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	<updated>2026-09-15T18:53:52Z</updated>
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	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=June_2024_event&amp;diff=225</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=225"/>
		<updated>2024-08-12T19:04:07Z</updated>

		<summary type="html">&lt;p&gt;Plot: /* 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 as Chief Arbiter.  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 whoever will be elected in my stead will keep this city as prosperous and peaceful as we have seen it these last 11 years.”  Two candidates have been pushing for the position, as rumours spread of 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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Shieldhaven&amp;diff=224</id>
		<title>Shieldhaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Shieldhaven&amp;diff=224"/>
		<updated>2024-08-12T19:00:23Z</updated>

		<summary type="html">&lt;p&gt;Plot: &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 5, at the rivers intersection it was a lively stop for trade before going out to sea, but 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 a lack of trust existed as the council members rejected the notion that a term of their inclusion 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 28AS.  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 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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=June_2024_event&amp;diff=212</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=212"/>
		<updated>2024-05-15T13:38:22Z</updated>

		<summary type="html">&lt;p&gt;Plot: /* 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, 122 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 as Chief Arbiter.  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 whoever will be elected in my stead will keep this city as prosperous and peaceful as we have seen it these last 11 years.”  Two candidates have been pushing for the position, as rumours spread of 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;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Main_Page&amp;diff=211</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Main_Page&amp;diff=211"/>
		<updated>2024-05-15T13:32:31Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Odyssey, a high fantasy LARP of endless possibilities played over a series of &#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 Aether. 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 Arcrath and others believe its 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 shopkeep 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 Warden 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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=June_2024_event&amp;diff=210</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=210"/>
		<updated>2024-05-15T13:31:18Z</updated>

		<summary type="html">&lt;p&gt;Plot: &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 - 9/22/122&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 as Chief Arbiter.  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 whoever will be elected in my stead will keep this city as prosperous and peaceful as we have seen it these last 11 years.”  Two candidates have been pushing for the position, as rumours spread of 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;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=June_2024_event&amp;diff=209</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=209"/>
		<updated>2024-05-15T13:30:14Z</updated>

		<summary type="html">&lt;p&gt;Plot: /*  */&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;
Chief Arbiter, Caelum Pradt announced at a gathering in the market this week that he would be stepping down from his council position as Chief Arbiter.  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 whoever will be elected in my stead will keep this city as prosperous and peaceful as we have seen it these last 11 years.”  Two candidates have been pushing for the position, as rumours spread of 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;
Dated 9/22/122&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=June_2024_event&amp;diff=208</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=208"/>
		<updated>2024-05-15T13:29:29Z</updated>

		<summary type="html">&lt;p&gt;Plot: /* Event Hook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  ==&lt;br /&gt;
&#039;&#039;&#039;Political Turmoil! &#039;&#039;&#039;&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 as Chief Arbiter.  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 whoever will be elected in my stead will keep this city as prosperous and peaceful as we have seen it these last 11 years.”  Two candidates have been pushing for the position, as rumours spread of 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;
Dated 9/22/122&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=207</id>
		<title>Arkrath</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Arkrath&amp;diff=207"/>
		<updated>2024-05-15T13:23:36Z</updated>

		<summary type="html">&lt;p&gt;Plot: /* 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 the Shieldhaven appears to be Rift Free&lt;br /&gt;
* 27 A.S. The Merchayne Forms&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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=April_2024_event&amp;diff=196</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=196"/>
		<updated>2024-05-14T19:50:44Z</updated>

		<summary type="html">&lt;p&gt;Plot: &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;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Element&amp;diff=195</id>
		<title>Element</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Element&amp;diff=195"/>
		<updated>2024-05-14T19:47:15Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 4 primary elements: earth, air, fire, and water that effect the Aetheric energies of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; such as aether powered technology and magic throughout the realm.  &lt;br /&gt;
&lt;br /&gt;
These four elements form a circle with one element beating another: Water -&amp;gt; Fire -&amp;gt; Air -&amp;gt; Earth -&amp;gt; Water&lt;br /&gt;
 &lt;br /&gt;
[[file:element_runes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 There are other secondary elements throughout the world that players can encounter.  The four above are the only ones directly available to players for the time being.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Element&amp;diff=194</id>
		<title>Element</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Element&amp;diff=194"/>
		<updated>2024-05-14T19:47:02Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 4 primary elements: earth, air, fire, and water that effect the Aetheric energies of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; such as aether powered technology and magic throughout the realm.  &lt;br /&gt;
&lt;br /&gt;
These four elements form a circle with one element beating another: Water -&amp;gt; Fire -&amp;gt; Air -&amp;gt; Earth -&amp;gt; Water&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[file:element_runes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
 There are other secondary elements throughout the world that players can encounter.  The four above are the only ones directly available to players for the time being.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Anarian_Empire&amp;diff=193</id>
		<title>Anarian Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Anarian_Empire&amp;diff=193"/>
		<updated>2024-05-14T19:38:19Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Anarian Empire ==&lt;br /&gt;
&lt;br /&gt;
The fall of their capital of 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 south-western outskirts claiming independence.  In 27 AS many of the independent breakaways formed The Merchayne.  Following this, the Anarian Emperor ordered their western army to retake West Haven (later renamed Shieldhaven) in 28 AS, which led to their army getting suprised by the force of the Kingdom of Turiand, and the destruction of that army.  &lt;br /&gt;
&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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Anarian_Empire&amp;diff=192</id>
		<title>Anarian Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Anarian_Empire&amp;diff=192"/>
		<updated>2024-05-14T19:37:06Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Anarian Empire ==&lt;br /&gt;
&lt;br /&gt;
The fall of their capital of 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 south-western outskirts claiming independence.  In 26 AS many of the independent breakaways formed The Merchayne.  Following this, the Anarian Emperor ordered their western army to retake West Haven (later renamed Shieldhaven) in 28 AS, which led to their army getting suprised by the force of the Kingdom of Turiand, and the destruction of that army.  &lt;br /&gt;
&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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Shieldhaven&amp;diff=191</id>
		<title>Shieldhaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Shieldhaven&amp;diff=191"/>
		<updated>2024-05-14T19:34:39Z</updated>

		<summary type="html">&lt;p&gt;Plot: &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 5, at the rivers intersection it was a lively stop for trade before going out to sea, but 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 a lack of trust existed as the council members rejected the notion that a term of their inclusion 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 28AS.  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, Caelum Pradt (Resigned, currently vacant until election)&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 reestablished in 122 AS.  There has been critism 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;
[[Category:Countries]]&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Shieldhaven&amp;diff=190</id>
		<title>Shieldhaven</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Shieldhaven&amp;diff=190"/>
		<updated>2024-05-14T19:34:05Z</updated>

		<summary type="html">&lt;p&gt;Plot: &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 5, at the rivers intersection it was a lively stop for trade before going out to sea, but 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 a lack of trust existed as the council members rejected the notion that a term of their inclusion 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 28AS.  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, Caelum Pradt (Resigned, currently vacant until election)&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 reestablished in 122 AS.  There has been critism 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;
[[Category:Countries]]&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Element&amp;diff=189</id>
		<title>Element</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Element&amp;diff=189"/>
		<updated>2024-05-14T18:02:30Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 4 primary elements: earth, air, fire, and water that effect the Aetheric energies of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; such as aether powered technology and magic throughout the realm.  However, research has managed to produce synthetic aether crystals and thus two man-made elements have been researched: Plant and Lightning.  &lt;br /&gt;
&lt;br /&gt;
These four elements form a circle with one element beating another: Water -&amp;gt; Fire -&amp;gt; Air -&amp;gt; Earth -&amp;gt; Water&lt;br /&gt;
&lt;br /&gt;
[[file:element_runes.jpg|400px]]&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Anarian_Empire&amp;diff=188</id>
		<title>Anarian Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Anarian_Empire&amp;diff=188"/>
		<updated>2024-05-14T17:45:27Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Anarian Empire ==&lt;br /&gt;
&lt;br /&gt;
The fall of their capital of 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 south-western outskirts claiming independence.  In 26 AS many of the independent breakaways formed The Merchayne.  Following this, the Anarian Emperor ordered their western army to retake West Haven in 28 AS, which led to their army getting suprised by the force of the Kingdom of Turiand, and the destruction of that army.  &lt;br /&gt;
&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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=187</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=187"/>
		<updated>2024-05-14T17:36:54Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rifts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest recorded rift was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.  This event was so impactful that the world used it as the basis of their calendar, with A.S. referring to After Shakar.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Rifts - Out of Game&#039;&#039;&#039;&lt;br /&gt;
 Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world. They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=186</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=186"/>
		<updated>2024-05-14T17:35:26Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rifts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest recorded rift was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.  This event was so consequential that world used it as the basis of their calendar, with A.S. referring to After Shakar.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Rifts - Out of Game&#039;&#039;&#039;&lt;br /&gt;
 Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world. They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=185</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=185"/>
		<updated>2024-05-14T17:32:02Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rifts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest recorded rift was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Rifts - Out of Game&#039;&#039;&#039;&lt;br /&gt;
 Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world. They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=184</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=184"/>
		<updated>2024-05-14T17:31:42Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rifts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.&lt;br /&gt;
&lt;br /&gt;
The largest recorded rift was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Rifts - Out of Game&#039;&#039;&#039;&lt;br /&gt;
 Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world. They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=183</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=183"/>
		<updated>2024-05-14T17:31:28Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Rifts&#039;&#039;&lt;br /&gt;
Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.&lt;br /&gt;
&lt;br /&gt;
The largest recorded rift was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Rifts - Out of Game&#039;&#039;&#039;&lt;br /&gt;
 Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world. They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=182</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=182"/>
		<updated>2024-05-14T17:31:00Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rifts&#039;&#039;&#039;&lt;br /&gt;
Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.&lt;br /&gt;
&lt;br /&gt;
The largest recorded rift was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Rifts - Out of Game&#039;&#039;&#039;&lt;br /&gt;
 Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world. They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=181</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=181"/>
		<updated>2024-05-14T17:30:09Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rifts&#039;&#039;&#039;&lt;br /&gt;
Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.&lt;br /&gt;
&lt;br /&gt;
The largest recorded rift was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Rifts - Out of Game&#039;&#039;&#039;&lt;br /&gt;
 They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=180</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=180"/>
		<updated>2024-05-14T17:28:59Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.  They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;br /&gt;
&lt;br /&gt;
The largest recorded rift was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=179</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=179"/>
		<updated>2024-05-14T17:28:37Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.  They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;br /&gt;
&lt;br /&gt;
The largest recorded was during the formation of the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039;, which decimated Shakar.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=March_2024_event&amp;diff=178</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=178"/>
		<updated>2024-05-14T17:00:26Z</updated>

		<summary type="html">&lt;p&gt;Plot: &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&lt;br /&gt;
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 on their path...their target destination, the University of Shakar and the Rift Scholar.&lt;br /&gt;
&lt;br /&gt;
Joining the city guard, the adventurer’s quickly overcome the bandits and rescue 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, a fact that has the rift scholar sending 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, tracked down the remaining bandits who had stolen the Aetheric transmutation device from the&lt;br /&gt;
research site and 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&lt;br /&gt;
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;
Suddenly a rift opens in the center of the city, lava pouring out into the city proper as fire and earth elementals begin to assault Shakar. A robed figure lets out a twisted laugh and casually mentions that this is the beginning of the end of Shakar. Before the adventurers can approach him the mysterious figure slashes into air creating a temporal tear in reality that he steps through and then is gone. With the figure gone the adventurers turn their focus to the elementals and starting 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 weakening but just as it is about to close the lava elemental explodes, disrupting the ritual sigils. The rift, now unstable from all of the aetheric energy, violently explodes with the entire force of the lava plane. 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 turning 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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=March_2024_event&amp;diff=177</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=177"/>
		<updated>2024-05-14T16:59:31Z</updated>

		<summary type="html">&lt;p&gt;Plot: &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 - OOG Info]]&#039;&#039;&#039; Scholar in a ritual to close a stabilized rift, a phenomenon never heard of&lt;br /&gt;
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 on their path...their target destination, the University of Shakar and the Rift Scholar.&lt;br /&gt;
&lt;br /&gt;
Joining the city guard, the adventurer’s quickly overcome the bandits and rescue 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, a fact that has the rift scholar sending 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, tracked down the remaining bandits who had stolen the Aetheric transmutation device from the&lt;br /&gt;
research site and 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&lt;br /&gt;
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;
Suddenly a rift opens in the center of the city, lava pouring out into the city proper as fire and earth elementals begin to assault Shakar. A robed figure lets out a twisted laugh and casually mentions that this is the beginning of the end of Shakar. Before the adventurers can approach him the mysterious figure slashes into air creating a temporal tear in reality that he steps through and then is gone. With the figure gone the adventurers turn their focus to the elementals and starting 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 weakening but just as it is about to close the lava elemental explodes, disrupting the ritual sigils. The rift, now unstable from all of the aetheric energy, violently explodes with the entire force of the lava plane. 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 turning 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>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=176</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=176"/>
		<updated>2024-05-14T16:57:25Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Races of Arkrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players have access to a near limitless choice of races to choose from during character creation.  Here we will outline the more common races found in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; as well as outline suggested costuming ideas.  Please note these are cultural norms for each race as they appear in Arkrath and as with any cultural norm there are outliers and exceptions.  The main goal is to facilitate roleplaying with a “gold standard” for each race, please reach out to the plot team if you are unsure of your character concept or how they would fit in with the world and we will gladly assist!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves of Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike most other races, Elves can live long lives in some cases even centuries.  This has caused them to be one of the few races that often still keeps themselves separate4 from the rest of the world, with some of them viewing the changing of the world as too hasty.  There are still many Elves that leave their cities looking for adventure, knowledge, or even to have a hand in the changing landscape.  Many outsiders take up residence in their homelands, taking advantage of the long memory of their hosts and their great stores of knowledge and history. &lt;br /&gt;
::&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;. Wood Elves tend to live within nature itself, attempting to live at a pace with nature itself rather than let the speed of their lives be determined by politics and the conflicts of the other races.&lt;br /&gt;
::&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;. Dark Elves tend to live well beneath the surface in the caverns and passages of the Underdark.  While they tend to have a reputation for conflict with any outsiders, this is mostly due to the actions of specific Houses. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Characters portraying Elves should have pointed ears and eyebrows.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Folk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes and Halflings are inventive and crafty.  It is said that many of the technological marvels around Arkrath are due to their ingenuity and engineering, often involving things brought to the world through the Rifts.  Their homeland has been lost from memory.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Characters looking to portray one of the Small Folk should incorporate either suspenders or plaid somewhere in their costume. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beastmen tribes encompass a wide variety of bestial humandoids from the feathered Kenku, to the scaled lizardmen.  Once the beastmen lived in their own separate tribes far to the south of the Merchayne, however, years of war and misfortune due to the rifts has seen the tribes banning together.  Many Beastmen take up a life of adventure as the southern lands become increasingly more hostile.  The list below are some of the more common tribes of the Beastfolk that existed before they banned together.  &lt;br /&gt;
::&#039;&#039;&#039;Gnolls&#039;&#039;&#039;. Gnolls are the wolfish/dog-like humanoids of Arkrath.  They tend to rely on staying with a close “pack” where they can overwhelm their opponents with wit and force.&lt;br /&gt;
::&#039;&#039;&#039;Cat-Folk&#039;&#039;&#039;. Counter to the Gnolls, the Cat-Folk of Arkrath tend to be more solitary, relying on their agility and nimbleness to get out of many dire situations (typically caused by their own curiosity).&lt;br /&gt;
::&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;. The Lizardmen are of a nobler tribe of Beastmen, they tend to have a higher lifespan than the other tribes.  With this higher lifespan sprung a sense of wisdom and honor among many Lizardmen that the other tribes do not typically possess.  &lt;br /&gt;
::&#039;&#039;&#039;Kenku&#039;&#039;&#039;. The bird-like humanoids of Arkrath tend to be of the more cunning breed of Beastmen.  Many have a penchant for haggling and thus an affinity for shopkeeping while others are strategists who thrive when manipulating the battlefield. &lt;br /&gt;
::&#039;&#039;&#039;The Many&#039;&#039;&#039;. Once the largest tribe of the Beastmen, The Many is composed of the Beastmen with Mouse, Rat and/or Raccoon traits.  Often considered a lower class of the Beastmen by outsiders due to their ability to thrive in inhospitable areas, The Many are adept at scavenging and making the best with the situation they are in.  &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The Beastmen vary in costuming based on the animalistic traits you wish to display.  It is recommended that player costuming should include ears, tail, and other characteristics of the animal you are representing.  If you wish to play a Beastmen with animal traits not described above feel free to do so, just make sure it is reflected in your costuming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every once in a while the Aetheric energies in Arkrath imprint on a newborn child imparting them with elemental energy.  More common though are those who utilize technology and Aethercrystals to imbue themselves with a similar elemental affinity.  &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Those born with the power of one of the four primary elements, the natural Aetherborn can be found born to any of the races.  Often this extra power is celebrated by the Aetherborn’s family/hometown, however their differences from the others tends to lead to many Aetherborn being outcasts until their adult years.&lt;br /&gt;
::&#039;&#039;&#039;Artificial&#039;&#039;&#039;. In every race you can find those who wish to augment themselves with the power of the elements going through a series of modifications until they are “reborn” as one of the Aetherborn.  These artificial Aetherborn are often ambitious by nature and tend to live for the thrills of adventure and discovery.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Both Natural and Artificial Aetherborn tend to wear clothing the color of their elemental attunement, while many take it a step further and dye their hair or wear makeup of the same color.  Most Aetherborn have some markings on their bodies that match their element’s color.  While these markings may look similar to tattoos or arcane markings, they are a part of their body, a reaction to the elemental energies contained within them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similarly to the Aetherborn, The Touched have been imbued with a large amount of Aetheric energy at birth.  This energy, however, is not attuned to any particular element, it is just the raw magical power of the Aether.  Often The Touched are viewed as being blessed by the gods themselves as they tend to have a connection to the Aether that make them more adept to ritual casting. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The Touched are often born with strange markings, similar to the Aetherborn.  Additionally many are born with odd features such as horns or a crystal formed on them (typically on their chest, forehead or hands), these features drive the belief that they are of divine blessings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Primals include Orcs, Goblins, Half-Orcs and Half-Ogres of Arkrath.  While the Primals tend to be isolationist, forming their tribes away from other civilizations, there has been a recent ideology that they should work with the other races as the dangers of the rifts continue to grow. &lt;br /&gt;
::&#039;&#039;&#039;Orcs and Goblins&#039;&#039;&#039;.  In recent years many of the Orcs and Goblins of the land have tired of their lifestyle of raiding caravans and towns and have started moving towards a life of adventuring or employment as guards.  Their knowledge of the wildlands outside the civilized towns makes them more willing to get some of the more dangerous jobs done and brings a certain honor that was previously only found through pillaging and combat.&lt;br /&gt;
::&#039;&#039;&#039;Half-Orcs and Half-Ogres&#039;&#039;&#039;. Having a parent parent of one of the other races, the Half-Orcs and Half-Ogres were some of the first of the Primals to leave the Tribal lifestyle in favor for the stability found in the towns and cities of the other races.  While they still face some ostracization from both sides of their heritage, many still work to bridge the two cultures together.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Players wishing to play a Primal should wear a green face paint (a band around the eyes is sufficient) and many have tusks.  Many Primals wear tribal ornaments in their hair as a sign of honor after a victorious combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftling is a term that the residents of Arkrath have taken to calling the people that have come to Arkrath through the rifts.  These are varied and often have appearances that are do not have similarities among the natives of the realm.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Your costume should be representative of the character you are trying to portray.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=175</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=175"/>
		<updated>2024-05-14T16:54:46Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.  They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;br /&gt;
&lt;br /&gt;
The largest rift occurence on record was the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039; occurrence, where are large rift opened up for a long time, decimating Shakar.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=174</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=174"/>
		<updated>2024-05-14T16:54:09Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rifts appear at &amp;quot;random&amp;quot; and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.  They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;br /&gt;
&lt;br /&gt;
The longest open rift on record was the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039; occurrence, where are large rift opened up for a long time, decimating Shakar.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=173</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=173"/>
		<updated>2024-05-14T16:53:23Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Typically rifts only appear for a brief moment and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.  They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;br /&gt;
&lt;br /&gt;
The longest open rift on record was the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039; occurrence, where are large rift opened up for a long time, decimating Shakar.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=172</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Rift&amp;diff=172"/>
		<updated>2024-05-14T16:52:49Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Typically rifts only appear for a brief moment and can often fundamentally change the landscape where they appear, affecting large areas or sometimes small sections of the world.  They can add or remove features, typically creatures and structures, and take them to an unknown plane or alternatively they can place said features from an unknown plane onto our world.  When a rift opens, it is directional, meaning things can either come out of or enter a specific rift, not both.  If a player would like to have a rift involved with a plotline they wish to run, they must check with the plot team first.&lt;br /&gt;
&lt;br /&gt;
The longest rift on record was the &#039;&#039;&#039;[[March 2024 event|Sea of Glass]]&#039;&#039;&#039; occurrence, where are large rift opened up for a long time, decimating Shakar.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=171</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=171"/>
		<updated>2024-05-14T16:21:12Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Races of Arkrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players have access to a near limitless choice of races to choose from during character creation.  Here we will outline the more common races found in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; as well as outline suggested costuming ideas.  Please note these are cultural norms for each race as they appear in Arkrath and as with any cultural norm there are outliers and exceptions.  The main goal is to facilitate roleplaying with a “gold standard” for each race, please reach out to the plot team if you are unsure of your character concept or how they would fit in with the world and we will gladly assist!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves of Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike most other races, Elves can live long lives in some cases even centuries.  This has caused them to be one of the few races that often still keeps themselves separate4 from the rest of the world, with some of them viewing the changing of the world as too hasty.  There are still many Elves that leave their cities looking for adventure, knowledge, or even to have a hand in the changing landscape.  Many outsiders take up residence in their homelands, taking advantage of the long memory of their hosts and their great stores of knowledge and history. &lt;br /&gt;
::&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;. Wood Elves tend to live within nature itself, attempting to live at a pace with nature itself rather than let the speed of their lives be determined by politics and the conflicts of the other races.&lt;br /&gt;
::&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;. Dark Elves tend to live well beneath the surface in the caverns and passages of the Underdark.  While they tend to have a reputation for conflict with any outsiders, this is mostly due to the actions of specific Houses. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Characters portraying Elves should have pointed ears and eyebrows.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Folk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes and Halflings are inventive and crafty.  It is said that many of the technological marvels around Arkrath are due to their ingenuity and engineering, often involving things brought to the world through the Rifts.  Their homeland has been lost from memory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Beastmen tribes encompass a wide variety of bestial humandoids from the feathered Kenku, to the scaled lizardmen.  Once the beastmen lived in their own separate tribes far to the south of the Merchayne, however, years of war and misfortune due to the rifts has seen the tribes banning together.  Many Beastmen take up a life of adventure as the southern lands become increasingly more hostile.  The list below are some of the more common tribes of the Beastfolk that existed before they banned together.  &lt;br /&gt;
::&#039;&#039;&#039;Gnolls&#039;&#039;&#039;. Gnolls are the wolfish/dog-like humanoids of Arkrath.  They tend to rely on staying with a close “pack” where they can overwhelm their opponents with wit and force.&lt;br /&gt;
::&#039;&#039;&#039;Cat-Folk&#039;&#039;&#039;. Counter to the Gnolls, the Cat-Folk of Arkrath tend to be more solitary, relying on their agility and nimbleness to get out of many dire situations (typically caused by their own curiosity).&lt;br /&gt;
::&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;. The Lizardmen are of a nobler tribe of Beastmen, they tend to have a higher lifespan than the other tribes.  With this higher lifespan sprung a sense of wisdom and honor among many Lizardmen that the other tribes do not typically possess.  &lt;br /&gt;
::&#039;&#039;&#039;Kenku&#039;&#039;&#039;. The bird-like humanoids of Arkrath tend to be of the more cunning breed of Beastmen.  Many have a penchant for haggling and thus an affinity for shopkeeping while others are strategists who thrive when manipulating the battlefield. &lt;br /&gt;
::&#039;&#039;&#039;The Many&#039;&#039;&#039;. Once the largest tribe of the Beastmen, The Many is composed of the Beastmen with Mouse, Rat and/or Raccoon traits.  Often considered a lower class of the Beastmen by outsiders due to their ability to thrive in inhospitable areas, The Many are adept at scavenging and making the best with the situation they are in.  &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The Beastmen vary in costuming based on the animalistic traits you wish to display.  It is recommended that player costuming should include ears, tail, and other characteristics of the animal you are representing.  If you wish to play a Beastmen with animal traits not described above feel free to do so, just make sure it is reflected in your costuming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every once in a while the Aetheric energies in Arkrath imprint on a newborn child imparting them with elemental energy.  More common though are those who utilize technology and Aethercrystals to imbue themselves with a similar elemental affinity.  &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Those born with the power of one of the four primary elements, the natural Aetherborn can be found born to any of the races.  Often this extra power is celebrated by the Aetherborn’s family/hometown, however their differences from the others tends to lead to many Aetherborn being outcasts until their adult years.&lt;br /&gt;
::&#039;&#039;&#039;Artificial&#039;&#039;&#039;. In every race you can find those who wish to augment themselves with the power of the elements going through a series of modifications until they are “reborn” as one of the Aetherborn.  These artificial Aetherborn are often ambitious by nature and tend to live for the thrills of adventure and discovery.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Both Natural and Artificial Aetherborn tend to wear clothing the color of their elemental attunement, while many take it a step further and dye their hair or wear makeup of the same color.  Most Aetherborn have some markings on their bodies that match their element’s color.  While these markings may look similar to tattoos or arcane markings, they are a part of their body, a reaction to the elemental energies contained within them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similarly to the Aetherborn, The Touched have been imbued with a large amount of Aetheric energy at birth.  This energy, however, is not attuned to any particular element, it is just the raw magical power of the Aether.  Often The Touched are viewed as being blessed by the gods themselves as they tend to have a connection to the Aether that make them more adept to ritual casting. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The Touched are often born with strange markings, similar to the Aetherborn.  Additionally many are born with odd features such as horns or a crystal formed on them (typically on their chest, forehead or hands), these features drive the belief that they are of divine blessings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Primals include Orcs, Goblins, Half-Orcs and Half-Ogres of Arkrath.  While the Primals tend to be isolationist, forming their tribes away from other civilizations, there has been a recent ideology that they should work with the other races as the dangers of the rifts continue to grow. &lt;br /&gt;
::&#039;&#039;&#039;Orcs and Goblins&#039;&#039;&#039;.  In recent years many of the Orcs and Goblins of the land have tired of their lifestyle of raiding caravans and towns and have started moving towards a life of adventuring or employment as guards.  Their knowledge of the wildlands outside the civilized towns makes them more willing to get some of the more dangerous jobs done and brings a certain honor that was previously only found through pillaging and combat.&lt;br /&gt;
::&#039;&#039;&#039;Half-Orcs and Half-Ogres&#039;&#039;&#039;. Having a parent parent of one of the other races, the Half-Orcs and Half-Ogres were some of the first of the Primals to leave the Tribal lifestyle in favor for the stability found in the towns and cities of the other races.  While they still face some ostracization from both sides of their heritage, many still work to bridge the two cultures together.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Players wishing to play a Primal should wear a green face paint (a band around the eyes is sufficient) and many have tusks.  Many Primals wear tribal ornaments in their hair as a sign of honor after a victorious combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftling is a term that the residents of Arkrath have taken to calling the people that have come to Arkrath through the rifts.  These are varied and often have appearances that are do not have similarities among the natives of the realm.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Your costume should be representative of the character you are trying to portray.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=170</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=170"/>
		<updated>2024-05-13T17:24:59Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Races of Arkrath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players have access to a near limitless choice of races to choose from during character creation.  Here we will outline the more common races found in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; as well as outline suggested costuming ideas.  Please note these are cultural norms for each race as they appear in Arkrath and as with any cultural norm there are outliers and exceptions.  The main goal is to facilitate roleplaying with a “gold standard” for each race, please reach out to the plot team if you are unsure of your character concept or how they would fit in with the world and we will gladly assist!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
::&#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
::&#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
::&#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
::&#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
::&#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
::&#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
::&#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
::&#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=169</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=169"/>
		<updated>2024-05-13T17:24:50Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Races of Arkrath&#039;&#039;&#039;&lt;br /&gt;
Players have access to a near limitless choice of races to choose from during character creation.  Here we will outline the more common races found in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; as well as outline suggested costuming ideas.  Please note these are cultural norms for each race as they appear in Arkrath and as with any cultural norm there are outliers and exceptions.  The main goal is to facilitate roleplaying with a “gold standard” for each race, please reach out to the plot team if you are unsure of your character concept or how they would fit in with the world and we will gladly assist!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
::&#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
::&#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
::&#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
::&#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
::&#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
::&#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
::&#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
::&#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=168</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=168"/>
		<updated>2024-05-13T17:24:37Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Races of Arkrath&#039;&#039;&lt;br /&gt;
Players have access to a near limitless choice of races to choose from during character creation.  Here we will outline the more common races found in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; as well as outline suggested costuming ideas.  Please note these are cultural norms for each race as they appear in Arkrath and as with any cultural norm there are outliers and exceptions.  The main goal is to facilitate roleplaying with a “gold standard” for each race, please reach out to the plot team if you are unsure of your character concept or how they would fit in with the world and we will gladly assist!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
::&#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
::&#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
::&#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
::&#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
::&#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
::&#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
::&#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
::&#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=167</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=167"/>
		<updated>2024-05-13T17:24:28Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;Races of Arkrath&#039;&#039;&#039;&#039;&lt;br /&gt;
Players have access to a near limitless choice of races to choose from during character creation.  Here we will outline the more common races found in &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039; as well as outline suggested costuming ideas.  Please note these are cultural norms for each race as they appear in Arkrath and as with any cultural norm there are outliers and exceptions.  The main goal is to facilitate roleplaying with a “gold standard” for each race, please reach out to the plot team if you are unsure of your character concept or how they would fit in with the world and we will gladly assist!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
::&#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
::&#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
::&#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
::&#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
::&#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
::&#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
::&#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
::&#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=166</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=166"/>
		<updated>2024-05-13T17:16:15Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
::&#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
::&#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
::&#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
::&#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
::&#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
::&#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
::&#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
::&#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=165</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=165"/>
		<updated>2024-05-13T17:14:14Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
 &#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
 Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
::&#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
::&#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
::&#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
::&#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
::&#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
::&#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
::&#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
::&#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=164</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=164"/>
		<updated>2024-05-13T17:13:08Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
::&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
::&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
::&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
::&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
::&#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
::&#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
::&#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
::&#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
::&#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
::&#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
::&#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
::&#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
::&#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=163</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=163"/>
		<updated>2024-05-13T17:11:12Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
:&#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
:&#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
:&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
:&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
:&#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
:&#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
:&#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
:&#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
:&#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
:&#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
:&#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
:&#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
:&#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=162</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=162"/>
		<updated>2024-05-13T17:09:22Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
# &#039;&#039;&#039;City Folk&#039;&#039;&#039;. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.&lt;br /&gt;
# &#039;&#039;&#039;Wanderers&#039;&#039;&#039;. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
#&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
#&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
# &#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
# &#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
# &#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
# &#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
# &#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
# &#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
# &#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
# &#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
# &#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=161</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=161"/>
		<updated>2024-05-13T17:08:38Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath. &lt;br /&gt;
# &#039;&#039;&#039;City Folk&#039;&#039;&#039;. Form city strongholds to fight against the rifts. More knightly/noble culture.&lt;br /&gt;
# &#039;&#039;&#039;Wanderer clans&#039;&#039;&#039;. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc.  They tend to be the most versatile when it comes to costuming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).  &lt;br /&gt;
#&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.&lt;br /&gt;
#&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
# &#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
# &#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
# &#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
# &#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
# &#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
# &#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
# &#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
# &#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
# &#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=159</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=159"/>
		<updated>2024-05-10T19:38:07Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts. &lt;br /&gt;
# &#039;&#039;&#039;City Folk&#039;&#039;&#039;. Form city strongholds to fight against the rifts. More knightly/noble culture.&lt;br /&gt;
# &#039;&#039;&#039;Wanderer clans&#039;&#039;&#039;. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Human costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves of Arkrath like to hold up in the Mountains and live in class base society separated by the noble class that tend to live above the surface were the working class live and work underground. &lt;br /&gt;
#&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. The noble class, live on the surface. Have a lot of pride in their beards. Let them grow long and put jewels in them.&lt;br /&gt;
#&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. Working class. Live underground. Less pride in their beards, but still decorate them.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dwarves should be wearing a beard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
# &#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
# &#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
# &#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
# &#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Gnome costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastmen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetherborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
# &#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
# &#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Touched&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
# &#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
# &#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description Here.&lt;br /&gt;
# &#039;&#039;&#039;Orcs and Half-Orcs&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Half-Ogres&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Goblins&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert costuming guidelines here.&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=158</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=158"/>
		<updated>2024-05-10T19:33:18Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts. &lt;br /&gt;
## &#039;&#039;&#039;City Folk&#039;&#039;&#039;. Form city strongholds to fight against the rifts. More knightly/noble culture.&lt;br /&gt;
## &#039;&#039;&#039;Wanderer clans&#039;&#039;&#039;. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Human costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves of Arkrath like to hold up in the Mountains and live in class base society separated by the noble class that tend to live above the surface were the working class live and work underground. &lt;br /&gt;
#&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. The noble class, live on the surface. Have a lot of pride in their beards. Let them grow long and put jewels in them.&lt;br /&gt;
#&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. Working class. Live underground. Less pride in their beards, but still decorate them.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dwarves should be wearing a beard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
## &#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
## &#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Insert Elf costuming guidelines here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Gnome&#039;&#039;&#039;. Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
## &#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
## &#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
# &#039;&#039;&#039;Beastmen&#039;&#039;&#039;. Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
## &#039;&#039;&#039;Horde&#039;&#039;&#039;. Lizardmen, Wolf/dog people, Minotaurs&lt;br /&gt;
## &#039;&#039;&#039;Alliance&#039;&#039;&#039;. Turtle people, Catfolk, Kenku&lt;br /&gt;
# &#039;&#039;&#039;Aetherborn&#039;&#039;&#039;. Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
## &#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
## &#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
# &#039;&#039;&#039;The Touched&#039;&#039;&#039;. The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
## &#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
## &#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
# &#039;&#039;&#039;Primal&#039;&#039;&#039;. Orcs, goblins, half-ogres&lt;br /&gt;
# &#039;&#039;&#039;Riftlings&#039;&#039;&#039;. Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=157</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=157"/>
		<updated>2024-05-10T19:31:07Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves of Arkrath like to hold up in the Mountains and live in class base society separated by the noble class that tend to live above the surface were the working class live and work underground. &lt;br /&gt;
#&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. The noble class, live on the surface. Have a lot of pride in their beards. Let them grow long and put jewels in them.&lt;br /&gt;
#&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. Working class. Live underground. Less pride in their beards, but still decorate them.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dwarves should be wearing a beard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
## &#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
## &#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
# &#039;&#039;&#039;Humans&#039;&#039;&#039;. Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts. &lt;br /&gt;
## &#039;&#039;&#039;City Folk&#039;&#039;&#039;. Form city strongholds to fight against the rifts. More knightly/noble culture.&lt;br /&gt;
## &#039;&#039;&#039;Wanderer clans&#039;&#039;&#039;. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give. &lt;br /&gt;
# &#039;&#039;&#039;Gnome&#039;&#039;&#039;. Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
## &#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
## &#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
# &#039;&#039;&#039;Beastmen&#039;&#039;&#039;. Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
## &#039;&#039;&#039;Horde&#039;&#039;&#039;. Lizardmen, Wolf/dog people, Minotaurs&lt;br /&gt;
## &#039;&#039;&#039;Alliance&#039;&#039;&#039;. Turtle people, Catfolk, Kenku&lt;br /&gt;
# &#039;&#039;&#039;Aetherborn&#039;&#039;&#039;. Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
## &#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
## &#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
# &#039;&#039;&#039;The Touched&#039;&#039;&#039;. The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
## &#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
## &#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
# &#039;&#039;&#039;Primal&#039;&#039;&#039;. Orcs, goblins, half-ogres&lt;br /&gt;
# &#039;&#039;&#039;Riftlings&#039;&#039;&#039;. Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=156</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=156"/>
		<updated>2024-05-10T19:30:34Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves of Arkrath like to hold up in the Mountains and live in class base society separated by the noble class that tend to live above the surface were the working class live and work underground. &lt;br /&gt;
#&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. The noble class, live on the surface. Have a lot of pride in their beards. Let them grow long and put jewels in them.&lt;br /&gt;
#&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. Working class. Live underground. Less pride in their beards, but still decorate them.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
Dwarves should be wearing a beard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
## &#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
## &#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
# &#039;&#039;&#039;Humans&#039;&#039;&#039;. Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts. &lt;br /&gt;
## &#039;&#039;&#039;City Folk&#039;&#039;&#039;. Form city strongholds to fight against the rifts. More knightly/noble culture.&lt;br /&gt;
## &#039;&#039;&#039;Wanderer clans&#039;&#039;&#039;. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give. &lt;br /&gt;
# &#039;&#039;&#039;Gnome&#039;&#039;&#039;. Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
## &#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
## &#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
# &#039;&#039;&#039;Beastmen&#039;&#039;&#039;. Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
## &#039;&#039;&#039;Horde&#039;&#039;&#039;. Lizardmen, Wolf/dog people, Minotaurs&lt;br /&gt;
## &#039;&#039;&#039;Alliance&#039;&#039;&#039;. Turtle people, Catfolk, Kenku&lt;br /&gt;
# &#039;&#039;&#039;Aetherborn&#039;&#039;&#039;. Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
## &#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
## &#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
# &#039;&#039;&#039;The Touched&#039;&#039;&#039;. The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
## &#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
## &#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
# &#039;&#039;&#039;Primal&#039;&#039;&#039;. Orcs, goblins, half-ogres&lt;br /&gt;
# &#039;&#039;&#039;Riftlings&#039;&#039;&#039;. Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=155</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=155"/>
		<updated>2024-05-10T19:30:09Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039; &lt;br /&gt;
The Dwarves of Arkrath like to hold up in the Mountains and live in class base society separated by the noble class that tend to live above the surface were the working class live and work underground. &lt;br /&gt;
#&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. The noble class, live on the surface. Have a lot of pride in their beards. Let them grow long and put jewels in them.&lt;br /&gt;
#&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. Working class. Live underground. Less pride in their beards, but still decorate them.&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
Dwarves should be wearing a beard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
## &#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
## &#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
# &#039;&#039;&#039;Humans&#039;&#039;&#039;. Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts. &lt;br /&gt;
## &#039;&#039;&#039;City Folk&#039;&#039;&#039;. Form city strongholds to fight against the rifts. More knightly/noble culture.&lt;br /&gt;
## &#039;&#039;&#039;Wanderer clans&#039;&#039;&#039;. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give. &lt;br /&gt;
# &#039;&#039;&#039;Gnome&#039;&#039;&#039;. Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
## &#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
## &#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
# &#039;&#039;&#039;Beastmen&#039;&#039;&#039;. Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
## &#039;&#039;&#039;Horde&#039;&#039;&#039;. Lizardmen, Wolf/dog people, Minotaurs&lt;br /&gt;
## &#039;&#039;&#039;Alliance&#039;&#039;&#039;. Turtle people, Catfolk, Kenku&lt;br /&gt;
# &#039;&#039;&#039;Aetherborn&#039;&#039;&#039;. Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
## &#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
## &#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
# &#039;&#039;&#039;The Touched&#039;&#039;&#039;. The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
## &#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
## &#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
# &#039;&#039;&#039;Primal&#039;&#039;&#039;. Orcs, goblins, half-ogres&lt;br /&gt;
# &#039;&#039;&#039;Riftlings&#039;&#039;&#039;. Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
	<entry>
		<id>https://wiki.tag-larp.com/index.php?title=Races&amp;diff=154</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.tag-larp.com/index.php?title=Races&amp;diff=154"/>
		<updated>2024-05-10T19:29:35Z</updated>

		<summary type="html">&lt;p&gt;Plot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of &#039;&#039;&#039;[[Arkrath]]&#039;&#039;&#039;.  Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039; &lt;br /&gt;
The Dwarves of Arkrath like to hold up in the Mountains and live in class base society separated by the noble class that tend to live above the surface were the working class live and work underground. &lt;br /&gt;
#&#039;&#039;&#039;Gold Dwarves&#039;&#039;&#039;. The noble class, live on the surface. Have a lot of pride in their beards. Let them grow long and put jewels in them.&lt;br /&gt;
#&#039;&#039;&#039;Iron Dwarves&#039;&#039;&#039;. Working class. Live underground. Less pride in their beards, but still decorate them.&lt;br /&gt;
&#039;&#039;&#039;Elves&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Costuming Guidelines&#039;&#039;&#039;&lt;br /&gt;
Dwarves should be wearing a beard.&lt;br /&gt;
&lt;br /&gt;
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. &lt;br /&gt;
## &#039;&#039;&#039;Miasto Raekta&#039;&#039;&#039;. While most elves love nature there are some that believe that they should control it.&lt;br /&gt;
## &#039;&#039;&#039;Náttú Natura&#039;&#039;&#039;. While some think nature should be controlled others think they should simply live with it. &lt;br /&gt;
# &#039;&#039;&#039;Humans&#039;&#039;&#039;. Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts. &lt;br /&gt;
## &#039;&#039;&#039;City Folk&#039;&#039;&#039;. Form city strongholds to fight against the rifts. More knightly/noble culture.&lt;br /&gt;
## &#039;&#039;&#039;Wanderer clans&#039;&#039;&#039;. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give. &lt;br /&gt;
# &#039;&#039;&#039;Gnome&#039;&#039;&#039;. Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns&lt;br /&gt;
## &#039;&#039;&#039;Solar Gnomes&#039;&#039;&#039;. Crafters&lt;br /&gt;
## &#039;&#039;&#039;Lunar Gnomes&#039;&#039;&#039;. Enchanters&lt;br /&gt;
# &#039;&#039;&#039;Beastmen&#039;&#039;&#039;. Lizardmen, Kenku, catfolk, etc. Beastmen are  humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions.&lt;br /&gt;
## &#039;&#039;&#039;Horde&#039;&#039;&#039;. Lizardmen, Wolf/dog people, Minotaurs&lt;br /&gt;
## &#039;&#039;&#039;Alliance&#039;&#039;&#039;. Turtle people, Catfolk, Kenku&lt;br /&gt;
# &#039;&#039;&#039;Aetherborn&#039;&#039;&#039;. Aetherborn residents of Arkrath that are attune to a specific elemental &#039;&#039;&#039;[[aether]]&#039;&#039;&#039; whether natural or manufactured. &lt;br /&gt;
## &#039;&#039;&#039;Natural&#039;&#039;&#039;. Being born in/near a naturally attuned aether crystal area can develop attunement to that element&lt;br /&gt;
## &#039;&#039;&#039;Manufactured&#039;&#039;&#039;. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from &#039;&#039;&#039;[[element|elemental]]&#039;&#039;&#039; golems to magically enhanced humanoids&lt;br /&gt;
# &#039;&#039;&#039;The Touched&#039;&#039;&#039;. The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods&lt;br /&gt;
## &#039;&#039;&#039;Celestial&#039;&#039;&#039;. Touched by order&lt;br /&gt;
## &#039;&#039;&#039;Abyssal&#039;&#039;&#039;. Touched by chaos&lt;br /&gt;
# &#039;&#039;&#039;Primal&#039;&#039;&#039;. Orcs, goblins, half-ogres&lt;br /&gt;
# &#039;&#039;&#039;Riftlings&#039;&#039;&#039;. Riftlings are what the residents of Arkrath call the creatures that come out of the rift&lt;/div&gt;</summary>
		<author><name>Plot</name></author>
	</entry>
</feed>