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	<updated>2026-04-21T15:03:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=314</id>
		<title>Arkrath</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=314"/>
		<updated>2025-01-07T22:53:50Z</updated>

		<summary type="html">&lt;p&gt;Mel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arkrath is the name of the entire realm. It is a land plagued by rifts that tear into reality. Whether by altering the landscape or depositing strange and unique creatures, the rifts can make life on Arkrath dangerous, if not interesting. &lt;br /&gt;
&lt;br /&gt;
== Countries ==&lt;br /&gt;
* [[Shieldhaven]]&lt;br /&gt;
* [[Anarian Empire]]&lt;br /&gt;
* [[The Merchayne]]&lt;br /&gt;
* [[Kingdom of Turiand]]&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
* 0 A.S. Sea of Glass&lt;br /&gt;
* 2 A.S. Kingdom of Turiand rebels&lt;br /&gt;
* 6 A.S. Open hostilities between Turiand and Anarian Empire cease&lt;br /&gt;
* 14 A.S. Others become aware that Shieldhaven appears to be rift-free&lt;br /&gt;
* 27 A.S. The Merchayne corms&lt;br /&gt;
* 28 A.S Battle of ShieldHaven&lt;br /&gt;
* 117 A.S. Duchy of Lihnar rebels&lt;br /&gt;
* 122 A.S. Founding of Trimar Outpost&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=313</id>
		<title>Arkrath</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=313"/>
		<updated>2025-01-07T22:51:59Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Countries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arkrath is the name of the entire realm. It is a land plagued by rifts that tear into reality and transform the landscape. Whether by altering the landscape, interposing another plane&#039;s vegetation or earth, or removing parts of the land, the rifts can make life on Arkrath dangerous, if not interesting. &lt;br /&gt;
&lt;br /&gt;
== Countries ==&lt;br /&gt;
* [[Shieldhaven]]&lt;br /&gt;
* [[Anarian Empire]]&lt;br /&gt;
* [[The Merchayne]]&lt;br /&gt;
* [[Kingdom of Turiand]]&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
* 0 A.S. Sea of Glass&lt;br /&gt;
* 2 A.S. Kingdom of Turiand rebels&lt;br /&gt;
* 6 A.S. Open hostilities between Turiand and Anarian Empire cease&lt;br /&gt;
* 14 A.S. Others become aware that Shieldhaven appears to be rift-free&lt;br /&gt;
* 27 A.S. The Merchayne corms&lt;br /&gt;
* 28 A.S Battle of ShieldHaven&lt;br /&gt;
* 117 A.S. Duchy of Lihnar rebels&lt;br /&gt;
* 122 A.S. Founding of Trimar Outpost&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Shieldhaven&amp;diff=312</id>
		<title>Shieldhaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Shieldhaven&amp;diff=312"/>
		<updated>2025-01-07T22:51:09Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Shieldhaven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Shieldhaven == &lt;br /&gt;
&lt;br /&gt;
A city-state that governs itself via a council of five, it has become a lively spot for trade due to its position between two rivers that meet just before they empty into the sea. It&#039;s real surge in population came when it was discovered that, for some reason, rifts would not open in the vicinity of the city. The Shieldhaven council was invited to attend and join the &#039;&#039;&#039;[[The Merchayne]]&#039;&#039;&#039;, but the council members rejected the notion as one of the terms to join would be the sharing of the reason why rifts so rarely appeared within their borders. Feeling that their inclusion  was only to extort this information, the proposal was rejected by the Shieldhaven council. The &#039;&#039;&#039;[[Anarian Empire]]&#039;&#039;&#039; attempted to march on the city with what forces it had on the western continent in the year 28 AS.  It is speculated that their goal was to discover the reason that the rifts had stopped opening in the area.  Their attempt ended in failure, as the besieged city was relieved by forces from the &#039;&#039;&#039;[[Kingdom of Turiand]]&#039;&#039;&#039;, eager to show the Anarian’s that they were willing to fight back against any attempts to return themselves and others back to their control.  &lt;br /&gt;
&lt;br /&gt;
The current council:&lt;br /&gt;
::Lady of Coins, Therea Cantus&lt;br /&gt;
::Lord Protector, Hogarth Gourne&lt;br /&gt;
::Grand Emissary, Than’dar Whisperquill &lt;br /&gt;
::Chief Arbiter, Xan Turrainly&lt;br /&gt;
::Grand Arcanist, Yorrick Wembledim&lt;br /&gt;
&lt;br /&gt;
===Points of Interest===&lt;br /&gt;
** &#039;&#039;&#039;Lake Trimar&#039;&#039;&#039; - A large lake that&#039;s location makes it an important point for shipping and trade, with four countries having access to its waters.  However increased trade has also made it a hotspot for smuggling and piracy.&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;The Trimar Adventuring Outpost&#039;&#039;&#039; - An outpost outside of the large city of Shieldhaven where adventurers normally gather. It was once destroyed in 28 AS as an Anarian army marched downriver to lay siege to Shieldhaven. Recently, there was an effort to begin rebuilding the outpost, under the guidance of Xan Turrainly. The town was successfully reestablished in 122 AS.  There has been criticism of the Shieldhaven council for devoting resources to the town as it is susceptible to the effects of rifts, being so far from City of Shieldhaven.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
123 AS&lt;br /&gt;
Caelum Pradt made a sudden announcement of his intent to step down as Grand Arbiter.  An election was held with Xan Turrainly beating out Prescott Dwill to fill the position.&lt;br /&gt;
&lt;br /&gt;
[[Category:Countries]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Anarian_Empire&amp;diff=311</id>
		<title>Anarian Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Anarian_Empire&amp;diff=311"/>
		<updated>2025-01-07T22:46:24Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* The Anarian Empire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Anarian Empire ==&lt;br /&gt;
&lt;br /&gt;
     The fall of their capital of [[March_2024_event|Shakar]], and the death of many of the Empire’s central figures, led to the collapse of much of the Empire’s power. Just two years after the destruction, the &#039;&#039;&#039;[[Kingdom of Turiand]]&#039;&#039;&#039; rebelled, and the years that followed had several city-states and small lords on the southwestern outskirts claiming independence. In 27 AS, many of the independent breakaways formed &#039;&#039;&#039;[[The Merchayne]]&#039;&#039;&#039;. Following this, the Anarian Emperor ordered their western army to retake West Haven (later renamed &#039;&#039;&#039;[[Shieldhaven]]&#039;&#039;&#039;) in 28 AS, which led to their army getting surprised by the force of the Kingdom of Turiand and the destruction of that army.  &lt;br /&gt;
     The Emperor&#039;s seat lies on the eastern continent of Arkrath. With the Sea of Glass nearly impassable, the only real means to transport for people or messages from one side of the Empire to the other is by ship across the Raymere Sea. This leaves the governing of the Empire&#039;s lands on the western continent in the hands of the Senator stationed there.&lt;br /&gt;
&lt;br /&gt;
[[Category:Countries]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=The_Merchayne&amp;diff=310</id>
		<title>The Merchayne</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=The_Merchayne&amp;diff=310"/>
		<updated>2025-01-07T22:45:05Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* The Merchayne - Ruled by a Board of Governors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Merchayne - Ruled by a Board of Governors ==&lt;br /&gt;
&lt;br /&gt;
     After the fall of [[March_2024_event|Shakar]], a large number of breakaways in the southwestern region of the &#039;&#039;&#039;[[Anarian Empire]]&#039;&#039;&#039; formed small kingdoms and city-states that the Empire had a hard time attempting to deal with while also recovering from the catastrophe. With the Empire attempting to march on &#039;&#039;&#039;[[Shieldhaven]]&#039;&#039;&#039; and other threats appearing to the south, most of the smaller breakaways in the area agreed to come together to form the Merchayne; ruled over by the leaders from several of the individual rulers at the time. &lt;br /&gt;
     Some of the Governors to this day still feel enmity towards Shieldhaven for refusing to join the Merchayne.&lt;br /&gt;
&lt;br /&gt;
[[Category:Countries]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=The_Merchayne&amp;diff=309</id>
		<title>The Merchayne</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=The_Merchayne&amp;diff=309"/>
		<updated>2025-01-07T22:43:48Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* The Merchayne - Ruled by a Board of Governors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Merchayne - Ruled by a Board of Governors ==&lt;br /&gt;
&lt;br /&gt;
     After the fall of [[March_2024_event|Shakar]], a large number of breakaways in the south western region of the &#039;&#039;&#039;[[Anarian Empire]]&#039;&#039;&#039; formed small kingdoms and city-states that the Empire had a hard time attempting to deal with while also recovering from the catastrophe. With the Empire attempting to march on &#039;&#039;&#039;[[Shieldhaven]]&#039;&#039;&#039; and other threats appearing to the south, most of the smaller breakaways in the area agreed to come together to form the Merchayne; ruled over by the leaders from several of the individual rulers at the time. &lt;br /&gt;
&lt;br /&gt;
     Some of the Governors to this day still feel enmity towards Shieldhaven for refusing to join the Merchayne.&lt;br /&gt;
&lt;br /&gt;
[[Category:Countries]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=308</id>
		<title>Arkrath</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=308"/>
		<updated>2025-01-07T22:42:33Z</updated>

		<summary type="html">&lt;p&gt;Mel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arkrath is the name of the entire realm. It is a land plagued by rifts that tear into reality and transform the landscape. Whether by altering the landscape, interposing another plane&#039;s vegetation or earth, or removing parts of the land, the rifts can make life on Arkrath dangerous, if not interesting. &lt;br /&gt;
&lt;br /&gt;
== Countries ==&lt;br /&gt;
* [[Kingdom of Turiand]]&lt;br /&gt;
* [[The Merchayne]]&lt;br /&gt;
* [[Anarian Empire]]&lt;br /&gt;
* [[Shieldhaven]]&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
* 0 A.S. Sea of Glass&lt;br /&gt;
* 2 A.S. Kingdom of Turiand rebels&lt;br /&gt;
* 6 A.S. Open hostilities between Turiand and Anarian Empire cease&lt;br /&gt;
* 14 A.S. Others become aware that Shieldhaven appears to be rift-free&lt;br /&gt;
* 27 A.S. The Merchayne corms&lt;br /&gt;
* 28 A.S Battle of ShieldHaven&lt;br /&gt;
* 117 A.S. Duchy of Lihnar rebels&lt;br /&gt;
* 122 A.S. Founding of Trimar Outpost&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=307</id>
		<title>Arkrath</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=307"/>
		<updated>2025-01-07T22:38:54Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arkrath is the name of the entire realm.&lt;br /&gt;
&lt;br /&gt;
== Countries ==&lt;br /&gt;
* [[Kingdom of Turiand]]&lt;br /&gt;
* [[The Merchayne]]&lt;br /&gt;
* [[Anarian Empire]]&lt;br /&gt;
* [[Shieldhaven]]&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
* 0 A.S. Sea of Glass&lt;br /&gt;
* 2 A.S. Kingdom of Turiand rebels&lt;br /&gt;
* 6 A.S. Open hostilities between Turiand and Anarian Empire cease&lt;br /&gt;
* 14 A.S. Others become aware that Shieldhaven appears to be rift-free&lt;br /&gt;
* 27 A.S. The Merchayne corms&lt;br /&gt;
* 28 A.S Battle of ShieldHaven&lt;br /&gt;
* 117 A.S. Duchy of Lihnar rebels&lt;br /&gt;
* 122 A.S. Founding of Trimar Outpost&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=June_2024_event&amp;diff=306</id>
		<title>June 2024 event</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=June_2024_event&amp;diff=306"/>
		<updated>2025-01-07T22:37:49Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Pre-Event Write-Ups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pre-Event Write-Ups ==&lt;br /&gt;
&#039;&#039;&#039;Political Turmoil! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In-game date - September 22, 123 AS&lt;br /&gt;
&lt;br /&gt;
Chief Arbiter, Caelum Pradt, announced at a gathering in the market this week that he would be stepping down from his council position. He stated, “While I dearly love this city and its inhabitants, I am not as young as I used to be. I have no doubt that the remaining council members and whomever will be elected in my stead will keep this city as prosperous and peaceful as we have seen it these last eleven years.” Two candidates have been pushing for the position while rumours spread of the reason for his resignation this past year. Xan Turrainly, who is currently the Grand Actuary of the Laborer’s Guild, and Prescott Dwill, a local merchant who owns a small shipping company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Election Results!&lt;br /&gt;
&lt;br /&gt;
In-game date - November 15, 123 AS&lt;br /&gt;
&lt;br /&gt;
With the election results revealed, Xan Turrainly has stepped down as Grand Actuary of the Laborer’s Guild and has accepted the position of Chief Arbiter on the Shieldhaven council. Chief Arbiter Xan managed to take the vote by a wide margin. A lavish celebration was held by the new Arbiter to herald his victory. The absence of the previous Arbiter, Caelum Pradt, and of his opponent Precott Dwill, was noted by many in attendance. Chief Arbiter Xan has already started plans to expand the riverside docks and market in the city to help manage the increased trade that has come with the re-establishment of the Trimar Outpost.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=April_2024_event&amp;diff=305</id>
		<title>April 2024 event</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=April_2024_event&amp;diff=305"/>
		<updated>2025-01-07T22:34:49Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Event Recap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Event Hook ==&lt;br /&gt;
&#039;&#039;&#039;Help Needed! &#039;&#039;&#039;&lt;br /&gt;
In search of adventurous spirits, skilled crafts-folk, and all manner of sellswords looking to make some honest coin and make history as we reclaim and expand the Trimar Lake Outpost for &#039;&#039;&#039;[[Shieldhaven]]&#039;&#039;&#039; .  I am prepared to supply many of the materials needed for the basic infrastructure of the Outpost. However, the wild beasts and roaming monsters in the area will need to be cleared so that we can safely work. This area will make for some great trade opportunities with the other nations that border Trimar Lake and will create a central adventurer’s hub perfect for the influx of adventurers who have been moving to Shieldhaven for new and bounteous opportunities.  If you are interested in lending your skills to our endeavor please seek me out at the Outpost site.&lt;br /&gt;
&lt;br /&gt;
::Xan Turrainly, Grand Actuary of the Laborer’s Guild&lt;br /&gt;
&lt;br /&gt;
== Event Recap ==&lt;br /&gt;
&lt;br /&gt;
The adventurers arrived at the Trimar Lake Outpost to assist in the recovery efforts funded by Xan Turrainly, the Grand Actuary of the Laborer’s Guild in Shieldhaven.  There, they found that the old Outpost had fallen into disrepair and was occupied by some savage trolls and their ravenous wolves.  After clearing the Outpost of its new inhabitants, the adventurers began their work on rebuilding the settlement.  Xan Turrainly, in an effort to gain the favor of the adventurers, offered to fund the material cost to improve two of the existing structures; however, the adventurers would need to provide any additional, rarer costs.  &lt;br /&gt;
&lt;br /&gt;
The adventurers set out to gather the materials required to improve the settlement.  Some adventures, while mining near an abandoned mineshaft, were attacked by a large spider and her brood.  The spiders were eventually defeated... though it is rumored that some of her eggs remain in the mineshaft to this day.  A short distance from the Outpost, a lone lumberjack mouse stumbled upon an enraged Treant, moved so by the destruction of its forest.  The Treant gave chase when the beastfolk retreated back to the Outpost.  There, the Treant met its demise at the hands of a band of adventurers returning to the Outpost.  &lt;br /&gt;
&lt;br /&gt;
While some adventurers took to the shadows and “liberated” a nearby warehouse of its materials (to further improve the Outpost), others followed the path of Brother Lowe to reclaim a ruined church of the Sower.  Back at the Outpost, the unthinkable happened- an assassination attempt on the Grand Actuary Xan Turrainly!  Luckily, he survived and the proper authorities were notified. Despite this, Xan was  “unable” to identify the assailants.  At the end of the day, the adventurers were able to recover enough materials to rebuild the Outpost and improve upon its original walls, shrine, and forge.&lt;br /&gt;
&lt;br /&gt;
== Newspaper ==&lt;br /&gt;
[[Media:The_Arkrath_Post_Vol1_Iss1.pdf|Kob Gazette PDF]]&lt;br /&gt;
&lt;br /&gt;
[[File:The_Arkrath_Post_Vol1_Iss1.pdf|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=April_2024_event&amp;diff=304</id>
		<title>April 2024 event</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=April_2024_event&amp;diff=304"/>
		<updated>2025-01-07T22:31:21Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Event Hook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Event Hook ==&lt;br /&gt;
&#039;&#039;&#039;Help Needed! &#039;&#039;&#039;&lt;br /&gt;
In search of adventurous spirits, skilled crafts-folk, and all manner of sellswords looking to make some honest coin and make history as we reclaim and expand the Trimar Lake Outpost for &#039;&#039;&#039;[[Shieldhaven]]&#039;&#039;&#039; .  I am prepared to supply many of the materials needed for the basic infrastructure of the Outpost. However, the wild beasts and roaming monsters in the area will need to be cleared so that we can safely work. This area will make for some great trade opportunities with the other nations that border Trimar Lake and will create a central adventurer’s hub perfect for the influx of adventurers who have been moving to Shieldhaven for new and bounteous opportunities.  If you are interested in lending your skills to our endeavor please seek me out at the Outpost site.&lt;br /&gt;
&lt;br /&gt;
::Xan Turrainly, Grand Actuary of the Laborer’s Guild&lt;br /&gt;
&lt;br /&gt;
== Event Recap ==&lt;br /&gt;
&lt;br /&gt;
The adventurers arrived at the Trimar Lake Outpost to assist in the recovery efforts funded by Xan Turrainly, the Grand Actuary of the Laborer’s Guild in Shieldhaven.  There they found the old Outpost had fallen into disrepair and was occupied by some savage trolls and their ravenous wolves.  After clearing the Outpost of its new inhabitants, the adventurers began their work on rebuilding the settlement.  Xan Turrainly, in an effort to gain the favor of the adventurers, offered to fund the material cost to improve two of the existing structures, however, the adventurers would need to provide any additional, rarer costs.  &lt;br /&gt;
&lt;br /&gt;
The adventurers set out to gather the materials required to improve the settlement.  Some adventures, while mining near an abandoned mineshaft, were attacked by a large spider and her brood.  The spider’s were eventually defeated, however it is rumored that some of her eggs remain in the mineshaft to this day.  A short distance from the Outpost a lone lumberjack mouse stumbled upon a Treant, enraged by the destruction of its forest.  The Treant gave chase when the beastfolk retreated back to the Outpost.  There the Treant met its demise at the hands of a band of adventurers returning to the Outpost.  &lt;br /&gt;
&lt;br /&gt;
While some adventurers took to the shadows and “liberated” a nearby warehouse of its materials (to further improve the Outpost), others followed the path of Brother Lowe to reclaim a ruined church of the Sower.  Back at the Outpost the unthinkable happened, an assassination attempt on the Grand Actuary Xan Turrainly.  Luckily he survived and the proper authorities were notified, however, Xan was  “unable” to identify the assailants.  At the end of the day the adventurers were able to recover enough materials to rebuild the Outpost and improve upon its original walls, shrine and forge.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Newspaper ==&lt;br /&gt;
[[Media:The_Arkrath_Post_Vol1_Iss1.pdf|Kob Gazette PDF]]&lt;br /&gt;
&lt;br /&gt;
[[File:The_Arkrath_Post_Vol1_Iss1.pdf|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=March_2024_event&amp;diff=303</id>
		<title>March 2024 event</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=March_2024_event&amp;diff=303"/>
		<updated>2025-01-07T22:29:22Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Official Recap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beta_Map.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Official Recap ==&lt;br /&gt;
&lt;br /&gt;
Previously, we found our adventurers adjusting to life in the desert city of &#039;&#039;&#039;[[cities|Shakar]]&#039;&#039;&#039; a week after assisting the &#039;&#039;&#039;[[Rift]]&#039;&#039;&#039; Scholar in a ritual to close a stabilized rift, a phenomenon never heard of before. What seemed to be a nice quiet morning was quickly tossed into chaos as a group of bandits began to attack the city. Explosions tore at the buildings in the city as the bandits moved through the crowds, cutting down anyone in their path. Their target destination? The University of Shakar... and the Rift Scholar.&lt;br /&gt;
&lt;br /&gt;
Joining the city guard, the adventurers quickly overcame the bandits and rescued the students and faculty of the university. The adventurers learn that the bandits are from the northern town of &#039;&#039;&#039;[[cities|Darust]]&#039;&#039;&#039; and that they are working in conjunction with a group of religious extremists who worship &#039;&#039;&#039;[[Gods|The Devourer]]&#039;&#039;&#039;. It would seem that they were trying to obtain the Rift Scholar’s research into the rifts. This drives the Rift Scholar to send the adventurers to check on his field research site as well as the site where the rift closing ritual was held. According to the Rift Scholar, the &#039;&#039;&#039;[[aether|Aetheric]]&#039;&#039;&#039; energy readings have been high and he fears another stable rift may be able to form.&lt;br /&gt;
&lt;br /&gt;
The adventurers recovered the elemental sigil boards used in the Rift Closing Ritual and tracked down the remaining bandits who had stolen an Aetheric transmutation device from the research site. They also gathered a sample of large un-attuned Aether crystals to use in the ritual should another rift open. Using the Aetheric transmutation device, the adventurers magically attuned the Aether crystals to each of the natural &#039;&#039;&#039;[[element|elements]]&#039;&#039;&#039; (fire, water, earth, wind), as well as two prototype synthetic elements (plant and lightning).&lt;br /&gt;
&lt;br /&gt;
Just as they finished, a rift opened in the center of the city. Lava poured into the city as Fire and Earth Elementals begin to assault Shakar. Nearby, a robed figure is heard belting a twisted laugh and casually mentions that, &amp;quot;This is the beginning of the end of Shakar.&amp;quot;. Before the adventurers can approach him, the mysterious figure slashes into air to create a temporal tear in reality that he steps through... and is gone. With the figure no longer their focus, the adventurers turn to deal with the elementals and begin the ritual to close the rift.&lt;br /&gt;
&lt;br /&gt;
As the fighting commences, a large Lava Elemental steps through the rift. The adventurers try their best to overcome this new threat, however it seems to be empowered by the rift and its home plane. Hoping to weaken the lava elemental, the adventurers set up the ritual to close the rift. The ritual begins and the rift starts to weaken... but just as it is about to close, the lava elemental explodes which distrupts the ritual sigils. The rift, now unstable from all of the Aetheric energy, violently explodes along with the entire force of the lava plane.&lt;br /&gt;
&lt;br /&gt;
In an instant, the entire city of Shakar, as well as a large portion of the surrounding desert, is destroyed by the cataclysmic explosion. The energy and heat from the explosion turns the desert area into what is now known as the Sea of Glass.&lt;br /&gt;
&lt;br /&gt;
== Player Recaps ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Last Missive From a Mushroom Seller to his Sister]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Newspaper ==&lt;br /&gt;
[[Media:Kob Gazette.pdf|Kob Gazette PDF]]&lt;br /&gt;
&lt;br /&gt;
[[File:Kob Gazette.pdf|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=September_2023_event&amp;diff=302</id>
		<title>September 2023 event</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=September_2023_event&amp;diff=302"/>
		<updated>2025-01-07T22:00:22Z</updated>

		<summary type="html">&lt;p&gt;Mel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Official Recap ==&lt;br /&gt;
&lt;br /&gt;
We previously found our adventurers in the desert city of Shakar, a hot spot of trade and technological advances thanks to its proximity to an abundance of rare &#039;&#039;&#039;[[element|elementally]]&#039;&#039;&#039; charged&lt;br /&gt;
&#039;&#039;&#039;[[Aether]]&#039;&#039;&#039; Crystals. The adventurers set up close to the walls of Sharkar in a “tent city” filled with like-minded travelers, merchants, and mercenaries. Here, they were approached by a local Rift Scholar who explained that while the rifts only appear for a brief moment, they fundamentally change the landscape where they appear. He cited an example where rifts have been known to remove features (such as creatures and structures) and taking them to unknown planes or occasionally exchanging said features from an unknown plane onto our world. The scholar goes on to explain that rifts don’t stay long enough to create a continuous impact to the area and typically only work in one direction, thus rendering them unable to be used as portals. However, a few miles outside of the walls of Shakar, a rift had opened and continues to stay open, releasing a plague of warped goblinoids to roam the desert. The Rift Scholar surmises that as long as this rift stays open, it will create an imbalance to the Aether and could potentially cause a catastrophic collapse with unknown consequences. With the threat of the unknown dangers looming over him, the Rift Scholar theorized that by collecting enough Aetheric energy from a collection of large crystals (including elementally-attuned crystals), the adventurers could force the rift closed.&lt;br /&gt;
&lt;br /&gt;
With a plan to split into five groups to obtain the necessary crystals, the adventurers were off. The results were as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earth Attuned&#039;&#039;&#039; - One group found this crystal in a mine filled with rampaging earth elementals.&lt;br /&gt;
* &#039;&#039;&#039;Fire Attuned&#039;&#039;&#039; - Second group found this crystal in a temple dedicated to fire (one of the few sites where fire-attuned crystals appear).&lt;br /&gt;
* &#039;&#039;&#039;Water Attuned&#039;&#039;&#039; - Under the oasis, only accessible via a maintenance tunnel that is slowly flooding, the third group found this one.&lt;br /&gt;
* &#039;&#039;&#039;Air Attuned&#039;&#039;&#039; - Traversing to the eye of a sandstorm in the middle of the desert, the fourth group managed to attain this crystal.&lt;br /&gt;
* &#039;&#039;&#039;Two Unattuned&#039;&#039;&#039; - The last and largest group headed to the Aether strip mine to obtain two unattuned crystals, however the group was split into two when the Aetheric imbalance brought the dead to life from the catacombs below.&lt;br /&gt;
The first group was able to go to the mine to obtain a&lt;br /&gt;
large sample of unattuned crystals while the second group fought their way out of the catacombs and similarly obtained an unattuned crystal that was empowering a giant &#039;&#039;&#039;[[monsters|skeleton]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With the crystals in hand, and under the supervision of the Rift Scholar, the adventurers set up the ritual site on a cliff overlooking the semi-stable rift. Almost as if to defend itself, waves of the twisted [[monsters|goblins]] sprung forth from the rift to battle our adventures. After a valiant battle to defend the cliff, the adventurers were able to succeed in completing the ritual and with an overwhelmingly strong wave of Aetheric energy, forced the rift shut. Cheers of jubilation echoed in the desert valley at the hard fought victory, however the Rift Scholar did not have time to celebrate... sure, his plan worked this time but was it a fluke? Could they repeat the ritual if need be? Most knew of Shakar as a crystal mining hotspot, but to find attuned crystals of that size again would be difficult as they take years to naturally grow. All the crystals used were destroyed in the ritual, so if another rift were to open and stabilize... where would they find suitable crystals in such short notice again?&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=September_2023_event&amp;diff=301</id>
		<title>September 2023 event</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=September_2023_event&amp;diff=301"/>
		<updated>2025-01-07T21:59:51Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Official Recap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Official Recap ==&lt;br /&gt;
&lt;br /&gt;
We previously found our adventurers in the desert city of Shakar, a hot spot of trade and technological advances thanks to its proximity to an abundance of rare &#039;&#039;&#039;[[element|elementally]]&#039;&#039;&#039; charged&lt;br /&gt;
&#039;&#039;&#039;[[Aether]]&#039;&#039;&#039; Crystals. The adventurers set up close to the walls of Sharkar in a “tent city” filled with like-minded travelers, merchants, and mercenaries. Here, they were approached by a local Rift Scholar who explained that while the rifts only appear for a brief moment, they fundamentally change the landscape where they appear. He cited an example where rifts have been known to remove features (such as creatures and structures) and taking them to unknown planes or occasionally exchanging said features from an unknown plane onto our world. The scholar goes on to explain that rifts don’t stay long enough to create a continuous impact to the area and typically only work in one direction, thus rendering them unable to be used as portals. However, a few miles outside of the walls of Shakar, a rift had opened and continues to stay open, releasing a plague of warped goblinoids to roam the desert. The Rift Scholar surmises that as long as this rift stays open, it will create an imbalance to the Aether and could potentially cause a catastrophic collapse with unknown consequences. With the threat of the unknown dangers looming over him, the Rift Scholar theorized that by collecting enough Aetheric energy from a collection of large crystals (including elementally-attuned crystals), the adventurers could force the rift closed.&lt;br /&gt;
&lt;br /&gt;
With a plan to split into five groups to obtain the necessary crystals, the adventurers were off. The results were as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earth Attuned&#039;&#039;&#039; - One group found this crystal in a mine filled with rampaging earth elementals.&lt;br /&gt;
* &#039;&#039;&#039;Fire Attuned&#039;&#039;&#039; - Second group found this crystal in a temple dedicated to fire (one of the few sites where fire-attuned crystals appear).&lt;br /&gt;
* &#039;&#039;&#039;Water Attuned&#039;&#039;&#039; - Under the oasis, only accessible via a maintenance tunnel that is slowly flooding, the third group found this one.&lt;br /&gt;
* &#039;&#039;&#039;Air Attuned&#039;&#039;&#039; - Traversing to the eye of a sandstorm in the middle of the desert, the fourth group managed to attain this crystal.&lt;br /&gt;
* &#039;&#039;&#039;Two Unattuned&#039;&#039;&#039; - The last and largest group headed to the Aether strip mine to obtain two unattuned crystals, however the group was split into two when the Aetheric imbalance brought the dead to life from the catacombs below. The first group was able to go to the mine to obtain a&lt;br /&gt;
large sample of unattuned crystals while the second group fought their way out of the catacombs and similarly obtained an unattuned crystal that was empowering a giant &#039;&#039;&#039;[[monsters|skeleton]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With the crystals in hand, and under the supervision of the Rift Scholar, the adventurers set up the ritual site on a cliff overlooking the semi-stable rift. Almost as if to defend itself, waves of the twisted [[monsters|goblins]] sprung forth from the rift to battle our adventures. After a valiant battle to defend the cliff, the adventurers were able to succeed in completing the ritual and with an overwhelmingly strong wave of Aetheric energy, forced the rift shut. Cheers of jubilation echoed in the desert valley at the hard fought victory, however the Rift Scholar did not have time to celebrate... sure, his plan worked this time but was it a fluke? Could they repeat the ritual if need be? Most knew of Shakar as a crystal mining hotspot, but to find attuned crystals of that size again would be difficult as they take years to naturally grow. All the crystals used were destroyed in the ritual, so if another rift were to open and stabilize... where would they find suitable crystals in such short notice again?&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Main_Page&amp;diff=300</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Main_Page&amp;diff=300"/>
		<updated>2025-01-07T21:31:41Z</updated>

		<summary type="html">&lt;p&gt;Mel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Odyssey, a high fantasy LARP of endless possibilities! Exciting adventure greets you at all of our &#039;&#039;&#039;[[events]]&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Explore the ever-changing world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; and unravel the mysteries of the Rifts; tears in reality that flash across the land, leaving behind creatures with strange and unique properties. Throughout your journey, you’ll learn to harness the power of &#039;&#039;&#039;[[Aether]]&#039;&#039;&#039;. The Aether force is so abundant that it forms Aether crystals; a mineable resource that powers both &#039;&#039;&#039;[[Element]]&#039;&#039;&#039; magic and technology throughout the land.  Some say this is the natural force of Arkrath while others believe it&#039;s the work of powerful &#039;&#039;&#039;[[Gods]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Adventure awaits as you journey forth from the city of &#039;&#039;&#039;[[Shieldhaven]]&#039;&#039;&#039;. Named for the magical barrier that protects the city inhabitants from the destruction of the Rifts, adventurers like you can be found in the densely populated lower districts that have formed along the city walls. As the main Hub city in the world of Arkrath, Shieldhaven is a melting pot of cultures overseen by a mix of elected council members and elite guild masters. Whether you’re a battle hardened warrior, a weaver of the Aetheric energies, or even a shopkeeper trying to climb their way to the top of the Commerce Guild, there’s a place for you in Shieldhaven.&lt;br /&gt;
&lt;br /&gt;
Perhaps you&#039;re a healer who wants to make sure your friends finish the quest in one piece. Or maybe you&#039;re the roguish type, taking every opportunity to fill your pockets with treasure. Are you a warrior that shoots fireballs? A dwarf that can fly? Maybe you’re a magical automaton searching for the wizard who created you. With the numerous &#039;&#039;&#039;[[Races]]&#039;&#039;&#039; that inhabit the realm, if you can reasonably explain it, you can play it!&lt;br /&gt;
&lt;br /&gt;
Even players who can’t be in active combat can join the fray with our inclusive &#039;&#039;&#039;[[Warden]]&#039;&#039;&#039; character type. Use your skills to help your friends and effect the flow of battle, all while avoiding direct physical confrontation.&lt;br /&gt;
&lt;br /&gt;
[[File:Arkrath 2024.png|800px]]&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=299</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=299"/>
		<updated>2024-08-19T03:18:10Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Herokke */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
Most Nichnevyn and Eadar reside and travel within their clan&#039;s cardinal and ordinal paths. But one can find a witch in any part of Arkrath. Despite each clan having its own traditions and culture, there is no ill will between them. There is a kinship in being a Nichnevyn and their differences are celebrated.&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which they believe is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Cool, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Crisp, rainy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Instrument play, crochet, crystal craft &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Otters and Cranes&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nolkie (nool - KEE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Silk jade, lavender, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Warm, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Language work, tasseography, papercraft&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Alligators and Panthers&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokkelave (noh - CLAH - vee)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Ice blue, blush, and grey&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=298</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=298"/>
		<updated>2024-08-19T03:17:40Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Nokke Gaist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
Most Nichnevyn and Eadar reside and travel within their clan&#039;s cardinal and ordinal paths. But one can find a witch in any part of Arkrath. Despite each clan having its own traditions and culture, there is no ill will between them. There is a kinship in being a Nichnevyn and their differences are celebrated.&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which they believe is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Cool, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Warm, rainy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Instrument play, crochet, crystal craft &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Otters and Cranes&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nolkie (nool - KEE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Silk jade, lavender, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Warm, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Language work, tasseography, papercraft&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Alligators and Panthers&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokkelave (noh - CLAH - vee)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Ice blue, blush, and grey&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=297</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=297"/>
		<updated>2024-08-19T03:17:10Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gaistline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
Most Nichnevyn and Eadar reside and travel within their clan&#039;s cardinal and ordinal paths. But one can find a witch in any part of Arkrath. Despite each clan having its own traditions and culture, there is no ill will between them. There is a kinship in being a Nichnevyn and their differences are celebrated.&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which they believe is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Cool, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Warm, rainy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Instrument play, crochet, crystal craft &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Otters and Cranes&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nolkie (nool - KEE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Silk jade, lavender, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Steamy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Language work, tasseography, papercraft&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Alligators and Panthers&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokkelave (noh - CLAH - vee)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Ice blue, blush, and grey&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=296</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=296"/>
		<updated>2024-08-19T03:14:37Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Nic Naoimhein */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
Most Nichnevyn and Eadar reside and travel within their clan&#039;s cardinal and ordinal paths. But one can find a witch in any part of Arkrath. Despite each clan having its own traditions and culture, there is no ill will between them. There is a kinship in being a Nichnevyn and their differences are celebrated.&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which they believe is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Warm, rainy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Instrument play, crochet, crystal craft &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Otters and Cranes&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nolkie (nool - KEE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Silk jade, lavender, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Steamy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Language work, tasseography, papercraft&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Alligators and Panthers&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokkelave (noh - CLAH - vee)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Ice blue, blush, and grey&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=295</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=295"/>
		<updated>2024-08-19T03:11:06Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
Most Nichnevyn and Eadar reside and travel within their clan&#039;s cardinal and ordinal paths. But one can find a witch in any part of Arkrath. Despite each clan having its own traditions and culture, there is no ill will between them. There is a kinship in being a Nichnevyn and their differences are celebrated.&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Warm, rainy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Instrument play, crochet, crystal craft &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Otters and Cranes&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nolkie (nool - KEE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Silk jade, lavender, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Steamy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Language work, tasseography, papercraft&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Alligators and Panthers&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokkelave (noh - CLAH - vee)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Ice blue, blush, and grey&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=294</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=294"/>
		<updated>2024-08-19T03:02:19Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gaist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Warm, rainy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Instrument play, crochet, crystal craft &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Otters and Cranes&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nolkie (nool - KEE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Silk jade, lavender, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Steamy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Language work, tasseography, papercraft&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Alligators and Panthers&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokkelave (noh - CLAH - vee)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Ice blue, blush, and grey&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=293</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=293"/>
		<updated>2024-08-19T02:58:14Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Nokke Gaist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Warm, rainy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Instrument play, crochet, crystal craft &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Otters and Cranes&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nolkie (nool - KEE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Silk jade, lavender, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Steamy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Language work, tasseography, papercraft&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Alligators and Panthers&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokkelave (noh - CLAH - vee)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Ice blue, blush, and grey&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=292</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=292"/>
		<updated>2024-08-19T02:44:57Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Herokke */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Warm, rainy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Instrument play, crochet, crystal craft &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Otters and Cranes&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nolkie (nool - KEE)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Silk jade, lavender, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=291</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=291"/>
		<updated>2024-08-19T02:31:40Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gaistline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=290</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=290"/>
		<updated>2024-08-19T02:30:12Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Herodias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. Witches from this clan can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=289</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=289"/>
		<updated>2024-08-19T02:29:40Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Herodias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest at sunrise and moonset. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. Witches from this clan can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=288</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=288"/>
		<updated>2024-08-19T02:29:25Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gaistline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest at sunrise and moonset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. Witches from this clan can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=287</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=287"/>
		<updated>2024-08-19T02:28:39Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gaistline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest at sunrise and moonset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Earth &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. Witches from this clan can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between sunrise and noon. Hot, cloudy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Beadwork, bone reading, drawing&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Deer and Vulture&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Gaistlig (GHAY - st - leeguh)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep indigo, pastel coral, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=286</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=286"/>
		<updated>2024-08-19T02:23:38Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Herodias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest at sunrise and moonset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Plum, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=285</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=285"/>
		<updated>2024-08-19T02:21:25Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Herodias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest at sunrise and moonset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Lavender, yellow iris, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=284</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=284"/>
		<updated>2024-08-19T02:19:17Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Herodias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest at sunrise and moonset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smokey purple, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=283</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=283"/>
		<updated>2024-08-19T02:03:36Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Herodias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest at sunrise and moonset. Warm, windy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Cross-stitch, leather carving, calligraphy &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Foxes and Corvids&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Breign (BREH - inn)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, forest green, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=282</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=282"/>
		<updated>2024-08-19T02:03:22Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Carline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=281</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=281"/>
		<updated>2024-08-19T01:46:27Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Nokke Gaist () South-East Clan - water &amp;amp; fire element */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist ====&lt;br /&gt;
(NOH - kuh GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-East Clan - Water &amp;amp; Fire Element &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=280</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=280"/>
		<updated>2024-08-19T01:45:36Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Herokke () South-West Clan - water &amp;amp; air element */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke ====&lt;br /&gt;
(hir - OH - kuh) &lt;br /&gt;
&amp;lt;br /&amp;gt;South-West Clan - Water &amp;amp; Air Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=279</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=279"/>
		<updated>2024-08-19T01:45:04Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Nokke */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - kuh)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=278</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=278"/>
		<updated>2024-08-19T01:44:22Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gaistline () North-East Clan - earth &amp;amp; fire element */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline ====&lt;br /&gt;
(GHAY - st - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-East Clan - Eath &amp;amp; Fire Element&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=277</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=277"/>
		<updated>2024-08-19T01:43:01Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Herodias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK - ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=276</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=276"/>
		<updated>2024-08-19T01:42:55Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gaist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah - ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=275</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=275"/>
		<updated>2024-08-19T01:42:38Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Carline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown - REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=274</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=274"/>
		<updated>2024-08-19T01:42:06Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Gyre Herodias () North-West Clan - earth &amp;amp; air element */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias ====&lt;br /&gt;
(GUY - er hir - OH - dee - us)&lt;br /&gt;
&amp;lt;br /&amp;gt;North-West Clan - Earth &amp;amp; Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=273</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=273"/>
		<updated>2024-08-19T01:38:53Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, leatherwork, weaving&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, scrying, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, glass work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Knitting, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=272</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=272"/>
		<updated>2024-08-19T01:27:08Z</updated>

		<summary type="html">&lt;p&gt;Mel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in Shieldhaven. There are ruins of the Olde Settlement somewhere within the city-state but most of the Gyre Carline have no memory of where it resides. They are well adapted to life in the lowlands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, scrying, knitting&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along beaches or cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to life near the ocean and on boats. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Sculpting, glass word, yarn crafts&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the lowlands surrounding rivers or even in islands in wider rivers. Rumors of the Olde Settlement being near a dried-up riverbed abounds but no one has dared to venture forth to discover it. They are well adapted to river-life and are excellent at commerce. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Leatherwork, metal work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, dancing, weaving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, star gazing, runework&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=271</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=271"/>
		<updated>2024-08-19T01:23:22Z</updated>

		<summary type="html">&lt;p&gt;Mel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Clans ==&lt;br /&gt;
&lt;br /&gt;
Most witches will travel around the area and towns of their clan&#039;s directional alignment. However, that doesn&#039;t mean that they refuse to travel outside of that area. Nichnevyn can be found near Eadar and vice versa. There is no disdain between clans- they find comfort and allyship with each other. Communication is very important between the different clans and they will utilize their kindred animals or curriers to exchange news and the like. Despite this united mindset, each clan has different ways to express their traditions and practice their magic.&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside near large plains. There are ruins of the Olde Settlement near a winding river but most of the Gyre Carline have no memory of where it resides. They are well adapted to life on the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, weaving, leatherwork&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along beaches and cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted not only to the salty life of the ocean but also along rivers with a specialty in commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Scrying, singing, macramé&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the highlands and mountains. Rumors of the Olde Settlement residing near a large mountain abounds but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at detail work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Glass blowing, metal work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes and rivers. Many find themselves within Shieldhaven. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes, and are able to use a variety of tools . Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Pottery, dancing, carving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which they identify as deep underground. There is no Olde Settlement. Since a Nic Naoimhein witch is attuned to Aether energy, they have the most knowledge and experience with the Rifts. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, stargazing, rune work&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=270</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=270"/>
		<updated>2024-08-18T22:20:34Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Clansname */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in Shieldhaven. There are ruins of the Olde Settlement somewhere within the city-state but most of the Gyre Carline have no memory of where it resides. They are well adapted to life in the lowlands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, scrying, knitting&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along beaches or cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to life near the ocean and on boats. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Sculpting, glass word, yarn crafts&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the lowlands surrounding rivers or even in islands in wider rivers. Rumors of the Olde Settlement being near a dried-up riverbed abounds but no one has dared to venture forth to discover it. They are well adapted to river-life and are excellent at commerce. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Leatherwork, metal work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, dancing, weaving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, star gazing, runework&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=269</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=269"/>
		<updated>2024-08-18T22:19:39Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Clansname */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname was a prefix. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &amp;lt;br /&amp;gt;&lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in Shieldhaven. There are ruins of the Olde Settlement somewhere within the city-state but most of the Gyre Carline have no memory of where it resides. They are well adapted to life in the lowlands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, scrying, knitting&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along beaches or cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to life near the ocean and on boats. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Sculpting, glass word, yarn crafts&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the lowlands surrounding rivers or even in islands in wider rivers. Rumors of the Olde Settlement being near a dried-up riverbed abounds but no one has dared to venture forth to discover it. They are well adapted to river-life and are excellent at commerce. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Leatherwork, metal work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, dancing, weaving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, star gazing, runework&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=268</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=268"/>
		<updated>2024-08-18T22:19:22Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Clansname */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;; instead they use their clansname was a prefix. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel dedicates her life to that of a Nwine. She is now &#039;&#039;Nic Naoimhein Mel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in Shieldhaven. There are ruins of the Olde Settlement somewhere within the city-state but most of the Gyre Carline have no memory of where it resides. They are well adapted to life in the lowlands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, scrying, knitting&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along beaches or cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to life near the ocean and on boats. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Sculpting, glass word, yarn crafts&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the lowlands surrounding rivers or even in islands in wider rivers. Rumors of the Olde Settlement being near a dried-up riverbed abounds but no one has dared to venture forth to discover it. They are well adapted to river-life and are excellent at commerce. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Leatherwork, metal work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, dancing, weaving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, star gazing, runework&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=267</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=267"/>
		<updated>2024-08-18T22:17:00Z</updated>

		<summary type="html">&lt;p&gt;Mel: /* Termonology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in Shieldhaven. There are ruins of the Olde Settlement somewhere within the city-state but most of the Gyre Carline have no memory of where it resides. They are well adapted to life in the lowlands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, scrying, knitting&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along beaches or cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to life near the ocean and on boats. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Sculpting, glass word, yarn crafts&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the lowlands surrounding rivers or even in islands in wider rivers. Rumors of the Olde Settlement being near a dried-up riverbed abounds but no one has dared to venture forth to discover it. They are well adapted to river-life and are excellent at commerce. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Leatherwork, metal work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, dancing, weaving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, star gazing, runework&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=266</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=266"/>
		<updated>2024-08-18T22:15:07Z</updated>

		<summary type="html">&lt;p&gt;Mel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan. &lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually are alone.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in Shieldhaven. There are ruins of the Olde Settlement somewhere within the city-state but most of the Gyre Carline have no memory of where it resides. They are well adapted to life in the lowlands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, scrying, knitting&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along beaches or cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to life near the ocean and on boats. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Sculpting, glass word, yarn crafts&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the lowlands surrounding rivers or even in islands in wider rivers. Rumors of the Olde Settlement being near a dried-up riverbed abounds but no one has dared to venture forth to discover it. They are well adapted to river-life and are excellent at commerce. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Leatherwork, metal work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, dancing, weaving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, star gazing, runework&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=265</id>
		<title>Nichnevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Nichnevyn&amp;diff=265"/>
		<updated>2024-08-18T22:13:51Z</updated>

		<summary type="html">&lt;p&gt;Mel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; well before AS. Their roots are found in &#039;&#039;&#039;[[Races | Wanderer Humans]]&#039;&#039;&#039; who utilized &#039;&#039;&#039;[[element | elemental]]&#039;&#039;&#039; magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.  &lt;br /&gt;
&lt;br /&gt;
Through the ages and as the &#039;&#039;&#039;[[rift | Rifts]]&#039;&#039;&#039; began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan&#039;s way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter what clan.&lt;br /&gt;
&lt;br /&gt;
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nichnevyn Terms and Clansname ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Termonology ====&lt;br /&gt;
*&amp;lt;b&amp;gt;Nichnevyn&amp;lt;/b&amp;gt; (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.&lt;br /&gt;
*&amp;lt;b&amp;gt;Eadar&amp;lt;/b&amp;gt; (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.&lt;br /&gt;
*&amp;lt;b&amp;gt;Nwine&amp;lt;/b&amp;gt; (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually are alone.&lt;br /&gt;
*&amp;lt;b&amp;gt;Treigsinne&amp;lt;/b&amp;gt; (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.&lt;br /&gt;
&lt;br /&gt;
==== Clansname ====&lt;br /&gt;
In order to portray which clan a witch is a part of, they use &#039;de na&#039; (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use &#039;de na&#039;. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.&lt;br /&gt;
&lt;br /&gt;
Examples- &lt;br /&gt;
Mel is of the Gaistline clan. So Mel is &#039;&#039;Mel de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel is a recent convert and has a last name. She will add the clan name at the end. So &#039;&#039;Mel Patterson de na Gaistline&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use &#039;&#039;Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Mel keeps changing clans and is ostracized. She has been labelled &#039;&#039;Mel Treigsinne&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Clans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gyre Carline ====&lt;br /&gt;
(GUY - er   CAR - line)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
North Clan - Earth Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in Shieldhaven. There are ruins of the Olde Settlement somewhere within the city-state but most of the Gyre Carline have no memory of where it resides. They are well adapted to life in the lowlands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Writing, scrying, knitting&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Highland Cows and Falcons&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Bonreigh Fae (bown REE FAY)  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Smoky purple, peach, and grey.&lt;br /&gt;
&lt;br /&gt;
==== Nokke ====&lt;br /&gt;
(NOH - ck)&amp;lt;br /&amp;gt;&lt;br /&gt;
South Clan - Water Element&lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside along beaches or cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to life near the ocean and on boats. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Sculpting, glass word, yarn crafts&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Horses and Whales&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Nokke &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep teal, pale blue, and grey&lt;br /&gt;
&lt;br /&gt;
==== Gaist ====&lt;br /&gt;
(GHAY - st) &lt;br /&gt;
&amp;lt;br /&amp;gt;East Clan - Fire Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside in the lowlands surrounding rivers or even in islands in wider rivers. Rumors of the Olde Settlement being near a dried-up riverbed abounds but no one has dared to venture forth to discover it. They are well adapted to river-life and are excellent at commerce. Their connection with their magic is strongest midday. Hot, steamy days give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Leatherwork, metal work, painting&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Lynx and Barn Owls&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Ghast (gah ST)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Deep burgundy, mauve pink, and grey&lt;br /&gt;
&lt;br /&gt;
==== Herodias ====&lt;br /&gt;
(hir - OH - dee - us)&amp;lt;br /&amp;gt;&lt;br /&gt;
West Clan - Air Element &lt;br /&gt;
&lt;br /&gt;
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Singing, dancing, weaving&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Wolves and Frogs&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Hechate (HECK ate)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Forest green, goldenrod, and grey&lt;br /&gt;
&lt;br /&gt;
==== Nic Naoimhein ====&lt;br /&gt;
(nich - NIGHM - eyn)&amp;lt;br /&amp;gt;&lt;br /&gt;
Nwine - Aether Energy&lt;br /&gt;
 &lt;br /&gt;
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Crafts:&amp;lt;/b&amp;gt; Meditation, star gazing, runework&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Kindred Animal:&amp;lt;/b&amp;gt; Aether Beast (Trimera)&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;Matron Spirit:&amp;lt;/b&amp;gt; Individual&#039;s choice&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Colors:&amp;lt;/b&amp;gt; Grey and any color of their choosing&lt;br /&gt;
&lt;br /&gt;
==== Gyre Herodias () North-West Clan - earth &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Gaistline () North-East Clan - earth &amp;amp; fire element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Herokke () South-West Clan - water &amp;amp; air element ====&lt;br /&gt;
Info&lt;br /&gt;
&lt;br /&gt;
==== Nokke Gaist () South-East Clan - water &amp;amp; fire element ====&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Mel</name></author>
	</entry>
</feed>