leiah's Rune Library. There used to be an Annex behind the Tower but its long gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arena 149o 56'S, 126o 38'W'''&lt;br /&gt;
&lt;br /&gt;
this was used for mage battles. A red moongate outside the arena leads to the outside of the Atlantic Mage Tower, while saying &amp;quot;roclaf&amp;quot; from within the arena teleports you to the roof of the AMT. &amp;quot;roclaf&amp;quot; is backwards for &amp;quot;falcor&amp;quot;, who was the Seer that played the character Norab, the AMT's sponsor. There's another sign within the arena that says &amp;quot;This Arena Is Reserved For Seer Event. Thank You. Have A Good Day.&amp;quot; There is a locked down communication crystal outside the arena, which was used to announce fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Defeat 27o 31’N 53o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:blackdefeat.jpg&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Tomb 15o 39’N 13o 25’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:blacktomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Buoy 104o 35’S 143o 43’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:buoy.jpg&lt;br /&gt;
&lt;br /&gt;
'''Christine &amp;amp; Flint 49o 3’N 40o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:christineflint.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were married in UO, and in RL, and ran a large guild. Supposedly one of them left the game, and the other one followed because it wasn't the same for them. Plaque there says &amp;quot;Together Though Separate, Bound Beyond Life, Friend and Companion, Their Love Will Not End&amp;quot;. Tombstones say &amp;quot;In Memory of Christine&amp;quot; &amp;amp; &amp;quot;In Memory of Flint&amp;quot;. Moving to a certain spot on each platform teleports you across a small pond to the other platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claudia Raym’s Cave 119o 32’N 47o 15 E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:claudia.jpg&lt;br /&gt;
&lt;br /&gt;
'''Costume Chest 90o 15’S 5o 29’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:costumechest.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Guild Britain 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:banquethall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Memorial 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:councilmemorial.jpg&lt;br /&gt;
&lt;br /&gt;
'''Cromwell estate 44o 2’N 172o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:cromwellh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dupre’s Camp Felucca 96o 51’S 25o 56’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:duprecamp.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Flame 140o 22’N 55o 11’e'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:eternalflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Flower Grove 124o 44’N 9o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:flowergrove.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Coryn Ironheart 173o 25’N 3o 14’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:corwyngrave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Gerald Tiggins'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:geraldtiggins.jpg&lt;br /&gt;
&lt;br /&gt;
'''House of Norab 50o 0’S 166o34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:house_of_norab.jpg&lt;br /&gt;
&lt;br /&gt;
'''Igloo (Well of Souls in Caina, Old &amp;quot;Order of the Ebon Skull&amp;quot; Guild Town) 125o 36’N 177o 37’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:igloo.jpg&lt;br /&gt;
&lt;br /&gt;
'''Caina'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ironhand Gregory 177o 5’S 10o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ironhandh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Jou’Nar’s Stronghold 96o 9’S 40o 4’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:jounars.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Runelibrary 72o 14'S 32o 3'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:leiahsrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Rune Library on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Loa Village 59o41’N 43o 1’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:loavillage.jpg&lt;br /&gt;
&lt;br /&gt;
'''Marble Temple/Temple of Fate 35o 5’N 8o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:marblecolumn.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tis strange thing happened to me recently. The town criers were telling of a strange temple which should be located in a cove in the mountains north of Britain. After talking to two friends from the honorable Sunset Knights we headed north out of the town of Britain, along the graveyard until we reached the mountains. Sadly, we got separated soon and I was trying to find the place the crier hat spoken of. I worked my way from the western parts of Serpents Spine mountains along and past the small pass leading to the dungeon known as Despise. Soon after going another short distance along the mountain range I was greeted by a band of unfriendly orcs which were soon no more. A small entrance into the mountains was nearby and I already heard battlecries coming from the pass. Quickly I readied my spellbook and awaited the worst as I proceeded inside the mountains. I was greeted by some evil looking black archmages and a great number of heroes fighting these. In the middle of the place marking the dead end of the pass stood what looked like a small temple. There were four pillars in different shades of grey, two braziers and the most amazing sight, a green object looking like a skull that was yelling strange words. I think I heard the phrase &amp;quot;Thy fate has been tested&amp;quot;. Strange words were inscribed on the pillars and as I listened, I heard several people of the crowd chanting them. If I remember right, it were the words &amp;quot;MAL GU OM VARKA TALMA&amp;quot;. I soon had to find out the effect of those words as an uncountable number of undead creatures appeared inside the temple. Luckily these were quickly dealt with by the crowd which seemed to enjoy the ongoing slaughter. The crowd had no time to recover as soon another wave of lzardmen appeared charging everyone in sight. As warrior veterans know, those lizards don't present much of a challenge, so the floor was soon littered with the corpses of the dead, when suddenly huge heaps of gold coins were drawing the attention of everyone. This seemed a deadly trap as just when everybody was grabbing for the gold a ring of blood elementals appeared. If you ever fought one of those creatures residing in the deepest caves of the dungeon Shame you know what that meant. Many a warrior found his death. As my reagent supply was quickly used up, I had to retreat after two of these beasts came chasing after me. When I finally got back to the fight, I found the place empty with just an inscription telling that the place might come to life again when the braziers are alight. When this will happen no one knows. The temple, named Temple of Fate still stands and may be visited by the curious traveller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Moonstar Tomb 43o 26’N 154o 49E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:moonstartomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Moss Covered Rock 100o 43’S 69o 18’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:greenmossrock.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Wedding Chapel 30o 51’N 166o 8’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:nujwed.jpg&lt;br /&gt;
&lt;br /&gt;
'''Occlo Ruins 73o 54’S 158o 12’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ocrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Outdoor Wedding Spot 91o 25’N 0o 4’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:weddingspot.jpg&lt;br /&gt;
&lt;br /&gt;
'''Pirate Island 68o 34’N 66o 43’W'''&lt;br /&gt;
&lt;br /&gt;
'''Pirates Hideaway 117o 9’S 4o 30’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:pirhide.jpg&lt;br /&gt;
&lt;br /&gt;
Saying &amp;quot;payment&amp;quot; at the locked door will teleport you inside&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rivendell 26o 48’S 6o 53’W'''&lt;br /&gt;
&lt;br /&gt;
City of Rivendell on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:rivendellt.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seer’s House 106o 15’S 37o 15’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:seershouse.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Red's Curious Goods building. One of the first Seer locations, it's mostly been cleared out. However, there are a few unique items here. A tree stump with an axe is outside the door. Inside, you will find more place settings at the table, a chest and spinning wheel in the back room, and crafting tools in the last room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Cross Tavern 93o 53’N 23o 37’W'''&lt;br /&gt;
&lt;br /&gt;
Serpent Cross Tavern on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:sctavernc.jpg&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Hold Council 151o 57’S 114o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:serhold.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Knowledge 37o6’N 65o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:treeofknow.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Wisdom 66o 48’N 48o 43’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:treeofwis.jpg&lt;br /&gt;
&lt;br /&gt;
'''United Blacksmiths of Britannia Guildhall 13o 21’S 2o 2’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ubb3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Vesper Museum 57o 56’N 112o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:vespermu.jpg&lt;br /&gt;
&lt;br /&gt;
The Statue of Nostur'yl in the Vesper Museum whom we managed to kill in the courtyard of the Hungry Halfling Tavern in Rivendell (where it sat till the Seers created the Museum to host it along with many other items from quests) thanks to some valiant efforts of Cesspool standing guard over the Obsidian post in Serpent's hold at my request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vespers Counselors Guild 60o 2’N 107o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:vespercoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Wisp’s Columns 6o 51’S 50o 16’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:wispcol.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Council 56o 37’N 49o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewcoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Mill 71o 1’N 53o 55’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewmill.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Town Council 67o 46’N 59o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewtown.jpg&lt;br /&gt;
&lt;br /&gt;
Since it was not mentioned in this thread, the Yew Town Council got one of the NPC houses in Felucca Yew (at that time simply known as Yew) redesigned as a Town Hall with a large meeting table and offices for the Mayor, Chief Justice and Militia Captain. As seen in the image this building also housed the Yew Town Council (YEW) guild stone. While at some point the dynamic objects which had been removed during the redecoration came back, the original decoration still exists and the banners in and outside the building show the purpose of the building when clicked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yew University 31o 23’N 64o49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewuniv.jpg&lt;br /&gt;
&lt;br /&gt;
'''West Yew University on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once possibly the most influential player group on Atlantic, this group of people helped train new users in all manners of UO play long before there were companions or other programs. As such, they received quite a few things to aid them in their work:&lt;br /&gt;
* WYU Boat transport - at the end of the road is a sign and boat. The sign reads: &amp;quot;to cross the river, step onto the boat and say, 'I would like to cross.'&amp;quot; Takes you from (35o 14'N, 58o 21'W) to (36o 12'N, 63o 33'W) and back.&lt;br /&gt;
* Tree of Knowledge - Used to be a silver tree within WYU, placed when the original person who ran WYU, Silver Dryad, departed. Still has it's name (36o 44'N, 66o 9'W)&lt;br /&gt;
* WYU Headquarters - Just outside the guardzone, this small house had a hedge placed around a small courtyard. (31o 27'N, 64o 53'W)&lt;br /&gt;
* WYU Building - Yew Farmhouse, converted to a school house. Outsides is decorated like a stables. Inside, additional books lie scattered on tables. A guildstone for the &amp;quot;House of Desires&amp;quot; resides in the building. (34o 58'N, 64o 45'W)&lt;br /&gt;
* WYU Magic &amp;amp; Tailoring Wing - Yew Farmhouse. The first part of the interior was converted into a magic training area. The back room was made into a tailor training area, full of tailoring equipment. Outside the building, combat and pickpocket dummies allowed fighter and thief training. (33o 23'N, 69o 15'W)&lt;br /&gt;
* WYU Smithing Area - Located one screen west of the WYU HQ, this small area was added to train smiths. (31o 38'N, 65o 52'W)&lt;br /&gt;
&lt;br /&gt;
==Trammel==&lt;br /&gt;
&lt;br /&gt;
'''Trammel'''&lt;br /&gt;
&lt;br /&gt;
'''Adventurer’s Hall 104o 41’N 81o 29’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:advenhall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Architect Foundation Castle 63o 37’S 43o 22’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:archcastle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Bauble Hut 15o 43’S 5o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:baublehut.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Filberto the Tinker&amp;quot; Quest line.&lt;br /&gt;
The books to follow the Quest are on display at the Winterbreeze Library (on the 3rd Floor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Britain Fairgrounds 22o 56’s1o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:britfair.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British Throne Room (Statue, Shields and other Memorials) 0o 11'N 0o 29'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:throne.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British War Room'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:warroom.jpg&lt;br /&gt;
&lt;br /&gt;
'''Companion House 76o 43'S 160o 6'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:comphouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dolphins 160o 50’S 51o 32’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:dolphins.jpg&lt;br /&gt;
&lt;br /&gt;
'''Gerald Tiggins Grave'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:geraldt.jpg&lt;br /&gt;
&lt;br /&gt;
'''Inside Pirate Cave'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:inpirate.jpg&lt;br /&gt;
&lt;br /&gt;
'''Malabelle’s House 19o 36’N 124o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:mallabelle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Massacre House 11o 15’N 132o 33’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:masshouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Armor Stands 43o 41’N 154o 49’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:nustatue.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm’s Music Stands 38o 9” N 170o 0’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:musicstand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ophidian’s Demands’ 54o 18’S 37o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:opidemand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Part of the Ophidian Invasion 2006'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirate Cave Entrance 440 29’N 88o 39’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:piratecave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Prison Cart 42o 32’S 8o 9’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:prisoncart.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 2 34o 17’N 2o 44’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest2.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 3 27o 20’S 15o 49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 4 20o 49’S 12o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest4.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ricardo’s Hideout 97o 28’S 2o 52’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:richide.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
'''Sealed Cave 6o 30’S 38o 57’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:sealcave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Skara Brae Community Center 45o 26’S 48o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:skara.jpg&lt;br /&gt;
&lt;br /&gt;
'''Talking Statues 91o 40’S 22o 4’W'''&lt;br /&gt;
&lt;br /&gt;
'''Tor’s Boots 63o 43’S 35o 47’W'''&lt;br /&gt;
&lt;br /&gt;
'''Treasure Trove 119o 42’S 148o 13’E (gone with old Haven)'''&lt;br /&gt;
&lt;br /&gt;
'''Tuning Fork 5o 12’N 8o 38’E'''&lt;br /&gt;
&lt;br /&gt;
'''Water Prison 14o 45’S 93o 43’E (rune blocked right now)'''&lt;br /&gt;
&lt;br /&gt;
'''Wind Ramparts 49o 19’N 30o 14’E'''&lt;br /&gt;
&lt;br /&gt;
'''Yew Monument 55o 28’N 51o 23’W'''&lt;br /&gt;
&lt;br /&gt;
==Other History==&lt;br /&gt;
&lt;br /&gt;
'''Gargish Dragon shares the following links :'''&lt;br /&gt;
&lt;br /&gt;
The Movement Quest. This was run on Atlantic in August 98 by Seer Little and included a large part which was runnung during 1 week and solving it gave time and place for the final live event. The great report was done by Garulfo.&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/movement/movement.html&lt;br /&gt;
&lt;br /&gt;
'''Seekers of the Wisp and the Conference'''&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/wispconf.html&lt;br /&gt;
&lt;br /&gt;
'''Dragon Quests.''' These were run by the Ultima Dragons, an ancient Ultima fan club (http://www.udic.org), many living in Rivendell.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/xena/ (Stories)&lt;br /&gt;
&lt;br /&gt;
'''The FOA quest on Atlantic.''' Famous was the large group of people guarding chests for several days.&lt;br /&gt;
&lt;br /&gt;
'''The Hulkster fights.''' Starr Long alias Lord Blackthorn remembers this fight&lt;br /&gt;
&lt;br /&gt;
http://www.gamespot.com/features/uosg/dev2.html&lt;br /&gt;
&lt;br /&gt;
'''Green Acres Arena.''' A special arena was construction in &amp;quot;Green Acres&amp;quot;, which later became the Lost Lands. Special monuments allowed player to teleport to the area. Remains of the arena used for the &amp;quot;rematch&amp;quot; actually appeared in the Lost Lands on Europa later.&lt;br /&gt;
&lt;br /&gt;
'''The Yew Town Council.''' This link contains history of the early Council, starting from June 1998 and including Lord British's visit in March 1999.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tc_205.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A lot of Atlantic's history can be found in Town Cryer Articles:'''&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tca_index.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Story of Elysium and the Knights of Sosaria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player town of Elysium was formed in the year 1997 by the Knights of Sosaria. Especially by Lord Wolf and his daughter Lady Nova, the two founders of the KOS. Elysium is just south of where the old ruined town of Paws once stood. Wolf was born in Paws and had witnessed the destruction of it by the Orcs. As he came to age he settled down on the plains north of Trinsic, and formed Elysium. One core of the town was the Wandering Wisp Tavern. Another part was Leia's Rune Library just a few stumbling steps from the away. Soon the town grew bigger as the number of Knights increased and their link to Trinsic was beyond measure. Several members of the KOS became Mayors of Trinsic or at least members of the Trinsic Council of Honor.&lt;br /&gt;
But then came the discovery of Trammel and the lands of Elysium became empty. The Knights, however, placed a large tower and a castle on the same plains. The Tower served as new home for the KOS guildstone, while the tower, more or less in the same spot where Leia's rune library is on Felucca, holds the Elysium Rune Library and the Drunken Dragon Tavern.&lt;br /&gt;
Lord Wolf retired, leaving the guild business first to his friend Lord Breti (the owner of the Tower and the Castle) and later Sir Robert and Lady Arcana became co-Leaders. Those two also became (in the roleplaying scenario, not OSI endorsed) the Duke and the Duchess of Trinsic. Sir Robert took over the Wandering Wisp Tavern as well.&lt;br /&gt;
Lady Arcana is today the Guildmistress of the KOS, Sir Robert had left the guild to start his own and Breti is more or less retired as well. The Knights are now located at Vesper / Trammel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ghosts of Paws ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''By Gwendoly'''&lt;br /&gt;
&lt;br /&gt;
On a sunny Sunday afternoon, I went to Trinsic to attend the Council Meeting. I had heard reports of strange ghosts haunting the lands of late and I hoped to learn more. These ghosts apparently were cursing people and someone even told me that the new town of Elysium was cursed. As my guild had put a lot of time and effort into creating Elysium, I wanted to help in any way I could to remove the curse.&lt;br /&gt;
&lt;br /&gt;
I went to the Trinsic Meeting Hall and found a number of people already there. A few more came in after the meeting began. I counted thirty-one people in all. There was even a seer at the meeting, Seer Nikademus. I found this interesting because I have seen a green-robed seer only once before. The attendees included: Christian of RAV; Lenknat of KOP; Fizban; Magus Draco; Arturius of C^L; Zeromus; Alma Beoulve; several members of the Trinsic Council; some representatives of the Yew Militia; Gargish Dragon, the Mayor of Yew; Dyluck Blade of WYS; Aleph Aeirs of 2ST; and several members of my guild, the Knights of Sosaria.&lt;br /&gt;
&lt;br /&gt;
Orchid, the Mayor of Trinsic, began by telling what she knew of the ghosts and their mysterious messages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was brought to my attention that the strange events we have experienced began not last week, but actually some time before when an oracle of sorts visited Dalriada. He said of some forthcoming troubles he saw between Yew and Trinsic. Recently, as we all know ghosts started appearing - Sir Simon, Belle, etc - carrying messages speaking of curses upon Trinsic because they supposedly did not aid in their time of need. Who's time of need? Apparently The long since destroyed town of Paws. Paws was attacked and destroyed by Orcs long ago, and it is true that Trinsic apparently did not show up in time to prevent it. In fact, only one survivor remained when they finally came. You may recall Crawworth. He was the survivor. Now I know not the reason why it took Trinsic so long to get there. It was long since before my time and there is nothing I could have done to aid. Apparently though, now they want revenge. But why now? What have they waited so long to seek vengeance upon us?&amp;quot;&lt;br /&gt;
&amp;quot;It is the ghosts, of those I assume to be deceased citizens of Paws that want revenge. Last night, I am told they came with a message more frightening than any before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, several people told Orchid of the ghosts who appeared to them last night. Fizban said, &amp;quot;Last night every ghost along with a few new ones appeared before WYU.&amp;quot; SunWolf was also a witness: &amp;quot;Ma'am Mayor, these ghost of some sorts had visited Abbey. Also Serpent Cross Tavern. They stated Trinsic Council will pay for their deeds at the meeting at next sun rise.&amp;quot; &amp;quot;I fear we may be in grave danger, though I am still not sure from what,&amp;quot; replied Orchid.&lt;br /&gt;
&lt;br /&gt;
The discussion continued for some time, when, all of a sudden, I felt a chill behind me. I turned towards the door and saw a ghost walk into the room. His name was Sir Simon. The communication crystals that were set up for the meeting allowed us to understand all of Sir Simon's speech. I faithfully wrote down everything he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In a chest hidden by the best of thieves...this letter shall rest an eternity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin....stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the others...do not know...the truth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they will not....listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they must...have peace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Paws...destroyed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I failed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin...stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they blame...Trinsic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not...listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;and neither...will He&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;follow&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Sir Simon left the room. We all scrambled to follow before we lost sight of him.&lt;br /&gt;
&lt;br /&gt;
Sir Simon led us out of Trinsic and north along the road. We hadn't gone far when he stopped and moaned something. Lenknat interpreted for us: &amp;quot;In Vain I died here.&amp;quot; Sir Simon then continued north aways. He led us east through the woods and stopped at a graveyard near the swamps. He began reading the headstones to us. It quickly became apparent that the people buried here were killed by the orcs that destroyed Paws. This is what he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Belle....daughter...of Samuel...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;child of Paws...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Poor Tremain...guard of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marianne...baker...of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir John...Mayor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Polly...Paws tavernkeep&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley...foolish drunk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;he will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley knows...the way...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek Farley...he lives near&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tessa.....my Lady Tessa&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My lady Tessa...I miss her&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;our son...Crawworth...all dead&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;all gone now&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not rest...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek him&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Simon suddenly disappeared, leaving us to speculate who this Farley person was. Sir Simon said something about him living nearby, so we began to search all the houses in the area for any signs.&lt;br /&gt;
&lt;br /&gt;
We split up into groups to search the area faster. I know not who first found it, but we soon gathered in front of a small wooden house. The sign read: &amp;quot;Farley's Hunting Shack - Go Away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After discussing what to do next, we decide to wait in front of the house in case the owner returned soon.&lt;br /&gt;
&lt;br /&gt;
A strange looking fellow wearing the shiniest plate armor walked up and asked why we were gathered about the house. His name was Stratege. Lady Nova told him that we were waiting for a man called Farley. Stratege told us about someone he met a few weeks back in the woods who was trying to fight off a few ratmen near a chest. Stratege said that he helped kill the ratmen and that the man gave him part of the treasure, 500 gold pieces. He seemed to think that the man was named Farley, but he couldn't be certain. Stratege seemed to be amused by our explanation that we were waiting because a ghost told us to, and he left with the words, &amp;quot;back to smithing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Remembering what Sir Simon said about Farley being a drunk, Orchid went to search the taverns for him. Some of the people in our group left to search other areas. I left for awhile as well.&lt;br /&gt;
&lt;br /&gt;
When I returned to Farley's house, there was still a good-sized group waiting. A few minutes later, Orchid returned from her search of the taverns without having found anything. A discussion began regarding what we learned about the ghosts and Farley, speculation as to who the master thief is, and how all this relates to Trinsic. It was feared that all this was a ruse to get us away from the city and that Trinsic was under attack. Callisto Gabriel rode to Trinsic and returned to report that all was peaceful there.&lt;br /&gt;
&lt;br /&gt;
A few of the people waiting had taken to summoning elementals and sparring with them to practice their skills and help pass the time. While all this was going on, it was almost easy not to notice a small, gray-bearded man walk up from the west. Lady Nova was the first to say, &amp;quot;There he is!&amp;quot; We all turned and were glad to finally see Farley, the Treasure Hunter.&lt;br /&gt;
&lt;br /&gt;
Farley walked up to his house, mumbled under his breath angrily, and said, &amp;quot;Get ye away from me house.&amp;quot; Lady Nova and Orchid tried to ask him some questions, but his reply was, &amp;quot;Ask ye questions to the swamp.&amp;quot; After muttering, &amp;quot;Away from me doorstep,&amp;quot; Farley went inside his house and locked the door behind him. We continued to wait outside his house in case he changed his mind about talking to us. We could hear him drinking.&lt;br /&gt;
&lt;br /&gt;
Some minutes passed before Farley stumbled out onto his doorstep. He muttered, &amp;quot;Ye best be off, fore I get angry.&amp;quot; But we were not so easily shooed. Lenknat asked, &amp;quot;Can you help us?&amp;quot; To which Farley replied, &amp;quot;No one can help ye as no one can help me.&amp;quot; Orchid said, &amp;quot;We need help obtaining a letter sealed in a chest hidden by the best of thieves.&amp;quot; We tried to explain briefly why we were there and asked Farley many questions which he did not answer. Someone mentioned a test, and to this Farley responded: &amp;quot;A test I give thee. No one can best me in the hunt. I shall devise a test. Only I am able to find the treasures that others hide.&amp;quot; He then tried to scare us away with a feeble attempt at magic by muttering, &amp;quot;Corpus Por,&amp;quot; &amp;quot;Corpal Por,&amp;quot; and &amp;quot;Corpy Pory.&amp;quot; This, of course, did not work.&lt;br /&gt;
&lt;br /&gt;
We asked Farley again about the test. He said, &amp;quot;A test I give thee. Ye shant pass test, give up now.&amp;quot; Someone mentioned the ghosts, and Farley muttered, &amp;quot;Evil spirits. The spirits haunt me dreams. I shant have thee cluttering me mind with these lies.&amp;quot; Orchid told him, &amp;quot;We can stop the spirits, but only with your help.&amp;quot; Farley said, &amp;quot;This map I give thee, ye not find treasure,&amp;quot; and then asked who was the leader among us. We told him that it was Mayor Orchid. Farley continued: &amp;quot;Ye not find this treasure, even me unable. If thee finds this treasure, me give what ye ask. Bring to me the completed map along with all gems and drink. If thee do this, me take to fake orc chest.&amp;quot; Orchid replied, &amp;quot;Its a deal.&amp;quot; Farley gave Orchid a tattered treasure map, muttered &amp;quot;Now begone from me hut,&amp;quot; and went back inside to resume his drinking.&lt;br /&gt;
&lt;br /&gt;
We discussed what to do next and how we were going to find a treasure hunter. Lenknat's father, a master cartographer named Maximun, came to see if he could help. Maximun tried to read the map and then announced, &amp;quot;Tis too difficult.&amp;quot; He told us that only a grandmaster cartographer could read the map. From this we knew that it was one of the most difficult types of treasure maps in the lands and that getting the treasure would involve fighting several of the toughest monsters in Britannia.&lt;br /&gt;
&lt;br /&gt;
Several people sent messages via pigeon to friends to help locate a grandmaster cartographer, without any success. It quickly became clear that finding one could take awhile. Several of us went to the Wandering Wisp tavern to discuss the situation further over a good drink. Orchid decided that we should continue our search for a cartographer and return to the Wisp in two hours.&lt;br /&gt;
&lt;br /&gt;
I went home get supplies for the hunt. When I returned to the Wisp, no qualified cartographer had yet been located. Callisto Gabriel soon had a lead and gave the information to Orchid. The Mayor contacted this cartographer, and he agreed to help us. Orchid brought the cartographer, named Cotton Picka of LoT, to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Cotton read the map and told us that the treasure was buried on a small island between Britain and Trinsic. We located two boats and then went to Leiah's Rune Library. A rune was found to a nearby island so that our sailing time would be shorter. We gated to the island and then boarded the boats. Most of the people got on the first boat. I boarded the second boat with a few of my guildmates. We tried to keep up with the first boat, but managed to get lost. I was able to get the coordinates of the first boat via pigeon and then we were on our way again.&lt;br /&gt;
&lt;br /&gt;
When we caught up with the first boat, they were already at the island and the treasure hunt was in progress. The corpses of several monsters lay on the shore. I witnessed the deaths of a lich lord and two elder gazers before the treasure hunt was over. All the loot was gathered, and we then gated back to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Mayor Orchid let each person chose one of the magic items from the loot as a reward for helping with the quest. She then asked us all to meet back at the Wisp tomorrow night at 8 o'clock to see if we can locate Farley again and show that we have passed his test.&lt;br /&gt;
&lt;br /&gt;
This Sunday proved to be a very long day for me. I was glad to go home and get some rest, though it was an adventure not to forget!&lt;br /&gt;
&lt;br /&gt;
-Gwendolyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draft of Book of Destiny story... ==&lt;br /&gt;
&lt;br /&gt;
'''By Wolf'''&lt;br /&gt;
&lt;br /&gt;
As a young boy, I lived a peaceful life in a small village known as Paws, between Trinsic and Britain. That is, until the days of Thornewood and the attack of the orcs. History books tell of the orc attack and how the village was destroyed. But few know the full story of evil, deception, and death…&lt;br /&gt;
&lt;br /&gt;
When the orcs attacked, the men hid the women and children in barns and cellars, and then sent a call for help to the Paladins of the Trinsic Honor Guard. But the message never arrived.&lt;br /&gt;
&lt;br /&gt;
Running to Trinsic, the messenger found a Guardsman on the trail and begged him to call the Guard to aid Paws. The Guardsman wheeled his horse, glowered down at the panting man, and struck him down with a single blow! For this Guardsman was an imposter who had infiltrated the Guard’s ranks. It was he that led the orcs against the town. His name was Thornewood.&lt;br /&gt;
&lt;br /&gt;
Not knowing the messenger’s fate, the men and many of the women of Paws fought bravely against the waves of orcs that attacked their homes and families. But they never stood a chance against the horde. Blood ran freely over doorsteps and through the streets. Men, women and children were all cruelly slaughtered. And the mysterious Guardsman was never seen again.&lt;br /&gt;
&lt;br /&gt;
In the end, Trinsic’s Honor Guard did learn of the attack and arrived to find the orcs in the last stages of the obliteration of Paws. Hartham himself strode through town demolishing orcs and searching for survivors. In one of the few houses not burned to the ground he beheaded an orc that had just killed some poor, brave woman of Paws. The story has been told that as Hartham turned to leave, he heard a sound under the floorboards. Tossing aside a rug he ripped open the trapdoor, ready to attack any vile creatures below. And there he found a young boy. Apparently, he was the sole survivor of the once peaceful town of Paws. His name was Crawworth, and Hartham raised the boy as his own. Years later Crawworth achieved notoriety in the battles against the Followers of the Armageddon, and in the initial explorations of the newly found Lost Lands, where he was eventually killed.&lt;br /&gt;
&lt;br /&gt;
What many people have never known was that Crawworth was NOT the only survivor of Paws. Indeed, several years ago, it was discovered that Farley, a half-mad drunk living in the swamps, had been hidden in the woods as a child and was overlooked by the orcs. When the Knights of Sosaria were building their town of Elysium on the ruins of Paws, Farley played a part in quelling the angry cries of ghosts that rose up to complain to the people of Trinsic for not sending aid during the attack. He eventually told them of the false paladin who betrayed both Trinsic and Paws, thus finally allowing the ghosts to rest in peace. But soon after, Farley disappeared and has been seen no more.&lt;br /&gt;
&lt;br /&gt;
I know this story well. It’s a dramatic history lesson that I’ve followed all my life. But it’s like the surface of a deep pool….it’s only a small part, the beginning of the story. Many may know that my daughter, Nova, and I founded the Knights of Sosaria and that we built our homes in Elysium, on the ruins of Paws. Few know much more about my history, and how I came to be drawn to the area. Perhaps by now you’ve guessed…&lt;br /&gt;
&lt;br /&gt;
I am another survivor of the devastation of Paws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few people know, or ever knew, that the small town of Paws held much more than taverns and shops. Deep in the woods west of town was a small, plain looking house. Tucked away in a thicket, most never even saw that it was there; but if they did, it looked so ordinary they paid little attention to it. Just a cottage inhabited by a few old men, living out the ends of their days telling each other stories of when they were young. Or so it seemed. But hidden away inside was a great secret.&lt;br /&gt;
&lt;br /&gt;
Those men weren’t just telling stories of old lovers and historic battles. They were scholars and mages who had dedicated their entire lives to hiding, protecting, and understanding an artifact far older they. They called themselves the Elysians. Long ago they had joined this sect and vowed to give their very lives for this thing.&lt;br /&gt;
&lt;br /&gt;
It was book. No one knew how old it was, nor where it came from. It was titled “The Book of Destiny”. After years, even generations, no one was able to decipher any more than that. It seems the title could be easily read, but the script inside was unfamiliar to anyone who ever saw it. They didn’t know if it was in code, or some ancient language unknown to anyone living.&lt;br /&gt;
&lt;br /&gt;
But why had these men, and many others before them, dedicated their lives to a book that no one could even read? What made it so special? Miraculously, the book was sentient. At least, it could speak! Which is not to say that it would converse on mundane topics of daily life or even speak all the time, but it would speak. And more, it seemed to know of things throughout the lands, and perhaps even throughout time! I gather it spoke of historic events, and even seemed to warn of dangers to come.&lt;br /&gt;
&lt;br /&gt;
I don’t know much more about the book. The only reason I know of it at all is because when I was a very young boy I was befriended by Thomas, one of the Elysians. Young as I was, I’ll never forget the time he took me in to see the Book; or perhaps it was for the Book to see me, I’ll never know. I thought it was a fair bit of magic when I heard it speak, though I was chilled to the bone by what it said. “Death soon surrounds this one.” A week later, Paws was attacked.&lt;br /&gt;
&lt;br /&gt;
Looking back, I think Thomas must have hoped I would succeed him. And in a way, I have. I’ve dedicated my life to finding that book. You see, during the attack on Paws The Book of Destiny disappeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up to sounds of my father shouting in the next room. Mother was shaking me. “Wake up, wake up! We have to run!” She dragged me out of bed and into the main room. Papa pushed a large knife into my hands. It was like a sword to me. “Richard! He’s only seven!”&lt;br /&gt;
&lt;br /&gt;
“Old enough, if need be. Don’t worry, you’ll both be safe there. And the Honor Guard will have word soon. Now go!” She kissed him, and grabbed me by the hand. In a daze, I tried to keep up as we ran out the back and headed through the woods. I glanced back to see my father pulling out his great viking sword that usually hung over the door.&lt;br /&gt;
&lt;br /&gt;
“Orcs are attacking! And hundreds more where seen skirting ‘round the swamps. We have to go see Thomas,” she panted, “He’ll keep you safe”&lt;br /&gt;
&lt;br /&gt;
As we rushed along, I remember hearing shouts in town to the south. Then some of the shouts turned to screams. We kept running. Thomas and the Elysian’s house never seemed so far.&lt;br /&gt;
&lt;br /&gt;
Mother stopped short. Somewhere ahead we heard heavy footsteps, leather, and steel. Dragging me into the bushes, she said, “Stay down here. If they look this way, I’ll lead them south. When they go out of sight, run to Thomas’s house! I’ll meet you there.” I started to cry for her not to leave me, but she covered my mouth.&lt;br /&gt;
&lt;br /&gt;
Orcs came around the bend at a slow trot. I had never seen an orc up close. They looked huge and mean. My hand tighten in fear around Papa’s knife. Just as they came past us, one of them stopped and turned, sniffing the air. “Remember to find Thomas” she whispered. Then Mother jumped up and ran across the path and into the trees. The orcs growled and followed her. I was frozen with shock and fear. Then finally, I got up and ran on.&lt;br /&gt;
&lt;br /&gt;
I found Thomas and the others outside their house, listening to the sounds of battle in the near distance. “We have to prepare to leave”, they said.&lt;br /&gt;
&lt;br /&gt;
“We can’t leave. Mother is coming! And the Honor Guard will be here soon.”&lt;br /&gt;
&lt;br /&gt;
“They won’t get here in time, boy. We must protect the Book. I pray your good mother will be alright, but we must leave. And the Book tells us that you must come with us. Let’s get inside quickly!”&lt;br /&gt;
&lt;br /&gt;
“Inside? I thought we had to leave? But I can’t leave my family and my home!”&lt;br /&gt;
&lt;br /&gt;
Thomas comforted me, “We have to go, boy. Your parents would want you to be safe. And this is a great mission you are about to embark on.” He smiled. “We will leave by going inside. Come along and you’ll see.” We went in and he explained, “There is great power protecting this house, but even so, to protect the Book we have to prepare to teleport far away. In fact, we will prepare a spell to travel to another land. One where no other men of Brittania have yet gone. A mirror image of this world, but unknown to men. But since the Book has chosen you, I should tell you more about it, while the others prepare to leave.”&lt;br /&gt;
&lt;br /&gt;
While the other Elysians packed the Book and some other belongings in backbacks, Thomas told me a little about the Book. “Some say the Book came from this other land ages ago. While the Book can talk, it often speaks in cryptic phrases that take careful study to understand. And even though the title can be read by all, we cannot yet translate the writing inside. And the Book can’t, or won’t, tell us what’s written inside. It’s believed to be a language from before all known history. Or even a language from some unknown land. We had hoped to search this alternate world for scrolls of translation that the Book tells us exist somewhere. I suppose that now we’ll get the chance to do just that. Come, it looks like we are ready.”&lt;br /&gt;
&lt;br /&gt;
We sat in a circle and the men began chanting a spell unlike any I had ever heard. Then as they chanted, a stranger stepped into the circle. “I am Thornewood” he said, “I have come for the Book of Destiny! I can not let you leave!”&lt;br /&gt;
&lt;br /&gt;
The Elysians looked up in fear, but they didn’t stop their chant. The one called Thornewood reached behind his head and pulled a strange wand from his pack. He held it high and also began to chant. The competing words of power rose to a crescendo just as I was covering my ears in pain and fear, Thomas pushed me back out of the circle. At that moment, it seemed there was a powerful explosion! I don’t remember much more after that.&lt;br /&gt;
&lt;br /&gt;
The next thing I remember was wandering in the woods far from home. For months I struggled just to survive alone in the wilds, with occasional help from rangers and lumberjacks. I befriended a young wolf cub who’s mother was killed by hunters. As I grew, men began to call me Wolf, just like my constant companion. Eventually, I was able to find my way back to Paws. Or at least, where Paws once stood. And I found the remains of the Elysians house. There was little left of it. And certainly no sign of Thomas or the Book. But somehow I knew that the Book had not been destroyed, and vowed I would devote my life to finding it again.&lt;br /&gt;
&lt;br /&gt;
And now the Book of Destiny has been found. After being gone for months, my daughter Nova returned with the Book. Then she disappeared again. I don’t know where she found the Book, or where she has gone, I can only hope she is safe and will return to us someday soon. Nova told us she was pursued by great danger and that we should keep the Book safe.&lt;br /&gt;
&lt;br /&gt;
The Knights of Sosaria will devote ourselves to protecting the Book, and to understanding its revelations. And we will now search for the translation, for I hope that it may be found somewhere in Trammel. But even without it, the Book can tell us many things. Soon, when all safe precautions can be taken, we hope to make the Book of Destiny accessible to all the people of Sosaria. This is a great moment in history. And perhaps our own destiny will be revealed.&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66555</id>
		<title>Atlantic title=Atlantic Unique Locations</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66555"/>
				<updated>2016-02-22T00:46:38Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* Trammel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique Locations==&lt;br /&gt;
&lt;br /&gt;
'''By Aalia of Winterbreeze, Andrasta of Goodmans, and Lord Goodman himself. Transferred here by Molly of Atlantic.'''&lt;br /&gt;
&lt;br /&gt;
In addition to the luna white box that can be found in Goodman's Rune Library and the shadow black box that can be found in Winterbreeze rune library, the box that contains runes to all unique and historical locations on Atlantic, here is a summary of some of the unique locations on Atlantic, as well as some history:&lt;br /&gt;
&lt;br /&gt;
==Felucca==&lt;br /&gt;
&lt;br /&gt;
'''A Stone with a flame trapped inside (the &amp;quot;blood god&amp;quot; of Stormreavers Orc Clan) 13o 1’N 48o 22’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:Stoneflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Archery Range 67o 52 ‘N 6o2’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:archeryrange.jpg&lt;br /&gt;
&lt;br /&gt;
'''Atlantic Mage Tower Red Gate 48o 53’N 151o 11’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguilde.com/File:magetower.jpg&lt;br /&gt;
&lt;br /&gt;
Mage Tower on Atlantic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tower southwest of the Lycaeum in Felucca. Once the main location for magic users on Atlantic, full of magical effects and items. Several interesting features here including a red moongate south of the tower that transports you outside the arena on Isle of the Avatar. On the roof of the tower is a stone column with flames coming out of it, called &amp;quot;The Eternal Flame of Mages&amp;quot;. Saying &amp;quot;setra&amp;quot; on the roof will transport you inside the arena on Isle of the Avatar. Standing on the pentagram on the first floor transports you to Leiah's Rune Library. There used to be an Annex behind the Tower but its long gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arena 149o 56'S, 126o 38'W'''&lt;br /&gt;
&lt;br /&gt;
this was used for mage battles. A red moongate outside the arena leads to the outside of the Atlantic Mage Tower, while saying &amp;quot;roclaf&amp;quot; from within the arena teleports you to the roof of the AMT. &amp;quot;roclaf&amp;quot; is backwards for &amp;quot;falcor&amp;quot;, who was the Seer that played the character Norab, the AMT's sponsor. There's another sign within the arena that says &amp;quot;This Arena Is Reserved For Seer Event. Thank You. Have A Good Day.&amp;quot; There is a locked down communication crystal outside the arena, which was used to announce fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Defeat 27o 31’N 53o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:blackdefeat.jpg&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Tomb 15o 39’N 13o 25’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:blacktomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Buoy 104o 35’S 143o 43’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:buoy.jpg&lt;br /&gt;
&lt;br /&gt;
'''Christine &amp;amp; Flint 49o 3’N 40o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:christineflint.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were married in UO, and in RL, and ran a large guild. Supposedly one of them left the game, and the other one followed because it wasn't the same for them. Plaque there says &amp;quot;Together Though Separate, Bound Beyond Life, Friend and Companion, Their Love Will Not End&amp;quot;. Tombstones say &amp;quot;In Memory of Christine&amp;quot; &amp;amp; &amp;quot;In Memory of Flint&amp;quot;. Moving to a certain spot on each platform teleports you across a small pond to the other platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claudia Raym’s Cave 119o 32’N 47o 15 E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:claudia.jpg&lt;br /&gt;
&lt;br /&gt;
'''Costume Chest 90o 15’S 5o 29’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:costumechest.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Guild Britain 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:banquethall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Memorial 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:councilmemorial.jpg&lt;br /&gt;
&lt;br /&gt;
'''Cromwell estate 44o 2’N 172o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:cromwellh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dupre’s Camp Felucca 96o 51’S 25o 56’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:duprecamp.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Flame 140o 22’N 55o 11’e'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:eternalflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Flower Grove 124o 44’N 9o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:flowergrove.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Coryn Ironheart 173o 25’N 3o 14’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:corwyngrave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Gerald Tiggins'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:geraldtiggins.jpg&lt;br /&gt;
&lt;br /&gt;
'''House of Norab 50o 0’S 166o34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:house_of_norab.jpg&lt;br /&gt;
&lt;br /&gt;
'''Igloo (Well of Souls in Caina, Old &amp;quot;Order of the Ebon Skull&amp;quot; Guild Town) 125o 36’N 177o 37’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:igloo.jpg&lt;br /&gt;
&lt;br /&gt;
'''Caina'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ironhand Gregory 177o 5’S 10o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ironhandh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Jou’Nar’s Stronghold 96o 9’S 40o 4’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:jounars.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Runelibrary 72o 14'S 32o 3'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:leiahsrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Rune Library on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Loa Village 59o41’N 43o 1’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:loavillage.jpg&lt;br /&gt;
&lt;br /&gt;
'''Marble Temple/Temple of Fate 35o 5’N 8o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:marblecolumn.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tis strange thing happened to me recently. The town criers were telling of a strange temple which should be located in a cove in the mountains north of Britain. After talking to two friends from the honorable Sunset Knights we headed north out of the town of Britain, along the graveyard until we reached the mountains. Sadly, we got separated soon and I was trying to find the place the crier hat spoken of. I worked my way from the western parts of Serpents Spine mountains along and past the small pass leading to the dungeon known as Despise. Soon after going another short distance along the mountain range I was greeted by a band of unfriendly orcs which were soon no more. A small entrance into the mountains was nearby and I already heard battlecries coming from the pass. Quickly I readied my spellbook and awaited the worst as I proceeded inside the mountains. I was greeted by some evil looking black archmages and a great number of heroes fighting these. In the middle of the place marking the dead end of the pass stood what looked like a small temple. There were four pillars in different shades of grey, two braziers and the most amazing sight, a green object looking like a skull that was yelling strange words. I think I heard the phrase &amp;quot;Thy fate has been tested&amp;quot;. Strange words were inscribed on the pillars and as I listened, I heard several people of the crowd chanting them. If I remember right, it were the words &amp;quot;MAL GU OM VARKA TALMA&amp;quot;. I soon had to find out the effect of those words as an uncountable number of undead creatures appeared inside the temple. Luckily these were quickly dealt with by the crowd which seemed to enjoy the ongoing slaughter. The crowd had no time to recover as soon another wave of lzardmen appeared charging everyone in sight. As warrior veterans know, those lizards don't present much of a challenge, so the floor was soon littered with the corpses of the dead, when suddenly huge heaps of gold coins were drawing the attention of everyone. This seemed a deadly trap as just when everybody was grabbing for the gold a ring of blood elementals appeared. If you ever fought one of those creatures residing in the deepest caves of the dungeon Shame you know what that meant. Many a warrior found his death. As my reagent supply was quickly used up, I had to retreat after two of these beasts came chasing after me. When I finally got back to the fight, I found the place empty with just an inscription telling that the place might come to life again when the braziers are alight. When this will happen no one knows. The temple, named Temple of Fate still stands and may be visited by the curious traveller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Moonstar Tomb 43o 26’N 154o 49E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:moonstartomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Moss Covered Rock 100o 43’S 69o 18’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:greenmossrock.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Wedding Chapel 30o 51’N 166o 8’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:nujwed.jpg&lt;br /&gt;
&lt;br /&gt;
'''Occlo Ruins 73o 54’S 158o 12’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ocrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Outdoor Wedding Spot 91o 25’N 0o 4’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:weddingspot.jpg&lt;br /&gt;
&lt;br /&gt;
'''Pirate Island 68o 34’N 66o 43’W'''&lt;br /&gt;
&lt;br /&gt;
'''Pirates Hideaway 117o 9’S 4o 30’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:pirhide.jpg&lt;br /&gt;
&lt;br /&gt;
Saying &amp;quot;payment&amp;quot; at the locked door will teleport you inside&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rivendell 26o 48’S 6o 53’W'''&lt;br /&gt;
&lt;br /&gt;
City of Rivendell on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:rivendellt.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seer’s House 106o 15’S 37o 15’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:seershouse.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Red's Curious Goods building. One of the first Seer locations, it's mostly been cleared out. However, there are a few unique items here. A tree stump with an axe is outside the door. Inside, you will find more place settings at the table, a chest and spinning wheel in the back room, and crafting tools in the last room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Cross Tavern 93o 53’N 23o 37’W'''&lt;br /&gt;
&lt;br /&gt;
Serpent Cross Tavern on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:sctavernc.jpg&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Hold Council 151o 57’S 114o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:serhold.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Knowledge 37o6’N 65o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:treeofknow.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Wisdom 66o 48’N 48o 43’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:treeofwis.jpg&lt;br /&gt;
&lt;br /&gt;
'''United Blacksmiths of Britannia Guildhall 13o 21’S 2o 2’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ubb3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Vesper Museum 57o 56’N 112o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:vespermu.jpg&lt;br /&gt;
&lt;br /&gt;
The Statue of Nostur'yl in the Vesper Museum whom we managed to kill in the courtyard of the Hungry Halfling Tavern in Rivendell (where it sat till the Seers created the Museum to host it along with many other items from quests) thanks to some valiant efforts of Cesspool standing guard over the Obsidian post in Serpent's hold at my request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vespers Counselors Guild 60o 2’N 107o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:vespercoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Wisp’s Columns 6o 51’S 50o 16’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:wispcol.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Council 56o 37’N 49o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewcoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Mill 71o 1’N 53o 55’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewmill.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Town Council 67o 46’N 59o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewtown.jpg&lt;br /&gt;
&lt;br /&gt;
Since it was not mentioned in this thread, the Yew Town Council got one of the NPC houses in Felucca Yew (at that time simply known as Yew) redesigned as a Town Hall with a large meeting table and offices for the Mayor, Chief Justice and Militia Captain. As seen in the image this building also housed the Yew Town Council (YEW) guild stone. While at some point the dynamic objects which had been removed during the redecoration came back, the original decoration still exists and the banners in and outside the building show the purpose of the building when clicked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yew University 31o 23’N 64o49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewuniv.jpg&lt;br /&gt;
&lt;br /&gt;
'''West Yew University on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once possibly the most influential player group on Atlantic, this group of people helped train new users in all manners of UO play long before there were companions or other programs. As such, they received quite a few things to aid them in their work:&lt;br /&gt;
* WYU Boat transport - at the end of the road is a sign and boat. The sign reads: &amp;quot;to cross the river, step onto the boat and say, 'I would like to cross.'&amp;quot; Takes you from (35o 14'N, 58o 21'W) to (36o 12'N, 63o 33'W) and back.&lt;br /&gt;
* Tree of Knowledge - Used to be a silver tree within WYU, placed when the original person who ran WYU, Silver Dryad, departed. Still has it's name (36o 44'N, 66o 9'W)&lt;br /&gt;
* WYU Headquarters - Just outside the guardzone, this small house had a hedge placed around a small courtyard. (31o 27'N, 64o 53'W)&lt;br /&gt;
* WYU Building - Yew Farmhouse, converted to a school house. Outsides is decorated like a stables. Inside, additional books lie scattered on tables. A guildstone for the &amp;quot;House of Desires&amp;quot; resides in the building. (34o 58'N, 64o 45'W)&lt;br /&gt;
* WYU Magic &amp;amp; Tailoring Wing - Yew Farmhouse. The first part of the interior was converted into a magic training area. The back room was made into a tailor training area, full of tailoring equipment. Outside the building, combat and pickpocket dummies allowed fighter and thief training. (33o 23'N, 69o 15'W)&lt;br /&gt;
* WYU Smithing Area - Located one screen west of the WYU HQ, this small area was added to train smiths. (31o 38'N, 65o 52'W)&lt;br /&gt;
&lt;br /&gt;
==Trammel==&lt;br /&gt;
&lt;br /&gt;
'''Trammel'''&lt;br /&gt;
&lt;br /&gt;
'''Adventurer’s Hall 104o 41’N 81o 29’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:advenhall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Architect Foundation Castle 63o 37’S 43o 22’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:archcastle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Bauble Hut 15o 43’S 5o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:baublehut.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Filberto the Tinker&amp;quot; Quest line.&lt;br /&gt;
The books to follow the Quest are on display at the Winterbreeze Library (on the 3rd Floor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Britain Fairgrounds 22o 56’s1o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:britfair.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British Throne Room (Statue, Shields and other Memorials) 0o 11'N 0o 29'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:throne.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British War Room'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:warroom.jpg&lt;br /&gt;
&lt;br /&gt;
'''Companion House 76o 43'S 160o 6'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:comphouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dolphins 160o 50’S 51o 32’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:dolphins.jpg&lt;br /&gt;
&lt;br /&gt;
'''Gerald Tiggins Grave'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:geraldt.jpg&lt;br /&gt;
&lt;br /&gt;
'''Inside Pirate Cave'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:inpirate.jpg&lt;br /&gt;
&lt;br /&gt;
'''Malabelle’s House 19o 36’N 124o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:mallabelle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Massacre House 11o 15’N 132o 33’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:masshouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Armor Stands 43o 41’N 154o 49’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:nustatue.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm’s Music Stands 38o 9” N 170o 0’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:musicstand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ophidian’s Demands’ 54o 18’S 37o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:opidemand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Part of the Ophidian Invasion 2006'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirate Cave Entrance 440 29’N 88o 39’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:piratecave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Prison Cart 42o 32’S 8o 9’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:prisoncart.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 2 34o 17’N 2o 44’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest2.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 3 27o 20’S 15o 49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 4 20o 49’S 12o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:quest4.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ricardo’s Hideout 97o 28’S 2o 52’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:richide.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
'''Sealed Cave 6o 30’S 38o 57’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:sealcave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Skara Brae Community Center 45o 26’S 48o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:skara.jpg&lt;br /&gt;
&lt;br /&gt;
'''Talking Statues 91o 40’S 22o 4’W'''&lt;br /&gt;
&lt;br /&gt;
'''Tor’s Boots 63o 43’S 35o 47’W'''&lt;br /&gt;
&lt;br /&gt;
'''Treasure Trove 119o 42’S 148o 13’E (gone with old Haven)'''&lt;br /&gt;
&lt;br /&gt;
'''Tuning Fork 5o 12’N 8o 38’E'''&lt;br /&gt;
&lt;br /&gt;
'''Water Prison 14o 45’S 93o 43’E (rune blocked right now)'''&lt;br /&gt;
&lt;br /&gt;
'''Wind Ramparts 49o 19’N 30o 14’E'''&lt;br /&gt;
&lt;br /&gt;
'''Yew Monument 55o 28’N 51o 23’W'''&lt;br /&gt;
&lt;br /&gt;
==Other History==&lt;br /&gt;
&lt;br /&gt;
'''Gargish Dragon shares the following links :'''&lt;br /&gt;
&lt;br /&gt;
The Movement Quest. This was run on Atlantic in August 98 by Seer Little and included a large part which was runnung during 1 week and solving it gave time and place for the final live event. The great report was done by Garulfo.&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/movement/movement.html&lt;br /&gt;
&lt;br /&gt;
'''Seekers of the Wisp and the Conference'''&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/wispconf.html&lt;br /&gt;
&lt;br /&gt;
'''Dragon Quests.''' These were run by the Ultima Dragons, an ancient Ultima fan club (http://www.udic.org), many living in Rivendell.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/xena/ (Stories)&lt;br /&gt;
&lt;br /&gt;
'''The FOA quest on Atlantic.''' Famous was the large group of people guarding chests for several days.&lt;br /&gt;
&lt;br /&gt;
'''The Hulkster fights.''' Starr Long alias Lord Blackthorn remembers this fight&lt;br /&gt;
&lt;br /&gt;
http://www.gamespot.com/features/uosg/dev2.html&lt;br /&gt;
&lt;br /&gt;
'''Green Acres Arena.''' A special arena was construction in &amp;quot;Green Acres&amp;quot;, which later became the Lost Lands. Special monuments allowed player to teleport to the area. Remains of the arena used for the &amp;quot;rematch&amp;quot; actually appeared in the Lost Lands on Europa later.&lt;br /&gt;
&lt;br /&gt;
'''The Yew Town Council.''' This link contains history of the early Council, starting from June 1998 and including Lord British's visit in March 1999.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tc_205.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A lot of Atlantic's history can be found in Town Cryer Articles:'''&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tca_index.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Story of Elysium and the Knights of Sosaria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player town of Elysium was formed in the year 1997 by the Knights of Sosaria. Especially by Lord Wolf and his daughter Lady Nova, the two founders of the KOS. Elysium is just south of where the old ruined town of Paws once stood. Wolf was born in Paws and had witnessed the destruction of it by the Orcs. As he came to age he settled down on the plains north of Trinsic, and formed Elysium. One core of the town was the Wandering Wisp Tavern. Another part was Leia's Rune Library just a few stumbling steps from the away. Soon the town grew bigger as the number of Knights increased and their link to Trinsic was beyond measure. Several members of the KOS became Mayors of Trinsic or at least members of the Trinsic Council of Honor.&lt;br /&gt;
But then came the discovery of Trammel and the lands of Elysium became empty. The Knights, however, placed a large tower and a castle on the same plains. The Tower served as new home for the KOS guildstone, while the tower, more or less in the same spot where Leia's rune library is on Felucca, holds the Elysium Rune Library and the Drunken Dragon Tavern.&lt;br /&gt;
Lord Wolf retired, leaving the guild business first to his friend Lord Breti (the owner of the Tower and the Castle) and later Sir Robert and Lady Arcana became co-Leaders. Those two also became (in the roleplaying scenario, not OSI endorsed) the Duke and the Duchess of Trinsic. Sir Robert took over the Wandering Wisp Tavern as well.&lt;br /&gt;
Lady Arcana is today the Guildmistress of the KOS, Sir Robert had left the guild to start his own and Breti is more or less retired as well. The Knights are now located at Vesper / Trammel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ghosts of Paws ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''By Gwendoly'''&lt;br /&gt;
&lt;br /&gt;
On a sunny Sunday afternoon, I went to Trinsic to attend the Council Meeting. I had heard reports of strange ghosts haunting the lands of late and I hoped to learn more. These ghosts apparently were cursing people and someone even told me that the new town of Elysium was cursed. As my guild had put a lot of time and effort into creating Elysium, I wanted to help in any way I could to remove the curse.&lt;br /&gt;
&lt;br /&gt;
I went to the Trinsic Meeting Hall and found a number of people already there. A few more came in after the meeting began. I counted thirty-one people in all. There was even a seer at the meeting, Seer Nikademus. I found this interesting because I have seen a green-robed seer only once before. The attendees included: Christian of RAV; Lenknat of KOP; Fizban; Magus Draco; Arturius of C^L; Zeromus; Alma Beoulve; several members of the Trinsic Council; some representatives of the Yew Militia; Gargish Dragon, the Mayor of Yew; Dyluck Blade of WYS; Aleph Aeirs of 2ST; and several members of my guild, the Knights of Sosaria.&lt;br /&gt;
&lt;br /&gt;
Orchid, the Mayor of Trinsic, began by telling what she knew of the ghosts and their mysterious messages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was brought to my attention that the strange events we have experienced began not last week, but actually some time before when an oracle of sorts visited Dalriada. He said of some forthcoming troubles he saw between Yew and Trinsic. Recently, as we all know ghosts started appearing - Sir Simon, Belle, etc - carrying messages speaking of curses upon Trinsic because they supposedly did not aid in their time of need. Who's time of need? Apparently The long since destroyed town of Paws. Paws was attacked and destroyed by Orcs long ago, and it is true that Trinsic apparently did not show up in time to prevent it. In fact, only one survivor remained when they finally came. You may recall Crawworth. He was the survivor. Now I know not the reason why it took Trinsic so long to get there. It was long since before my time and there is nothing I could have done to aid. Apparently though, now they want revenge. But why now? What have they waited so long to seek vengeance upon us?&amp;quot;&lt;br /&gt;
&amp;quot;It is the ghosts, of those I assume to be deceased citizens of Paws that want revenge. Last night, I am told they came with a message more frightening than any before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, several people told Orchid of the ghosts who appeared to them last night. Fizban said, &amp;quot;Last night every ghost along with a few new ones appeared before WYU.&amp;quot; SunWolf was also a witness: &amp;quot;Ma'am Mayor, these ghost of some sorts had visited Abbey. Also Serpent Cross Tavern. They stated Trinsic Council will pay for their deeds at the meeting at next sun rise.&amp;quot; &amp;quot;I fear we may be in grave danger, though I am still not sure from what,&amp;quot; replied Orchid.&lt;br /&gt;
&lt;br /&gt;
The discussion continued for some time, when, all of a sudden, I felt a chill behind me. I turned towards the door and saw a ghost walk into the room. His name was Sir Simon. The communication crystals that were set up for the meeting allowed us to understand all of Sir Simon's speech. I faithfully wrote down everything he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In a chest hidden by the best of thieves...this letter shall rest an eternity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin....stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the others...do not know...the truth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they will not....listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they must...have peace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Paws...destroyed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I failed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin...stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they blame...Trinsic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not...listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;and neither...will He&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;follow&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Sir Simon left the room. We all scrambled to follow before we lost sight of him.&lt;br /&gt;
&lt;br /&gt;
Sir Simon led us out of Trinsic and north along the road. We hadn't gone far when he stopped and moaned something. Lenknat interpreted for us: &amp;quot;In Vain I died here.&amp;quot; Sir Simon then continued north aways. He led us east through the woods and stopped at a graveyard near the swamps. He began reading the headstones to us. It quickly became apparent that the people buried here were killed by the orcs that destroyed Paws. This is what he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Belle....daughter...of Samuel...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;child of Paws...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Poor Tremain...guard of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marianne...baker...of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir John...Mayor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Polly...Paws tavernkeep&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley...foolish drunk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;he will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley knows...the way...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek Farley...he lives near&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tessa.....my Lady Tessa&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My lady Tessa...I miss her&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;our son...Crawworth...all dead&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;all gone now&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not rest...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek him&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Simon suddenly disappeared, leaving us to speculate who this Farley person was. Sir Simon said something about him living nearby, so we began to search all the houses in the area for any signs.&lt;br /&gt;
&lt;br /&gt;
We split up into groups to search the area faster. I know not who first found it, but we soon gathered in front of a small wooden house. The sign read: &amp;quot;Farley's Hunting Shack - Go Away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After discussing what to do next, we decide to wait in front of the house in case the owner returned soon.&lt;br /&gt;
&lt;br /&gt;
A strange looking fellow wearing the shiniest plate armor walked up and asked why we were gathered about the house. His name was Stratege. Lady Nova told him that we were waiting for a man called Farley. Stratege told us about someone he met a few weeks back in the woods who was trying to fight off a few ratmen near a chest. Stratege said that he helped kill the ratmen and that the man gave him part of the treasure, 500 gold pieces. He seemed to think that the man was named Farley, but he couldn't be certain. Stratege seemed to be amused by our explanation that we were waiting because a ghost told us to, and he left with the words, &amp;quot;back to smithing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Remembering what Sir Simon said about Farley being a drunk, Orchid went to search the taverns for him. Some of the people in our group left to search other areas. I left for awhile as well.&lt;br /&gt;
&lt;br /&gt;
When I returned to Farley's house, there was still a good-sized group waiting. A few minutes later, Orchid returned from her search of the taverns without having found anything. A discussion began regarding what we learned about the ghosts and Farley, speculation as to who the master thief is, and how all this relates to Trinsic. It was feared that all this was a ruse to get us away from the city and that Trinsic was under attack. Callisto Gabriel rode to Trinsic and returned to report that all was peaceful there.&lt;br /&gt;
&lt;br /&gt;
A few of the people waiting had taken to summoning elementals and sparring with them to practice their skills and help pass the time. While all this was going on, it was almost easy not to notice a small, gray-bearded man walk up from the west. Lady Nova was the first to say, &amp;quot;There he is!&amp;quot; We all turned and were glad to finally see Farley, the Treasure Hunter.&lt;br /&gt;
&lt;br /&gt;
Farley walked up to his house, mumbled under his breath angrily, and said, &amp;quot;Get ye away from me house.&amp;quot; Lady Nova and Orchid tried to ask him some questions, but his reply was, &amp;quot;Ask ye questions to the swamp.&amp;quot; After muttering, &amp;quot;Away from me doorstep,&amp;quot; Farley went inside his house and locked the door behind him. We continued to wait outside his house in case he changed his mind about talking to us. We could hear him drinking.&lt;br /&gt;
&lt;br /&gt;
Some minutes passed before Farley stumbled out onto his doorstep. He muttered, &amp;quot;Ye best be off, fore I get angry.&amp;quot; But we were not so easily shooed. Lenknat asked, &amp;quot;Can you help us?&amp;quot; To which Farley replied, &amp;quot;No one can help ye as no one can help me.&amp;quot; Orchid said, &amp;quot;We need help obtaining a letter sealed in a chest hidden by the best of thieves.&amp;quot; We tried to explain briefly why we were there and asked Farley many questions which he did not answer. Someone mentioned a test, and to this Farley responded: &amp;quot;A test I give thee. No one can best me in the hunt. I shall devise a test. Only I am able to find the treasures that others hide.&amp;quot; He then tried to scare us away with a feeble attempt at magic by muttering, &amp;quot;Corpus Por,&amp;quot; &amp;quot;Corpal Por,&amp;quot; and &amp;quot;Corpy Pory.&amp;quot; This, of course, did not work.&lt;br /&gt;
&lt;br /&gt;
We asked Farley again about the test. He said, &amp;quot;A test I give thee. Ye shant pass test, give up now.&amp;quot; Someone mentioned the ghosts, and Farley muttered, &amp;quot;Evil spirits. The spirits haunt me dreams. I shant have thee cluttering me mind with these lies.&amp;quot; Orchid told him, &amp;quot;We can stop the spirits, but only with your help.&amp;quot; Farley said, &amp;quot;This map I give thee, ye not find treasure,&amp;quot; and then asked who was the leader among us. We told him that it was Mayor Orchid. Farley continued: &amp;quot;Ye not find this treasure, even me unable. If thee finds this treasure, me give what ye ask. Bring to me the completed map along with all gems and drink. If thee do this, me take to fake orc chest.&amp;quot; Orchid replied, &amp;quot;Its a deal.&amp;quot; Farley gave Orchid a tattered treasure map, muttered &amp;quot;Now begone from me hut,&amp;quot; and went back inside to resume his drinking.&lt;br /&gt;
&lt;br /&gt;
We discussed what to do next and how we were going to find a treasure hunter. Lenknat's father, a master cartographer named Maximun, came to see if he could help. Maximun tried to read the map and then announced, &amp;quot;Tis too difficult.&amp;quot; He told us that only a grandmaster cartographer could read the map. From this we knew that it was one of the most difficult types of treasure maps in the lands and that getting the treasure would involve fighting several of the toughest monsters in Britannia.&lt;br /&gt;
&lt;br /&gt;
Several people sent messages via pigeon to friends to help locate a grandmaster cartographer, without any success. It quickly became clear that finding one could take awhile. Several of us went to the Wandering Wisp tavern to discuss the situation further over a good drink. Orchid decided that we should continue our search for a cartographer and return to the Wisp in two hours.&lt;br /&gt;
&lt;br /&gt;
I went home get supplies for the hunt. When I returned to the Wisp, no qualified cartographer had yet been located. Callisto Gabriel soon had a lead and gave the information to Orchid. The Mayor contacted this cartographer, and he agreed to help us. Orchid brought the cartographer, named Cotton Picka of LoT, to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Cotton read the map and told us that the treasure was buried on a small island between Britain and Trinsic. We located two boats and then went to Leiah's Rune Library. A rune was found to a nearby island so that our sailing time would be shorter. We gated to the island and then boarded the boats. Most of the people got on the first boat. I boarded the second boat with a few of my guildmates. We tried to keep up with the first boat, but managed to get lost. I was able to get the coordinates of the first boat via pigeon and then we were on our way again.&lt;br /&gt;
&lt;br /&gt;
When we caught up with the first boat, they were already at the island and the treasure hunt was in progress. The corpses of several monsters lay on the shore. I witnessed the deaths of a lich lord and two elder gazers before the treasure hunt was over. All the loot was gathered, and we then gated back to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Mayor Orchid let each person chose one of the magic items from the loot as a reward for helping with the quest. She then asked us all to meet back at the Wisp tomorrow night at 8 o'clock to see if we can locate Farley again and show that we have passed his test.&lt;br /&gt;
&lt;br /&gt;
This Sunday proved to be a very long day for me. I was glad to go home and get some rest, though it was an adventure not to forget!&lt;br /&gt;
&lt;br /&gt;
-Gwendolyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draft of Book of Destiny story... ==&lt;br /&gt;
&lt;br /&gt;
'''By Wolf'''&lt;br /&gt;
&lt;br /&gt;
As a young boy, I lived a peaceful life in a small village known as Paws, between Trinsic and Britain. That is, until the days of Thornewood and the attack of the orcs. History books tell of the orc attack and how the village was destroyed. But few know the full story of evil, deception, and death…&lt;br /&gt;
&lt;br /&gt;
When the orcs attacked, the men hid the women and children in barns and cellars, and then sent a call for help to the Paladins of the Trinsic Honor Guard. But the message never arrived.&lt;br /&gt;
&lt;br /&gt;
Running to Trinsic, the messenger found a Guardsman on the trail and begged him to call the Guard to aid Paws. The Guardsman wheeled his horse, glowered down at the panting man, and struck him down with a single blow! For this Guardsman was an imposter who had infiltrated the Guard’s ranks. It was he that led the orcs against the town. His name was Thornewood.&lt;br /&gt;
&lt;br /&gt;
Not knowing the messenger’s fate, the men and many of the women of Paws fought bravely against the waves of orcs that attacked their homes and families. But they never stood a chance against the horde. Blood ran freely over doorsteps and through the streets. Men, women and children were all cruelly slaughtered. And the mysterious Guardsman was never seen again.&lt;br /&gt;
&lt;br /&gt;
In the end, Trinsic’s Honor Guard did learn of the attack and arrived to find the orcs in the last stages of the obliteration of Paws. Hartham himself strode through town demolishing orcs and searching for survivors. In one of the few houses not burned to the ground he beheaded an orc that had just killed some poor, brave woman of Paws. The story has been told that as Hartham turned to leave, he heard a sound under the floorboards. Tossing aside a rug he ripped open the trapdoor, ready to attack any vile creatures below. And there he found a young boy. Apparently, he was the sole survivor of the once peaceful town of Paws. His name was Crawworth, and Hartham raised the boy as his own. Years later Crawworth achieved notoriety in the battles against the Followers of the Armageddon, and in the initial explorations of the newly found Lost Lands, where he was eventually killed.&lt;br /&gt;
&lt;br /&gt;
What many people have never known was that Crawworth was NOT the only survivor of Paws. Indeed, several years ago, it was discovered that Farley, a half-mad drunk living in the swamps, had been hidden in the woods as a child and was overlooked by the orcs. When the Knights of Sosaria were building their town of Elysium on the ruins of Paws, Farley played a part in quelling the angry cries of ghosts that rose up to complain to the people of Trinsic for not sending aid during the attack. He eventually told them of the false paladin who betrayed both Trinsic and Paws, thus finally allowing the ghosts to rest in peace. But soon after, Farley disappeared and has been seen no more.&lt;br /&gt;
&lt;br /&gt;
I know this story well. It’s a dramatic history lesson that I’ve followed all my life. But it’s like the surface of a deep pool….it’s only a small part, the beginning of the story. Many may know that my daughter, Nova, and I founded the Knights of Sosaria and that we built our homes in Elysium, on the ruins of Paws. Few know much more about my history, and how I came to be drawn to the area. Perhaps by now you’ve guessed…&lt;br /&gt;
&lt;br /&gt;
I am another survivor of the devastation of Paws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few people know, or ever knew, that the small town of Paws held much more than taverns and shops. Deep in the woods west of town was a small, plain looking house. Tucked away in a thicket, most never even saw that it was there; but if they did, it looked so ordinary they paid little attention to it. Just a cottage inhabited by a few old men, living out the ends of their days telling each other stories of when they were young. Or so it seemed. But hidden away inside was a great secret.&lt;br /&gt;
&lt;br /&gt;
Those men weren’t just telling stories of old lovers and historic battles. They were scholars and mages who had dedicated their entire lives to hiding, protecting, and understanding an artifact far older they. They called themselves the Elysians. Long ago they had joined this sect and vowed to give their very lives for this thing.&lt;br /&gt;
&lt;br /&gt;
It was book. No one knew how old it was, nor where it came from. It was titled “The Book of Destiny”. After years, even generations, no one was able to decipher any more than that. It seems the title could be easily read, but the script inside was unfamiliar to anyone who ever saw it. They didn’t know if it was in code, or some ancient language unknown to anyone living.&lt;br /&gt;
&lt;br /&gt;
But why had these men, and many others before them, dedicated their lives to a book that no one could even read? What made it so special? Miraculously, the book was sentient. At least, it could speak! Which is not to say that it would converse on mundane topics of daily life or even speak all the time, but it would speak. And more, it seemed to know of things throughout the lands, and perhaps even throughout time! I gather it spoke of historic events, and even seemed to warn of dangers to come.&lt;br /&gt;
&lt;br /&gt;
I don’t know much more about the book. The only reason I know of it at all is because when I was a very young boy I was befriended by Thomas, one of the Elysians. Young as I was, I’ll never forget the time he took me in to see the Book; or perhaps it was for the Book to see me, I’ll never know. I thought it was a fair bit of magic when I heard it speak, though I was chilled to the bone by what it said. “Death soon surrounds this one.” A week later, Paws was attacked.&lt;br /&gt;
&lt;br /&gt;
Looking back, I think Thomas must have hoped I would succeed him. And in a way, I have. I’ve dedicated my life to finding that book. You see, during the attack on Paws The Book of Destiny disappeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up to sounds of my father shouting in the next room. Mother was shaking me. “Wake up, wake up! We have to run!” She dragged me out of bed and into the main room. Papa pushed a large knife into my hands. It was like a sword to me. “Richard! He’s only seven!”&lt;br /&gt;
&lt;br /&gt;
“Old enough, if need be. Don’t worry, you’ll both be safe there. And the Honor Guard will have word soon. Now go!” She kissed him, and grabbed me by the hand. In a daze, I tried to keep up as we ran out the back and headed through the woods. I glanced back to see my father pulling out his great viking sword that usually hung over the door.&lt;br /&gt;
&lt;br /&gt;
“Orcs are attacking! And hundreds more where seen skirting ‘round the swamps. We have to go see Thomas,” she panted, “He’ll keep you safe”&lt;br /&gt;
&lt;br /&gt;
As we rushed along, I remember hearing shouts in town to the south. Then some of the shouts turned to screams. We kept running. Thomas and the Elysian’s house never seemed so far.&lt;br /&gt;
&lt;br /&gt;
Mother stopped short. Somewhere ahead we heard heavy footsteps, leather, and steel. Dragging me into the bushes, she said, “Stay down here. If they look this way, I’ll lead them south. When they go out of sight, run to Thomas’s house! I’ll meet you there.” I started to cry for her not to leave me, but she covered my mouth.&lt;br /&gt;
&lt;br /&gt;
Orcs came around the bend at a slow trot. I had never seen an orc up close. They looked huge and mean. My hand tighten in fear around Papa’s knife. Just as they came past us, one of them stopped and turned, sniffing the air. “Remember to find Thomas” she whispered. Then Mother jumped up and ran across the path and into the trees. The orcs growled and followed her. I was frozen with shock and fear. Then finally, I got up and ran on.&lt;br /&gt;
&lt;br /&gt;
I found Thomas and the others outside their house, listening to the sounds of battle in the near distance. “We have to prepare to leave”, they said.&lt;br /&gt;
&lt;br /&gt;
“We can’t leave. Mother is coming! And the Honor Guard will be here soon.”&lt;br /&gt;
&lt;br /&gt;
“They won’t get here in time, boy. We must protect the Book. I pray your good mother will be alright, but we must leave. And the Book tells us that you must come with us. Let’s get inside quickly!”&lt;br /&gt;
&lt;br /&gt;
“Inside? I thought we had to leave? But I can’t leave my family and my home!”&lt;br /&gt;
&lt;br /&gt;
Thomas comforted me, “We have to go, boy. Your parents would want you to be safe. And this is a great mission you are about to embark on.” He smiled. “We will leave by going inside. Come along and you’ll see.” We went in and he explained, “There is great power protecting this house, but even so, to protect the Book we have to prepare to teleport far away. In fact, we will prepare a spell to travel to another land. One where no other men of Brittania have yet gone. A mirror image of this world, but unknown to men. But since the Book has chosen you, I should tell you more about it, while the others prepare to leave.”&lt;br /&gt;
&lt;br /&gt;
While the other Elysians packed the Book and some other belongings in backbacks, Thomas told me a little about the Book. “Some say the Book came from this other land ages ago. While the Book can talk, it often speaks in cryptic phrases that take careful study to understand. And even though the title can be read by all, we cannot yet translate the writing inside. And the Book can’t, or won’t, tell us what’s written inside. It’s believed to be a language from before all known history. Or even a language from some unknown land. We had hoped to search this alternate world for scrolls of translation that the Book tells us exist somewhere. I suppose that now we’ll get the chance to do just that. Come, it looks like we are ready.”&lt;br /&gt;
&lt;br /&gt;
We sat in a circle and the men began chanting a spell unlike any I had ever heard. Then as they chanted, a stranger stepped into the circle. “I am Thornewood” he said, “I have come for the Book of Destiny! I can not let you leave!”&lt;br /&gt;
&lt;br /&gt;
The Elysians looked up in fear, but they didn’t stop their chant. The one called Thornewood reached behind his head and pulled a strange wand from his pack. He held it high and also began to chant. The competing words of power rose to a crescendo just as I was covering my ears in pain and fear, Thomas pushed me back out of the circle. At that moment, it seemed there was a powerful explosion! I don’t remember much more after that.&lt;br /&gt;
&lt;br /&gt;
The next thing I remember was wandering in the woods far from home. For months I struggled just to survive alone in the wilds, with occasional help from rangers and lumberjacks. I befriended a young wolf cub who’s mother was killed by hunters. As I grew, men began to call me Wolf, just like my constant companion. Eventually, I was able to find my way back to Paws. Or at least, where Paws once stood. And I found the remains of the Elysians house. There was little left of it. And certainly no sign of Thomas or the Book. But somehow I knew that the Book had not been destroyed, and vowed I would devote my life to finding it again.&lt;br /&gt;
&lt;br /&gt;
And now the Book of Destiny has been found. After being gone for months, my daughter Nova returned with the Book. Then she disappeared again. I don’t know where she found the Book, or where she has gone, I can only hope she is safe and will return to us someday soon. Nova told us she was pursued by great danger and that we should keep the Book safe.&lt;br /&gt;
&lt;br /&gt;
The Knights of Sosaria will devote ourselves to protecting the Book, and to understanding its revelations. And we will now search for the translation, for I hope that it may be found somewhere in Trammel. But even without it, the Book can tell us many things. Soon, when all safe precautions can be taken, we hope to make the Book of Destiny accessible to all the people of Sosaria. This is a great moment in history. And perhaps our own destiny will be revealed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66554</id>
		<title>Atlantic title=Atlantic Unique Locations</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66554"/>
				<updated>2016-02-22T00:30:36Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: Atlantic Unique Places&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique Locations==&lt;br /&gt;
&lt;br /&gt;
'''By Aalia of Winterbreeze, Andrasta of Goodmans, and Lord Goodman himself. Transferred here by Molly of Atlantic.'''&lt;br /&gt;
&lt;br /&gt;
In addition to the luna white box that can be found in Goodman's Rune Library and the shadow black box that can be found in Winterbreeze rune library, the box that contains runes to all unique and historical locations on Atlantic, here is a summary of some of the unique locations on Atlantic, as well as some history:&lt;br /&gt;
&lt;br /&gt;
==Felucca==&lt;br /&gt;
&lt;br /&gt;
'''A Stone with a flame trapped inside (the &amp;quot;blood god&amp;quot; of Stormreavers Orc Clan) 13o 1’N 48o 22’W'''&lt;br /&gt;
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http://www.uoguide.com/File:Stoneflame.jpg&lt;br /&gt;
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'''Archery Range 67o 52 ‘N 6o2’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:archeryrange.jpg&lt;br /&gt;
&lt;br /&gt;
'''Atlantic Mage Tower Red Gate 48o 53’N 151o 11’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguilde.com/File:magetower.jpg&lt;br /&gt;
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Mage Tower on Atlantic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tower southwest of the Lycaeum in Felucca. Once the main location for magic users on Atlantic, full of magical effects and items. Several interesting features here including a red moongate south of the tower that transports you outside the arena on Isle of the Avatar. On the roof of the tower is a stone column with flames coming out of it, called &amp;quot;The Eternal Flame of Mages&amp;quot;. Saying &amp;quot;setra&amp;quot; on the roof will transport you inside the arena on Isle of the Avatar. Standing on the pentagram on the first floor transports you to Leiah's Rune Library. There used to be an Annex behind the Tower but its long gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arena 149o 56'S, 126o 38'W'''&lt;br /&gt;
&lt;br /&gt;
this was used for mage battles. A red moongate outside the arena leads to the outside of the Atlantic Mage Tower, while saying &amp;quot;roclaf&amp;quot; from within the arena teleports you to the roof of the AMT. &amp;quot;roclaf&amp;quot; is backwards for &amp;quot;falcor&amp;quot;, who was the Seer that played the character Norab, the AMT's sponsor. There's another sign within the arena that says &amp;quot;This Arena Is Reserved For Seer Event. Thank You. Have A Good Day.&amp;quot; There is a locked down communication crystal outside the arena, which was used to announce fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Defeat 27o 31’N 53o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:blackdefeat.jpg&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Tomb 15o 39’N 13o 25’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:blacktomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Buoy 104o 35’S 143o 43’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:buoy.jpg&lt;br /&gt;
&lt;br /&gt;
'''Christine &amp;amp; Flint 49o 3’N 40o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:christineflint.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were married in UO, and in RL, and ran a large guild. Supposedly one of them left the game, and the other one followed because it wasn't the same for them. Plaque there says &amp;quot;Together Though Separate, Bound Beyond Life, Friend and Companion, Their Love Will Not End&amp;quot;. Tombstones say &amp;quot;In Memory of Christine&amp;quot; &amp;amp; &amp;quot;In Memory of Flint&amp;quot;. Moving to a certain spot on each platform teleports you across a small pond to the other platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claudia Raym’s Cave 119o 32’N 47o 15 E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:claudia.jpg&lt;br /&gt;
&lt;br /&gt;
'''Costume Chest 90o 15’S 5o 29’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:costumechest.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Guild Britain 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:banquethall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Memorial 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:councilmemorial.jpg&lt;br /&gt;
&lt;br /&gt;
'''Cromwell estate 44o 2’N 172o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:cromwellh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dupre’s Camp Felucca 96o 51’S 25o 56’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:duprecamp.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Flame 140o 22’N 55o 11’e'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:eternalflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Flower Grove 124o 44’N 9o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:flowergrove.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Coryn Ironheart 173o 25’N 3o 14’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:corwyngrave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Gerald Tiggins'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:geraldtiggins.jpg&lt;br /&gt;
&lt;br /&gt;
'''House of Norab 50o 0’S 166o34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:house_of_norab.jpg&lt;br /&gt;
&lt;br /&gt;
'''Igloo (Well of Souls in Caina, Old &amp;quot;Order of the Ebon Skull&amp;quot; Guild Town) 125o 36’N 177o 37’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:igloo.jpg&lt;br /&gt;
&lt;br /&gt;
'''Caina'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ironhand Gregory 177o 5’S 10o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ironhandh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Jou’Nar’s Stronghold 96o 9’S 40o 4’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:jounars.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Runelibrary 72o 14'S 32o 3'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:leiahsrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Rune Library on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
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'''Loa Village 59o41’N 43o 1’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:loavillage.jpg&lt;br /&gt;
&lt;br /&gt;
'''Marble Temple/Temple of Fate 35o 5’N 8o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:marblecolumn.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tis strange thing happened to me recently. The town criers were telling of a strange temple which should be located in a cove in the mountains north of Britain. After talking to two friends from the honorable Sunset Knights we headed north out of the town of Britain, along the graveyard until we reached the mountains. Sadly, we got separated soon and I was trying to find the place the crier hat spoken of. I worked my way from the western parts of Serpents Spine mountains along and past the small pass leading to the dungeon known as Despise. Soon after going another short distance along the mountain range I was greeted by a band of unfriendly orcs which were soon no more. A small entrance into the mountains was nearby and I already heard battlecries coming from the pass. Quickly I readied my spellbook and awaited the worst as I proceeded inside the mountains. I was greeted by some evil looking black archmages and a great number of heroes fighting these. In the middle of the place marking the dead end of the pass stood what looked like a small temple. There were four pillars in different shades of grey, two braziers and the most amazing sight, a green object looking like a skull that was yelling strange words. I think I heard the phrase &amp;quot;Thy fate has been tested&amp;quot;. Strange words were inscribed on the pillars and as I listened, I heard several people of the crowd chanting them. If I remember right, it were the words &amp;quot;MAL GU OM VARKA TALMA&amp;quot;. I soon had to find out the effect of those words as an uncountable number of undead creatures appeared inside the temple. Luckily these were quickly dealt with by the crowd which seemed to enjoy the ongoing slaughter. The crowd had no time to recover as soon another wave of lzardmen appeared charging everyone in sight. As warrior veterans know, those lizards don't present much of a challenge, so the floor was soon littered with the corpses of the dead, when suddenly huge heaps of gold coins were drawing the attention of everyone. This seemed a deadly trap as just when everybody was grabbing for the gold a ring of blood elementals appeared. If you ever fought one of those creatures residing in the deepest caves of the dungeon Shame you know what that meant. Many a warrior found his death. As my reagent supply was quickly used up, I had to retreat after two of these beasts came chasing after me. When I finally got back to the fight, I found the place empty with just an inscription telling that the place might come to life again when the braziers are alight. When this will happen no one knows. The temple, named Temple of Fate still stands and may be visited by the curious traveller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Moonstar Tomb 43o 26’N 154o 49E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:moonstartomb.jpg&lt;br /&gt;
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'''Moss Covered Rock 100o 43’S 69o 18’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:greenmossrock.jpg&lt;br /&gt;
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'''Nujelm Wedding Chapel 30o 51’N 166o 8’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:nujwed.jpg&lt;br /&gt;
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'''Occlo Ruins 73o 54’S 158o 12’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ocrune.jpg&lt;br /&gt;
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'''Outdoor Wedding Spot 91o 25’N 0o 4’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:weddingspot.jpg&lt;br /&gt;
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'''Pirate Island 68o 34’N 66o 43’W'''&lt;br /&gt;
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'''Pirates Hideaway 117o 9’S 4o 30’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:pirhide.jpg&lt;br /&gt;
&lt;br /&gt;
Saying &amp;quot;payment&amp;quot; at the locked door will teleport you inside&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rivendell 26o 48’S 6o 53’W'''&lt;br /&gt;
&lt;br /&gt;
City of Rivendell on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:rivendellt.jpg&lt;br /&gt;
&lt;br /&gt;
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'''Seer’s House 106o 15’S 37o 15’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:seershouse.jpg&lt;br /&gt;
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Red's Curious Goods building. One of the first Seer locations, it's mostly been cleared out. However, there are a few unique items here. A tree stump with an axe is outside the door. Inside, you will find more place settings at the table, a chest and spinning wheel in the back room, and crafting tools in the last room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Cross Tavern 93o 53’N 23o 37’W'''&lt;br /&gt;
&lt;br /&gt;
Serpent Cross Tavern on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:sctavernc.jpg&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Hold Council 151o 57’S 114o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:serhold.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Knowledge 37o6’N 65o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:treeofknow.jpg&lt;br /&gt;
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'''Tree of Wisdom 66o 48’N 48o 43’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:treeofwis.jpg&lt;br /&gt;
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'''United Blacksmiths of Britannia Guildhall 13o 21’S 2o 2’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:ubb3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Vesper Museum 57o 56’N 112o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:vespermu.jpg&lt;br /&gt;
&lt;br /&gt;
The Statue of Nostur'yl in the Vesper Museum whom we managed to kill in the courtyard of the Hungry Halfling Tavern in Rivendell (where it sat till the Seers created the Museum to host it along with many other items from quests) thanks to some valiant efforts of Cesspool standing guard over the Obsidian post in Serpent's hold at my request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vespers Counselors Guild 60o 2’N 107o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:vespercoun.jpg&lt;br /&gt;
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'''Wisp’s Columns 6o 51’S 50o 16’W'''&lt;br /&gt;
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http://www.uoguide.com/File:wispcol.jpg&lt;br /&gt;
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'''Yew Council 56o 37’N 49o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewcoun.jpg&lt;br /&gt;
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'''Yew Mill 71o 1’N 53o 55’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewmill.jpg&lt;br /&gt;
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'''Yew Town Council 67o 46’N 59o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewtown.jpg&lt;br /&gt;
&lt;br /&gt;
Since it was not mentioned in this thread, the Yew Town Council got one of the NPC houses in Felucca Yew (at that time simply known as Yew) redesigned as a Town Hall with a large meeting table and offices for the Mayor, Chief Justice and Militia Captain. As seen in the image this building also housed the Yew Town Council (YEW) guild stone. While at some point the dynamic objects which had been removed during the redecoration came back, the original decoration still exists and the banners in and outside the building show the purpose of the building when clicked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yew University 31o 23’N 64o49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.uoguide.com/File:yewuniv.jpg&lt;br /&gt;
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'''West Yew University on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Once possibly the most influential player group on Atlantic, this group of people helped train new users in all manners of UO play long before there were companions or other programs. As such, they received quite a few things to aid them in their work:&lt;br /&gt;
* WYU Boat transport - at the end of the road is a sign and boat. The sign reads: &amp;quot;to cross the river, step onto the boat and say, 'I would like to cross.'&amp;quot; Takes you from (35o 14'N, 58o 21'W) to (36o 12'N, 63o 33'W) and back.&lt;br /&gt;
* Tree of Knowledge - Used to be a silver tree within WYU, placed when the original person who ran WYU, Silver Dryad, departed. Still has it's name (36o 44'N, 66o 9'W)&lt;br /&gt;
* WYU Headquarters - Just outside the guardzone, this small house had a hedge placed around a small courtyard. (31o 27'N, 64o 53'W)&lt;br /&gt;
* WYU Building - Yew Farmhouse, converted to a school house. Outsides is decorated like a stables. Inside, additional books lie scattered on tables. A guildstone for the &amp;quot;House of Desires&amp;quot; resides in the building. (34o 58'N, 64o 45'W)&lt;br /&gt;
* WYU Magic &amp;amp; Tailoring Wing - Yew Farmhouse. The first part of the interior was converted into a magic training area. The back room was made into a tailor training area, full of tailoring equipment. Outside the building, combat and pickpocket dummies allowed fighter and thief training. (33o 23'N, 69o 15'W)&lt;br /&gt;
* WYU Smithing Area - Located one screen west of the WYU HQ, this small area was added to train smiths. (31o 38'N, 65o 52'W)&lt;br /&gt;
&lt;br /&gt;
==Trammel==&lt;br /&gt;
&lt;br /&gt;
'''Trammel'''&lt;br /&gt;
&lt;br /&gt;
'''Adventurer’s Hall 104o 41’N 81o 29’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/advenhall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Architect Foundation Castle 63o 37’S 43o 22’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/archcastle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Bauble Hut 15o 43’S 5o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/baublehut.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Filberto the Tinker&amp;quot; Quest line.&lt;br /&gt;
The books to follow the Quest are on display at the Winterbreeze Library (on the 3rd Floor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Britain Fairgrounds 22o 56’s1o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/britfair.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British Throne Room (Statue, Shields and other Memorials) 0o 11'N 0o 29'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/throne.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British War Room'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/warroom.jpg&lt;br /&gt;
&lt;br /&gt;
'''Companion House 76o 43'S 160o 6'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/comphouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dolphins 160o 50’S 51o 32’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/dolphins.jpg&lt;br /&gt;
&lt;br /&gt;
'''Gerald Tiggins Grave'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/geraldt.jpg&lt;br /&gt;
&lt;br /&gt;
'''Inside Pirate Cave'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/inpirate.jpg&lt;br /&gt;
&lt;br /&gt;
'''Malabelle’s House 19o 36’N 124o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/mallabelle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Massacre House 11o 15’N 132o 33’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/masshouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Armor Stands 43o 41’N 154o 49’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/nustatue.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm’s Music Stands 38o 9” N 170o 0’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/musicstand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ophidian’s Demands’ 54o 18’S 37o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/opidemand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Part of the Ophidian Invasion 2006'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirate Cave Entrance 440 29’N 88o 39’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/piratecave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Prison Cart 42o 32’S 8o 9’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/prisoncart.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 2 34o 17’N 2o 44’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest2.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 3 27o 20’S 15o 49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 4 20o 49’S 12o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest4.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ricardo’s Hideout 97o 28’S 2o 52’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/richide.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
'''Sealed Cave 6o 30’S 38o 57’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/sealcave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Skara Brae Community Center 45o 26’S 48o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/skara.jpg&lt;br /&gt;
&lt;br /&gt;
'''Talking Statues 91o 40’S 22o 4’W'''&lt;br /&gt;
&lt;br /&gt;
'''Tor’s Boots 63o 43’S 35o 47’W'''&lt;br /&gt;
&lt;br /&gt;
'''Treasure Trove 119o 42’S 148o 13’E (gone with old Haven)'''&lt;br /&gt;
&lt;br /&gt;
'''Tuning Fork 5o 12’N 8o 38’E'''&lt;br /&gt;
&lt;br /&gt;
'''Water Prison 14o 45’S 93o 43’E (rune blocked right now)'''&lt;br /&gt;
&lt;br /&gt;
'''Wind Ramparts 49o 19’N 30o 14’E'''&lt;br /&gt;
&lt;br /&gt;
'''Yew Monument 55o 28’N 51o 23’W'''&lt;br /&gt;
&lt;br /&gt;
==Other History==&lt;br /&gt;
&lt;br /&gt;
'''Gargish Dragon shares the following links :'''&lt;br /&gt;
&lt;br /&gt;
The Movement Quest. This was run on Atlantic in August 98 by Seer Little and included a large part which was runnung during 1 week and solving it gave time and place for the final live event. The great report was done by Garulfo.&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/movement/movement.html&lt;br /&gt;
&lt;br /&gt;
'''Seekers of the Wisp and the Conference'''&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/wispconf.html&lt;br /&gt;
&lt;br /&gt;
'''Dragon Quests.''' These were run by the Ultima Dragons, an ancient Ultima fan club (http://www.udic.org), many living in Rivendell.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/xena/ (Stories)&lt;br /&gt;
&lt;br /&gt;
'''The FOA quest on Atlantic.''' Famous was the large group of people guarding chests for several days.&lt;br /&gt;
&lt;br /&gt;
'''The Hulkster fights.''' Starr Long alias Lord Blackthorn remembers this fight&lt;br /&gt;
&lt;br /&gt;
http://www.gamespot.com/features/uosg/dev2.html&lt;br /&gt;
&lt;br /&gt;
'''Green Acres Arena.''' A special arena was construction in &amp;quot;Green Acres&amp;quot;, which later became the Lost Lands. Special monuments allowed player to teleport to the area. Remains of the arena used for the &amp;quot;rematch&amp;quot; actually appeared in the Lost Lands on Europa later.&lt;br /&gt;
&lt;br /&gt;
'''The Yew Town Council.''' This link contains history of the early Council, starting from June 1998 and including Lord British's visit in March 1999.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tc_205.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A lot of Atlantic's history can be found in Town Cryer Articles:'''&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tca_index.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Story of Elysium and the Knights of Sosaria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player town of Elysium was formed in the year 1997 by the Knights of Sosaria. Especially by Lord Wolf and his daughter Lady Nova, the two founders of the KOS. Elysium is just south of where the old ruined town of Paws once stood. Wolf was born in Paws and had witnessed the destruction of it by the Orcs. As he came to age he settled down on the plains north of Trinsic, and formed Elysium. One core of the town was the Wandering Wisp Tavern. Another part was Leia's Rune Library just a few stumbling steps from the away. Soon the town grew bigger as the number of Knights increased and their link to Trinsic was beyond measure. Several members of the KOS became Mayors of Trinsic or at least members of the Trinsic Council of Honor.&lt;br /&gt;
But then came the discovery of Trammel and the lands of Elysium became empty. The Knights, however, placed a large tower and a castle on the same plains. The Tower served as new home for the KOS guildstone, while the tower, more or less in the same spot where Leia's rune library is on Felucca, holds the Elysium Rune Library and the Drunken Dragon Tavern.&lt;br /&gt;
Lord Wolf retired, leaving the guild business first to his friend Lord Breti (the owner of the Tower and the Castle) and later Sir Robert and Lady Arcana became co-Leaders. Those two also became (in the roleplaying scenario, not OSI endorsed) the Duke and the Duchess of Trinsic. Sir Robert took over the Wandering Wisp Tavern as well.&lt;br /&gt;
Lady Arcana is today the Guildmistress of the KOS, Sir Robert had left the guild to start his own and Breti is more or less retired as well. The Knights are now located at Vesper / Trammel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ghosts of Paws ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''By Gwendoly'''&lt;br /&gt;
&lt;br /&gt;
On a sunny Sunday afternoon, I went to Trinsic to attend the Council Meeting. I had heard reports of strange ghosts haunting the lands of late and I hoped to learn more. These ghosts apparently were cursing people and someone even told me that the new town of Elysium was cursed. As my guild had put a lot of time and effort into creating Elysium, I wanted to help in any way I could to remove the curse.&lt;br /&gt;
&lt;br /&gt;
I went to the Trinsic Meeting Hall and found a number of people already there. A few more came in after the meeting began. I counted thirty-one people in all. There was even a seer at the meeting, Seer Nikademus. I found this interesting because I have seen a green-robed seer only once before. The attendees included: Christian of RAV; Lenknat of KOP; Fizban; Magus Draco; Arturius of C^L; Zeromus; Alma Beoulve; several members of the Trinsic Council; some representatives of the Yew Militia; Gargish Dragon, the Mayor of Yew; Dyluck Blade of WYS; Aleph Aeirs of 2ST; and several members of my guild, the Knights of Sosaria.&lt;br /&gt;
&lt;br /&gt;
Orchid, the Mayor of Trinsic, began by telling what she knew of the ghosts and their mysterious messages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was brought to my attention that the strange events we have experienced began not last week, but actually some time before when an oracle of sorts visited Dalriada. He said of some forthcoming troubles he saw between Yew and Trinsic. Recently, as we all know ghosts started appearing - Sir Simon, Belle, etc - carrying messages speaking of curses upon Trinsic because they supposedly did not aid in their time of need. Who's time of need? Apparently The long since destroyed town of Paws. Paws was attacked and destroyed by Orcs long ago, and it is true that Trinsic apparently did not show up in time to prevent it. In fact, only one survivor remained when they finally came. You may recall Crawworth. He was the survivor. Now I know not the reason why it took Trinsic so long to get there. It was long since before my time and there is nothing I could have done to aid. Apparently though, now they want revenge. But why now? What have they waited so long to seek vengeance upon us?&amp;quot;&lt;br /&gt;
&amp;quot;It is the ghosts, of those I assume to be deceased citizens of Paws that want revenge. Last night, I am told they came with a message more frightening than any before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, several people told Orchid of the ghosts who appeared to them last night. Fizban said, &amp;quot;Last night every ghost along with a few new ones appeared before WYU.&amp;quot; SunWolf was also a witness: &amp;quot;Ma'am Mayor, these ghost of some sorts had visited Abbey. Also Serpent Cross Tavern. They stated Trinsic Council will pay for their deeds at the meeting at next sun rise.&amp;quot; &amp;quot;I fear we may be in grave danger, though I am still not sure from what,&amp;quot; replied Orchid.&lt;br /&gt;
&lt;br /&gt;
The discussion continued for some time, when, all of a sudden, I felt a chill behind me. I turned towards the door and saw a ghost walk into the room. His name was Sir Simon. The communication crystals that were set up for the meeting allowed us to understand all of Sir Simon's speech. I faithfully wrote down everything he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In a chest hidden by the best of thieves...this letter shall rest an eternity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin....stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the others...do not know...the truth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they will not....listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they must...have peace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Paws...destroyed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I failed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin...stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they blame...Trinsic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not...listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;and neither...will He&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;follow&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Sir Simon left the room. We all scrambled to follow before we lost sight of him.&lt;br /&gt;
&lt;br /&gt;
Sir Simon led us out of Trinsic and north along the road. We hadn't gone far when he stopped and moaned something. Lenknat interpreted for us: &amp;quot;In Vain I died here.&amp;quot; Sir Simon then continued north aways. He led us east through the woods and stopped at a graveyard near the swamps. He began reading the headstones to us. It quickly became apparent that the people buried here were killed by the orcs that destroyed Paws. This is what he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Belle....daughter...of Samuel...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;child of Paws...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Poor Tremain...guard of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marianne...baker...of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir John...Mayor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Polly...Paws tavernkeep&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley...foolish drunk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;he will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley knows...the way...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek Farley...he lives near&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tessa.....my Lady Tessa&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My lady Tessa...I miss her&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;our son...Crawworth...all dead&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;all gone now&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not rest...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek him&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Simon suddenly disappeared, leaving us to speculate who this Farley person was. Sir Simon said something about him living nearby, so we began to search all the houses in the area for any signs.&lt;br /&gt;
&lt;br /&gt;
We split up into groups to search the area faster. I know not who first found it, but we soon gathered in front of a small wooden house. The sign read: &amp;quot;Farley's Hunting Shack - Go Away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After discussing what to do next, we decide to wait in front of the house in case the owner returned soon.&lt;br /&gt;
&lt;br /&gt;
A strange looking fellow wearing the shiniest plate armor walked up and asked why we were gathered about the house. His name was Stratege. Lady Nova told him that we were waiting for a man called Farley. Stratege told us about someone he met a few weeks back in the woods who was trying to fight off a few ratmen near a chest. Stratege said that he helped kill the ratmen and that the man gave him part of the treasure, 500 gold pieces. He seemed to think that the man was named Farley, but he couldn't be certain. Stratege seemed to be amused by our explanation that we were waiting because a ghost told us to, and he left with the words, &amp;quot;back to smithing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Remembering what Sir Simon said about Farley being a drunk, Orchid went to search the taverns for him. Some of the people in our group left to search other areas. I left for awhile as well.&lt;br /&gt;
&lt;br /&gt;
When I returned to Farley's house, there was still a good-sized group waiting. A few minutes later, Orchid returned from her search of the taverns without having found anything. A discussion began regarding what we learned about the ghosts and Farley, speculation as to who the master thief is, and how all this relates to Trinsic. It was feared that all this was a ruse to get us away from the city and that Trinsic was under attack. Callisto Gabriel rode to Trinsic and returned to report that all was peaceful there.&lt;br /&gt;
&lt;br /&gt;
A few of the people waiting had taken to summoning elementals and sparring with them to practice their skills and help pass the time. While all this was going on, it was almost easy not to notice a small, gray-bearded man walk up from the west. Lady Nova was the first to say, &amp;quot;There he is!&amp;quot; We all turned and were glad to finally see Farley, the Treasure Hunter.&lt;br /&gt;
&lt;br /&gt;
Farley walked up to his house, mumbled under his breath angrily, and said, &amp;quot;Get ye away from me house.&amp;quot; Lady Nova and Orchid tried to ask him some questions, but his reply was, &amp;quot;Ask ye questions to the swamp.&amp;quot; After muttering, &amp;quot;Away from me doorstep,&amp;quot; Farley went inside his house and locked the door behind him. We continued to wait outside his house in case he changed his mind about talking to us. We could hear him drinking.&lt;br /&gt;
&lt;br /&gt;
Some minutes passed before Farley stumbled out onto his doorstep. He muttered, &amp;quot;Ye best be off, fore I get angry.&amp;quot; But we were not so easily shooed. Lenknat asked, &amp;quot;Can you help us?&amp;quot; To which Farley replied, &amp;quot;No one can help ye as no one can help me.&amp;quot; Orchid said, &amp;quot;We need help obtaining a letter sealed in a chest hidden by the best of thieves.&amp;quot; We tried to explain briefly why we were there and asked Farley many questions which he did not answer. Someone mentioned a test, and to this Farley responded: &amp;quot;A test I give thee. No one can best me in the hunt. I shall devise a test. Only I am able to find the treasures that others hide.&amp;quot; He then tried to scare us away with a feeble attempt at magic by muttering, &amp;quot;Corpus Por,&amp;quot; &amp;quot;Corpal Por,&amp;quot; and &amp;quot;Corpy Pory.&amp;quot; This, of course, did not work.&lt;br /&gt;
&lt;br /&gt;
We asked Farley again about the test. He said, &amp;quot;A test I give thee. Ye shant pass test, give up now.&amp;quot; Someone mentioned the ghosts, and Farley muttered, &amp;quot;Evil spirits. The spirits haunt me dreams. I shant have thee cluttering me mind with these lies.&amp;quot; Orchid told him, &amp;quot;We can stop the spirits, but only with your help.&amp;quot; Farley said, &amp;quot;This map I give thee, ye not find treasure,&amp;quot; and then asked who was the leader among us. We told him that it was Mayor Orchid. Farley continued: &amp;quot;Ye not find this treasure, even me unable. If thee finds this treasure, me give what ye ask. Bring to me the completed map along with all gems and drink. If thee do this, me take to fake orc chest.&amp;quot; Orchid replied, &amp;quot;Its a deal.&amp;quot; Farley gave Orchid a tattered treasure map, muttered &amp;quot;Now begone from me hut,&amp;quot; and went back inside to resume his drinking.&lt;br /&gt;
&lt;br /&gt;
We discussed what to do next and how we were going to find a treasure hunter. Lenknat's father, a master cartographer named Maximun, came to see if he could help. Maximun tried to read the map and then announced, &amp;quot;Tis too difficult.&amp;quot; He told us that only a grandmaster cartographer could read the map. From this we knew that it was one of the most difficult types of treasure maps in the lands and that getting the treasure would involve fighting several of the toughest monsters in Britannia.&lt;br /&gt;
&lt;br /&gt;
Several people sent messages via pigeon to friends to help locate a grandmaster cartographer, without any success. It quickly became clear that finding one could take awhile. Several of us went to the Wandering Wisp tavern to discuss the situation further over a good drink. Orchid decided that we should continue our search for a cartographer and return to the Wisp in two hours.&lt;br /&gt;
&lt;br /&gt;
I went home get supplies for the hunt. When I returned to the Wisp, no qualified cartographer had yet been located. Callisto Gabriel soon had a lead and gave the information to Orchid. The Mayor contacted this cartographer, and he agreed to help us. Orchid brought the cartographer, named Cotton Picka of LoT, to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Cotton read the map and told us that the treasure was buried on a small island between Britain and Trinsic. We located two boats and then went to Leiah's Rune Library. A rune was found to a nearby island so that our sailing time would be shorter. We gated to the island and then boarded the boats. Most of the people got on the first boat. I boarded the second boat with a few of my guildmates. We tried to keep up with the first boat, but managed to get lost. I was able to get the coordinates of the first boat via pigeon and then we were on our way again.&lt;br /&gt;
&lt;br /&gt;
When we caught up with the first boat, they were already at the island and the treasure hunt was in progress. The corpses of several monsters lay on the shore. I witnessed the deaths of a lich lord and two elder gazers before the treasure hunt was over. All the loot was gathered, and we then gated back to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Mayor Orchid let each person chose one of the magic items from the loot as a reward for helping with the quest. She then asked us all to meet back at the Wisp tomorrow night at 8 o'clock to see if we can locate Farley again and show that we have passed his test.&lt;br /&gt;
&lt;br /&gt;
This Sunday proved to be a very long day for me. I was glad to go home and get some rest, though it was an adventure not to forget!&lt;br /&gt;
&lt;br /&gt;
-Gwendolyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draft of Book of Destiny story... ==&lt;br /&gt;
&lt;br /&gt;
'''By Wolf'''&lt;br /&gt;
&lt;br /&gt;
As a young boy, I lived a peaceful life in a small village known as Paws, between Trinsic and Britain. That is, until the days of Thornewood and the attack of the orcs. History books tell of the orc attack and how the village was destroyed. But few know the full story of evil, deception, and death…&lt;br /&gt;
&lt;br /&gt;
When the orcs attacked, the men hid the women and children in barns and cellars, and then sent a call for help to the Paladins of the Trinsic Honor Guard. But the message never arrived.&lt;br /&gt;
&lt;br /&gt;
Running to Trinsic, the messenger found a Guardsman on the trail and begged him to call the Guard to aid Paws. The Guardsman wheeled his horse, glowered down at the panting man, and struck him down with a single blow! For this Guardsman was an imposter who had infiltrated the Guard’s ranks. It was he that led the orcs against the town. His name was Thornewood.&lt;br /&gt;
&lt;br /&gt;
Not knowing the messenger’s fate, the men and many of the women of Paws fought bravely against the waves of orcs that attacked their homes and families. But they never stood a chance against the horde. Blood ran freely over doorsteps and through the streets. Men, women and children were all cruelly slaughtered. And the mysterious Guardsman was never seen again.&lt;br /&gt;
&lt;br /&gt;
In the end, Trinsic’s Honor Guard did learn of the attack and arrived to find the orcs in the last stages of the obliteration of Paws. Hartham himself strode through town demolishing orcs and searching for survivors. In one of the few houses not burned to the ground he beheaded an orc that had just killed some poor, brave woman of Paws. The story has been told that as Hartham turned to leave, he heard a sound under the floorboards. Tossing aside a rug he ripped open the trapdoor, ready to attack any vile creatures below. And there he found a young boy. Apparently, he was the sole survivor of the once peaceful town of Paws. His name was Crawworth, and Hartham raised the boy as his own. Years later Crawworth achieved notoriety in the battles against the Followers of the Armageddon, and in the initial explorations of the newly found Lost Lands, where he was eventually killed.&lt;br /&gt;
&lt;br /&gt;
What many people have never known was that Crawworth was NOT the only survivor of Paws. Indeed, several years ago, it was discovered that Farley, a half-mad drunk living in the swamps, had been hidden in the woods as a child and was overlooked by the orcs. When the Knights of Sosaria were building their town of Elysium on the ruins of Paws, Farley played a part in quelling the angry cries of ghosts that rose up to complain to the people of Trinsic for not sending aid during the attack. He eventually told them of the false paladin who betrayed both Trinsic and Paws, thus finally allowing the ghosts to rest in peace. But soon after, Farley disappeared and has been seen no more.&lt;br /&gt;
&lt;br /&gt;
I know this story well. It’s a dramatic history lesson that I’ve followed all my life. But it’s like the surface of a deep pool….it’s only a small part, the beginning of the story. Many may know that my daughter, Nova, and I founded the Knights of Sosaria and that we built our homes in Elysium, on the ruins of Paws. Few know much more about my history, and how I came to be drawn to the area. Perhaps by now you’ve guessed…&lt;br /&gt;
&lt;br /&gt;
I am another survivor of the devastation of Paws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few people know, or ever knew, that the small town of Paws held much more than taverns and shops. Deep in the woods west of town was a small, plain looking house. Tucked away in a thicket, most never even saw that it was there; but if they did, it looked so ordinary they paid little attention to it. Just a cottage inhabited by a few old men, living out the ends of their days telling each other stories of when they were young. Or so it seemed. But hidden away inside was a great secret.&lt;br /&gt;
&lt;br /&gt;
Those men weren’t just telling stories of old lovers and historic battles. They were scholars and mages who had dedicated their entire lives to hiding, protecting, and understanding an artifact far older they. They called themselves the Elysians. Long ago they had joined this sect and vowed to give their very lives for this thing.&lt;br /&gt;
&lt;br /&gt;
It was book. No one knew how old it was, nor where it came from. It was titled “The Book of Destiny”. After years, even generations, no one was able to decipher any more than that. It seems the title could be easily read, but the script inside was unfamiliar to anyone who ever saw it. They didn’t know if it was in code, or some ancient language unknown to anyone living.&lt;br /&gt;
&lt;br /&gt;
But why had these men, and many others before them, dedicated their lives to a book that no one could even read? What made it so special? Miraculously, the book was sentient. At least, it could speak! Which is not to say that it would converse on mundane topics of daily life or even speak all the time, but it would speak. And more, it seemed to know of things throughout the lands, and perhaps even throughout time! I gather it spoke of historic events, and even seemed to warn of dangers to come.&lt;br /&gt;
&lt;br /&gt;
I don’t know much more about the book. The only reason I know of it at all is because when I was a very young boy I was befriended by Thomas, one of the Elysians. Young as I was, I’ll never forget the time he took me in to see the Book; or perhaps it was for the Book to see me, I’ll never know. I thought it was a fair bit of magic when I heard it speak, though I was chilled to the bone by what it said. “Death soon surrounds this one.” A week later, Paws was attacked.&lt;br /&gt;
&lt;br /&gt;
Looking back, I think Thomas must have hoped I would succeed him. And in a way, I have. I’ve dedicated my life to finding that book. You see, during the attack on Paws The Book of Destiny disappeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up to sounds of my father shouting in the next room. Mother was shaking me. “Wake up, wake up! We have to run!” She dragged me out of bed and into the main room. Papa pushed a large knife into my hands. It was like a sword to me. “Richard! He’s only seven!”&lt;br /&gt;
&lt;br /&gt;
“Old enough, if need be. Don’t worry, you’ll both be safe there. And the Honor Guard will have word soon. Now go!” She kissed him, and grabbed me by the hand. In a daze, I tried to keep up as we ran out the back and headed through the woods. I glanced back to see my father pulling out his great viking sword that usually hung over the door.&lt;br /&gt;
&lt;br /&gt;
“Orcs are attacking! And hundreds more where seen skirting ‘round the swamps. We have to go see Thomas,” she panted, “He’ll keep you safe”&lt;br /&gt;
&lt;br /&gt;
As we rushed along, I remember hearing shouts in town to the south. Then some of the shouts turned to screams. We kept running. Thomas and the Elysian’s house never seemed so far.&lt;br /&gt;
&lt;br /&gt;
Mother stopped short. Somewhere ahead we heard heavy footsteps, leather, and steel. Dragging me into the bushes, she said, “Stay down here. If they look this way, I’ll lead them south. When they go out of sight, run to Thomas’s house! I’ll meet you there.” I started to cry for her not to leave me, but she covered my mouth.&lt;br /&gt;
&lt;br /&gt;
Orcs came around the bend at a slow trot. I had never seen an orc up close. They looked huge and mean. My hand tighten in fear around Papa’s knife. Just as they came past us, one of them stopped and turned, sniffing the air. “Remember to find Thomas” she whispered. Then Mother jumped up and ran across the path and into the trees. The orcs growled and followed her. I was frozen with shock and fear. Then finally, I got up and ran on.&lt;br /&gt;
&lt;br /&gt;
I found Thomas and the others outside their house, listening to the sounds of battle in the near distance. “We have to prepare to leave”, they said.&lt;br /&gt;
&lt;br /&gt;
“We can’t leave. Mother is coming! And the Honor Guard will be here soon.”&lt;br /&gt;
&lt;br /&gt;
“They won’t get here in time, boy. We must protect the Book. I pray your good mother will be alright, but we must leave. And the Book tells us that you must come with us. Let’s get inside quickly!”&lt;br /&gt;
&lt;br /&gt;
“Inside? I thought we had to leave? But I can’t leave my family and my home!”&lt;br /&gt;
&lt;br /&gt;
Thomas comforted me, “We have to go, boy. Your parents would want you to be safe. And this is a great mission you are about to embark on.” He smiled. “We will leave by going inside. Come along and you’ll see.” We went in and he explained, “There is great power protecting this house, but even so, to protect the Book we have to prepare to teleport far away. In fact, we will prepare a spell to travel to another land. One where no other men of Brittania have yet gone. A mirror image of this world, but unknown to men. But since the Book has chosen you, I should tell you more about it, while the others prepare to leave.”&lt;br /&gt;
&lt;br /&gt;
While the other Elysians packed the Book and some other belongings in backbacks, Thomas told me a little about the Book. “Some say the Book came from this other land ages ago. While the Book can talk, it often speaks in cryptic phrases that take careful study to understand. And even though the title can be read by all, we cannot yet translate the writing inside. And the Book can’t, or won’t, tell us what’s written inside. It’s believed to be a language from before all known history. Or even a language from some unknown land. We had hoped to search this alternate world for scrolls of translation that the Book tells us exist somewhere. I suppose that now we’ll get the chance to do just that. Come, it looks like we are ready.”&lt;br /&gt;
&lt;br /&gt;
We sat in a circle and the men began chanting a spell unlike any I had ever heard. Then as they chanted, a stranger stepped into the circle. “I am Thornewood” he said, “I have come for the Book of Destiny! I can not let you leave!”&lt;br /&gt;
&lt;br /&gt;
The Elysians looked up in fear, but they didn’t stop their chant. The one called Thornewood reached behind his head and pulled a strange wand from his pack. He held it high and also began to chant. The competing words of power rose to a crescendo just as I was covering my ears in pain and fear, Thomas pushed me back out of the circle. At that moment, it seemed there was a powerful explosion! I don’t remember much more after that.&lt;br /&gt;
&lt;br /&gt;
The next thing I remember was wandering in the woods far from home. For months I struggled just to survive alone in the wilds, with occasional help from rangers and lumberjacks. I befriended a young wolf cub who’s mother was killed by hunters. As I grew, men began to call me Wolf, just like my constant companion. Eventually, I was able to find my way back to Paws. Or at least, where Paws once stood. And I found the remains of the Elysians house. There was little left of it. And certainly no sign of Thomas or the Book. But somehow I knew that the Book had not been destroyed, and vowed I would devote my life to finding it again.&lt;br /&gt;
&lt;br /&gt;
And now the Book of Destiny has been found. After being gone for months, my daughter Nova returned with the Book. Then she disappeared again. I don’t know where she found the Book, or where she has gone, I can only hope she is safe and will return to us someday soon. Nova told us she was pursued by great danger and that we should keep the Book safe.&lt;br /&gt;
&lt;br /&gt;
The Knights of Sosaria will devote ourselves to protecting the Book, and to understanding its revelations. And we will now search for the translation, for I hope that it may be found somewhere in Trammel. But even without it, the Book can tell us many things. Soon, when all safe precautions can be taken, we hope to make the Book of Destiny accessible to all the people of Sosaria. This is a great moment in history. And perhaps our own destiny will be revealed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66553</id>
		<title>Atlantic title=Atlantic Unique Locations</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66553"/>
				<updated>2016-02-21T23:51:57Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* Unique Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique Locations==&lt;br /&gt;
&lt;br /&gt;
'''By Aalia of Winterbreeze, Andrasta of Goodmans, and Lord Goodman himself. Transferred here by Molly of Atlantic.'''&lt;br /&gt;
&lt;br /&gt;
In addition to the luna white box that can be found in Goodman's Rune Library and the shadow black box that can be found in Winterbreeze rune library, the box that contains runes to all unique and historical locations on Atlantic, here is a summary of some of the unique locations on Atlantic, as well as some history:&lt;br /&gt;
&lt;br /&gt;
==Felucca==&lt;br /&gt;
&lt;br /&gt;
'''A Stone with a flame trapped inside (the &amp;quot;blood god&amp;quot; of Stormreavers Orc Clan) 13o 1’N 48o 22’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/stoneflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Archery Range 67o 52 ‘N 6o2’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/archeryrange.jpg&lt;br /&gt;
&lt;br /&gt;
'''Atlantic Mage Tower Red Gate 48o 53’N 151o 11’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/magetower.jpg&lt;br /&gt;
&lt;br /&gt;
Mage Tower on Atlantic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tower southwest of the Lycaeum in Felucca. Once the main location for magic users on Atlantic, full of magical effects and items. Several interesting features here including a red moongate south of the tower that transports you outside the arena on Isle of the Avatar. On the roof of the tower is a stone column with flames coming out of it, called &amp;quot;The Eternal Flame of Mages&amp;quot;. Saying &amp;quot;setra&amp;quot; on the roof will transport you inside the arena on Isle of the Avatar. Standing on the pentagram on the first floor transports you to Leiah's Rune Library. There used to be an Annex behind the Tower but its long gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arena 149o 56'S, 126o 38'W'''&lt;br /&gt;
&lt;br /&gt;
this was used for mage battles. A red moongate outside the arena leads to the outside of the Atlantic Mage Tower, while saying &amp;quot;roclaf&amp;quot; from within the arena teleports you to the roof of the AMT. &amp;quot;roclaf&amp;quot; is backwards for &amp;quot;falcor&amp;quot;, who was the Seer that played the character Norab, the AMT's sponsor. There's another sign within the arena that says &amp;quot;This Arena Is Reserved For Seer Event. Thank You. Have A Good Day.&amp;quot; There is a locked down communication crystal outside the arena, which was used to announce fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Defeat 27o 31’N 53o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/blackdefeat.jpg&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Tomb 15o 39’N 13o 25’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/blacktomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Buoy 104o 35’S 143o 43’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/buoy.jpg&lt;br /&gt;
&lt;br /&gt;
'''Christine &amp;amp; Flint 49o 3’N 40o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/christineflint.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were married in UO, and in RL, and ran a large guild. Supposedly one of them left the game, and the other one followed because it wasn't the same for them. Plaque there says &amp;quot;Together Though Separate, Bound Beyond Life, Friend and Companion, Their Love Will Not End&amp;quot;. Tombstones say &amp;quot;In Memory of Christine&amp;quot; &amp;amp; &amp;quot;In Memory of Flint&amp;quot;. Moving to a certain spot on each platform teleports you across a small pond to the other platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claudia Raym’s Cave 119o 32’N 47o 15 E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/claudia.jpg&lt;br /&gt;
&lt;br /&gt;
'''Costume Chest 90o 15’S 5o 29’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/costumechest.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Guild Britain 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/banquethall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Memorial 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/councilmemorial.jpg&lt;br /&gt;
&lt;br /&gt;
'''Cromwell estate 44o 2’N 172o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/cromwellh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dupre’s Camp Felucca 96o 51’S 25o 56’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/duprecamp.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Flame 140o 22’N 55o 11’e'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/eternalflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Flower Grove 124o 44’N 9o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/flowergrove.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Coryn Ironheart 173o 25’N 3o 14’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/corwyngrave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Gerald Tiggins'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/geraldtiggins.jpg&lt;br /&gt;
&lt;br /&gt;
'''House of Norab 50o 0’S 166o34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/house%20of%20norab.jpg&lt;br /&gt;
&lt;br /&gt;
'''Igloo (Well of Souls in Caina, Old &amp;quot;Order of the Ebon Skull&amp;quot; Guild Town) 125o 36’N 177o 37’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/igloo.jpg&lt;br /&gt;
&lt;br /&gt;
'''Caina'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ironhand Gregory 177o 5’S 10o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ironhandh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Jou’Nar’s Stronghold 96o 9’S 40o 4’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/jounars.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Runelibrary 72o 14'S 32o 3'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/leiahsrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Rune Library on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Loa Village 59o41’N 43o 1’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/loavillage.jpg&lt;br /&gt;
&lt;br /&gt;
'''Marble Temple/Temple of Fate 35o 5’N 8o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/marblecolumn.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tis strange thing happened to me recently. The town criers were telling of a strange temple which should be located in a cove in the mountains north of Britain. After talking to two friends from the honorable Sunset Knights we headed north out of the town of Britain, along the graveyard until we reached the mountains. Sadly, we got separated soon and I was trying to find the place the crier hat spoken of. I worked my way from the western parts of Serpents Spine mountains along and past the small pass leading to the dungeon known as Despise. Soon after going another short distance along the mountain range I was greeted by a band of unfriendly orcs which were soon no more. A small entrance into the mountains was nearby and I already heard battlecries coming from the pass. Quickly I readied my spellbook and awaited the worst as I proceeded inside the mountains. I was greeted by some evil looking black archmages and a great number of heroes fighting these. In the middle of the place marking the dead end of the pass stood what looked like a small temple. There were four pillars in different shades of grey, two braziers and the most amazing sight, a green object looking like a skull that was yelling strange words. I think I heard the phrase &amp;quot;Thy fate has been tested&amp;quot;. Strange words were inscribed on the pillars and as I listened, I heard several people of the crowd chanting them. If I remember right, it were the words &amp;quot;MAL GU OM VARKA TALMA&amp;quot;. I soon had to find out the effect of those words as an uncountable number of undead creatures appeared inside the temple. Luckily these were quickly dealt with by the crowd which seemed to enjoy the ongoing slaughter. The crowd had no time to recover as soon another wave of lzardmen appeared charging everyone in sight. As warrior veterans know, those lizards don't present much of a challenge, so the floor was soon littered with the corpses of the dead, when suddenly huge heaps of gold coins were drawing the attention of everyone. This seemed a deadly trap as just when everybody was grabbing for the gold a ring of blood elementals appeared. If you ever fought one of those creatures residing in the deepest caves of the dungeon Shame you know what that meant. Many a warrior found his death. As my reagent supply was quickly used up, I had to retreat after two of these beasts came chasing after me. When I finally got back to the fight, I found the place empty with just an inscription telling that the place might come to life again when the braziers are alight. When this will happen no one knows. The temple, named Temple of Fate still stands and may be visited by the curious traveller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Moonstar Tomb 43o 26’N 154o 49E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/moonstartomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Moss Covered Rock 100o 43’S 69o 18’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/greenmossrock.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Wedding Chapel 30o 51’N 166o 8’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/nujwed.jpg&lt;br /&gt;
&lt;br /&gt;
'''Occlo Ruins 73o 54’S 158o 12’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ocrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Outdoor Wedding Spot 91o 25’N 0o 4’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/weddingspot.jpg&lt;br /&gt;
&lt;br /&gt;
'''Pirate Island 68o 34’N 66o 43’W'''&lt;br /&gt;
&lt;br /&gt;
'''Pirates Hideaway 117o 9’S 4o 30’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/pirhide.jpg&lt;br /&gt;
&lt;br /&gt;
Saying &amp;quot;payment&amp;quot; at the locked door will teleport you inside&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rivendell 26o 48’S 6o 53’W'''&lt;br /&gt;
&lt;br /&gt;
City of Rivendell on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/rivendellt.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seer’s House 106o 15’S 37o 15’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/seershouse.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Red's Curious Goods building. One of the first Seer locations, it's mostly been cleared out. However, there are a few unique items here. A tree stump with an axe is outside the door. Inside, you will find more place settings at the table, a chest and spinning wheel in the back room, and crafting tools in the last room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Cross Tavern 93o 53’N 23o 37’W'''&lt;br /&gt;
&lt;br /&gt;
Serpent Cross Tavern on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/sctavernc.jpg&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Hold Council 151o 57’S 114o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/serhold.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Knowledge 37o6’N 65o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/treeofknow.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Wisdom 66o 48’N 48o 43’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/treeofwis.jpg&lt;br /&gt;
&lt;br /&gt;
'''United Blacksmiths of Britannia Guildhall 13o 21’S 2o 2’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ubb3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Vesper Museum 57o 56’N 112o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/vespermu.jpg&lt;br /&gt;
&lt;br /&gt;
The Statue of Nostur'yl in the Vesper Museum whom we managed to kill in the courtyard of the Hungry Halfling Tavern in Rivendell (where it sat till the Seers created the Museum to host it along with many other items from quests) thanks to some valiant efforts of Cesspool standing guard over the Obsidian post in Serpent's hold at my request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vespers Counselors Guild 60o 2’N 107o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/vespercoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Wisp’s Columns 6o 51’S 50o 16’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/wispcol.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Council 56o 37’N 49o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewcoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Mill 71o 1’N 53o 55’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewmill.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Town Council 67o 46’N 59o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewtown.jpg&lt;br /&gt;
&lt;br /&gt;
Since it was not mentioned in this thread, the Yew Town Council got one of the NPC houses in Felucca Yew (at that time simply known as Yew) redesigned as a Town Hall with a large meeting table and offices for the Mayor, Chief Justice and Militia Captain. As seen in the image this building also housed the Yew Town Council (YEW) guild stone. While at some point the dynamic objects which had been removed during the redecoration came back, the original decoration still exists and the banners in and outside the building show the purpose of the building when clicked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yew University 31o 23’N 64o49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewuniv.jpg&lt;br /&gt;
&lt;br /&gt;
'''West Yew University on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once possibly the most influential player group on Atlantic, this group of people helped train new users in all manners of UO play long before there were companions or other programs. As such, they received quite a few things to aid them in their work:&lt;br /&gt;
* WYU Boat transport - at the end of the road is a sign and boat. The sign reads: &amp;quot;to cross the river, step onto the boat and say, 'I would like to cross.'&amp;quot; Takes you from (35o 14'N, 58o 21'W) to (36o 12'N, 63o 33'W) and back.&lt;br /&gt;
* Tree of Knowledge - Used to be a silver tree within WYU, placed when the original person who ran WYU, Silver Dryad, departed. Still has it's name (36o 44'N, 66o 9'W)&lt;br /&gt;
* WYU Headquarters - Just outside the guardzone, this small house had a hedge placed around a small courtyard. (31o 27'N, 64o 53'W)&lt;br /&gt;
* WYU Building - Yew Farmhouse, converted to a school house. Outsides is decorated like a stables. Inside, additional books lie scattered on tables. A guildstone for the &amp;quot;House of Desires&amp;quot; resides in the building. (34o 58'N, 64o 45'W)&lt;br /&gt;
* WYU Magic &amp;amp; Tailoring Wing - Yew Farmhouse. The first part of the interior was converted into a magic training area. The back room was made into a tailor training area, full of tailoring equipment. Outside the building, combat and pickpocket dummies allowed fighter and thief training. (33o 23'N, 69o 15'W)&lt;br /&gt;
* WYU Smithing Area - Located one screen west of the WYU HQ, this small area was added to train smiths. (31o 38'N, 65o 52'W)&lt;br /&gt;
&lt;br /&gt;
==Trammel==&lt;br /&gt;
&lt;br /&gt;
'''Trammel'''&lt;br /&gt;
&lt;br /&gt;
'''Adventurer’s Hall 104o 41’N 81o 29’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/advenhall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Architect Foundation Castle 63o 37’S 43o 22’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/archcastle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Bauble Hut 15o 43’S 5o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/baublehut.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Filberto the Tinker&amp;quot; Quest line.&lt;br /&gt;
The books to follow the Quest are on display at the Winterbreeze Library (on the 3rd Floor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Britain Fairgrounds 22o 56’s1o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/britfair.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British Throne Room (Statue, Shields and other Memorials) 0o 11'N 0o 29'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/throne.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British War Room'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/warroom.jpg&lt;br /&gt;
&lt;br /&gt;
'''Companion House 76o 43'S 160o 6'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/comphouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dolphins 160o 50’S 51o 32’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/dolphins.jpg&lt;br /&gt;
&lt;br /&gt;
'''Gerald Tiggins Grave'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/geraldt.jpg&lt;br /&gt;
&lt;br /&gt;
'''Inside Pirate Cave'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/inpirate.jpg&lt;br /&gt;
&lt;br /&gt;
'''Malabelle’s House 19o 36’N 124o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/mallabelle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Massacre House 11o 15’N 132o 33’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/masshouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Armor Stands 43o 41’N 154o 49’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/nustatue.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm’s Music Stands 38o 9” N 170o 0’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/musicstand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ophidian’s Demands’ 54o 18’S 37o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/opidemand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Part of the Ophidian Invasion 2006'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirate Cave Entrance 440 29’N 88o 39’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/piratecave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Prison Cart 42o 32’S 8o 9’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/prisoncart.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 2 34o 17’N 2o 44’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest2.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 3 27o 20’S 15o 49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 4 20o 49’S 12o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest4.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ricardo’s Hideout 97o 28’S 2o 52’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/richide.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
'''Sealed Cave 6o 30’S 38o 57’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/sealcave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Skara Brae Community Center 45o 26’S 48o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/skara.jpg&lt;br /&gt;
&lt;br /&gt;
'''Talking Statues 91o 40’S 22o 4’W'''&lt;br /&gt;
&lt;br /&gt;
'''Tor’s Boots 63o 43’S 35o 47’W'''&lt;br /&gt;
&lt;br /&gt;
'''Treasure Trove 119o 42’S 148o 13’E (gone with old Haven)'''&lt;br /&gt;
&lt;br /&gt;
'''Tuning Fork 5o 12’N 8o 38’E'''&lt;br /&gt;
&lt;br /&gt;
'''Water Prison 14o 45’S 93o 43’E (rune blocked right now)'''&lt;br /&gt;
&lt;br /&gt;
'''Wind Ramparts 49o 19’N 30o 14’E'''&lt;br /&gt;
&lt;br /&gt;
'''Yew Monument 55o 28’N 51o 23’W'''&lt;br /&gt;
&lt;br /&gt;
==Other History==&lt;br /&gt;
&lt;br /&gt;
'''Gargish Dragon shares the following links :'''&lt;br /&gt;
&lt;br /&gt;
The Movement Quest. This was run on Atlantic in August 98 by Seer Little and included a large part which was runnung during 1 week and solving it gave time and place for the final live event. The great report was done by Garulfo.&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/movement/movement.html&lt;br /&gt;
&lt;br /&gt;
'''Seekers of the Wisp and the Conference'''&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/wispconf.html&lt;br /&gt;
&lt;br /&gt;
'''Dragon Quests.''' These were run by the Ultima Dragons, an ancient Ultima fan club (http://www.udic.org), many living in Rivendell.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/xena/ (Stories)&lt;br /&gt;
&lt;br /&gt;
'''The FOA quest on Atlantic.''' Famous was the large group of people guarding chests for several days.&lt;br /&gt;
&lt;br /&gt;
'''The Hulkster fights.''' Starr Long alias Lord Blackthorn remembers this fight&lt;br /&gt;
&lt;br /&gt;
http://www.gamespot.com/features/uosg/dev2.html&lt;br /&gt;
&lt;br /&gt;
'''Green Acres Arena.''' A special arena was construction in &amp;quot;Green Acres&amp;quot;, which later became the Lost Lands. Special monuments allowed player to teleport to the area. Remains of the arena used for the &amp;quot;rematch&amp;quot; actually appeared in the Lost Lands on Europa later.&lt;br /&gt;
&lt;br /&gt;
'''The Yew Town Council.''' This link contains history of the early Council, starting from June 1998 and including Lord British's visit in March 1999.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tc_205.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A lot of Atlantic's history can be found in Town Cryer Articles:'''&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tca_index.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Story of Elysium and the Knights of Sosaria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player town of Elysium was formed in the year 1997 by the Knights of Sosaria. Especially by Lord Wolf and his daughter Lady Nova, the two founders of the KOS. Elysium is just south of where the old ruined town of Paws once stood. Wolf was born in Paws and had witnessed the destruction of it by the Orcs. As he came to age he settled down on the plains north of Trinsic, and formed Elysium. One core of the town was the Wandering Wisp Tavern. Another part was Leia's Rune Library just a few stumbling steps from the away. Soon the town grew bigger as the number of Knights increased and their link to Trinsic was beyond measure. Several members of the KOS became Mayors of Trinsic or at least members of the Trinsic Council of Honor.&lt;br /&gt;
But then came the discovery of Trammel and the lands of Elysium became empty. The Knights, however, placed a large tower and a castle on the same plains. The Tower served as new home for the KOS guildstone, while the tower, more or less in the same spot where Leia's rune library is on Felucca, holds the Elysium Rune Library and the Drunken Dragon Tavern.&lt;br /&gt;
Lord Wolf retired, leaving the guild business first to his friend Lord Breti (the owner of the Tower and the Castle) and later Sir Robert and Lady Arcana became co-Leaders. Those two also became (in the roleplaying scenario, not OSI endorsed) the Duke and the Duchess of Trinsic. Sir Robert took over the Wandering Wisp Tavern as well.&lt;br /&gt;
Lady Arcana is today the Guildmistress of the KOS, Sir Robert had left the guild to start his own and Breti is more or less retired as well. The Knights are now located at Vesper / Trammel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ghosts of Paws ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''By Gwendoly'''&lt;br /&gt;
&lt;br /&gt;
On a sunny Sunday afternoon, I went to Trinsic to attend the Council Meeting. I had heard reports of strange ghosts haunting the lands of late and I hoped to learn more. These ghosts apparently were cursing people and someone even told me that the new town of Elysium was cursed. As my guild had put a lot of time and effort into creating Elysium, I wanted to help in any way I could to remove the curse.&lt;br /&gt;
&lt;br /&gt;
I went to the Trinsic Meeting Hall and found a number of people already there. A few more came in after the meeting began. I counted thirty-one people in all. There was even a seer at the meeting, Seer Nikademus. I found this interesting because I have seen a green-robed seer only once before. The attendees included: Christian of RAV; Lenknat of KOP; Fizban; Magus Draco; Arturius of C^L; Zeromus; Alma Beoulve; several members of the Trinsic Council; some representatives of the Yew Militia; Gargish Dragon, the Mayor of Yew; Dyluck Blade of WYS; Aleph Aeirs of 2ST; and several members of my guild, the Knights of Sosaria.&lt;br /&gt;
&lt;br /&gt;
Orchid, the Mayor of Trinsic, began by telling what she knew of the ghosts and their mysterious messages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was brought to my attention that the strange events we have experienced began not last week, but actually some time before when an oracle of sorts visited Dalriada. He said of some forthcoming troubles he saw between Yew and Trinsic. Recently, as we all know ghosts started appearing - Sir Simon, Belle, etc - carrying messages speaking of curses upon Trinsic because they supposedly did not aid in their time of need. Who's time of need? Apparently The long since destroyed town of Paws. Paws was attacked and destroyed by Orcs long ago, and it is true that Trinsic apparently did not show up in time to prevent it. In fact, only one survivor remained when they finally came. You may recall Crawworth. He was the survivor. Now I know not the reason why it took Trinsic so long to get there. It was long since before my time and there is nothing I could have done to aid. Apparently though, now they want revenge. But why now? What have they waited so long to seek vengeance upon us?&amp;quot;&lt;br /&gt;
&amp;quot;It is the ghosts, of those I assume to be deceased citizens of Paws that want revenge. Last night, I am told they came with a message more frightening than any before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, several people told Orchid of the ghosts who appeared to them last night. Fizban said, &amp;quot;Last night every ghost along with a few new ones appeared before WYU.&amp;quot; SunWolf was also a witness: &amp;quot;Ma'am Mayor, these ghost of some sorts had visited Abbey. Also Serpent Cross Tavern. They stated Trinsic Council will pay for their deeds at the meeting at next sun rise.&amp;quot; &amp;quot;I fear we may be in grave danger, though I am still not sure from what,&amp;quot; replied Orchid.&lt;br /&gt;
&lt;br /&gt;
The discussion continued for some time, when, all of a sudden, I felt a chill behind me. I turned towards the door and saw a ghost walk into the room. His name was Sir Simon. The communication crystals that were set up for the meeting allowed us to understand all of Sir Simon's speech. I faithfully wrote down everything he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In a chest hidden by the best of thieves...this letter shall rest an eternity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin....stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the others...do not know...the truth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they will not....listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they must...have peace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Paws...destroyed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I failed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin...stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they blame...Trinsic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not...listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;and neither...will He&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;follow&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Sir Simon left the room. We all scrambled to follow before we lost sight of him.&lt;br /&gt;
&lt;br /&gt;
Sir Simon led us out of Trinsic and north along the road. We hadn't gone far when he stopped and moaned something. Lenknat interpreted for us: &amp;quot;In Vain I died here.&amp;quot; Sir Simon then continued north aways. He led us east through the woods and stopped at a graveyard near the swamps. He began reading the headstones to us. It quickly became apparent that the people buried here were killed by the orcs that destroyed Paws. This is what he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Belle....daughter...of Samuel...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;child of Paws...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Poor Tremain...guard of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marianne...baker...of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir John...Mayor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Polly...Paws tavernkeep&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley...foolish drunk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;he will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley knows...the way...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek Farley...he lives near&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tessa.....my Lady Tessa&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My lady Tessa...I miss her&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;our son...Crawworth...all dead&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;all gone now&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not rest...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek him&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Simon suddenly disappeared, leaving us to speculate who this Farley person was. Sir Simon said something about him living nearby, so we began to search all the houses in the area for any signs.&lt;br /&gt;
&lt;br /&gt;
We split up into groups to search the area faster. I know not who first found it, but we soon gathered in front of a small wooden house. The sign read: &amp;quot;Farley's Hunting Shack - Go Away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After discussing what to do next, we decide to wait in front of the house in case the owner returned soon.&lt;br /&gt;
&lt;br /&gt;
A strange looking fellow wearing the shiniest plate armor walked up and asked why we were gathered about the house. His name was Stratege. Lady Nova told him that we were waiting for a man called Farley. Stratege told us about someone he met a few weeks back in the woods who was trying to fight off a few ratmen near a chest. Stratege said that he helped kill the ratmen and that the man gave him part of the treasure, 500 gold pieces. He seemed to think that the man was named Farley, but he couldn't be certain. Stratege seemed to be amused by our explanation that we were waiting because a ghost told us to, and he left with the words, &amp;quot;back to smithing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Remembering what Sir Simon said about Farley being a drunk, Orchid went to search the taverns for him. Some of the people in our group left to search other areas. I left for awhile as well.&lt;br /&gt;
&lt;br /&gt;
When I returned to Farley's house, there was still a good-sized group waiting. A few minutes later, Orchid returned from her search of the taverns without having found anything. A discussion began regarding what we learned about the ghosts and Farley, speculation as to who the master thief is, and how all this relates to Trinsic. It was feared that all this was a ruse to get us away from the city and that Trinsic was under attack. Callisto Gabriel rode to Trinsic and returned to report that all was peaceful there.&lt;br /&gt;
&lt;br /&gt;
A few of the people waiting had taken to summoning elementals and sparring with them to practice their skills and help pass the time. While all this was going on, it was almost easy not to notice a small, gray-bearded man walk up from the west. Lady Nova was the first to say, &amp;quot;There he is!&amp;quot; We all turned and were glad to finally see Farley, the Treasure Hunter.&lt;br /&gt;
&lt;br /&gt;
Farley walked up to his house, mumbled under his breath angrily, and said, &amp;quot;Get ye away from me house.&amp;quot; Lady Nova and Orchid tried to ask him some questions, but his reply was, &amp;quot;Ask ye questions to the swamp.&amp;quot; After muttering, &amp;quot;Away from me doorstep,&amp;quot; Farley went inside his house and locked the door behind him. We continued to wait outside his house in case he changed his mind about talking to us. We could hear him drinking.&lt;br /&gt;
&lt;br /&gt;
Some minutes passed before Farley stumbled out onto his doorstep. He muttered, &amp;quot;Ye best be off, fore I get angry.&amp;quot; But we were not so easily shooed. Lenknat asked, &amp;quot;Can you help us?&amp;quot; To which Farley replied, &amp;quot;No one can help ye as no one can help me.&amp;quot; Orchid said, &amp;quot;We need help obtaining a letter sealed in a chest hidden by the best of thieves.&amp;quot; We tried to explain briefly why we were there and asked Farley many questions which he did not answer. Someone mentioned a test, and to this Farley responded: &amp;quot;A test I give thee. No one can best me in the hunt. I shall devise a test. Only I am able to find the treasures that others hide.&amp;quot; He then tried to scare us away with a feeble attempt at magic by muttering, &amp;quot;Corpus Por,&amp;quot; &amp;quot;Corpal Por,&amp;quot; and &amp;quot;Corpy Pory.&amp;quot; This, of course, did not work.&lt;br /&gt;
&lt;br /&gt;
We asked Farley again about the test. He said, &amp;quot;A test I give thee. Ye shant pass test, give up now.&amp;quot; Someone mentioned the ghosts, and Farley muttered, &amp;quot;Evil spirits. The spirits haunt me dreams. I shant have thee cluttering me mind with these lies.&amp;quot; Orchid told him, &amp;quot;We can stop the spirits, but only with your help.&amp;quot; Farley said, &amp;quot;This map I give thee, ye not find treasure,&amp;quot; and then asked who was the leader among us. We told him that it was Mayor Orchid. Farley continued: &amp;quot;Ye not find this treasure, even me unable. If thee finds this treasure, me give what ye ask. Bring to me the completed map along with all gems and drink. If thee do this, me take to fake orc chest.&amp;quot; Orchid replied, &amp;quot;Its a deal.&amp;quot; Farley gave Orchid a tattered treasure map, muttered &amp;quot;Now begone from me hut,&amp;quot; and went back inside to resume his drinking.&lt;br /&gt;
&lt;br /&gt;
We discussed what to do next and how we were going to find a treasure hunter. Lenknat's father, a master cartographer named Maximun, came to see if he could help. Maximun tried to read the map and then announced, &amp;quot;Tis too difficult.&amp;quot; He told us that only a grandmaster cartographer could read the map. From this we knew that it was one of the most difficult types of treasure maps in the lands and that getting the treasure would involve fighting several of the toughest monsters in Britannia.&lt;br /&gt;
&lt;br /&gt;
Several people sent messages via pigeon to friends to help locate a grandmaster cartographer, without any success. It quickly became clear that finding one could take awhile. Several of us went to the Wandering Wisp tavern to discuss the situation further over a good drink. Orchid decided that we should continue our search for a cartographer and return to the Wisp in two hours.&lt;br /&gt;
&lt;br /&gt;
I went home get supplies for the hunt. When I returned to the Wisp, no qualified cartographer had yet been located. Callisto Gabriel soon had a lead and gave the information to Orchid. The Mayor contacted this cartographer, and he agreed to help us. Orchid brought the cartographer, named Cotton Picka of LoT, to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Cotton read the map and told us that the treasure was buried on a small island between Britain and Trinsic. We located two boats and then went to Leiah's Rune Library. A rune was found to a nearby island so that our sailing time would be shorter. We gated to the island and then boarded the boats. Most of the people got on the first boat. I boarded the second boat with a few of my guildmates. We tried to keep up with the first boat, but managed to get lost. I was able to get the coordinates of the first boat via pigeon and then we were on our way again.&lt;br /&gt;
&lt;br /&gt;
When we caught up with the first boat, they were already at the island and the treasure hunt was in progress. The corpses of several monsters lay on the shore. I witnessed the deaths of a lich lord and two elder gazers before the treasure hunt was over. All the loot was gathered, and we then gated back to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Mayor Orchid let each person chose one of the magic items from the loot as a reward for helping with the quest. She then asked us all to meet back at the Wisp tomorrow night at 8 o'clock to see if we can locate Farley again and show that we have passed his test.&lt;br /&gt;
&lt;br /&gt;
This Sunday proved to be a very long day for me. I was glad to go home and get some rest, though it was an adventure not to forget!&lt;br /&gt;
&lt;br /&gt;
-Gwendolyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draft of Book of Destiny story... ==&lt;br /&gt;
&lt;br /&gt;
'''By Wolf'''&lt;br /&gt;
&lt;br /&gt;
As a young boy, I lived a peaceful life in a small village known as Paws, between Trinsic and Britain. That is, until the days of Thornewood and the attack of the orcs. History books tell of the orc attack and how the village was destroyed. But few know the full story of evil, deception, and death…&lt;br /&gt;
&lt;br /&gt;
When the orcs attacked, the men hid the women and children in barns and cellars, and then sent a call for help to the Paladins of the Trinsic Honor Guard. But the message never arrived.&lt;br /&gt;
&lt;br /&gt;
Running to Trinsic, the messenger found a Guardsman on the trail and begged him to call the Guard to aid Paws. The Guardsman wheeled his horse, glowered down at the panting man, and struck him down with a single blow! For this Guardsman was an imposter who had infiltrated the Guard’s ranks. It was he that led the orcs against the town. His name was Thornewood.&lt;br /&gt;
&lt;br /&gt;
Not knowing the messenger’s fate, the men and many of the women of Paws fought bravely against the waves of orcs that attacked their homes and families. But they never stood a chance against the horde. Blood ran freely over doorsteps and through the streets. Men, women and children were all cruelly slaughtered. And the mysterious Guardsman was never seen again.&lt;br /&gt;
&lt;br /&gt;
In the end, Trinsic’s Honor Guard did learn of the attack and arrived to find the orcs in the last stages of the obliteration of Paws. Hartham himself strode through town demolishing orcs and searching for survivors. In one of the few houses not burned to the ground he beheaded an orc that had just killed some poor, brave woman of Paws. The story has been told that as Hartham turned to leave, he heard a sound under the floorboards. Tossing aside a rug he ripped open the trapdoor, ready to attack any vile creatures below. And there he found a young boy. Apparently, he was the sole survivor of the once peaceful town of Paws. His name was Crawworth, and Hartham raised the boy as his own. Years later Crawworth achieved notoriety in the battles against the Followers of the Armageddon, and in the initial explorations of the newly found Lost Lands, where he was eventually killed.&lt;br /&gt;
&lt;br /&gt;
What many people have never known was that Crawworth was NOT the only survivor of Paws. Indeed, several years ago, it was discovered that Farley, a half-mad drunk living in the swamps, had been hidden in the woods as a child and was overlooked by the orcs. When the Knights of Sosaria were building their town of Elysium on the ruins of Paws, Farley played a part in quelling the angry cries of ghosts that rose up to complain to the people of Trinsic for not sending aid during the attack. He eventually told them of the false paladin who betrayed both Trinsic and Paws, thus finally allowing the ghosts to rest in peace. But soon after, Farley disappeared and has been seen no more.&lt;br /&gt;
&lt;br /&gt;
I know this story well. It’s a dramatic history lesson that I’ve followed all my life. But it’s like the surface of a deep pool….it’s only a small part, the beginning of the story. Many may know that my daughter, Nova, and I founded the Knights of Sosaria and that we built our homes in Elysium, on the ruins of Paws. Few know much more about my history, and how I came to be drawn to the area. Perhaps by now you’ve guessed…&lt;br /&gt;
&lt;br /&gt;
I am another survivor of the devastation of Paws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few people know, or ever knew, that the small town of Paws held much more than taverns and shops. Deep in the woods west of town was a small, plain looking house. Tucked away in a thicket, most never even saw that it was there; but if they did, it looked so ordinary they paid little attention to it. Just a cottage inhabited by a few old men, living out the ends of their days telling each other stories of when they were young. Or so it seemed. But hidden away inside was a great secret.&lt;br /&gt;
&lt;br /&gt;
Those men weren’t just telling stories of old lovers and historic battles. They were scholars and mages who had dedicated their entire lives to hiding, protecting, and understanding an artifact far older they. They called themselves the Elysians. Long ago they had joined this sect and vowed to give their very lives for this thing.&lt;br /&gt;
&lt;br /&gt;
It was book. No one knew how old it was, nor where it came from. It was titled “The Book of Destiny”. After years, even generations, no one was able to decipher any more than that. It seems the title could be easily read, but the script inside was unfamiliar to anyone who ever saw it. They didn’t know if it was in code, or some ancient language unknown to anyone living.&lt;br /&gt;
&lt;br /&gt;
But why had these men, and many others before them, dedicated their lives to a book that no one could even read? What made it so special? Miraculously, the book was sentient. At least, it could speak! Which is not to say that it would converse on mundane topics of daily life or even speak all the time, but it would speak. And more, it seemed to know of things throughout the lands, and perhaps even throughout time! I gather it spoke of historic events, and even seemed to warn of dangers to come.&lt;br /&gt;
&lt;br /&gt;
I don’t know much more about the book. The only reason I know of it at all is because when I was a very young boy I was befriended by Thomas, one of the Elysians. Young as I was, I’ll never forget the time he took me in to see the Book; or perhaps it was for the Book to see me, I’ll never know. I thought it was a fair bit of magic when I heard it speak, though I was chilled to the bone by what it said. “Death soon surrounds this one.” A week later, Paws was attacked.&lt;br /&gt;
&lt;br /&gt;
Looking back, I think Thomas must have hoped I would succeed him. And in a way, I have. I’ve dedicated my life to finding that book. You see, during the attack on Paws The Book of Destiny disappeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up to sounds of my father shouting in the next room. Mother was shaking me. “Wake up, wake up! We have to run!” She dragged me out of bed and into the main room. Papa pushed a large knife into my hands. It was like a sword to me. “Richard! He’s only seven!”&lt;br /&gt;
&lt;br /&gt;
“Old enough, if need be. Don’t worry, you’ll both be safe there. And the Honor Guard will have word soon. Now go!” She kissed him, and grabbed me by the hand. In a daze, I tried to keep up as we ran out the back and headed through the woods. I glanced back to see my father pulling out his great viking sword that usually hung over the door.&lt;br /&gt;
&lt;br /&gt;
“Orcs are attacking! And hundreds more where seen skirting ‘round the swamps. We have to go see Thomas,” she panted, “He’ll keep you safe”&lt;br /&gt;
&lt;br /&gt;
As we rushed along, I remember hearing shouts in town to the south. Then some of the shouts turned to screams. We kept running. Thomas and the Elysian’s house never seemed so far.&lt;br /&gt;
&lt;br /&gt;
Mother stopped short. Somewhere ahead we heard heavy footsteps, leather, and steel. Dragging me into the bushes, she said, “Stay down here. If they look this way, I’ll lead them south. When they go out of sight, run to Thomas’s house! I’ll meet you there.” I started to cry for her not to leave me, but she covered my mouth.&lt;br /&gt;
&lt;br /&gt;
Orcs came around the bend at a slow trot. I had never seen an orc up close. They looked huge and mean. My hand tighten in fear around Papa’s knife. Just as they came past us, one of them stopped and turned, sniffing the air. “Remember to find Thomas” she whispered. Then Mother jumped up and ran across the path and into the trees. The orcs growled and followed her. I was frozen with shock and fear. Then finally, I got up and ran on.&lt;br /&gt;
&lt;br /&gt;
I found Thomas and the others outside their house, listening to the sounds of battle in the near distance. “We have to prepare to leave”, they said.&lt;br /&gt;
&lt;br /&gt;
“We can’t leave. Mother is coming! And the Honor Guard will be here soon.”&lt;br /&gt;
&lt;br /&gt;
“They won’t get here in time, boy. We must protect the Book. I pray your good mother will be alright, but we must leave. And the Book tells us that you must come with us. Let’s get inside quickly!”&lt;br /&gt;
&lt;br /&gt;
“Inside? I thought we had to leave? But I can’t leave my family and my home!”&lt;br /&gt;
&lt;br /&gt;
Thomas comforted me, “We have to go, boy. Your parents would want you to be safe. And this is a great mission you are about to embark on.” He smiled. “We will leave by going inside. Come along and you’ll see.” We went in and he explained, “There is great power protecting this house, but even so, to protect the Book we have to prepare to teleport far away. In fact, we will prepare a spell to travel to another land. One where no other men of Brittania have yet gone. A mirror image of this world, but unknown to men. But since the Book has chosen you, I should tell you more about it, while the others prepare to leave.”&lt;br /&gt;
&lt;br /&gt;
While the other Elysians packed the Book and some other belongings in backbacks, Thomas told me a little about the Book. “Some say the Book came from this other land ages ago. While the Book can talk, it often speaks in cryptic phrases that take careful study to understand. And even though the title can be read by all, we cannot yet translate the writing inside. And the Book can’t, or won’t, tell us what’s written inside. It’s believed to be a language from before all known history. Or even a language from some unknown land. We had hoped to search this alternate world for scrolls of translation that the Book tells us exist somewhere. I suppose that now we’ll get the chance to do just that. Come, it looks like we are ready.”&lt;br /&gt;
&lt;br /&gt;
We sat in a circle and the men began chanting a spell unlike any I had ever heard. Then as they chanted, a stranger stepped into the circle. “I am Thornewood” he said, “I have come for the Book of Destiny! I can not let you leave!”&lt;br /&gt;
&lt;br /&gt;
The Elysians looked up in fear, but they didn’t stop their chant. The one called Thornewood reached behind his head and pulled a strange wand from his pack. He held it high and also began to chant. The competing words of power rose to a crescendo just as I was covering my ears in pain and fear, Thomas pushed me back out of the circle. At that moment, it seemed there was a powerful explosion! I don’t remember much more after that.&lt;br /&gt;
&lt;br /&gt;
The next thing I remember was wandering in the woods far from home. For months I struggled just to survive alone in the wilds, with occasional help from rangers and lumberjacks. I befriended a young wolf cub who’s mother was killed by hunters. As I grew, men began to call me Wolf, just like my constant companion. Eventually, I was able to find my way back to Paws. Or at least, where Paws once stood. And I found the remains of the Elysians house. There was little left of it. And certainly no sign of Thomas or the Book. But somehow I knew that the Book had not been destroyed, and vowed I would devote my life to finding it again.&lt;br /&gt;
&lt;br /&gt;
And now the Book of Destiny has been found. After being gone for months, my daughter Nova returned with the Book. Then she disappeared again. I don’t know where she found the Book, or where she has gone, I can only hope she is safe and will return to us someday soon. Nova told us she was pursued by great danger and that we should keep the Book safe.&lt;br /&gt;
&lt;br /&gt;
The Knights of Sosaria will devote ourselves to protecting the Book, and to understanding its revelations. And we will now search for the translation, for I hope that it may be found somewhere in Trammel. But even without it, the Book can tell us many things. Soon, when all safe precautions can be taken, we hope to make the Book of Destiny accessible to all the people of Sosaria. This is a great moment in history. And perhaps our own destiny will be revealed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66552</id>
		<title>Atlantic title=Atlantic Unique Locations</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66552"/>
				<updated>2016-02-21T23:40:03Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* Unique Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique Locations==&lt;br /&gt;
&lt;br /&gt;
'''By Aalia of Winterbreeze, Andrasta of Goodmans, and Lord Goodman himself. Transferred here by Molly of Atlantic.'''&lt;br /&gt;
&lt;br /&gt;
In addition to the luna white box that can be found in Goodman's Rune Library and the shadow black box that can be found in Winterbreeze rune library, the box that contains runes to all unique and historical locations on Atlantic, here is a summary of some of the unique locations on Atlantic, as well as some history:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://img222.imageshack.us/img222/4998/uo0002ix1.png&lt;br /&gt;
&lt;br /&gt;
==Felucca==&lt;br /&gt;
&lt;br /&gt;
'''A Stone with a flame trapped inside (the &amp;quot;blood god&amp;quot; of Stormreavers Orc Clan) 13o 1’N 48o 22’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/stoneflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Archery Range 67o 52 ‘N 6o2’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/archeryrange.jpg&lt;br /&gt;
&lt;br /&gt;
'''Atlantic Mage Tower Red Gate 48o 53’N 151o 11’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/magetower.jpg&lt;br /&gt;
&lt;br /&gt;
Mage Tower on Atlantic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tower southwest of the Lycaeum in Felucca. Once the main location for magic users on Atlantic, full of magical effects and items. Several interesting features here including a red moongate south of the tower that transports you outside the arena on Isle of the Avatar. On the roof of the tower is a stone column with flames coming out of it, called &amp;quot;The Eternal Flame of Mages&amp;quot;. Saying &amp;quot;setra&amp;quot; on the roof will transport you inside the arena on Isle of the Avatar. Standing on the pentagram on the first floor transports you to Leiah's Rune Library. There used to be an Annex behind the Tower but its long gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arena 149o 56'S, 126o 38'W'''&lt;br /&gt;
&lt;br /&gt;
this was used for mage battles. A red moongate outside the arena leads to the outside of the Atlantic Mage Tower, while saying &amp;quot;roclaf&amp;quot; from within the arena teleports you to the roof of the AMT. &amp;quot;roclaf&amp;quot; is backwards for &amp;quot;falcor&amp;quot;, who was the Seer that played the character Norab, the AMT's sponsor. There's another sign within the arena that says &amp;quot;This Arena Is Reserved For Seer Event. Thank You. Have A Good Day.&amp;quot; There is a locked down communication crystal outside the arena, which was used to announce fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Defeat 27o 31’N 53o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/blackdefeat.jpg&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Tomb 15o 39’N 13o 25’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/blacktomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Buoy 104o 35’S 143o 43’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/buoy.jpg&lt;br /&gt;
&lt;br /&gt;
'''Christine &amp;amp; Flint 49o 3’N 40o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/christineflint.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were married in UO, and in RL, and ran a large guild. Supposedly one of them left the game, and the other one followed because it wasn't the same for them. Plaque there says &amp;quot;Together Though Separate, Bound Beyond Life, Friend and Companion, Their Love Will Not End&amp;quot;. Tombstones say &amp;quot;In Memory of Christine&amp;quot; &amp;amp; &amp;quot;In Memory of Flint&amp;quot;. Moving to a certain spot on each platform teleports you across a small pond to the other platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claudia Raym’s Cave 119o 32’N 47o 15 E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/claudia.jpg&lt;br /&gt;
&lt;br /&gt;
'''Costume Chest 90o 15’S 5o 29’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/costumechest.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Guild Britain 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/banquethall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Memorial 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/councilmemorial.jpg&lt;br /&gt;
&lt;br /&gt;
'''Cromwell estate 44o 2’N 172o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/cromwellh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dupre’s Camp Felucca 96o 51’S 25o 56’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/duprecamp.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Flame 140o 22’N 55o 11’e'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/eternalflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Flower Grove 124o 44’N 9o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/flowergrove.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Coryn Ironheart 173o 25’N 3o 14’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/corwyngrave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Gerald Tiggins'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/geraldtiggins.jpg&lt;br /&gt;
&lt;br /&gt;
'''House of Norab 50o 0’S 166o34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/house%20of%20norab.jpg&lt;br /&gt;
&lt;br /&gt;
'''Igloo (Well of Souls in Caina, Old &amp;quot;Order of the Ebon Skull&amp;quot; Guild Town) 125o 36’N 177o 37’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/igloo.jpg&lt;br /&gt;
&lt;br /&gt;
'''Caina'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ironhand Gregory 177o 5’S 10o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ironhandh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Jou’Nar’s Stronghold 96o 9’S 40o 4’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/jounars.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Runelibrary 72o 14'S 32o 3'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/leiahsrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Rune Library on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Loa Village 59o41’N 43o 1’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/loavillage.jpg&lt;br /&gt;
&lt;br /&gt;
'''Marble Temple/Temple of Fate 35o 5’N 8o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/marblecolumn.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tis strange thing happened to me recently. The town criers were telling of a strange temple which should be located in a cove in the mountains north of Britain. After talking to two friends from the honorable Sunset Knights we headed north out of the town of Britain, along the graveyard until we reached the mountains. Sadly, we got separated soon and I was trying to find the place the crier hat spoken of. I worked my way from the western parts of Serpents Spine mountains along and past the small pass leading to the dungeon known as Despise. Soon after going another short distance along the mountain range I was greeted by a band of unfriendly orcs which were soon no more. A small entrance into the mountains was nearby and I already heard battlecries coming from the pass. Quickly I readied my spellbook and awaited the worst as I proceeded inside the mountains. I was greeted by some evil looking black archmages and a great number of heroes fighting these. In the middle of the place marking the dead end of the pass stood what looked like a small temple. There were four pillars in different shades of grey, two braziers and the most amazing sight, a green object looking like a skull that was yelling strange words. I think I heard the phrase &amp;quot;Thy fate has been tested&amp;quot;. Strange words were inscribed on the pillars and as I listened, I heard several people of the crowd chanting them. If I remember right, it were the words &amp;quot;MAL GU OM VARKA TALMA&amp;quot;. I soon had to find out the effect of those words as an uncountable number of undead creatures appeared inside the temple. Luckily these were quickly dealt with by the crowd which seemed to enjoy the ongoing slaughter. The crowd had no time to recover as soon another wave of lzardmen appeared charging everyone in sight. As warrior veterans know, those lizards don't present much of a challenge, so the floor was soon littered with the corpses of the dead, when suddenly huge heaps of gold coins were drawing the attention of everyone. This seemed a deadly trap as just when everybody was grabbing for the gold a ring of blood elementals appeared. If you ever fought one of those creatures residing in the deepest caves of the dungeon Shame you know what that meant. Many a warrior found his death. As my reagent supply was quickly used up, I had to retreat after two of these beasts came chasing after me. When I finally got back to the fight, I found the place empty with just an inscription telling that the place might come to life again when the braziers are alight. When this will happen no one knows. The temple, named Temple of Fate still stands and may be visited by the curious traveller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Moonstar Tomb 43o 26’N 154o 49E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/moonstartomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Moss Covered Rock 100o 43’S 69o 18’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/greenmossrock.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Wedding Chapel 30o 51’N 166o 8’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/nujwed.jpg&lt;br /&gt;
&lt;br /&gt;
'''Occlo Ruins 73o 54’S 158o 12’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ocrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Outdoor Wedding Spot 91o 25’N 0o 4’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/weddingspot.jpg&lt;br /&gt;
&lt;br /&gt;
'''Pirate Island 68o 34’N 66o 43’W'''&lt;br /&gt;
&lt;br /&gt;
'''Pirates Hideaway 117o 9’S 4o 30’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/pirhide.jpg&lt;br /&gt;
&lt;br /&gt;
Saying &amp;quot;payment&amp;quot; at the locked door will teleport you inside&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rivendell 26o 48’S 6o 53’W'''&lt;br /&gt;
&lt;br /&gt;
City of Rivendell on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/rivendellt.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seer’s House 106o 15’S 37o 15’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/seershouse.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Red's Curious Goods building. One of the first Seer locations, it's mostly been cleared out. However, there are a few unique items here. A tree stump with an axe is outside the door. Inside, you will find more place settings at the table, a chest and spinning wheel in the back room, and crafting tools in the last room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Cross Tavern 93o 53’N 23o 37’W'''&lt;br /&gt;
&lt;br /&gt;
Serpent Cross Tavern on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/sctavernc.jpg&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Hold Council 151o 57’S 114o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/serhold.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Knowledge 37o6’N 65o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/treeofknow.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Wisdom 66o 48’N 48o 43’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/treeofwis.jpg&lt;br /&gt;
&lt;br /&gt;
'''United Blacksmiths of Britannia Guildhall 13o 21’S 2o 2’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ubb3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Vesper Museum 57o 56’N 112o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/vespermu.jpg&lt;br /&gt;
&lt;br /&gt;
The Statue of Nostur'yl in the Vesper Museum whom we managed to kill in the courtyard of the Hungry Halfling Tavern in Rivendell (where it sat till the Seers created the Museum to host it along with many other items from quests) thanks to some valiant efforts of Cesspool standing guard over the Obsidian post in Serpent's hold at my request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vespers Counselors Guild 60o 2’N 107o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/vespercoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Wisp’s Columns 6o 51’S 50o 16’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/wispcol.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Council 56o 37’N 49o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewcoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Mill 71o 1’N 53o 55’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewmill.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Town Council 67o 46’N 59o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewtown.jpg&lt;br /&gt;
&lt;br /&gt;
Since it was not mentioned in this thread, the Yew Town Council got one of the NPC houses in Felucca Yew (at that time simply known as Yew) redesigned as a Town Hall with a large meeting table and offices for the Mayor, Chief Justice and Militia Captain. As seen in the image this building also housed the Yew Town Council (YEW) guild stone. While at some point the dynamic objects which had been removed during the redecoration came back, the original decoration still exists and the banners in and outside the building show the purpose of the building when clicked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yew University 31o 23’N 64o49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewuniv.jpg&lt;br /&gt;
&lt;br /&gt;
'''West Yew University on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once possibly the most influential player group on Atlantic, this group of people helped train new users in all manners of UO play long before there were companions or other programs. As such, they received quite a few things to aid them in their work:&lt;br /&gt;
* WYU Boat transport - at the end of the road is a sign and boat. The sign reads: &amp;quot;to cross the river, step onto the boat and say, 'I would like to cross.'&amp;quot; Takes you from (35o 14'N, 58o 21'W) to (36o 12'N, 63o 33'W) and back.&lt;br /&gt;
* Tree of Knowledge - Used to be a silver tree within WYU, placed when the original person who ran WYU, Silver Dryad, departed. Still has it's name (36o 44'N, 66o 9'W)&lt;br /&gt;
* WYU Headquarters - Just outside the guardzone, this small house had a hedge placed around a small courtyard. (31o 27'N, 64o 53'W)&lt;br /&gt;
* WYU Building - Yew Farmhouse, converted to a school house. Outsides is decorated like a stables. Inside, additional books lie scattered on tables. A guildstone for the &amp;quot;House of Desires&amp;quot; resides in the building. (34o 58'N, 64o 45'W)&lt;br /&gt;
* WYU Magic &amp;amp; Tailoring Wing - Yew Farmhouse. The first part of the interior was converted into a magic training area. The back room was made into a tailor training area, full of tailoring equipment. Outside the building, combat and pickpocket dummies allowed fighter and thief training. (33o 23'N, 69o 15'W)&lt;br /&gt;
* WYU Smithing Area - Located one screen west of the WYU HQ, this small area was added to train smiths. (31o 38'N, 65o 52'W)&lt;br /&gt;
&lt;br /&gt;
==Trammel==&lt;br /&gt;
&lt;br /&gt;
'''Trammel'''&lt;br /&gt;
&lt;br /&gt;
'''Adventurer’s Hall 104o 41’N 81o 29’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/advenhall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Architect Foundation Castle 63o 37’S 43o 22’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/archcastle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Bauble Hut 15o 43’S 5o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/baublehut.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Filberto the Tinker&amp;quot; Quest line.&lt;br /&gt;
The books to follow the Quest are on display at the Winterbreeze Library (on the 3rd Floor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Britain Fairgrounds 22o 56’s1o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/britfair.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British Throne Room (Statue, Shields and other Memorials) 0o 11'N 0o 29'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/throne.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British War Room'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/warroom.jpg&lt;br /&gt;
&lt;br /&gt;
'''Companion House 76o 43'S 160o 6'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/comphouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dolphins 160o 50’S 51o 32’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/dolphins.jpg&lt;br /&gt;
&lt;br /&gt;
'''Gerald Tiggins Grave'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/geraldt.jpg&lt;br /&gt;
&lt;br /&gt;
'''Inside Pirate Cave'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/inpirate.jpg&lt;br /&gt;
&lt;br /&gt;
'''Malabelle’s House 19o 36’N 124o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/mallabelle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Massacre House 11o 15’N 132o 33’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/masshouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Armor Stands 43o 41’N 154o 49’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/nustatue.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm’s Music Stands 38o 9” N 170o 0’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/musicstand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ophidian’s Demands’ 54o 18’S 37o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/opidemand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Part of the Ophidian Invasion 2006'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirate Cave Entrance 440 29’N 88o 39’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/piratecave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Prison Cart 42o 32’S 8o 9’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/prisoncart.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 2 34o 17’N 2o 44’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest2.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 3 27o 20’S 15o 49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 4 20o 49’S 12o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest4.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ricardo’s Hideout 97o 28’S 2o 52’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/richide.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
'''Sealed Cave 6o 30’S 38o 57’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/sealcave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Skara Brae Community Center 45o 26’S 48o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/skara.jpg&lt;br /&gt;
&lt;br /&gt;
'''Talking Statues 91o 40’S 22o 4’W'''&lt;br /&gt;
&lt;br /&gt;
'''Tor’s Boots 63o 43’S 35o 47’W'''&lt;br /&gt;
&lt;br /&gt;
'''Treasure Trove 119o 42’S 148o 13’E (gone with old Haven)'''&lt;br /&gt;
&lt;br /&gt;
'''Tuning Fork 5o 12’N 8o 38’E'''&lt;br /&gt;
&lt;br /&gt;
'''Water Prison 14o 45’S 93o 43’E (rune blocked right now)'''&lt;br /&gt;
&lt;br /&gt;
'''Wind Ramparts 49o 19’N 30o 14’E'''&lt;br /&gt;
&lt;br /&gt;
'''Yew Monument 55o 28’N 51o 23’W'''&lt;br /&gt;
&lt;br /&gt;
==Other History==&lt;br /&gt;
&lt;br /&gt;
'''Gargish Dragon shares the following links :'''&lt;br /&gt;
&lt;br /&gt;
The Movement Quest. This was run on Atlantic in August 98 by Seer Little and included a large part which was runnung during 1 week and solving it gave time and place for the final live event. The great report was done by Garulfo.&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/movement/movement.html&lt;br /&gt;
&lt;br /&gt;
'''Seekers of the Wisp and the Conference'''&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/wispconf.html&lt;br /&gt;
&lt;br /&gt;
'''Dragon Quests.''' These were run by the Ultima Dragons, an ancient Ultima fan club (http://www.udic.org), many living in Rivendell.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/xena/ (Stories)&lt;br /&gt;
&lt;br /&gt;
'''The FOA quest on Atlantic.''' Famous was the large group of people guarding chests for several days.&lt;br /&gt;
&lt;br /&gt;
'''The Hulkster fights.''' Starr Long alias Lord Blackthorn remembers this fight&lt;br /&gt;
&lt;br /&gt;
http://www.gamespot.com/features/uosg/dev2.html&lt;br /&gt;
&lt;br /&gt;
'''Green Acres Arena.''' A special arena was construction in &amp;quot;Green Acres&amp;quot;, which later became the Lost Lands. Special monuments allowed player to teleport to the area. Remains of the arena used for the &amp;quot;rematch&amp;quot; actually appeared in the Lost Lands on Europa later.&lt;br /&gt;
&lt;br /&gt;
'''The Yew Town Council.''' This link contains history of the early Council, starting from June 1998 and including Lord British's visit in March 1999.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tc_205.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A lot of Atlantic's history can be found in Town Cryer Articles:'''&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tca_index.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Story of Elysium and the Knights of Sosaria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player town of Elysium was formed in the year 1997 by the Knights of Sosaria. Especially by Lord Wolf and his daughter Lady Nova, the two founders of the KOS. Elysium is just south of where the old ruined town of Paws once stood. Wolf was born in Paws and had witnessed the destruction of it by the Orcs. As he came to age he settled down on the plains north of Trinsic, and formed Elysium. One core of the town was the Wandering Wisp Tavern. Another part was Leia's Rune Library just a few stumbling steps from the away. Soon the town grew bigger as the number of Knights increased and their link to Trinsic was beyond measure. Several members of the KOS became Mayors of Trinsic or at least members of the Trinsic Council of Honor.&lt;br /&gt;
But then came the discovery of Trammel and the lands of Elysium became empty. The Knights, however, placed a large tower and a castle on the same plains. The Tower served as new home for the KOS guildstone, while the tower, more or less in the same spot where Leia's rune library is on Felucca, holds the Elysium Rune Library and the Drunken Dragon Tavern.&lt;br /&gt;
Lord Wolf retired, leaving the guild business first to his friend Lord Breti (the owner of the Tower and the Castle) and later Sir Robert and Lady Arcana became co-Leaders. Those two also became (in the roleplaying scenario, not OSI endorsed) the Duke and the Duchess of Trinsic. Sir Robert took over the Wandering Wisp Tavern as well.&lt;br /&gt;
Lady Arcana is today the Guildmistress of the KOS, Sir Robert had left the guild to start his own and Breti is more or less retired as well. The Knights are now located at Vesper / Trammel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Ghosts of Paws ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''By Gwendoly'''&lt;br /&gt;
&lt;br /&gt;
On a sunny Sunday afternoon, I went to Trinsic to attend the Council Meeting. I had heard reports of strange ghosts haunting the lands of late and I hoped to learn more. These ghosts apparently were cursing people and someone even told me that the new town of Elysium was cursed. As my guild had put a lot of time and effort into creating Elysium, I wanted to help in any way I could to remove the curse.&lt;br /&gt;
&lt;br /&gt;
I went to the Trinsic Meeting Hall and found a number of people already there. A few more came in after the meeting began. I counted thirty-one people in all. There was even a seer at the meeting, Seer Nikademus. I found this interesting because I have seen a green-robed seer only once before. The attendees included: Christian of RAV; Lenknat of KOP; Fizban; Magus Draco; Arturius of C^L; Zeromus; Alma Beoulve; several members of the Trinsic Council; some representatives of the Yew Militia; Gargish Dragon, the Mayor of Yew; Dyluck Blade of WYS; Aleph Aeirs of 2ST; and several members of my guild, the Knights of Sosaria.&lt;br /&gt;
&lt;br /&gt;
Orchid, the Mayor of Trinsic, began by telling what she knew of the ghosts and their mysterious messages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was brought to my attention that the strange events we have experienced began not last week, but actually some time before when an oracle of sorts visited Dalriada. He said of some forthcoming troubles he saw between Yew and Trinsic. Recently, as we all know ghosts started appearing - Sir Simon, Belle, etc - carrying messages speaking of curses upon Trinsic because they supposedly did not aid in their time of need. Who's time of need? Apparently The long since destroyed town of Paws. Paws was attacked and destroyed by Orcs long ago, and it is true that Trinsic apparently did not show up in time to prevent it. In fact, only one survivor remained when they finally came. You may recall Crawworth. He was the survivor. Now I know not the reason why it took Trinsic so long to get there. It was long since before my time and there is nothing I could have done to aid. Apparently though, now they want revenge. But why now? What have they waited so long to seek vengeance upon us?&amp;quot;&lt;br /&gt;
&amp;quot;It is the ghosts, of those I assume to be deceased citizens of Paws that want revenge. Last night, I am told they came with a message more frightening than any before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, several people told Orchid of the ghosts who appeared to them last night. Fizban said, &amp;quot;Last night every ghost along with a few new ones appeared before WYU.&amp;quot; SunWolf was also a witness: &amp;quot;Ma'am Mayor, these ghost of some sorts had visited Abbey. Also Serpent Cross Tavern. They stated Trinsic Council will pay for their deeds at the meeting at next sun rise.&amp;quot; &amp;quot;I fear we may be in grave danger, though I am still not sure from what,&amp;quot; replied Orchid.&lt;br /&gt;
&lt;br /&gt;
The discussion continued for some time, when, all of a sudden, I felt a chill behind me. I turned towards the door and saw a ghost walk into the room. His name was Sir Simon. The communication crystals that were set up for the meeting allowed us to understand all of Sir Simon's speech. I faithfully wrote down everything he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In a chest hidden by the best of thieves...this letter shall rest an eternity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin....stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the others...do not know...the truth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they will not....listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they must...have peace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Paws...destroyed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I failed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin...stole...my letter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;they blame...Trinsic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not...listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;and neither...will He&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;follow&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, Sir Simon left the room. We all scrambled to follow before we lost sight of him.&lt;br /&gt;
&lt;br /&gt;
Sir Simon led us out of Trinsic and north along the road. We hadn't gone far when he stopped and moaned something. Lenknat interpreted for us: &amp;quot;In Vain I died here.&amp;quot; Sir Simon then continued north aways. He led us east through the woods and stopped at a graveyard near the swamps. He began reading the headstones to us. It quickly became apparent that the people buried here were killed by the orcs that destroyed Paws. This is what he said:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Belle....daughter...of Samuel...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;child of Paws...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Poor Tremain...guard of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marianne...baker...of Paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir John...Mayor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Polly...Paws tavernkeep&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley...foolish drunk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;he will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley knows...the way...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek Farley...he lives near&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only survivor...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tessa.....my Lady Tessa&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My lady Tessa...I miss her&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;our son...Crawworth...all dead&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;all gone now&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;the spirits...will not rest...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Farley will not listen...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;seek him&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sir Simon suddenly disappeared, leaving us to speculate who this Farley person was. Sir Simon said something about him living nearby, so we began to search all the houses in the area for any signs.&lt;br /&gt;
&lt;br /&gt;
We split up into groups to search the area faster. I know not who first found it, but we soon gathered in front of a small wooden house. The sign read: &amp;quot;Farley's Hunting Shack - Go Away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After discussing what to do next, we decide to wait in front of the house in case the owner returned soon.&lt;br /&gt;
&lt;br /&gt;
A strange looking fellow wearing the shiniest plate armor walked up and asked why we were gathered about the house. His name was Stratege. Lady Nova told him that we were waiting for a man called Farley. Stratege told us about someone he met a few weeks back in the woods who was trying to fight off a few ratmen near a chest. Stratege said that he helped kill the ratmen and that the man gave him part of the treasure, 500 gold pieces. He seemed to think that the man was named Farley, but he couldn't be certain. Stratege seemed to be amused by our explanation that we were waiting because a ghost told us to, and he left with the words, &amp;quot;back to smithing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Remembering what Sir Simon said about Farley being a drunk, Orchid went to search the taverns for him. Some of the people in our group left to search other areas. I left for awhile as well.&lt;br /&gt;
&lt;br /&gt;
When I returned to Farley's house, there was still a good-sized group waiting. A few minutes later, Orchid returned from her search of the taverns without having found anything. A discussion began regarding what we learned about the ghosts and Farley, speculation as to who the master thief is, and how all this relates to Trinsic. It was feared that all this was a ruse to get us away from the city and that Trinsic was under attack. Callisto Gabriel rode to Trinsic and returned to report that all was peaceful there.&lt;br /&gt;
&lt;br /&gt;
A few of the people waiting had taken to summoning elementals and sparring with them to practice their skills and help pass the time. While all this was going on, it was almost easy not to notice a small, gray-bearded man walk up from the west. Lady Nova was the first to say, &amp;quot;There he is!&amp;quot; We all turned and were glad to finally see Farley, the Treasure Hunter.&lt;br /&gt;
&lt;br /&gt;
Farley walked up to his house, mumbled under his breath angrily, and said, &amp;quot;Get ye away from me house.&amp;quot; Lady Nova and Orchid tried to ask him some questions, but his reply was, &amp;quot;Ask ye questions to the swamp.&amp;quot; After muttering, &amp;quot;Away from me doorstep,&amp;quot; Farley went inside his house and locked the door behind him. We continued to wait outside his house in case he changed his mind about talking to us. We could hear him drinking.&lt;br /&gt;
&lt;br /&gt;
Some minutes passed before Farley stumbled out onto his doorstep. He muttered, &amp;quot;Ye best be off, fore I get angry.&amp;quot; But we were not so easily shooed. Lenknat asked, &amp;quot;Can you help us?&amp;quot; To which Farley replied, &amp;quot;No one can help ye as no one can help me.&amp;quot; Orchid said, &amp;quot;We need help obtaining a letter sealed in a chest hidden by the best of thieves.&amp;quot; We tried to explain briefly why we were there and asked Farley many questions which he did not answer. Someone mentioned a test, and to this Farley responded: &amp;quot;A test I give thee. No one can best me in the hunt. I shall devise a test. Only I am able to find the treasures that others hide.&amp;quot; He then tried to scare us away with a feeble attempt at magic by muttering, &amp;quot;Corpus Por,&amp;quot; &amp;quot;Corpal Por,&amp;quot; and &amp;quot;Corpy Pory.&amp;quot; This, of course, did not work.&lt;br /&gt;
&lt;br /&gt;
We asked Farley again about the test. He said, &amp;quot;A test I give thee. Ye shant pass test, give up now.&amp;quot; Someone mentioned the ghosts, and Farley muttered, &amp;quot;Evil spirits. The spirits haunt me dreams. I shant have thee cluttering me mind with these lies.&amp;quot; Orchid told him, &amp;quot;We can stop the spirits, but only with your help.&amp;quot; Farley said, &amp;quot;This map I give thee, ye not find treasure,&amp;quot; and then asked who was the leader among us. We told him that it was Mayor Orchid. Farley continued: &amp;quot;Ye not find this treasure, even me unable. If thee finds this treasure, me give what ye ask. Bring to me the completed map along with all gems and drink. If thee do this, me take to fake orc chest.&amp;quot; Orchid replied, &amp;quot;Its a deal.&amp;quot; Farley gave Orchid a tattered treasure map, muttered &amp;quot;Now begone from me hut,&amp;quot; and went back inside to resume his drinking.&lt;br /&gt;
&lt;br /&gt;
We discussed what to do next and how we were going to find a treasure hunter. Lenknat's father, a master cartographer named Maximun, came to see if he could help. Maximun tried to read the map and then announced, &amp;quot;Tis too difficult.&amp;quot; He told us that only a grandmaster cartographer could read the map. From this we knew that it was one of the most difficult types of treasure maps in the lands and that getting the treasure would involve fighting several of the toughest monsters in Britannia.&lt;br /&gt;
&lt;br /&gt;
Several people sent messages via pigeon to friends to help locate a grandmaster cartographer, without any success. It quickly became clear that finding one could take awhile. Several of us went to the Wandering Wisp tavern to discuss the situation further over a good drink. Orchid decided that we should continue our search for a cartographer and return to the Wisp in two hours.&lt;br /&gt;
&lt;br /&gt;
I went home get supplies for the hunt. When I returned to the Wisp, no qualified cartographer had yet been located. Callisto Gabriel soon had a lead and gave the information to Orchid. The Mayor contacted this cartographer, and he agreed to help us. Orchid brought the cartographer, named Cotton Picka of LoT, to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Cotton read the map and told us that the treasure was buried on a small island between Britain and Trinsic. We located two boats and then went to Leiah's Rune Library. A rune was found to a nearby island so that our sailing time would be shorter. We gated to the island and then boarded the boats. Most of the people got on the first boat. I boarded the second boat with a few of my guildmates. We tried to keep up with the first boat, but managed to get lost. I was able to get the coordinates of the first boat via pigeon and then we were on our way again.&lt;br /&gt;
&lt;br /&gt;
When we caught up with the first boat, they were already at the island and the treasure hunt was in progress. The corpses of several monsters lay on the shore. I witnessed the deaths of a lich lord and two elder gazers before the treasure hunt was over. All the loot was gathered, and we then gated back to the Wisp.&lt;br /&gt;
&lt;br /&gt;
Mayor Orchid let each person chose one of the magic items from the loot as a reward for helping with the quest. She then asked us all to meet back at the Wisp tomorrow night at 8 o'clock to see if we can locate Farley again and show that we have passed his test.&lt;br /&gt;
&lt;br /&gt;
This Sunday proved to be a very long day for me. I was glad to go home and get some rest, though it was an adventure not to forget!&lt;br /&gt;
&lt;br /&gt;
-Gwendolyn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draft of Book of Destiny story... ==&lt;br /&gt;
&lt;br /&gt;
'''By Wolf'''&lt;br /&gt;
&lt;br /&gt;
As a young boy, I lived a peaceful life in a small village known as Paws, between Trinsic and Britain. That is, until the days of Thornewood and the attack of the orcs. History books tell of the orc attack and how the village was destroyed. But few know the full story of evil, deception, and death…&lt;br /&gt;
&lt;br /&gt;
When the orcs attacked, the men hid the women and children in barns and cellars, and then sent a call for help to the Paladins of the Trinsic Honor Guard. But the message never arrived.&lt;br /&gt;
&lt;br /&gt;
Running to Trinsic, the messenger found a Guardsman on the trail and begged him to call the Guard to aid Paws. The Guardsman wheeled his horse, glowered down at the panting man, and struck him down with a single blow! For this Guardsman was an imposter who had infiltrated the Guard’s ranks. It was he that led the orcs against the town. His name was Thornewood.&lt;br /&gt;
&lt;br /&gt;
Not knowing the messenger’s fate, the men and many of the women of Paws fought bravely against the waves of orcs that attacked their homes and families. But they never stood a chance against the horde. Blood ran freely over doorsteps and through the streets. Men, women and children were all cruelly slaughtered. And the mysterious Guardsman was never seen again.&lt;br /&gt;
&lt;br /&gt;
In the end, Trinsic’s Honor Guard did learn of the attack and arrived to find the orcs in the last stages of the obliteration of Paws. Hartham himself strode through town demolishing orcs and searching for survivors. In one of the few houses not burned to the ground he beheaded an orc that had just killed some poor, brave woman of Paws. The story has been told that as Hartham turned to leave, he heard a sound under the floorboards. Tossing aside a rug he ripped open the trapdoor, ready to attack any vile creatures below. And there he found a young boy. Apparently, he was the sole survivor of the once peaceful town of Paws. His name was Crawworth, and Hartham raised the boy as his own. Years later Crawworth achieved notoriety in the battles against the Followers of the Armageddon, and in the initial explorations of the newly found Lost Lands, where he was eventually killed.&lt;br /&gt;
&lt;br /&gt;
What many people have never known was that Crawworth was NOT the only survivor of Paws. Indeed, several years ago, it was discovered that Farley, a half-mad drunk living in the swamps, had been hidden in the woods as a child and was overlooked by the orcs. When the Knights of Sosaria were building their town of Elysium on the ruins of Paws, Farley played a part in quelling the angry cries of ghosts that rose up to complain to the people of Trinsic for not sending aid during the attack. He eventually told them of the false paladin who betrayed both Trinsic and Paws, thus finally allowing the ghosts to rest in peace. But soon after, Farley disappeared and has been seen no more.&lt;br /&gt;
&lt;br /&gt;
I know this story well. It’s a dramatic history lesson that I’ve followed all my life. But it’s like the surface of a deep pool….it’s only a small part, the beginning of the story. Many may know that my daughter, Nova, and I founded the Knights of Sosaria and that we built our homes in Elysium, on the ruins of Paws. Few know much more about my history, and how I came to be drawn to the area. Perhaps by now you’ve guessed…&lt;br /&gt;
&lt;br /&gt;
I am another survivor of the devastation of Paws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few people know, or ever knew, that the small town of Paws held much more than taverns and shops. Deep in the woods west of town was a small, plain looking house. Tucked away in a thicket, most never even saw that it was there; but if they did, it looked so ordinary they paid little attention to it. Just a cottage inhabited by a few old men, living out the ends of their days telling each other stories of when they were young. Or so it seemed. But hidden away inside was a great secret.&lt;br /&gt;
&lt;br /&gt;
Those men weren’t just telling stories of old lovers and historic battles. They were scholars and mages who had dedicated their entire lives to hiding, protecting, and understanding an artifact far older they. They called themselves the Elysians. Long ago they had joined this sect and vowed to give their very lives for this thing.&lt;br /&gt;
&lt;br /&gt;
It was book. No one knew how old it was, nor where it came from. It was titled “The Book of Destiny”. After years, even generations, no one was able to decipher any more than that. It seems the title could be easily read, but the script inside was unfamiliar to anyone who ever saw it. They didn’t know if it was in code, or some ancient language unknown to anyone living.&lt;br /&gt;
&lt;br /&gt;
But why had these men, and many others before them, dedicated their lives to a book that no one could even read? What made it so special? Miraculously, the book was sentient. At least, it could speak! Which is not to say that it would converse on mundane topics of daily life or even speak all the time, but it would speak. And more, it seemed to know of things throughout the lands, and perhaps even throughout time! I gather it spoke of historic events, and even seemed to warn of dangers to come.&lt;br /&gt;
&lt;br /&gt;
I don’t know much more about the book. The only reason I know of it at all is because when I was a very young boy I was befriended by Thomas, one of the Elysians. Young as I was, I’ll never forget the time he took me in to see the Book; or perhaps it was for the Book to see me, I’ll never know. I thought it was a fair bit of magic when I heard it speak, though I was chilled to the bone by what it said. “Death soon surrounds this one.” A week later, Paws was attacked.&lt;br /&gt;
&lt;br /&gt;
Looking back, I think Thomas must have hoped I would succeed him. And in a way, I have. I’ve dedicated my life to finding that book. You see, during the attack on Paws The Book of Destiny disappeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up to sounds of my father shouting in the next room. Mother was shaking me. “Wake up, wake up! We have to run!” She dragged me out of bed and into the main room. Papa pushed a large knife into my hands. It was like a sword to me. “Richard! He’s only seven!”&lt;br /&gt;
&lt;br /&gt;
“Old enough, if need be. Don’t worry, you’ll both be safe there. And the Honor Guard will have word soon. Now go!” She kissed him, and grabbed me by the hand. In a daze, I tried to keep up as we ran out the back and headed through the woods. I glanced back to see my father pulling out his great viking sword that usually hung over the door.&lt;br /&gt;
&lt;br /&gt;
“Orcs are attacking! And hundreds more where seen skirting ‘round the swamps. We have to go see Thomas,” she panted, “He’ll keep you safe”&lt;br /&gt;
&lt;br /&gt;
As we rushed along, I remember hearing shouts in town to the south. Then some of the shouts turned to screams. We kept running. Thomas and the Elysian’s house never seemed so far.&lt;br /&gt;
&lt;br /&gt;
Mother stopped short. Somewhere ahead we heard heavy footsteps, leather, and steel. Dragging me into the bushes, she said, “Stay down here. If they look this way, I’ll lead them south. When they go out of sight, run to Thomas’s house! I’ll meet you there.” I started to cry for her not to leave me, but she covered my mouth.&lt;br /&gt;
&lt;br /&gt;
Orcs came around the bend at a slow trot. I had never seen an orc up close. They looked huge and mean. My hand tighten in fear around Papa’s knife. Just as they came past us, one of them stopped and turned, sniffing the air. “Remember to find Thomas” she whispered. Then Mother jumped up and ran across the path and into the trees. The orcs growled and followed her. I was frozen with shock and fear. Then finally, I got up and ran on.&lt;br /&gt;
&lt;br /&gt;
I found Thomas and the others outside their house, listening to the sounds of battle in the near distance. “We have to prepare to leave”, they said.&lt;br /&gt;
&lt;br /&gt;
“We can’t leave. Mother is coming! And the Honor Guard will be here soon.”&lt;br /&gt;
&lt;br /&gt;
“They won’t get here in time, boy. We must protect the Book. I pray your good mother will be alright, but we must leave. And the Book tells us that you must come with us. Let’s get inside quickly!”&lt;br /&gt;
&lt;br /&gt;
“Inside? I thought we had to leave? But I can’t leave my family and my home!”&lt;br /&gt;
&lt;br /&gt;
Thomas comforted me, “We have to go, boy. Your parents would want you to be safe. And this is a great mission you are about to embark on.” He smiled. “We will leave by going inside. Come along and you’ll see.” We went in and he explained, “There is great power protecting this house, but even so, to protect the Book we have to prepare to teleport far away. In fact, we will prepare a spell to travel to another land. One where no other men of Brittania have yet gone. A mirror image of this world, but unknown to men. But since the Book has chosen you, I should tell you more about it, while the others prepare to leave.”&lt;br /&gt;
&lt;br /&gt;
While the other Elysians packed the Book and some other belongings in backbacks, Thomas told me a little about the Book. “Some say the Book came from this other land ages ago. While the Book can talk, it often speaks in cryptic phrases that take careful study to understand. And even though the title can be read by all, we cannot yet translate the writing inside. And the Book can’t, or won’t, tell us what’s written inside. It’s believed to be a language from before all known history. Or even a language from some unknown land. We had hoped to search this alternate world for scrolls of translation that the Book tells us exist somewhere. I suppose that now we’ll get the chance to do just that. Come, it looks like we are ready.”&lt;br /&gt;
&lt;br /&gt;
We sat in a circle and the men began chanting a spell unlike any I had ever heard. Then as they chanted, a stranger stepped into the circle. “I am Thornewood” he said, “I have come for the Book of Destiny! I can not let you leave!”&lt;br /&gt;
&lt;br /&gt;
The Elysians looked up in fear, but they didn’t stop their chant. The one called Thornewood reached behind his head and pulled a strange wand from his pack. He held it high and also began to chant. The competing words of power rose to a crescendo just as I was covering my ears in pain and fear, Thomas pushed me back out of the circle. At that moment, it seemed there was a powerful explosion! I don’t remember much more after that.&lt;br /&gt;
&lt;br /&gt;
The next thing I remember was wandering in the woods far from home. For months I struggled just to survive alone in the wilds, with occasional help from rangers and lumberjacks. I befriended a young wolf cub who’s mother was killed by hunters. As I grew, men began to call me Wolf, just like my constant companion. Eventually, I was able to find my way back to Paws. Or at least, where Paws once stood. And I found the remains of the Elysians house. There was little left of it. And certainly no sign of Thomas or the Book. But somehow I knew that the Book had not been destroyed, and vowed I would devote my life to finding it again.&lt;br /&gt;
&lt;br /&gt;
And now the Book of Destiny has been found. After being gone for months, my daughter Nova returned with the Book. Then she disappeared again. I don’t know where she found the Book, or where she has gone, I can only hope she is safe and will return to us someday soon. Nova told us she was pursued by great danger and that we should keep the Book safe.&lt;br /&gt;
&lt;br /&gt;
The Knights of Sosaria will devote ourselves to protecting the Book, and to understanding its revelations. And we will now search for the translation, for I hope that it may be found somewhere in Trammel. But even without it, the Book can tell us many things. Soon, when all safe precautions can be taken, we hope to make the Book of Destiny accessible to all the people of Sosaria. This is a great moment in history. And perhaps our own destiny will be revealed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

	<entry>
		<id>https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66551</id>
		<title>Atlantic title=Atlantic Unique Locations</title>
		<link rel="alternate" type="text/html" href="https://www.uoguide.com/index.php?title=Atlantic_title%3DAtlantic_Unique_Locations&amp;diff=66551"/>
				<updated>2016-02-21T23:39:33Z</updated>
		
		<summary type="html">&lt;p&gt;Molly: /* Unique Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Unique Locations==&lt;br /&gt;
&lt;br /&gt;
'''By Aalia of Winterbreeze, Andrasta of Goodmans, and Lord Goodman himself. Transferred here by Molly of Atlantic'''&lt;br /&gt;
&lt;br /&gt;
In addition to the luna white box that can be found in Goodman's Rune Library and the shadow black box that can be found in Winterbreeze rune library, the box that contains runes to all unique and historical locations on Atlantic, here is a summary of some of the unique locations on Atlantic, as well as some history:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://img222.imageshack.us/img222/4998/uo0002ix1.png&lt;br /&gt;
&lt;br /&gt;
==Felucca==&lt;br /&gt;
&lt;br /&gt;
'''A Stone with a flame trapped inside (the &amp;quot;blood god&amp;quot; of Stormreavers Orc Clan) 13o 1’N 48o 22’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/stoneflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Archery Range 67o 52 ‘N 6o2’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/archeryrange.jpg&lt;br /&gt;
&lt;br /&gt;
'''Atlantic Mage Tower Red Gate 48o 53’N 151o 11’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/magetower.jpg&lt;br /&gt;
&lt;br /&gt;
Mage Tower on Atlantic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tower southwest of the Lycaeum in Felucca. Once the main location for magic users on Atlantic, full of magical effects and items. Several interesting features here including a red moongate south of the tower that transports you outside the arena on Isle of the Avatar. On the roof of the tower is a stone column with flames coming out of it, called &amp;quot;The Eternal Flame of Mages&amp;quot;. Saying &amp;quot;setra&amp;quot; on the roof will transport you inside the arena on Isle of the Avatar. Standing on the pentagram on the first floor transports you to Leiah's Rune Library. There used to be an Annex behind the Tower but its long gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Arena 149o 56'S, 126o 38'W'''&lt;br /&gt;
&lt;br /&gt;
this was used for mage battles. A red moongate outside the arena leads to the outside of the Atlantic Mage Tower, while saying &amp;quot;roclaf&amp;quot; from within the arena teleports you to the roof of the AMT. &amp;quot;roclaf&amp;quot; is backwards for &amp;quot;falcor&amp;quot;, who was the Seer that played the character Norab, the AMT's sponsor. There's another sign within the arena that says &amp;quot;This Arena Is Reserved For Seer Event. Thank You. Have A Good Day.&amp;quot; There is a locked down communication crystal outside the arena, which was used to announce fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Defeat 27o 31’N 53o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/blackdefeat.jpg&lt;br /&gt;
&lt;br /&gt;
'''Blackthorn’s Tomb 15o 39’N 13o 25’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/blacktomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Buoy 104o 35’S 143o 43’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/buoy.jpg&lt;br /&gt;
&lt;br /&gt;
'''Christine &amp;amp; Flint 49o 3’N 40o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/christineflint.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were married in UO, and in RL, and ran a large guild. Supposedly one of them left the game, and the other one followed because it wasn't the same for them. Plaque there says &amp;quot;Together Though Separate, Bound Beyond Life, Friend and Companion, Their Love Will Not End&amp;quot;. Tombstones say &amp;quot;In Memory of Christine&amp;quot; &amp;amp; &amp;quot;In Memory of Flint&amp;quot;. Moving to a certain spot on each platform teleports you across a small pond to the other platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claudia Raym’s Cave 119o 32’N 47o 15 E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/claudia.jpg&lt;br /&gt;
&lt;br /&gt;
'''Costume Chest 90o 15’S 5o 29’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/costumechest.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Guild Britain 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/banquethall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Counselors Memorial 8o 16’N 13o13 ‘E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/councilmemorial.jpg&lt;br /&gt;
&lt;br /&gt;
'''Cromwell estate 44o 2’N 172o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/cromwellh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dupre’s Camp Felucca 96o 51’S 25o 56’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/duprecamp.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Flame 140o 22’N 55o 11’e'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/eternalflame.jpg&lt;br /&gt;
&lt;br /&gt;
'''Flower Grove 124o 44’N 9o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/flowergrove.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Coryn Ironheart 173o 25’N 3o 14’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/corwyngrave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Grave of Gerald Tiggins'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/geraldtiggins.jpg&lt;br /&gt;
&lt;br /&gt;
'''House of Norab 50o 0’S 166o34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/house%20of%20norab.jpg&lt;br /&gt;
&lt;br /&gt;
'''Igloo (Well of Souls in Caina, Old &amp;quot;Order of the Ebon Skull&amp;quot; Guild Town) 125o 36’N 177o 37’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/igloo.jpg&lt;br /&gt;
&lt;br /&gt;
'''Caina'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ironhand Gregory 177o 5’S 10o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ironhandh.jpg&lt;br /&gt;
&lt;br /&gt;
'''Jou’Nar’s Stronghold 96o 9’S 40o 4’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/jounars.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Runelibrary 72o 14'S 32o 3'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/leiahsrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Leiah's Rune Library on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Loa Village 59o41’N 43o 1’w'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/loavillage.jpg&lt;br /&gt;
&lt;br /&gt;
'''Marble Temple/Temple of Fate 35o 5’N 8o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/marblecolumn.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tis strange thing happened to me recently. The town criers were telling of a strange temple which should be located in a cove in the mountains north of Britain. After talking to two friends from the honorable Sunset Knights we headed north out of the town of Britain, along the graveyard until we reached the mountains. Sadly, we got separated soon and I was trying to find the place the crier hat spoken of. I worked my way from the western parts of Serpents Spine mountains along and past the small pass leading to the dungeon known as Despise. Soon after going another short distance along the mountain range I was greeted by a band of unfriendly orcs which were soon no more. A small entrance into the mountains was nearby and I already heard battlecries coming from the pass. Quickly I readied my spellbook and awaited the worst as I proceeded inside the mountains. I was greeted by some evil looking black archmages and a great number of heroes fighting these. In the middle of the place marking the dead end of the pass stood what looked like a small temple. There were four pillars in different shades of grey, two braziers and the most amazing sight, a green object looking like a skull that was yelling strange words. I think I heard the phrase &amp;quot;Thy fate has been tested&amp;quot;. Strange words were inscribed on the pillars and as I listened, I heard several people of the crowd chanting them. If I remember right, it were the words &amp;quot;MAL GU OM VARKA TALMA&amp;quot;. I soon had to find out the effect of those words as an uncountable number of undead creatures appeared inside the temple. Luckily these were quickly dealt with by the crowd which seemed to enjoy the ongoing slaughter. The crowd had no time to recover as soon another wave of lzardmen appeared charging everyone in sight. As warrior veterans know, those lizards don't present much of a challenge, so the floor was soon littered with the corpses of the dead, when suddenly huge heaps of gold coins were drawing the attention of everyone. This seemed a deadly trap as just when everybody was grabbing for the gold a ring of blood elementals appeared. If you ever fought one of those creatures residing in the deepest caves of the dungeon Shame you know what that meant. Many a warrior found his death. As my reagent supply was quickly used up, I had to retreat after two of these beasts came chasing after me. When I finally got back to the fight, I found the place empty with just an inscription telling that the place might come to life again when the braziers are alight. When this will happen no one knows. The temple, named Temple of Fate still stands and may be visited by the curious traveller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Moonstar Tomb 43o 26’N 154o 49E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/moonstartomb.jpg&lt;br /&gt;
&lt;br /&gt;
'''Moss Covered Rock 100o 43’S 69o 18’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/greenmossrock.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Wedding Chapel 30o 51’N 166o 8’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/nujwed.jpg&lt;br /&gt;
&lt;br /&gt;
'''Occlo Ruins 73o 54’S 158o 12’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ocrune.jpg&lt;br /&gt;
&lt;br /&gt;
'''Outdoor Wedding Spot 91o 25’N 0o 4’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/weddingspot.jpg&lt;br /&gt;
&lt;br /&gt;
'''Pirate Island 68o 34’N 66o 43’W'''&lt;br /&gt;
&lt;br /&gt;
'''Pirates Hideaway 117o 9’S 4o 30’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/pirhide.jpg&lt;br /&gt;
&lt;br /&gt;
Saying &amp;quot;payment&amp;quot; at the locked door will teleport you inside&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rivendell 26o 48’S 6o 53’W'''&lt;br /&gt;
&lt;br /&gt;
City of Rivendell on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/rivendellt.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Seer’s House 106o 15’S 37o 15’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/seershouse.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Red's Curious Goods building. One of the first Seer locations, it's mostly been cleared out. However, there are a few unique items here. A tree stump with an axe is outside the door. Inside, you will find more place settings at the table, a chest and spinning wheel in the back room, and crafting tools in the last room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Cross Tavern 93o 53’N 23o 37’W'''&lt;br /&gt;
&lt;br /&gt;
Serpent Cross Tavern on Atlantic&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/sctavernc.jpg&lt;br /&gt;
&lt;br /&gt;
'''Serpent’s Hold Council 151o 57’S 114o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/serhold.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Knowledge 37o6’N 65o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/treeofknow.jpg&lt;br /&gt;
&lt;br /&gt;
'''Tree of Wisdom 66o 48’N 48o 43’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/treeofwis.jpg&lt;br /&gt;
&lt;br /&gt;
'''United Blacksmiths of Britannia Guildhall 13o 21’S 2o 2’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/ubb3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Vesper Museum 57o 56’N 112o 34’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/vespermu.jpg&lt;br /&gt;
&lt;br /&gt;
The Statue of Nostur'yl in the Vesper Museum whom we managed to kill in the courtyard of the Hungry Halfling Tavern in Rivendell (where it sat till the Seers created the Museum to host it along with many other items from quests) thanks to some valiant efforts of Cesspool standing guard over the Obsidian post in Serpent's hold at my request.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vespers Counselors Guild 60o 2’N 107o 13’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/vespercoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Wisp’s Columns 6o 51’S 50o 16’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/wispcol.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Council 56o 37’N 49o 46’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewcoun.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Mill 71o 1’N 53o 55’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewmill.jpg&lt;br /&gt;
&lt;br /&gt;
'''Yew Town Council 67o 46’N 59o 37’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewtown.jpg&lt;br /&gt;
&lt;br /&gt;
Since it was not mentioned in this thread, the Yew Town Council got one of the NPC houses in Felucca Yew (at that time simply known as Yew) redesigned as a Town Hall with a large meeting table and offices for the Mayor, Chief Justice and Militia Captain. As seen in the image this building also housed the Yew Town Council (YEW) guild stone. While at some point the dynamic objects which had been removed during the redecoration came back, the original decoration still exists and the banners in and outside the building show the purpose of the building when clicked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yew University 31o 23’N 64o49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/yewuniv.jpg&lt;br /&gt;
&lt;br /&gt;
'''West Yew University on Atlantic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once possibly the most influential player group on Atlantic, this group of people helped train new users in all manners of UO play long before there were companions or other programs. As such, they received quite a few things to aid them in their work:&lt;br /&gt;
* WYU Boat transport - at the end of the road is a sign and boat. The sign reads: &amp;quot;to cross the river, step onto the boat and say, 'I would like to cross.'&amp;quot; Takes you from (35o 14'N, 58o 21'W) to (36o 12'N, 63o 33'W) and back.&lt;br /&gt;
* Tree of Knowledge - Used to be a silver tree within WYU, placed when the original person who ran WYU, Silver Dryad, departed. Still has it's name (36o 44'N, 66o 9'W)&lt;br /&gt;
* WYU Headquarters - Just outside the guardzone, this small house had a hedge placed around a small courtyard. (31o 27'N, 64o 53'W)&lt;br /&gt;
* WYU Building - Yew Farmhouse, converted to a school house. Outsides is decorated like a stables. Inside, additional books lie scattered on tables. A guildstone for the &amp;quot;House of Desires&amp;quot; resides in the building. (34o 58'N, 64o 45'W)&lt;br /&gt;
* WYU Magic &amp;amp; Tailoring Wing - Yew Farmhouse. The first part of the interior was converted into a magic training area. The back room was made into a tailor training area, full of tailoring equipment. Outside the building, combat and pickpocket dummies allowed fighter and thief training. (33o 23'N, 69o 15'W)&lt;br /&gt;
* WYU Smithing Area - Located one screen west of the WYU HQ, this small area was added to train smiths. (31o 38'N, 65o 52'W)&lt;br /&gt;
&lt;br /&gt;
==Trammel==&lt;br /&gt;
&lt;br /&gt;
'''Trammel'''&lt;br /&gt;
&lt;br /&gt;
'''Adventurer’s Hall 104o 41’N 81o 29’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/advenhall.jpg&lt;br /&gt;
&lt;br /&gt;
'''Architect Foundation Castle 63o 37’S 43o 22’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/archcastle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Bauble Hut 15o 43’S 5o 45’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/baublehut.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Filberto the Tinker&amp;quot; Quest line.&lt;br /&gt;
The books to follow the Quest are on display at the Winterbreeze Library (on the 3rd Floor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Britain Fairgrounds 22o 56’s1o 7’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/britfair.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British Throne Room (Statue, Shields and other Memorials) 0o 11'N 0o 29'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/throne.jpg&lt;br /&gt;
&lt;br /&gt;
'''Castle British War Room'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/warroom.jpg&lt;br /&gt;
&lt;br /&gt;
'''Companion House 76o 43'S 160o 6'E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/comphouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Dolphins 160o 50’S 51o 32’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/dolphins.jpg&lt;br /&gt;
&lt;br /&gt;
'''Gerald Tiggins Grave'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/geraldt.jpg&lt;br /&gt;
&lt;br /&gt;
'''Inside Pirate Cave'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/inpirate.jpg&lt;br /&gt;
&lt;br /&gt;
'''Malabelle’s House 19o 36’N 124o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/mallabelle.jpg&lt;br /&gt;
&lt;br /&gt;
'''Massacre House 11o 15’N 132o 33’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/masshouse.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm Armor Stands 43o 41’N 154o 49’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/nustatue.jpg&lt;br /&gt;
&lt;br /&gt;
'''Nujelm’s Music Stands 38o 9” N 170o 0’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/musicstand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ophidian’s Demands’ 54o 18’S 37o 45’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/opidemand.jpg&lt;br /&gt;
&lt;br /&gt;
'''Part of the Ophidian Invasion 2006'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pirate Cave Entrance 440 29’N 88o 39’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/piratecave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Prison Cart 42o 32’S 8o 9’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/prisoncart.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 2 34o 17’N 2o 44’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest2.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 3 27o 20’S 15o 49’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest3.jpg&lt;br /&gt;
&lt;br /&gt;
'''Quest Ramparts 4 20o 49’S 12o 5’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/quest4.jpg&lt;br /&gt;
&lt;br /&gt;
'''Ricardo’s Hideout 97o 28’S 2o 52’E'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/richide.jpg&lt;br /&gt;
&lt;br /&gt;
Part of the &amp;quot;Ricardo the Thief&amp;quot; Event 2007&lt;br /&gt;
&lt;br /&gt;
'''Sealed Cave 6o 30’S 38o 57’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/sealcave.jpg&lt;br /&gt;
&lt;br /&gt;
'''Skara Brae Community Center 45o 26’S 48o 52’W'''&lt;br /&gt;
&lt;br /&gt;
http://www.atlanticcommunityboard.com/wiki/images/skara.jpg&lt;br /&gt;
&lt;br /&gt;
'''Talking Statues 91o 40’S 22o 4’W'''&lt;br /&gt;
&lt;br /&gt;
'''Tor’s Boots 63o 43’S 35o 47’W'''&lt;br /&gt;
&lt;br /&gt;
'''Treasure Trove 119o 42’S 148o 13’E (gone with old Haven)'''&lt;br /&gt;
&lt;br /&gt;
'''Tuning Fork 5o 12’N 8o 38’E'''&lt;br /&gt;
&lt;br /&gt;
'''Water Prison 14o 45’S 93o 43’E (rune blocked right now)'''&lt;br /&gt;
&lt;br /&gt;
'''Wind Ramparts 49o 19’N 30o 14’E'''&lt;br /&gt;
&lt;br /&gt;
'''Yew Monument 55o 28’N 51o 23’W'''&lt;br /&gt;
&lt;br /&gt;
==Other History==&lt;br /&gt;
&lt;br /&gt;
'''Gargish Dragon shares the following links :'''&lt;br /&gt;
&lt;br /&gt;
The Movement Quest. This was run on Atlantic in August 98 by Seer Little and included a large part which was runnung during 1 week and solving it gave time and place for the final live event. The great report was done by Garulfo.&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/movement/movement.html&lt;br /&gt;
&lt;br /&gt;
'''Seekers of the Wisp and the Conference'''&lt;br /&gt;
&lt;br /&gt;
http://martin.brenner.de/uo/wispconf.html&lt;br /&gt;
&lt;br /&gt;
'''Dragon Quests.''' These were run by the Ultima Dragons, an ancient Ultima fan club (http://www.udic.org), many living in Rivendell.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/xena/ (Stories)&lt;br /&gt;
&lt;br /&gt;
'''The FOA quest on Atlantic.''' Famous was the large group of people guarding chests for several days.&lt;br /&gt;
&lt;br /&gt;
'''The Hulkster fights.''' Starr Long alias Lord Blackthorn remembers this fight&lt;br /&gt;
&lt;br /&gt;
http://www.gamespot.com/features/uosg/dev2.html&lt;br /&gt;
&lt;br /&gt;
'''Green Acres Arena.''' A special arena was construction in &amp;quot;Green Acres&amp;quot;, which later became the Lost Lands. Special monuments allowed player to teleport to the area. Remains of the arena used for the &amp;quot;rematch&amp;quot; actually appeared in the Lost Lands on Europa later.&lt;br /&gt;
&lt;br /&gt;
'''The Yew Town Council.''' This link contains history of the early Council, starting from June 1998 and including Lord British's visit in March 1999.&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tc_205.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A lot of Atlantic's history can be found in Town Cryer Articles:'''&lt;br /&gt;
&lt;br /&gt;
http://uo.stratics.com/secrets/tc/tca_index.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Story of Elysium and the Knights of Sosaria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player town of Elysium was formed in the year 1997 by the Knights of Sosaria. Especially by Lord Wolf and his daughter Lady Nova, the two founders of the KOS. Elysium is just south of where the old ruined town of Paws once stood. Wolf was born in Paws and had witnessed the destruction of it by the Orcs. As he came to age he settled down on the plains north of Trinsic, and formed Elysium. One core of the town was the Wandering Wisp Tavern. Another part was Leia's Rune Library just a few stumbling steps from the away. Soon the town grew bigger as the number of Knights increased and their link to Trinsic was beyond measure. Several members of the KOS became Mayors of Trinsic or at least members of the Trinsic Council of Honor.&lt;br /&gt;
But then came the discovery of Trammel and the lands of Elysium became empty. The Knights, however, placed a large tower and a castle on the same plains. The Tower served as new home for the KOS guildstone, while the tower, more or less in the same spot where Leia's rune library is on Felucca, holds the Elysium Rune Library and the Drunken Dragon Tavern.&lt;br /&gt;
Lord Wolf retired, leaving the guild business first to his friend Lord Breti (the owner of the Tower and the Castle) and later Sir Robert and Lady Arcana became co-Leaders. Those two also became (in the roleplaying scenario, not OSI endorsed) the Duke and the Duchess of Trinsic. Sir Robert took over the Wandering Wisp Tavern as well.&lt;br /&gt;
Lady Arcana is today the Guildmistress of the KOS, Sir Robert had left the guild to start his own and Breti is more or less retired as well. The Knights are now located at Vesper / Trammel.&lt;br /&gt;
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== The Ghosts of Paws ==&lt;br /&gt;
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'''By Gwendoly'''&lt;br /&gt;
&lt;br /&gt;
On a sunny Sunday afternoon, I went to Trinsic to attend the Council Meeting. I had heard reports of strange ghosts haunting the lands of late and I hoped to learn more. These ghosts apparently were cursing people and someone even told me that the new town of Elysium was cursed. As my guild had put a lot of time and effort into creating Elysium, I wanted to help in any way I could to remove the curse.&lt;br /&gt;
&lt;br /&gt;
I went to the Trinsic Meeting Hall and found a number of people already there. A few more came in after the meeting began. I counted thirty-one people in all. There was even a seer at the meeting, Seer Nikademus. I found this interesting because I have seen a green-robed seer only once before. The attendees included: Christian of RAV; Lenknat of KOP; Fizban; Magus Draco; Arturius of C^L; Zeromus; Alma Beoulve; several members of the Trinsic Council; some representatives of the Yew Militia; Gargish Dragon, the Mayor of Yew; Dyluck Blade of WYS; Aleph Aeirs of 2ST; and several members of my guild, the Knights of Sosaria.&lt;br /&gt;
&lt;br /&gt;
Orchid, the Mayor of Trinsic, began by telling what she knew of the ghosts and their mysterious messages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was brought to my attention that the strange events we have experienced began not last week, but actually some time before when an oracle of sorts visited Dalriada. He said of some forthcoming troubles he saw between Yew and Trinsic. Recently, as we all know ghosts started appearing - Sir Simon, Belle, etc - carrying messages speaking of curses upon Trinsic because they supposedly did not aid in their time of need. Who's time of need? Apparently The long since destroyed town of Paws. Paws was attacked and destroyed by Orcs long ago, and it is true that Trinsic apparently did not show up in time to prevent it. In fact, only one survivor remained when they finally came. You may recall Crawworth. He was the survivor. Now I know not the reason why it took Trinsic so long to get there. It was long since before my time and there is nothing I could have done to aid. Apparently though, now they want revenge. But why now? What have they waited so long to seek vengeance upon us?&amp;quot;&lt;br /&gt;
&amp;quot;It is the ghosts, of those I assume to be deceased citizens of Paws that want revenge. Last night, I am told they came with a message more frightening than any before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, several people told Orchid of the ghosts who appeared to them last night. Fizban said, &amp;quot;Last night every ghost along with a few new ones appeared before WYU.&amp;quot; SunWolf was also a witness: &amp;quot;Ma'am Mayor, these ghost of some sorts had visited Abbey. Also Serpent Cross Tavern. They stated Trinsic Council will pay for their deeds at the meeting at next sun rise.&amp;quot; &amp;quot;I fear we may be in grave danger, though I am still not sure from what,&amp;quot; replied Orchid.&lt;br /&gt;
&lt;br /&gt;
The discussion continued for some time, when, all of a sudden, I felt a chill behind me. I turned towards the door and saw a ghost walk into the room. His name was Sir Simon. The communication crystals that were set up for the meeting allowed us to understand all of Sir Simon's speech. I faithfully wrote down everything he said:&lt;br /&gt;
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&amp;quot;In a chest hidden by the best of thieves...this letter shall rest an eternity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin....stole...my letter&amp;quot;&lt;br /&gt;
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&amp;quot;the others...do not know...the truth&amp;quot;&lt;br /&gt;
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&amp;quot;they will not....listen&amp;quot;&lt;br /&gt;
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&amp;quot;they must...have peace&amp;quot;&lt;br /&gt;
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&amp;quot;Paws...destroyed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I failed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;false paladin...stole...my letter&amp;quot;&lt;br /&gt;
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&amp;quot;they blame...Trinsic&amp;quot;&lt;br /&gt;
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&amp;quot;the spirits...will not...listen&amp;quot;&lt;br /&gt;
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&amp;quot;and neither...will He&amp;quot;&lt;br /&gt;
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&amp;quot;follow&amp;quot;&lt;br /&gt;
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At this point, Sir Simon left the room. We all scrambled to follow before we lost sight of him.&lt;br /&gt;
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Sir Simon led us out of Trinsic and north along the road. We hadn't gone far when he stopped and moaned something. Lenknat interpreted for us: &amp;quot;In Vain I died here.&amp;quot; Sir Simon then continued north aways. He led us east through the woods and stopped at a graveyard near the swamps. He began reading the headstones to us. It quickly became apparent that the people buried here were killed by the orcs that destroyed Paws. This is what he said:&lt;br /&gt;
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&amp;quot;Belle....daughter...of Samuel...&amp;quot;&lt;br /&gt;
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&amp;quot;child of Paws...&amp;quot;&lt;br /&gt;
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&amp;quot;Poor Tremain...guard of Paws&amp;quot;&lt;br /&gt;
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&amp;quot;Marianne...baker...of Paws&amp;quot;&lt;br /&gt;
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&amp;quot;Sir John...Mayor...&amp;quot;&lt;br /&gt;
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&amp;quot;Polly...Paws tavernkeep&amp;quot;&lt;br /&gt;
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&amp;quot;only survivor&amp;quot;&lt;br /&gt;
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&amp;quot;Farley...foolish drunk&amp;quot;&lt;br /&gt;
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&amp;quot;he will not listen&amp;quot;&lt;br /&gt;
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&amp;quot;Farley knows...the way...&amp;quot;&lt;br /&gt;
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&amp;quot;Farley will not listen&amp;quot;&lt;br /&gt;
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&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
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&amp;quot;seek Farley...he lives near&amp;quot;&lt;br /&gt;
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&amp;quot;only survivor...&amp;quot;&lt;br /&gt;
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&amp;quot;Tessa.....my Lady Tessa&amp;quot;&lt;br /&gt;
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&amp;quot;My lady Tessa...I miss her&amp;quot;&lt;br /&gt;
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&amp;quot;our son...Crawworth...all dead&amp;quot;&lt;br /&gt;
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&amp;quot;all gone now&amp;quot;&lt;br /&gt;
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&amp;quot;the spirits...will not rest...&amp;quot;&lt;br /&gt;
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&amp;quot;Farley will not listen...&amp;quot;&lt;br /&gt;
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&amp;quot;foolish drunk...&amp;quot;&lt;br /&gt;
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&amp;quot;seek him&amp;quot;&lt;br /&gt;
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Sir Simon suddenly disappeared, leaving us to speculate who this Farley person was. Sir Simon said something about him living nearby, so we began to search all the houses in the area for any signs.&lt;br /&gt;
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We split up into groups to search the area faster. I know not who first found it, but we soon gathered in front of a small wooden house. The sign read: &amp;quot;Farley's Hunting Shack - Go Away!&amp;quot;&lt;br /&gt;
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After discussing what to do next, we decide to wait in front of the house in case the owner returned soon.&lt;br /&gt;
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A strange looking fellow wearing the shiniest plate armor walked up and asked why we were gathered about the house. His name was Stratege. Lady Nova told him that we were waiting for a man called Farley. Stratege told us about someone he met a few weeks back in the woods who was trying to fight off a few ratmen near a chest. Stratege said that he helped kill the ratmen and that the man gave him part of the treasure, 500 gold pieces. He seemed to think that the man was named Farley, but he couldn't be certain. Stratege seemed to be amused by our explanation that we were waiting because a ghost told us to, and he left with the words, &amp;quot;back to smithing.&amp;quot;&lt;br /&gt;
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Remembering what Sir Simon said about Farley being a drunk, Orchid went to search the taverns for him. Some of the people in our group left to search other areas. I left for awhile as well.&lt;br /&gt;
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When I returned to Farley's house, there was still a good-sized group waiting. A few minutes later, Orchid returned from her search of the taverns without having found anything. A discussion began regarding what we learned about the ghosts and Farley, speculation as to who the master thief is, and how all this relates to Trinsic. It was feared that all this was a ruse to get us away from the city and that Trinsic was under attack. Callisto Gabriel rode to Trinsic and returned to report that all was peaceful there.&lt;br /&gt;
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A few of the people waiting had taken to summoning elementals and sparring with them to practice their skills and help pass the time. While all this was going on, it was almost easy not to notice a small, gray-bearded man walk up from the west. Lady Nova was the first to say, &amp;quot;There he is!&amp;quot; We all turned and were glad to finally see Farley, the Treasure Hunter.&lt;br /&gt;
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Farley walked up to his house, mumbled under his breath angrily, and said, &amp;quot;Get ye away from me house.&amp;quot; Lady Nova and Orchid tried to ask him some questions, but his reply was, &amp;quot;Ask ye questions to the swamp.&amp;quot; After muttering, &amp;quot;Away from me doorstep,&amp;quot; Farley went inside his house and locked the door behind him. We continued to wait outside his house in case he changed his mind about talking to us. We could hear him drinking.&lt;br /&gt;
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Some minutes passed before Farley stumbled out onto his doorstep. He muttered, &amp;quot;Ye best be off, fore I get angry.&amp;quot; But we were not so easily shooed. Lenknat asked, &amp;quot;Can you help us?&amp;quot; To which Farley replied, &amp;quot;No one can help ye as no one can help me.&amp;quot; Orchid said, &amp;quot;We need help obtaining a letter sealed in a chest hidden by the best of thieves.&amp;quot; We tried to explain briefly why we were there and asked Farley many questions which he did not answer. Someone mentioned a test, and to this Farley responded: &amp;quot;A test I give thee. No one can best me in the hunt. I shall devise a test. Only I am able to find the treasures that others hide.&amp;quot; He then tried to scare us away with a feeble attempt at magic by muttering, &amp;quot;Corpus Por,&amp;quot; &amp;quot;Corpal Por,&amp;quot; and &amp;quot;Corpy Pory.&amp;quot; This, of course, did not work.&lt;br /&gt;
&lt;br /&gt;
We asked Farley again about the test. He said, &amp;quot;A test I give thee. Ye shant pass test, give up now.&amp;quot; Someone mentioned the ghosts, and Farley muttered, &amp;quot;Evil spirits. The spirits haunt me dreams. I shant have thee cluttering me mind with these lies.&amp;quot; Orchid told him, &amp;quot;We can stop the spirits, but only with your help.&amp;quot; Farley said, &amp;quot;This map I give thee, ye not find treasure,&amp;quot; and then asked who was the leader among us. We told him that it was Mayor Orchid. Farley continued: &amp;quot;Ye not find this treasure, even me unable. If thee finds this treasure, me give what ye ask. Bring to me the completed map along with all gems and drink. If thee do this, me take to fake orc chest.&amp;quot; Orchid replied, &amp;quot;Its a deal.&amp;quot; Farley gave Orchid a tattered treasure map, muttered &amp;quot;Now begone from me hut,&amp;quot; and went back inside to resume his drinking.&lt;br /&gt;
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We discussed what to do next and how we were going to find a treasure hunter. Lenknat's father, a master cartographer named Maximun, came to see if he could help. Maximun tried to read the map and then announced, &amp;quot;Tis too difficult.&amp;quot; He told us that only a grandmaster cartographer could read the map. From this we knew that it was one of the most difficult types of treasure maps in the lands and that getting the treasure would involve fighting several of the toughest monsters in Britannia.&lt;br /&gt;
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Several people sent messages via pigeon to friends to help locate a grandmaster cartographer, without any success. It quickly became clear that finding one could take awhile. Several of us went to the Wandering Wisp tavern to discuss the situation further over a good drink. Orchid decided that we should continue our search for a cartographer and return to the Wisp in two hours.&lt;br /&gt;
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I went home get supplies for the hunt. When I returned to the Wisp, no qualified cartographer had yet been located. Callisto Gabriel soon had a lead and gave the information to Orchid. The Mayor contacted this cartographer, and he agreed to help us. Orchid brought the cartographer, named Cotton Picka of LoT, to the Wisp.&lt;br /&gt;
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Cotton read the map and told us that the treasure was buried on a small island between Britain and Trinsic. We located two boats and then went to Leiah's Rune Library. A rune was found to a nearby island so that our sailing time would be shorter. We gated to the island and then boarded the boats. Most of the people got on the first boat. I boarded the second boat with a few of my guildmates. We tried to keep up with the first boat, but managed to get lost. I was able to get the coordinates of the first boat via pigeon and then we were on our way again.&lt;br /&gt;
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When we caught up with the first boat, they were already at the island and the treasure hunt was in progress. The corpses of several monsters lay on the shore. I witnessed the deaths of a lich lord and two elder gazers before the treasure hunt was over. All the loot was gathered, and we then gated back to the Wisp.&lt;br /&gt;
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Mayor Orchid let each person chose one of the magic items from the loot as a reward for helping with the quest. She then asked us all to meet back at the Wisp tomorrow night at 8 o'clock to see if we can locate Farley again and show that we have passed his test.&lt;br /&gt;
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This Sunday proved to be a very long day for me. I was glad to go home and get some rest, though it was an adventure not to forget!&lt;br /&gt;
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-Gwendolyn&lt;br /&gt;
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== Draft of Book of Destiny story... ==&lt;br /&gt;
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'''By Wolf'''&lt;br /&gt;
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As a young boy, I lived a peaceful life in a small village known as Paws, between Trinsic and Britain. That is, until the days of Thornewood and the attack of the orcs. History books tell of the orc attack and how the village was destroyed. But few know the full story of evil, deception, and death…&lt;br /&gt;
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When the orcs attacked, the men hid the women and children in barns and cellars, and then sent a call for help to the Paladins of the Trinsic Honor Guard. But the message never arrived.&lt;br /&gt;
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Running to Trinsic, the messenger found a Guardsman on the trail and begged him to call the Guard to aid Paws. The Guardsman wheeled his horse, glowered down at the panting man, and struck him down with a single blow! For this Guardsman was an imposter who had infiltrated the Guard’s ranks. It was he that led the orcs against the town. His name was Thornewood.&lt;br /&gt;
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Not knowing the messenger’s fate, the men and many of the women of Paws fought bravely against the waves of orcs that attacked their homes and families. But they never stood a chance against the horde. Blood ran freely over doorsteps and through the streets. Men, women and children were all cruelly slaughtered. And the mysterious Guardsman was never seen again.&lt;br /&gt;
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In the end, Trinsic’s Honor Guard did learn of the attack and arrived to find the orcs in the last stages of the obliteration of Paws. Hartham himself strode through town demolishing orcs and searching for survivors. In one of the few houses not burned to the ground he beheaded an orc that had just killed some poor, brave woman of Paws. The story has been told that as Hartham turned to leave, he heard a sound under the floorboards. Tossing aside a rug he ripped open the trapdoor, ready to attack any vile creatures below. And there he found a young boy. Apparently, he was the sole survivor of the once peaceful town of Paws. His name was Crawworth, and Hartham raised the boy as his own. Years later Crawworth achieved notoriety in the battles against the Followers of the Armageddon, and in the initial explorations of the newly found Lost Lands, where he was eventually killed.&lt;br /&gt;
&lt;br /&gt;
What many people have never known was that Crawworth was NOT the only survivor of Paws. Indeed, several years ago, it was discovered that Farley, a half-mad drunk living in the swamps, had been hidden in the woods as a child and was overlooked by the orcs. When the Knights of Sosaria were building their town of Elysium on the ruins of Paws, Farley played a part in quelling the angry cries of ghosts that rose up to complain to the people of Trinsic for not sending aid during the attack. He eventually told them of the false paladin who betrayed both Trinsic and Paws, thus finally allowing the ghosts to rest in peace. But soon after, Farley disappeared and has been seen no more.&lt;br /&gt;
&lt;br /&gt;
I know this story well. It’s a dramatic history lesson that I’ve followed all my life. But it’s like the surface of a deep pool….it’s only a small part, the beginning of the story. Many may know that my daughter, Nova, and I founded the Knights of Sosaria and that we built our homes in Elysium, on the ruins of Paws. Few know much more about my history, and how I came to be drawn to the area. Perhaps by now you’ve guessed…&lt;br /&gt;
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I am another survivor of the devastation of Paws.&lt;br /&gt;
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----&lt;br /&gt;
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Few people know, or ever knew, that the small town of Paws held much more than taverns and shops. Deep in the woods west of town was a small, plain looking house. Tucked away in a thicket, most never even saw that it was there; but if they did, it looked so ordinary they paid little attention to it. Just a cottage inhabited by a few old men, living out the ends of their days telling each other stories of when they were young. Or so it seemed. But hidden away inside was a great secret.&lt;br /&gt;
&lt;br /&gt;
Those men weren’t just telling stories of old lovers and historic battles. They were scholars and mages who had dedicated their entire lives to hiding, protecting, and understanding an artifact far older they. They called themselves the Elysians. Long ago they had joined this sect and vowed to give their very lives for this thing.&lt;br /&gt;
&lt;br /&gt;
It was book. No one knew how old it was, nor where it came from. It was titled “The Book of Destiny”. After years, even generations, no one was able to decipher any more than that. It seems the title could be easily read, but the script inside was unfamiliar to anyone who ever saw it. They didn’t know if it was in code, or some ancient language unknown to anyone living.&lt;br /&gt;
&lt;br /&gt;
But why had these men, and many others before them, dedicated their lives to a book that no one could even read? What made it so special? Miraculously, the book was sentient. At least, it could speak! Which is not to say that it would converse on mundane topics of daily life or even speak all the time, but it would speak. And more, it seemed to know of things throughout the lands, and perhaps even throughout time! I gather it spoke of historic events, and even seemed to warn of dangers to come.&lt;br /&gt;
&lt;br /&gt;
I don’t know much more about the book. The only reason I know of it at all is because when I was a very young boy I was befriended by Thomas, one of the Elysians. Young as I was, I’ll never forget the time he took me in to see the Book; or perhaps it was for the Book to see me, I’ll never know. I thought it was a fair bit of magic when I heard it speak, though I was chilled to the bone by what it said. “Death soon surrounds this one.” A week later, Paws was attacked.&lt;br /&gt;
&lt;br /&gt;
Looking back, I think Thomas must have hoped I would succeed him. And in a way, I have. I’ve dedicated my life to finding that book. You see, during the attack on Paws The Book of Destiny disappeared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up to sounds of my father shouting in the next room. Mother was shaking me. “Wake up, wake up! We have to run!” She dragged me out of bed and into the main room. Papa pushed a large knife into my hands. It was like a sword to me. “Richard! He’s only seven!”&lt;br /&gt;
&lt;br /&gt;
“Old enough, if need be. Don’t worry, you’ll both be safe there. And the Honor Guard will have word soon. Now go!” She kissed him, and grabbed me by the hand. In a daze, I tried to keep up as we ran out the back and headed through the woods. I glanced back to see my father pulling out his great viking sword that usually hung over the door.&lt;br /&gt;
&lt;br /&gt;
“Orcs are attacking! And hundreds more where seen skirting ‘round the swamps. We have to go see Thomas,” she panted, “He’ll keep you safe”&lt;br /&gt;
&lt;br /&gt;
As we rushed along, I remember hearing shouts in town to the south. Then some of the shouts turned to screams. We kept running. Thomas and the Elysian’s house never seemed so far.&lt;br /&gt;
&lt;br /&gt;
Mother stopped short. Somewhere ahead we heard heavy footsteps, leather, and steel. Dragging me into the bushes, she said, “Stay down here. If they look this way, I’ll lead them south. When they go out of sight, run to Thomas’s house! I’ll meet you there.” I started to cry for her not to leave me, but she covered my mouth.&lt;br /&gt;
&lt;br /&gt;
Orcs came around the bend at a slow trot. I had never seen an orc up close. They looked huge and mean. My hand tighten in fear around Papa’s knife. Just as they came past us, one of them stopped and turned, sniffing the air. “Remember to find Thomas” she whispered. Then Mother jumped up and ran across the path and into the trees. The orcs growled and followed her. I was frozen with shock and fear. Then finally, I got up and ran on.&lt;br /&gt;
&lt;br /&gt;
I found Thomas and the others outside their house, listening to the sounds of battle in the near distance. “We have to prepare to leave”, they said.&lt;br /&gt;
&lt;br /&gt;
“We can’t leave. Mother is coming! And the Honor Guard will be here soon.”&lt;br /&gt;
&lt;br /&gt;
“They won’t get here in time, boy. We must protect the Book. I pray your good mother will be alright, but we must leave. And the Book tells us that you must come with us. Let’s get inside quickly!”&lt;br /&gt;
&lt;br /&gt;
“Inside? I thought we had to leave? But I can’t leave my family and my home!”&lt;br /&gt;
&lt;br /&gt;
Thomas comforted me, “We have to go, boy. Your parents would want you to be safe. And this is a great mission you are about to embark on.” He smiled. “We will leave by going inside. Come along and you’ll see.” We went in and he explained, “There is great power protecting this house, but even so, to protect the Book we have to prepare to teleport far away. In fact, we will prepare a spell to travel to another land. One where no other men of Brittania have yet gone. A mirror image of this world, but unknown to men. But since the Book has chosen you, I should tell you more about it, while the others prepare to leave.”&lt;br /&gt;
&lt;br /&gt;
While the other Elysians packed the Book and some other belongings in backbacks, Thomas told me a little about the Book. “Some say the Book came from this other land ages ago. While the Book can talk, it often speaks in cryptic phrases that take careful study to understand. And even though the title can be read by all, we cannot yet translate the writing inside. And the Book can’t, or won’t, tell us what’s written inside. It’s believed to be a language from before all known history. Or even a language from some unknown land. We had hoped to search this alternate world for scrolls of translation that the Book tells us exist somewhere. I suppose that now we’ll get the chance to do just that. Come, it looks like we are ready.”&lt;br /&gt;
&lt;br /&gt;
We sat in a circle and the men began chanting a spell unlike any I had ever heard. Then as they chanted, a stranger stepped into the circle. “I am Thornewood” he said, “I have come for the Book of Destiny! I can not let you leave!”&lt;br /&gt;
&lt;br /&gt;
The Elysians looked up in fear, but they didn’t stop their chant. The one called Thornewood reached behind his head and pulled a strange wand from his pack. He held it high and also began to chant. The competing words of power rose to a crescendo just as I was covering my ears in pain and fear, Thomas pushed me back out of the circle. At that moment, it seemed there was a powerful explosion! I don’t remember much more after that.&lt;br /&gt;
&lt;br /&gt;
The next thing I remember was wandering in the woods far from home. For months I struggled just to survive alone in the wilds, with occasional help from rangers and lumberjacks. I befriended a young wolf cub who’s mother was killed by hunters. As I grew, men began to call me Wolf, just like my constant companion. Eventually, I was able to find my way back to Paws. Or at least, where Paws once stood. And I found the remains of the Elysians house. There was little left of it. And certainly no sign of Thomas or the Book. But somehow I knew that the Book had not been destroyed, and vowed I would devote my life to finding it again.&lt;br /&gt;
&lt;br /&gt;
And now the Book of Destiny has been found. After being gone for months, my daughter Nova returned with the Book. Then she disappeared again. I don’t know where she found the Book, or where she has gone, I can only hope she is safe and will return to us someday soon. Nova told us she was pursued by great danger and that we should keep the Book safe.&lt;br /&gt;
&lt;br /&gt;
The Knights of Sosaria will devote ourselves to protecting the Book, and to understanding its revelations. And we will now search for the translation, for I hope that it may be found somewhere in Trammel. But even without it, the Book can tell us many things. Soon, when all safe precautions can be taken, we hope to make the Book of Destiny accessible to all the people of Sosaria. This is a great moment in history. And perhaps our own destiny will be revealed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Molly</name></author>	</entry>

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