https://wiki.battlemaster.org/api.php?action=feedcontributions&user=Baatarsaikhan&feedformat=atomBattleMaster Wiki - User contributions [en]2024-03-28T17:00:03ZUser contributionsMediaWiki 1.33.0https://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=157492Darka/Prisoner Treaties2011-11-11T21:55:48Z<p>Baatarsaikhan: </p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
<br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
<br />
<br />
==Prisoner Treaty between Darka and Tara (6/11) (Revoked 07/11; By Taran Dictator fiat)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. Torture will never be used, save specific exceptions listed below.<br />
<br />
=== Infiltrators ===<br />
* Infiltrators captured while attempting or succeeding at an assassination of members of a nation's council or royalty (only) can face the harshest possible punishments, including torture, for the first and any subsequent equivalent attempts.<br />
<br />
* Infiltrators captured while attempting or succeeding at an assassination of the general nobility will be held for up to two days on first occurrence, then banned on the second, deported on the third and if they caught again for assassination-related reasons, can be executed at the will of the capturing nation.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal nobles caught during war.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (03/11) (Revoked 11/11; Second violation by Darka)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators caught doing scouting or misdirecting forces will be treated as normal prisoners.<br />
<br />
* Otherwise, infiltrators who have been captured while attempting other military actions would face ban on first capture, deportation on second capture and the harshest possible punishment if they return.<br />
<br />
===Priests===<br />
<br />
* Priests captured in wartime acting as troop leaders will be treated as normal prisoners.<br />
<br />
* Priests captured preaching in wartime will be banned at first, then and if they return, they will face highest possible punishments(including execution).<br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=157491Darka/Prisoner Treaties2011-11-11T21:49:32Z<p>Baatarsaikhan: </p>
<hr />
<div>==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
<br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
<br />
=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (6/11) (Revoked 07/11; By Taran Dictator fiat)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. Torture will never be used, save specific exceptions listed below.<br />
<br />
=== Infiltrators ===<br />
* Infiltrators captured while attempting or succeeding at an assassination of members of a nation's council or royalty (only) can face the harshest possible punishments, including torture, for the first and any subsequent equivalent attempts.<br />
<br />
* Infiltrators captured while attempting or succeeding at an assassination of the general nobility will be held for up to two days on first occurrence, then banned on the second, deported on the third and if they caught again for assassination-related reasons, can be executed at the will of the capturing nation.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal nobles caught during war.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (03/11) (Revoked 11/11; Second violation by Darka)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators caught doing scouting or misdirecting forces will be treated as normal prisoners.<br />
<br />
* Otherwise, infiltrators who have been captured while attempting other military actions would face ban on first capture, deportation on second capture and the harshest possible punishment if they return.<br />
<br />
===Priests===<br />
<br />
* Priests captured in wartime acting as troop leaders will be treated as normal prisoners.<br />
<br />
* Priests captured preaching in wartime will be banned at first, then and if they return, they will face highest possible punishments(including execution).<br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=153831Darka/Prisoner Treaties2011-07-27T04:29:12Z<p>Baatarsaikhan: </p>
<hr />
<div><br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (03/11)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators caught doing scouting or misdirecting forces will be treated as normal prisoners.<br />
<br />
* Otherwise, infiltrators who have been captured while attempting other military actions would face ban on first capture, deportation on second capture and the harshest possible punishment if they return.<br />
<br />
===Priests===<br />
<br />
* Priests captured in wartime acting as troop leaders will be treated as normal prisoners.<br />
<br />
* Priests captured preaching in wartime will be banned at first, then and if they return, they will face highest possible punishments(including execution).<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
<br />
=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (6/11) (Revoked 07/11; By Taran Dictator fiat)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. Torture will never be used, save specific exceptions listed below.<br />
<br />
=== Infiltrators ===<br />
* Infiltrators captured while attempting or succeeding at an assassination of members of a nation's council or royalty (only) can face the harshest possible punishments, including torture, for the first and any subsequent equivalent attempts.<br />
<br />
* Infiltrators captured while attempting or succeeding at an assassination of the general nobility will be held for up to two days on first occurrence, then banned on the second, deported on the third and if they caught again for assassination-related reasons, can be executed at the will of the capturing nation.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal nobles caught during war.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=152676Darka/Prisoner Treaties2011-06-03T05:41:58Z<p>Baatarsaikhan: /* Prisoner Treaty between Darka and Tara (9/10) */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (6/11)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. Torture will never be used, save specific exceptions listed below.<br />
<br />
=== Infiltrators ===<br />
* Infiltrators captured while attempting or succeeding at an assassination of members of a nation's council or royalty (only) can face the harshest possible punishments, including torture, for the first and any subsequent equivalent attempts.<br />
<br />
* Infiltrators captured while attempting or succeeding at an assassination of the general nobility will be held for up to two days on first occurrence, then banned on the second, deported on the third and if they caught again for assassination-related reasons, can be executed at the will of the capturing nation.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal nobles caught during war.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (03/11)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators caught doing scouting or misdirecting forces will be treated as normal prisoners.<br />
<br />
* Otherwise, infiltrators who have been captured while attempting other military actions would face ban on first capture, deportation on second capture and the harshest possible punishment if they return.<br />
<br />
===Priests===<br />
<br />
* Priests captured in wartime acting as troop leaders will be treated as normal prisoners.<br />
<br />
* Priests captured preaching in wartime will be banned at first, then and if they return, they will face highest possible punishments(including execution).<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=151384Darka/Prisoner Treaties2011-04-05T23:04:09Z<p>Baatarsaikhan: /* Priests */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (03/11)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators caught doing scouting or misdirecting forces will be treated as normal prisoners.<br />
<br />
* Otherwise, infiltrators who have been captured while attempting other military actions would face ban on first capture, deportation on second capture and the harshest possible punishment if they return.<br />
<br />
===Priests===<br />
<br />
* Priests captured in wartime acting as troop leaders will be treated as normal prisoners.<br />
<br />
* Priests captured preaching in wartime will be banned at first, then and if they return, they will face highest possible punishments(including execution).<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=151298Darka/Prisoner Treaties2011-04-03T23:51:25Z<p>Baatarsaikhan: /* Prisoner Treaty between Darka and Cagilan Empire (03/11) */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (03/11)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators caught doing scouting or misdirecting forces will be treated as normal prisoners.<br />
<br />
* Otherwise, infiltrators who have been captured while attempting other military actions would face ban on first capture, deportation on second capture and the harshest possible punishment if they return.<br />
<br />
===Priests===<br />
<br />
* Priests captured in wartime acting as troop leaders will be treated as normal prisoners.<br />
<br />
* Priests captured preaching in wartime will be banned at first, then deported secondly and if they return, they will face highest possible punishments(including execution).<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=151091Darka/Prisoner Treaties2011-03-28T18:06:25Z<p>Baatarsaikhan: /* Prisoner Treaty between Darka and Cagilan Empire (12/10) */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (03/11)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators caught doing scouting or misdirecting forces will be treated as normal prisoners.<br />
<br />
* Otherwise, infiltrators who have been captured while attempting other military actions would face ban on first capture, deportation on second capture and the harshest possible punishment if they return.<br />
<br />
===Priests===<br />
<br />
* Priests captured in wartime will be treated as normal prisoners.<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=151001Darka/Prisoner Treaties2011-03-26T22:16:28Z<p>Baatarsaikhan: /* Prisoner Treaty between Darka and Cagilan Empire (12/10) */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators caught doing scouting or misdirecting forces will be treated as normal prisoners.<br />
<br />
* Otherwise, infiltrators who have been captured while attempting other military actions would face the harshest possible punishments, ranging from bans, to banishment and execution.<br />
<br />
===Priests===<br />
<br />
* Priests captured in wartime will be treated as normal prisoners.<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=149402Darka/Prisoner Treaties2011-02-08T19:09:21Z<p>Baatarsaikhan: Revoked Treaties added</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br />
=Revoked Treaties=<br />
==Prisoner Treaty between Darka and Coria (Revoked 02/11; By Coria Consul & Senate)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=149401Darka/Prisoner Treaties2011-02-08T19:07:17Z<p>Baatarsaikhan: /* Current Treaties */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=148193Darka/Prisoner Treaties2011-01-04T05:00:26Z<p>Baatarsaikhan: /* Nobles in General */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs and if the looting went against the Nation which captured the noble.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation.<br />
<br />
* Banishment, execution and torture may be used only on infiltrators, and former infiltrators previously banned for infiltrator actions by the jailing nation.<br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=147595Darka/Prisoner Treaties2010-12-18T11:38:31Z<p>Baatarsaikhan: Anotehr treaty made - Darka v. Cagilan Empire</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation. <br />
<br />
* Banishment, execution and torture may be used only on infiltrators and those nobles previously banned by the jailing nation, during both war and peacetime.<br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=147567Darka/Prisoner Treaties2010-12-17T22:44:45Z<p>Baatarsaikhan: Another treaty - Minas Ithil v. Darka</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation. <br />
<br />
* Banishment, execution and torture may be used only on infiltrators and those nobles previously banned by the jailing nation, during both war and peacetime.<br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=147536Darka/Prisoner Treaties2010-12-17T11:45:55Z<p>Baatarsaikhan: New Treaty - Talerium v. Darka</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br />
==Prisoner Treaty between Darka and Talerium (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Nobles who have been captured on the battlefield will be held for no more than 3 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Nobles arrested in peacetime are held to the laws of the jailing nation. <br />
<br />
* Banishment, execution and torture may be used only on infiltrators and those nobles previously banned by the jailing nation, during both war and peacetime.<br />
<br />
<br><br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=147532Darka/Prisoner Treaties2010-12-17T11:35:54Z<p>Baatarsaikhan: /* Infiltrators */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Infiltrators caught in any other act, save travel and scouting, may be held up to 7 days, but otherwise are treated as any other noble.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=147411Darka/Prisoner Treaties2010-12-16T00:54:38Z<p>Baatarsaikhan: More Treaties - Minas Ithil v. Darka</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
==Prisoner Treaty between Darka and Minas Ithil (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 3 days then released unharmed and with all their gold. Gold will never be seized. Bans may be imposed.<br />
<br />
* Torture will never be used.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, excluding torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized in wartime will be treated as normal prisoners, except they may be held for up to 5 days.<br />
<br />
* Priests seized in peacetime are subject to local laws. <br />
<br />
<br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=147409Darka/Prisoner Treaties2010-12-16T00:41:35Z<p>Baatarsaikhan: More treaties - Cagilan Empire v. Darka</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Cagilan Empire (12/10)==<br />
<br />
===Nobles in General===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins.<br />
<br />
===Infiltrators===<br />
<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners.<br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<br><br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=147369Darka/Prisoner Treaties2010-12-15T03:51:17Z<p>Baatarsaikhan: /* Suggested Treaties */</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=146795Darka/Prisoner Treaties2010-12-08T02:08:17Z<p>Baatarsaikhan: Minor tweaks</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect at the behest of the aggrieved judge, and will be subject to torture, bans and execution, unless proven otherwise, for the duration of the hostilities. <br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties&diff=146794Darka/Prisoner Treaties2010-12-08T01:57:31Z<p>Baatarsaikhan: Cleanup</p>
<hr />
<div>=Current Treaties=<br />
<br />
==Prisoner Treaty between Darka and Tara (9/10)==<br />
<br />
=== All Nobles of Darka and Tara ===<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs.<br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
=== Infiltrators ===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination of the members of a nation's council or royalty only would face the harshest possible punishment, including torture.<br />
<br />
* Otherwise, infiltrators caught doing other actions will be treated as normal prisoners.<br />
<br />
=== Priests ===<br />
* Priests seized on the battlefield will be treated as normal prisoners.<br />
<br />
=Suggested Treaties=<br />
<br />
==Prisoner Treaty between Darka and Coria (12/10)==<br />
<br />
===All Nobles of Darka and Coria===<br />
<br />
* Prisoners who have been captured will be held for no more than 2 days then released unharmed and with all their gold. Gold may be seized from a prisoner if and only if looting by their nation occurs. <br />
<br />
* Torture will never be used, save the exception for assassins. <br />
<br />
===Infiltrators===<br />
* Infiltrators who have been captured while attempting or succeeding at an assassination would face the harshest possible punishments, including torture, bans and execution.<br />
<br />
* Any infiltrators spotted in the region at the time of a an attempted assassination shall be deemed a possible suspect, and will be subject to torture, bans and execution, unless proven otherwise.<br />
<br />
* Otherwise, infiltrators caught doing other military actions will be treated as normal prisoners. <br />
<br />
===Priests===<br />
<br />
* Priests seized on the battlefield will be treated as normal prisoners. <br />
<br />
<big>[[Darka/Prisoner_Treaties/Archive|Treaty Archive]]</big><br />
<br />
[[Category:Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka/Prisoner_Treaties/Archive&diff=146793Darka/Prisoner Treaties/Archive2010-12-08T01:52:33Z<p>Baatarsaikhan: Archiving</p>
<hr />
<div>=<u>Prisoner Treaty between [[Darka]] and [[Falasan]]</u>=<br />
<br />
==Soldiers:==<br />
<br />
- Release after the max two days of imprisonment.<br><br />
- No stealing gold less than 125. In other words, when the captured noble has more than 125 gold the Judge can decide to steal it without breaking the agreement.<br><br />
- No torture.<br><br />
<br />
==Traders, food traders:==<br />
<br />
- No trading in Darka or Falasan without the permission of the realm's Banker.<br><br />
- No Darkan traders bothering Falasan land and its black markets.<br><br />
- No Falasan traders bothering Darka land and its black market.<br><br />
<br />
==Infiltrators:==<br />
<br />
<b>Banned Infils</b>:<br><br />
<br />
They are not allowed to walk into Falasan. If caught in Falasan territory, then you can deport them right away.<br><br />
<br />
If caught while delaying travels outside of Falasan, but delaying Falasan army:<br><br />
- If they are at first step (1st ban), you will continue to step 2 of the agreement (rot in cells).<br><br />
- If at step 2 (rot), then you proceed to step 3 (deportation) normally.<br><br />
<br />
<b>Non-banned Infils</b>:<br><br />
<br />
I will prohibit to them all action, except scouting and delaying travel.<br><br />
<br />
- If caught doing those actions, then they lose the right to step 2 (rot). You can ban them and deport them at the first chance.<br><br />
- If caught in Falasan while traveling, delaying, or scouting,then you follow the 3 steps of the agreement.<br><br />
<br />
==Priests:==<br />
<br />
- No preaching to Darka or Falasan by the priests of the other realm.<br><br />
- In case a priest is found in the other land, it will be dealt from the Church and the Law of the realm. Arrest will be the least that will happen to them.<br><br />
<br />
<br />
<br />
=<u>Prisoner Treaty between [[Darka]] and [[Minas Ithil]]</u>=<br />
<br />
==Soldiers:==<br />
<br />
1. No soldier of either Realm will be held for longer than 2 days (4 turns), the troop leader will therefore be released at the end of the 4th turn at the very latest.<br><br />
2. Troop leaders of either Realm will not be tortured.<br><br />
3. Soldier of either Realm will not have their gold stolen during their time held captive.<br><br />
4. Traders are to not be harm or their gold stolen unless they dealt with the black market.<br><br />
5. Professions not included in this agreement are: Priests & Infiltrators.<br><br />
<br />
==Infiltrators:==<br />
<br />
- First attack: Ban.<br><br />
- Second attack: Rot in cells.<br><br />
- Third attack: Deportation.<br><br />
- If (s)he returns a 4th time, all hell will be broken loose (that includes torture and execution).<br><br />
- Bannable actions are: Attacking the tax coffers, killing militia and of course assassinations of nobles, attacking production and burning of warehouses.<br><br />
- Non-bannable actions: Messing with signs and delaying travels, scouting and of course traveling through the region.<br><br />
- Infiltrators (Darkans + Ithilians) are not allowed to attack Council members. In case this term is violated, the Judge can torture the said infil.<br><br />
- Stealing the gold of infils: Counts the same for soldiers, except the case they are caught stealing tax gold where the Judge will be able to decide whether to steal it back or not (the judge will need a report that proved the particular infil's actions of stealing).<br><br />
- Also charges can be addressed to said infils ONLY when there are proofs for his criminal actions.<br><br />
<br />
<br />
==Priests:==<br />
<br />
- No preaching to Darka or Minas Ithil by the priests of the other realm.<br><br />
- In case a priest is found in the other land, it will be dealt from the Church and the Law of the realm. Arrest will be the least that will happen to them.<br></div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=User:Baatarsaikhan/Chambers&diff=138719User:Baatarsaikhan/Chambers2010-04-13T00:22:47Z<p>Baatarsaikhan: New treat y in the works.</p>
<hr />
<div>Tucked into a corner of the Darkan palace (or for that matter, duplicated in a sumptuous estate in the province of Xutltec) is a complex of small rooms. A few offices, two of them serving as impromptu legal stores, the rest populated by clerks. A larger room, stuffed with comfortable chairs and the odd writing table. A large room, something more than an office, something less than a throne room.<br />
<br />
Currently on the docket:<br />
<br />
'''International Prisoner Treaty'''<br />
<br />
This treaty governs the treatment of prisoners captured in times of war between the undersigned nations.<br />
<br />
'''Article 1:'''<br />
<br />
Concerning the treatment of captured nobles who lead men-at-arms into war, and strive gloriously on the field of battle:<br />
<br />
On the basis that a noble leading men into battle is but doing their duty to their nation and to honour, it is wrong to punish such a person for their honourable act.<br />
<br />
''Therefore no noble warrior will be held for longer than two (2) days, and will be released at the end of the second day at the very latest.'' <br />
<br />
Being that noble blood is a rare and sacred fluid, the spilling of such in an action but duty and honour is a base and horrid thing. <br />
<br />
''Therefore no noble warrior will be tortured.'' <br />
<br />
A noble's arms and chattel are theirs by right, and anyone who would take these by force would be a thief and brigand. However, as a captured noble would need to be maintained in custom by the capturing realm and said expense is onerous, it is fair for a rich noble to be ransomed back to his family. <br />
<br />
''Therefore a noble warrior will not have their gold stolen during their time held captive. Should a noble ride into capture with in excess of 150 gold worth of value, the noble may, at the discretion of the holding realm, be deprived of the excess gold. As this is a ransom, the noble must be released immediately.'' <br />
<br />
A noble may in their lifetime be oathed to more than one lord, and due to the vagaries of life, have been banned from a realm. A noble may be required by their hosting realm to commit war upon a realm that they are barred from entering. Being that this noble would be acting upon the tenets of duty and honour to enter this realm, it would be wrong to punish this noble beyond what their fellow nobleborn can expect because of a previous ban.<br />
<br />
''Therefore noble warriors with previous bans are to be treated as any other noble warrior captured upon the field of battle.''<br />
<br />
(OOC: If you're a judge on Atamara, feel free to comment on or change this prisoner document.)</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=User:Baatarsaikhan&diff=138718User:Baatarsaikhan2010-04-13T00:01:42Z<p>Baatarsaikhan: Whoops</p>
<hr />
<div>==OOC==<br />
<br />
Hello,<br />
<br />
I am a 30-something Canadian male currently residing in-country and undertaking a post-secondary degree.<br />
<br />
<br />
I characterize myself as a non-traditional gamer, and am interested in online gaming, board gaming, RPGs, LARPs, and several other gaming archetypes. I also scuba dive when possible.<br />
<br />
<br />
My cultural background is American-South African, with thick streams of Cossack and border clan Scot as a basis.<br />
<br />
<br />
==OOC Background==<br />
Given the focus on [[Serious Medieval Atmosphere]], it occurred to me early on in this game that there was little mention of either the Hun invasion or the Mongol invasions of Europe during the middle ages, both of which were formative events in the creation of several city-states and nations. So I thought to introduce a limited amount of the Asian opportunities to the game that would have a legitimate claim to contact with the era of Europe that Battlemaster is based on. <br />
<br />
Thus I decided to put together a family of Mongol-derived names. For those curious on this, here are several links I used to put together the names used:<br />
<br />
[http://en.wikipedia.org/wiki/Mongolian_name Mongolian Naming Conventions - Wikipedia]<br />
<br />
[http://danielroy.tripod.com/cgi-bin/alternate/mongolia/Names.html Mongolian Naming Customs]<br />
<br />
[http://heraldry.sca.org/laurel/names/mongol.html Medieval Period Mongolian Names]<br />
<br />
'''Modern events (which are interesting reads...)'''<br />
<br />
[http://en.wikipedia.org/wiki/Descent_from_Genghis_Khan You might be related to a certain Khan...]<br />
<br />
[http://en.wikipedia.org/wiki/Borjigin ...but you may not want to change your name.]<br />
<br />
==IC Background==<br />
<br />
To come. Likely based in northwest Dwilight, since there's a lot of open pastureland seemingly in the area.<br />
<br />
<br />
==Current Clan Members==<br />
<br />
'''Muunegan (Darka - Atamara)''': Lord of Xutltec in the Atamaran realm of Darka (and occasionally other roles).<br />
<br />
'''Qadan (Various - Dwilight)''': Knight and occasional bureaucrat in Dwilight.<br />
<br />
'''Gurban (Ohnar West - Far East)''': Adventurer and often-jailed in the Far East realm of West Ohnar.<br />
<br />
== [[User:Baatarsaikhan/Chambers|Chambers]] ==<br />
<br />
For those fiddly treaty negotiations and the like.<br />
<br />
==Open Invite==<br />
I would love to put together a small, extended clan of families in a Mongolian theme. if you're interested, contact me in game and we can discuss a shared history and support (since I seem to have some funds usually to go towards RP purposes).<br />
<br />
== [[User:Baatarsaikhan/Sandbox|Sandbox Link]] ==</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=User:Baatarsaikhan&diff=138717User:Baatarsaikhan2010-04-12T23:59:14Z<p>Baatarsaikhan: Updates, etc.</p>
<hr />
<div>==OOC==<br />
<br />
Hello,<br />
<br />
I am a 30-something Canadian male currently residing in-country and undertaking a post-secondary degree.<br />
<br />
<br />
I characterize myself as a non-traditional gamer, and am interested in online gaming, board gaming, RPGs, LARPs, and several other gaming archetypes. I also scuba dive when possible.<br />
<br />
<br />
My cultural background is American-South African, with thick streams of Cossack and border clan Scot as a basis.<br />
<br />
<br />
==OOC Background==<br />
Given the focus on [[Serious Medieval Atmosphere]], it occurred to me early on in this game that there was little mention of either the Hun invasion or the Mongol invasions of Europe during the middle ages, both of which were formative events in the creation of several city-states and nations. So I thought to introduce a limited amount of the Asian opportunities to the game that would have a legitimate claim to contact with the era of Europe that Battlemaster is based on. <br />
<br />
Thus I decided to put together a family of Mongol-derived names. For those curious on this, here are several links I used to put together the names used:<br />
<br />
[http://en.wikipedia.org/wiki/Mongolian_name Mongolian Naming Conventions - Wikipedia]<br />
<br />
[http://danielroy.tripod.com/cgi-bin/alternate/mongolia/Names.html Mongolian Naming Customs]<br />
<br />
[http://heraldry.sca.org/laurel/names/mongol.html Medieval Period Mongolian Names]<br />
<br />
'''Modern events (which are interesting reads...)'''<br />
<br />
[http://en.wikipedia.org/wiki/Descent_from_Genghis_Khan You might be related to a certain Khan...]<br />
<br />
[http://en.wikipedia.org/wiki/Borjigin ...but you may not want to change your name.]<br />
<br />
==IC Background==<br />
<br />
To come. Likely based in northwest Dwilight, since there's a lot of open pastureland seemingly in the area.<br />
<br />
<br />
==Current Clan Members==<br />
<br />
'''Muunegan (Darka - Atamara)''': Lord of Xutltec in the Atamaran realm of Darka (and occasionally other roles).<br />
<br />
'''Qadan (Various - Dwilight)''': Knight and occasional bureaucrat in Dwilight.<br />
<br />
'''Gurban (Ohnar West - Far East)''': Adventurer and often-jailed in the Far East realm of West Ohnar.<br />
<br />
== [[User:Baatarsaikhan/Chambers]] ==<br />
<br />
For those fiddly treaty negotiations and the like.<br />
<br />
==Open Invite==<br />
I would love to put together a small, extended clan of families in a Mongolian theme. if you're interested, contact me in game and we can discuss a shared history and support (since I seem to have some funds usually to go towards RP purposes).<br />
<br />
== [[User:Baatarsaikhan/Sandbox|Sandbox Link]] ==</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Adventurer/Items/Gems&diff=137009Adventurer/Items/Gems2010-03-04T22:18:25Z<p>Baatarsaikhan: Cost update</p>
<hr />
<div>{{Item Types}}<br />
----<br />
{{Item Header<br />
| Item = Gem<br />
}}<br />
{{ Item Box<br />
| Item = Black Diamond<br />
| Gold Stronghold =<br />
| Silver Stronghold =<br />
| Gold City = <br />
| Silver City = <br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural =<br />
| Silver Rural =<br />
| Gold Woodland =<br />
| Silver Woodland =<br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Found Mountain = <br />
| Gold Badlands = <br />
| Silver Badlands = <br />
| Found Badlands = *<br />
| Comments = A cursed gem that is said to bring bad luck. Nobody is willing to pay for it, you believe.<br />
}}<br />
{{ Item Box<br />
| Item = Cracked Sapphire<br />
| Gold Stronghold =<br />
| Silver Stronghold =<br />
| Gold City = 2<br />
| Silver City = 6<br />
| Found City = *<br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural = 2<br />
| Silver Rural =<br />
| Gold Woodland =<br />
| Silver Woodland =<br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Found Mountain = *<br />
| Gold Badlands = 2<br />
| Silver Badlands = 4<br />
| Comments = A beautiful blue gemstone. Sadly, it has a large crack in it, reducing its value considerably.<br />
}}<br />
{{ Item Box<br />
| Item = Crystal Fragments<br />
| Gold Stronghold =<br />
| Silver Stronghold = 4<br />
| Gold City = <br />
| Silver City = 5<br />
| Found City = <br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural =<br />
| Silver Rural = 4<br />
| Gold Woodland =<br />
| Silver Woodland = 5<br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Gold Badlands =<br />
| Silver Badlands =<br />
| Found Badlands = *<br />
| Comments = ...fragments of a crystal that has been crushed by a rock.<br />
}}<br />
{{ Item Box<br />
| Item = Moonstone<br />
| Gold Stronghold = 2<br />
| Silver Stronghold = 1<br />
| Gold City = 2<br />
| Silver City = 9/11<br />
| Found City = *<br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural = 2<br />
| Silver Rural = 2<br />
| Found Rural = *<br />
| Gold Woodland = 2<br />
| Silver Woodland = 8<br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Gold Badlands = 2<br />
| Silver Badlands = 8<br />
| Found Badlands = *<br />
| Comments = A piece of moonstone.<br />
}}<br />
{{ Item Box<br />
| Item = Old Coins<br />
| Gold Stronghold = <br />
| Silver Stronghold = <br />
| Gold City = <br />
| Silver City = <br />
| Found City = <br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural = <br />
| Silver Rural = <br />
| Found Rural = <br />
| Gold Woodland = <br />
| Silver Woodland = <br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Found Mountain = *<br />
| Gold Badlands = 1<br />
| Silver Badlands = <br />
| Found Badlands = *<br />
| Comments = ...some old coins, worthless today except for the material value and to a collector, maybe.<br />
}}<br />
{{ Item Box<br />
| Item = Quartz<br />
| Gold Stronghold = 2<br />
| Silver Stronghold = 3<br />
| Found Stronghold = *<br />
| Gold City = 3<br />
| Silver City = 3/4<br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural = 2<br />
| Silver Rural = 7<br />
| Found Rural = *<br />
| Gold Woodland =<br />
| Silver Woodland =<br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Found Mountain = *<br />
| Gold Badlands = 3<br />
| Silver Badlands =<br />
| Found Badlands = *<br />
| Comments = A large piece of quartz.<br />
}}<br />
{{ Item Box<br />
| Item = Shards of a Ruby<br />
| Gold Stronghold =<br />
| Silver Stronghold =<br />
| Gold City = 3<br />
| Silver City =<br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural =<br />
| Silver Rural =<br />
| Gold Woodland =<br />
| Silver Woodland =<br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Found Mountain = *<br />
| Gold Badlands =<br />
| Silver Badlands =<br />
| Found Badlands = *<br />
| Comments = Several shards of what used to be a gemstone. They might be useful for small pieces of jewellery.<br />
}}<br />
{{ Item Box<br />
| Item = Small Diamond<br />
| Gold Stronghold =<br />
| Silver Stronghold =<br />
| Gold City = 5/6<br />
| Silver City = 11/1<br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural = 4<br />
| Silver Rural = 11<br />
| Gold Woodland =<br />
| Silver Woodland =<br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Found Mountain = *<br />
| Gold Badlands =<br />
| Silver Badlands =<br />
| Found Badlands = *<br />
| Comments = A small but clear and perfect diamond.<br />
}}<br />
{{ Item Box<br />
| Item = Small Ruby<br />
| Gold Stronghold =<br />
| Silver Stronghold =<br />
| Gold City =7<br />
| Silver City =<br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural =<br />
| Silver Rural =<br />
| Gold Woodland =<br />
| Silver Woodland =<br />
| Gold Mountain =<br />
| Silver Mountain =<br />
| Found Mountain = *<br />
| Gold Badlands = 6<br />
| Silver Badlands = 4<br />
| Found Badlands = *<br />
| Comment = ...a small, red gemstone, which is mostly in demand by nobles for their jewellery.<br />
}}<br />
{{ Item Box<br />
| Item = Topaz<br />
| Gold Stronghold = 1<br />
| Silver Stronghold = 7<br />
| Gold City = 2<br />
| Silver City = 1<br />
| Gold Townsland =<br />
| Silver Townsland =<br />
| Gold Rural = 1<br />
| Silver Rural = 8<br />
| Found Rural = *<br />
| Gold Woodland = 2<br />
| Silver Woodland =<br />
| Found Woodland = *<br />
| Gold Mountain = 2<br />
| Silver Mountain =<br />
| Gold Badlands =<br />
| Silver Badlands = 2<br />
| Comments = A middle-sized topaz.<br />
}}<br />
<br />
[[Category: Adventurer]]<br />
[[Category: Items]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Ucdauh%27s_Book_of_Life&diff=129759Ucdauh's Book of Life2009-09-21T04:13:36Z<p>Baatarsaikhan: New item found, meh.</p>
<hr />
<div>Traded to an adventurer by a sage located in Sasrhas.<br />
<br />
Starting condition 67%.<br />
<br />
Gives +1 prestige.</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=User_talk:Indirik&diff=129042User talk:Indirik2009-09-05T22:53:55Z<p>Baatarsaikhan: Ooh, dumb user mistake fixed. Darn sigs...</p>
<hr />
<div><br /><br />
----<br />
HiYa - thanks for the help on that fictional map. Here's the moment I'm trying to document, from the timeline:<br />
* 2006.05.26 - ''Oligarch'': [[Oligarch]] loses it's capital, and last city, Oligarch, to [[Sirion]]<br />
* 2006.05.28 - ''Oligarch'': [[Oligarch]] loses it's last region, Commonyr, to [[Fontan]]. Oligarch is now a lost realm.<br />
So I guess the key map would be the first one from June of 2006. cheers --[[User:Montfort|BenTrem]] 21:33, 18 April 2008 (CEST)<br />
: * Thanks for 20060620 ... it's definitely the most accurate historically. But, having looked at it, I think I'm gonna stick with 20060701 in the timeleline cuz that one shows Fontan having moved south into Perdan territory. Adds something to the drama, that does! huh huh.<br />
: * Links in game? you mean by wiki syntax that Tom has rigged messages to read square brackets left and right?! Wow, that's impressive ... thanks for the tip. --[[User:Montfort|BenTrem]] 00:40, 19 April 2008 (CEST)<br />
<br />
==<br />
** Thanks for helping get the family pages in the right place - got 6 people to admin for - very confusing lol - thanks again.<br />
<br />
----<br />
<br />
== Banner ==<br />
<br />
I really like your banner in the contest, it's a sunny, cheerful banner. If it doesn't win, would you consider letting others use it for another realm? (I don't have any in mind, I'd just love to see it in game).<br />
--[[User:PrinceScamp|PrinceScamp]] 09:27, 6 September 2007 (CEST)<br />
<br />
<br />
==Sagarmathism Expands==<br />
<br />
I would just like to say that writing that article is one of the greatest things you could have done to end the EC's peace. It fits ''perfectly'' with a letter my character send to the Church of Ibladesh in hopes of sparking a conflict. So, I just wanted to say thank you, and you rule. [[User:Fredrich|Fredrich]] 22:42, 6 September 2007 (CEST)<br />
<br />
Unfortunately, I can't find it right now. It might have been deleted already, but I thought messages were saved for a month, not just two weeks. Anyway, the basic idea was that Ubent was attempting to spread its influence through this religion, and that it was done without permission in Caligus and Yssaria. It was almost entirely BS at the time, but thanks to this new temple and your article's bias, it now looks like a reliable source. I hope something happens because of it. Playing a deceiving backstabber in a quiet realm is pretty hard. [[User:Fredrich|Fredrich]] 23:20, 7 September 2007 (CEST)<br />
<br />
<br />
== Preview Button Template ==<br />
<br />
I '''love''' this! You're my personal hero for today for adding this subtle reminder to help the less perceptive. ^_^ -- [[User:Murakama|Murakama]] 01:10, 20 November 2007 (CET)<br />
<br />
== Subpages ==<br />
<br />
First of all, thank you for the compliment about my work. Its all "in progress" so I'm never happy with it... and I hope to tie it all together quite soon. Appreciate you saying you like it.<br />
<br />
Now, regarding the subpage issue - first let me say this. Please do not move MY pages - I would not presume to move anything from another contributer without discussing it with them in a back and forth - had you asked me about it I could have told you what I'm about to say now, so you can understand that I wasn't flaunting the style guide convention. Let me explain how I had this set up so it can be better understood, because I am trying to work within the style guide while not being held hostage to it.<br />
<br />
This is not the first time people have asked me about subpaging. What I do is put the actual '''article itself''' in a page that is appropriately named (ie my characters names themselves, rather than the subpage of my family) so the title of the article doesn't look ridiculous (I mean Arylon Family/Fisc for an article name '''looks absurd''' - its much more easily read and cleaner looking if the title is the appropriate name). <br />
<br />
However, I am sensitive to the style guide, and the necessity to keep all articles streamlined for navigations sake, hyperlinking and what have you to specific subpages based on convention. As such, what I do is point a redirect on the subpage (ie on Arylon Family/Fisc - I have it redirect to Fisc Arylon) - that way anyone who attempts to navigate to any of my pages based on conventions of the style guide, or from links on the game itself will be able to access the article without having to search for it or otherwise get confused... but at the same time I get clean looking articles. <br />
<br />
In other words, the subpages actively give you what would be there normally, but they redirect to proper article names. I'm more than a little OCD and seeing Arylon Family/Taran for a character's article name drives me absolutely batty - it would be like going to wikipedia and having an article named Bush Family/George W. It just looks stupid, looks messy and lame and I think makes the article look silly.<br />
<br />
But as I said, I understand the reasons the style guide exists - and so I have come up with the redirect subpage technique to make sure the style guide is satisfied, while at the same time I can have article names that don't make me want to tear my hair out. There is nothing about the way I do it that causes problems with navigation or convention - in fact I don't see any issue with it at all. The style guide wants subpages to be navigatable - and they are - they just redirect to proper article titles.<br />
<br />
And I might add it also makes the wiki more searchable. Under the subpage organization, if I type in "Fisc Arylon" to the searchbox - I will get search results and have to comb through all the articles that mention my characters name (which is a lot) and find the actual article. If my characters actual article is located under its proper name, and I type in "Fisc Arylon" in the searchbar then I am brought RIGHT to the page I want and don't have to muddle around the search results.<br />
<br />
Now it should be noted I only use this style with things I know won't be duplicated (I don't make pages like "Sports" and tie them to specific families, realms, etc) - only do it when I know the article names won't be messing anything up (there will never be a Fisc Arylon article unless I write it for example).<br />
<br />
So, to wrap up what I'm saying - in the future please do not move my articles without my consent. I am not ignoring or flaunting the style guide, I'm working within it to make it better (for me). I was in the middle of fixing, updating and creating about 15 different pages, and now that some have been moved, others haven't, and still others are yet to be created, I'm going to have do to extra work to standardize and unify all of the articles under one consistent style.<br />
<br />
Thanks for your concern - but please understand that I know what I'm doing when I write wiki pages... I am not flaunting the style guide, I'm working within it to make my articles the best they can be. In the future if you have a concern with how I'm doing something, please just ask me about it before you move my work. You will see that anyone who writes to my accounts discussion page gets a response on THEIR discussion page - so ask and wait for my answer first. [[User:Arylon|Arylon]] 20:02, 7 March 2008 (CET)<br />
:That's the ENTIRE point man. It does NOT break the automatic functions provided by the wiki - if a page points to a subpage and a redirect is present on that page to bounce the article - the functionality is exactly the same. If you are playing battlemaster and you see a link that sayd, "See Characters wiki" the battlemaster link will bring you to Arylon Family/Fisc page. If there is a redirect on that page, it swings you immediately to the article in question. In other words its a simple route - there are no broken links, no "sorry this page doesn't exist" messages - and pardon me for chuckling a bit, no "chaos".<br />
<br />
:You are arguing with me as though I was leaving orphaned pages sitting there in the wrong spot. That's simply not the case, I had them all routed correctly - except for the brand new ones I just created, and I was just about to make sure those were correctly routed as well.<br />
<br />
:And as for "chastising you" for moving my pages - you didn't even ASK me. You just up and did it. I think with the amount of time and effort I've put into the pages in question its obvious that I'm not some idiot ignorant of the rules and openly saying "screw it". Quite frankly, I'd love to just say "screw it" because of how unbelievably and obnoxiously serious some people are taking this - its a frigging wiki for a game for god's sake - but you know what? I know that its important to be part of a community here, I respect the other players and contributers to the wiki, and so I made a very firm attempt (successfully I might add) to ensure the spirit of functuality that the wiki style guide was intended to preserve was upheld. You kept mentioning confused users who know how "the system is supposed to work" trying to maybe look for a character of mine by typing in Arylon Family/Fisc but somehow being denied finding the information they are looking fore - when in fact I took steps to ensure JUST THE OPPOSITE, that typing that in brings you to the page you want.<br />
<br />
:I do find it somewhat amusing that a redirect on "Fisc Arylon", pointing to "Arylon Family/Fisc" is fine - but the reverse - an article housed at "Fisc Arylon" but a redirect present on "Arylon Family/Fisc" is somehow unacceptable. In both cases if you go to either one of those pages you will find the information you are looking for - no broken links, no difficulty in any way shape or form getting the article... and in both instances, two article headings. In other words, there is zero appreciable difference, and the requirements of the style guide - that the information can be accessed by using a consistent style, is satisfied.<br />
<br />
:I have to ask - exactly what is the real problem here? Contrary to what you just wrote on my page, there is ZERO functionality problem, the subpages are still active, no links from the game battlemaster or within this wiki that point to subpages will somehow result in chaotic confusion, and effectively no appreciable functionality issue is created - so what exactly is the cause of all the nazi like grief over the situation?<br />
<br />
:Because I do not have the time or energy to fight with people on this subject constantly - I will likely leave the articles where you moved them to - but that doesn't change the fact that this rather absurd need to control the system of this wiki when absolutely no harm, damage or broken functionality was occurring is more than just a little sad. Seriously - think about it REAL HARD for a minute... the reason the style guide exists is not being challenged or argued, and the things it is aiming to accomplish are not only upheld, but being taken SPECIFICALLY into consideration - so ask yourself why it would even be a topic of discussion, let alone a point of contention. Save your animosity for people actually screwing up the wiki by messing with the style guide... people not even taking into consideration the subpage requirement... perhaps they would be better worth your attention. [[User:Arylon|Arylon]] 22:33, 7 March 2008 (CET)<br />
<br />
::[[Template:Title]] doesn't work - by the way... one of the reasons I don't use it to replace the title.<br />
:::As I said before, I really have no time, effort or energy to keep fighting with a wiki crusader for justice about this subject - but the least you could do is know what the hell you're talking about. '''''There is no place in the game where any user can *ever* link to a specific character page of yours in an automatic fashion.''''' - What you just said on my user page... yeah, well, not so much. Go to the politics tab, then go to paperwork, and look where it says "personal papers"... you'll find that indeed there is a direct link to not only your family page, but your individual character page. There are links in the game to the wikis for players, families, even regions. So when you say that my efforts in redirecting pages was only in my own interest for "pretty articles" you're wrong - I was making a hard effort to make sure the usage of subpages in the game and wiki infrastructure (including anyone who might not know that an article was listed somewhere and instead just linked to where the character subpage is supposed to be) was upheld correctly, and my locating articles at the actual name of the person, place or thing didn't do any damage to the system. And it didn't.<br />
<br />
:::And "pissing in the community pool"? Good god are you melodramatic. I will say it one last time - no structural damage was done to the system the style guide puts in place, the way I did it is cleaner, allows for a lot less coding while writing articles (and a lot less confusing as well...writing an article that wants to link to Fisc is a lot easier to type out "Fisc Arylon" rather than "Arylon Family/Fisc|Fisc Arylon" - makes coding a LOT simpler, and yet again doesn't hurt the styling system put in place here), and overall looks better, and on top of it all ANY concern about article placement and ability to navigate is of complete and utter non-concern because of subpage redirects.<br />
<br />
:::But congratulations, you've been such an insufferable tightass about it that I will leave the links where you moved them, just out of sheer lack of interest in a fight like this over such a RIDICULOUS subject. Take pride in your "victory" I suppose - but I think deep down you know damn well that I have no malicious intent, I maintained 100% of the functionality the style guide aims for, and in the grand scheme of the game, this wiki, and well... life - you're having a spaz about some REALLY unimportant details. If I were truly "pissing in the community pot" then I'd be orphaning pages, making no attempt to have functional subpages, and I'd be reverting everything you did... none of that was happening, so congratulations - what a champion of the "commons" you are.<br />
<br />
:::Please enjoy the rest of your wiki community vigilante efforts. You won't have to worry about me in the future - but just some advice for OTHERS you encounter in the "community pool" - try ASKING and TALKING it out with a user before messing with their pages... even if they DO make mistakes and they ARE unknowingly messing up the style of their wiki because they don't know any better, just keep in mind that this game, this wiki and life in general is for fun and enjoyment - and it doesn't really mean the end of the world if a few wiki articles are misplaced. And you just might find out that there are some good hearted people out there who are trying to add a lot of cool content and have figured out some creative ways of making sure the style guide still works but that the overall look and feel of articles (and the ease at which links in wikis can be typed and kept track of) is much better. Think about it. [[User:Arylon|Arylon]] 23:57, 8 March 2008 (CET)<br />
<br />
== DD ==<br />
<br />
Yeah, no problem man. [[User:Arylon|Arylon]] 00:04, 29 March 2008 (CET)<br />
<br />
==Image Use==<br />
<br />
Hi there; I've been doing a lot of wiki text editing use recently, but haven't used images for ages. The Monster Compendium could use some to illustrate it. You seem like a guy who knows about these things! I understand why its often wrong to post up offsite images, but can I link to images off the wiki? Thanks --[[User:Hroppa|Hroppa]] 22:32, 12 July 2008 (CEST)<br />
<br />
== DPL ==<br />
<br />
Okay, I'm intrigued after having played with it a bit. If it really works the way you say tell me how to make it do that, or atlternatively do a page yourself and explain how you did that and I should be able to replicate it well enough to make it work on others. --[[User:Kagurati|Kag]] 05:19, 14 July 2008 (CEST)<br />
<br />
:I think we're missing the [http://www.mediawiki.org/wiki/Extension:Labeled_Section_Transclusion Labeled Section Transclusion] Extension needed for the pages to be included on each lettered page. Otherwise I think I could get this working well enough myself. --[[User:Kagurati|Kag]] 05:33, 14 July 2008 (CEST)<br />
<br />
== bugtracker, army, fame ==<br />
<br />
I know there's a fame point. What I mean was, I assume there's some sort of stat that has to be achieved to get that point and it's tied to the army.. so disbanding it after simply pausing, will lose whatever progress. hence it might be better for the army to sort of be frozen (ie.. disappear.. but progress kept) whilst character is paused/autopaused.<br />
<br />
on the other hand.. perhaps it shouldn't be passed onto a different sponsor at all. upon deletion of character... or whatever it is that make it swap hands now (aside from pausing/autopausing) the army is disbanded. money in warchest goes to taxes perhaps?<br />
<br />
a further question would be... what happens if the sponsor switch realm? does he take the army (and boot out all nobles not in the new realm)? it should.. probably. --[[User:Fodder|Fodder]] 09:04, 18 September 2008 (CEST)<br />
<br />
:haven't thought of a large battle. was thinking it might be certain number of wins, etc. (hence retaining stats) guess not. --[[User:Fodder|Fodder]] 22:04, 18 September 2008 (CEST)<br />
<br />
==Subpaging==<br />
<br />
Why subpage scrolls and not uniques? [[User:Ceorl|Ceorl]] 17:28, 28 September 2008 (CEST)<br />
:Scrolls are not unique. :P Really though, because of that they don't need separate pages. --[[User:The1exile|The1exile]] 17:45, 28 September 2008 (CEST)<br />
<br />
== D’Hara/D’Hara Oaths ==<br />
<br />
Thanks for the redirect.. I'm learning still. but should have caught that one.<br />
<br />
:I would have opted for D'Hara/Oaths, but meh. -[[User:Chénier|Chénier]] 06:22, 1 October 2008 (CEST)<br />
<br />
== Most Superior Template ==<br />
<br />
A most superior template would be one with no RC info. That should be scout-only info for us paranoid security freaks. --[[User:Bishamon Family|Vita Family]] 22:45, 25 November 2008 (CET)<br />
<br />
Another thought! Major faiths section would be nice. :P Maybe even minor faiths. Not sure about the last one. --[[User:Bishamon Family|Vita Family]] 23:48, 25 November 2008 (CET)<br />
<br />
== Bureaucrat main classes ==<br />
<br />
Bureaucrats also have Courtier as a main class, and apparently no sub-class. [[User:VonGenf|VonGenf]] 09:12, 9 January 2009 (CET)<br />
<br />
== Parser Functions ==<br />
<br />
We now have [http://www.mediawiki.org/wiki/Help:Extension:ParserFunctions Parser Functions] available in this Wiki. I think that makes it a lot easier to set up conditional templates like the ones you created. Please check. --[[User:Tom|Tom]] 06:49, 5 February 2009 (UTC)<br />
<br />
== Knight lord match system ==<br />
<br />
You told me on the Discuss list that you know how to use Semantics for my concept of the Knight lord Match system.<br />
Do you wish to give the concept a try and help me out? --[[User:Vlad|Vlad]] 13:11, 6 February 2009 (UTC)<br />
<br />
:Ok [[Knight-Lord Match System|I've set up a page]] containing some of my concepts. Please tell me what you think about it. Personally I am not really satisfied yet on some of the features i made up. I will keep brainstorming :P Feel free to add or change what ever you see fit.--[[User:Vlad|Vlad]] 12:11, 7 February 2009 (UTC)<br />
<br />
== L/x templates ==<br />
<br />
Can we please discuss these things first? I hate to jump in like this, but before we wildely scatter template uses around, we should have the system set down. As long as it could still change any minute, it really hurts when stuff starts getting built on sandy foundations. --[[User:Tom|Tom]] 21:02, 15 February 2009 (UTC)<br />
<br />
== Sysop ==<br />
<br />
I've made you a Sysop, aka Wiki Editor. --[[User:Tom|Tom]] 14:25, 23 February 2009 (UTC)<br />
<br />
== Plant 42 ==<br />
<br />
Its a page ona RP creation in Norland which we're gonna build on IC.<br />
<br />
== added editor/reviewer group ==<br />
<br />
I've added you to the editor/reviewer groups. This is required for the new [[:Category: Help|help pages]], for which we'll be using the [http://www.mediawiki.org/wiki/Extension:FlaggedRevs Flagged Revisions extension] as quality control.<br />
--[[User:Tom|Tom]] 10:15, 12 March 2009 (UTC)<br />
<br />
==redirect==<br />
<br />
Actually, I did not create the redirect. It previously redirected to [[Avamar (Realm)/Banner]], which I thought was non-sense. In general, I find that many search terms that should be common give nonsense results. For example, the first results when you search for "Archers" is [[York Journal/Issue 23]]. [[User:VonGenf|vonGenf]] 13:03, 17 March 2009 (UTC)<br />
<br />
== Region Pages ==<br />
<br />
Please, no Categories on the individual region pages. We have all required data in the template, if regions need to go into a "Regions" category (which they don't) or a "Beluaterra" category (which we don't want, either), that should be added to the template, never ever to the individual region page. So when you remove these, please remove both. --[[User:Tom|Tom]] 14:25, 22 March 2009 (UTC)<br />
<br />
== Transclusion for Guild additions ==<br />
<br />
You recently said that you could help set up a transclusion for region pages for my guild the Keepers of Lore. That would actually be really appreciated if you could set something up like that for me. <br />
<br />
I don't know how it would work, but it sounds like it'd be really interesting. Any help would be gladly accepted. [[User:Silverfire|Silverfire]] 04:01, 5 May 2009 (UTC)<br />
<br />
==Deletion of pics==<br />
<br />
Yes please. [[User:Ceorl/Template:Picwithcaption]] is just a test/backup page. [[User:Ceorl|Ceorl]] 14:16, 25 June 2009 (UTC)<br />
<br />
==The Moot==<br />
Thanks for the help. Its been a long time since I did much wiki-editing, and things have progressed a lot since then. I actually do have one question about the ticker. It isn't some kind of automatic update is it? I still manually update it, right? Because I only want news from the southwest to show up, and that would be annoying if I had to take auto-posted news from the whole continent, and cut it down manually, more troublesome than making the ticker pieces myself. [[User:Vellos|Vellos]] 21:26, 25 June 2009 (UTC)<br />
<br />
==DRC==<br />
Take a look at the timeline. I updated year 7 with the new template. It seems to space the lines different for some reason. Don't think it's a big thing, but it's a bit odd. --[[User:Athins|Athins]] 01:54, 31 July 2009 (UTC)<br />
:Yea not worth it. The space is fine. --[[User:Athins|Athins]] 03:32, 31 July 2009 (UTC)<br />
<br />
==Realmboxes==<br />
<br />
Hi,<br />
<br />
I tried to use the same realmbox for [[Xinhai]] than [[Morek]] had, but it seems the line "|RealmID = 2" only works from 1 to 4 for the four original realms. I ended up using the code from [[Myern]], but it's much more bloated. I heard you designed the realmboxes, is there a way to make one for new realms? Or realms on other islands for that matter?<br />
<br />
Thanks,<br />
<br />
[[User:VonGenf|vonGenf]] 08:11, 14 August 2009 (UTC)<br />
<br />
: Apparently [[User:Ceorl]] figured it out. [[User:VonGenf|vonGenf]] 10:18, 14 August 2009 (UTC)<br />
<br />
==Help Pages (namely Trade)==<br />
<br />
Hi Indirik. <br />
<br />
I find the current Help:Trade page, well, clunky.<br />
<br />
I would like to suggest changes to how a specific Help page interfaces with BM. Right now if you're in Command and go to any of the "Trade" related pages, the Help icon there redirects you to either Help: Trade or Help: Caravans. Wouldn't it be better to simply redirect them all to a generalized Help: Trade page that either directly addresses each point/action or can be subpaged for more detail? For example, in the case we have Trade as a primary page which all of the Command (Trade) Help tokens link to, we'd break the page down into:<br />
<ul><li>A general description of trade in BM, with links fo trade strategy pages).<br />
<li>A section on "Warehouses" (including both the old and new systems).<br />
<li>A section on the proposed "Visit Trader Halls".<br />
<li>A section on the "Trade Offers".<br />
<li>A section on the "Send out caravans".<br />
<li>A section on "Stewards".</ul><br />
...and so on. Maybe include the trade sections from the Banker commands as well (those pages were a bit of a fright the first time I read through them)<br />
So, in short, link the order of the page up to the pattern listed on the Commands page.<br />
<br />
I would figure it's better to have the Help page for these sections address the Traders and Lords who would be more likely to be going to the Help page in the first place.-[[User:Baatarsaikhan|Baatarsaikhan]] 22:53, 5 September 2009 (UTC)</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=User_talk:Indirik&diff=129041User talk:Indirik2009-09-05T22:51:43Z<p>Baatarsaikhan: Help page suggestion - Would appreciate commentary</p>
<hr />
<div><br /><br />
----<br />
HiYa - thanks for the help on that fictional map. Here's the moment I'm trying to document, from the timeline:<br />
* 2006.05.26 - ''Oligarch'': [[Oligarch]] loses it's capital, and last city, Oligarch, to [[Sirion]]<br />
* 2006.05.28 - ''Oligarch'': [[Oligarch]] loses it's last region, Commonyr, to [[Fontan]]. Oligarch is now a lost realm.<br />
So I guess the key map would be the first one from June of 2006. cheers --[[User:Montfort|BenTrem]] 21:33, 18 April 2008 (CEST)<br />
: * Thanks for 20060620 ... it's definitely the most accurate historically. But, having looked at it, I think I'm gonna stick with 20060701 in the timeleline cuz that one shows Fontan having moved south into Perdan territory. Adds something to the drama, that does! huh huh.<br />
: * Links in game? you mean by wiki syntax that Tom has rigged messages to read square brackets left and right?! Wow, that's impressive ... thanks for the tip. --[[User:Montfort|BenTrem]] 00:40, 19 April 2008 (CEST)<br />
<br />
==<br />
** Thanks for helping get the family pages in the right place - got 6 people to admin for - very confusing lol - thanks again.<br />
<br />
----<br />
<br />
== Banner ==<br />
<br />
I really like your banner in the contest, it's a sunny, cheerful banner. If it doesn't win, would you consider letting others use it for another realm? (I don't have any in mind, I'd just love to see it in game).<br />
--[[User:PrinceScamp|PrinceScamp]] 09:27, 6 September 2007 (CEST)<br />
<br />
<br />
==Sagarmathism Expands==<br />
<br />
I would just like to say that writing that article is one of the greatest things you could have done to end the EC's peace. It fits ''perfectly'' with a letter my character send to the Church of Ibladesh in hopes of sparking a conflict. So, I just wanted to say thank you, and you rule. [[User:Fredrich|Fredrich]] 22:42, 6 September 2007 (CEST)<br />
<br />
Unfortunately, I can't find it right now. It might have been deleted already, but I thought messages were saved for a month, not just two weeks. Anyway, the basic idea was that Ubent was attempting to spread its influence through this religion, and that it was done without permission in Caligus and Yssaria. It was almost entirely BS at the time, but thanks to this new temple and your article's bias, it now looks like a reliable source. I hope something happens because of it. Playing a deceiving backstabber in a quiet realm is pretty hard. [[User:Fredrich|Fredrich]] 23:20, 7 September 2007 (CEST)<br />
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<br />
== Preview Button Template ==<br />
<br />
I '''love''' this! You're my personal hero for today for adding this subtle reminder to help the less perceptive. ^_^ -- [[User:Murakama|Murakama]] 01:10, 20 November 2007 (CET)<br />
<br />
== Subpages ==<br />
<br />
First of all, thank you for the compliment about my work. Its all "in progress" so I'm never happy with it... and I hope to tie it all together quite soon. Appreciate you saying you like it.<br />
<br />
Now, regarding the subpage issue - first let me say this. Please do not move MY pages - I would not presume to move anything from another contributer without discussing it with them in a back and forth - had you asked me about it I could have told you what I'm about to say now, so you can understand that I wasn't flaunting the style guide convention. Let me explain how I had this set up so it can be better understood, because I am trying to work within the style guide while not being held hostage to it.<br />
<br />
This is not the first time people have asked me about subpaging. What I do is put the actual '''article itself''' in a page that is appropriately named (ie my characters names themselves, rather than the subpage of my family) so the title of the article doesn't look ridiculous (I mean Arylon Family/Fisc for an article name '''looks absurd''' - its much more easily read and cleaner looking if the title is the appropriate name). <br />
<br />
However, I am sensitive to the style guide, and the necessity to keep all articles streamlined for navigations sake, hyperlinking and what have you to specific subpages based on convention. As such, what I do is point a redirect on the subpage (ie on Arylon Family/Fisc - I have it redirect to Fisc Arylon) - that way anyone who attempts to navigate to any of my pages based on conventions of the style guide, or from links on the game itself will be able to access the article without having to search for it or otherwise get confused... but at the same time I get clean looking articles. <br />
<br />
In other words, the subpages actively give you what would be there normally, but they redirect to proper article names. I'm more than a little OCD and seeing Arylon Family/Taran for a character's article name drives me absolutely batty - it would be like going to wikipedia and having an article named Bush Family/George W. It just looks stupid, looks messy and lame and I think makes the article look silly.<br />
<br />
But as I said, I understand the reasons the style guide exists - and so I have come up with the redirect subpage technique to make sure the style guide is satisfied, while at the same time I can have article names that don't make me want to tear my hair out. There is nothing about the way I do it that causes problems with navigation or convention - in fact I don't see any issue with it at all. The style guide wants subpages to be navigatable - and they are - they just redirect to proper article titles.<br />
<br />
And I might add it also makes the wiki more searchable. Under the subpage organization, if I type in "Fisc Arylon" to the searchbox - I will get search results and have to comb through all the articles that mention my characters name (which is a lot) and find the actual article. If my characters actual article is located under its proper name, and I type in "Fisc Arylon" in the searchbar then I am brought RIGHT to the page I want and don't have to muddle around the search results.<br />
<br />
Now it should be noted I only use this style with things I know won't be duplicated (I don't make pages like "Sports" and tie them to specific families, realms, etc) - only do it when I know the article names won't be messing anything up (there will never be a Fisc Arylon article unless I write it for example).<br />
<br />
So, to wrap up what I'm saying - in the future please do not move my articles without my consent. I am not ignoring or flaunting the style guide, I'm working within it to make it better (for me). I was in the middle of fixing, updating and creating about 15 different pages, and now that some have been moved, others haven't, and still others are yet to be created, I'm going to have do to extra work to standardize and unify all of the articles under one consistent style.<br />
<br />
Thanks for your concern - but please understand that I know what I'm doing when I write wiki pages... I am not flaunting the style guide, I'm working within it to make my articles the best they can be. In the future if you have a concern with how I'm doing something, please just ask me about it before you move my work. You will see that anyone who writes to my accounts discussion page gets a response on THEIR discussion page - so ask and wait for my answer first. [[User:Arylon|Arylon]] 20:02, 7 March 2008 (CET)<br />
:That's the ENTIRE point man. It does NOT break the automatic functions provided by the wiki - if a page points to a subpage and a redirect is present on that page to bounce the article - the functionality is exactly the same. If you are playing battlemaster and you see a link that sayd, "See Characters wiki" the battlemaster link will bring you to Arylon Family/Fisc page. If there is a redirect on that page, it swings you immediately to the article in question. In other words its a simple route - there are no broken links, no "sorry this page doesn't exist" messages - and pardon me for chuckling a bit, no "chaos".<br />
<br />
:You are arguing with me as though I was leaving orphaned pages sitting there in the wrong spot. That's simply not the case, I had them all routed correctly - except for the brand new ones I just created, and I was just about to make sure those were correctly routed as well.<br />
<br />
:And as for "chastising you" for moving my pages - you didn't even ASK me. You just up and did it. I think with the amount of time and effort I've put into the pages in question its obvious that I'm not some idiot ignorant of the rules and openly saying "screw it". Quite frankly, I'd love to just say "screw it" because of how unbelievably and obnoxiously serious some people are taking this - its a frigging wiki for a game for god's sake - but you know what? I know that its important to be part of a community here, I respect the other players and contributers to the wiki, and so I made a very firm attempt (successfully I might add) to ensure the spirit of functuality that the wiki style guide was intended to preserve was upheld. You kept mentioning confused users who know how "the system is supposed to work" trying to maybe look for a character of mine by typing in Arylon Family/Fisc but somehow being denied finding the information they are looking fore - when in fact I took steps to ensure JUST THE OPPOSITE, that typing that in brings you to the page you want.<br />
<br />
:I do find it somewhat amusing that a redirect on "Fisc Arylon", pointing to "Arylon Family/Fisc" is fine - but the reverse - an article housed at "Fisc Arylon" but a redirect present on "Arylon Family/Fisc" is somehow unacceptable. In both cases if you go to either one of those pages you will find the information you are looking for - no broken links, no difficulty in any way shape or form getting the article... and in both instances, two article headings. In other words, there is zero appreciable difference, and the requirements of the style guide - that the information can be accessed by using a consistent style, is satisfied.<br />
<br />
:I have to ask - exactly what is the real problem here? Contrary to what you just wrote on my page, there is ZERO functionality problem, the subpages are still active, no links from the game battlemaster or within this wiki that point to subpages will somehow result in chaotic confusion, and effectively no appreciable functionality issue is created - so what exactly is the cause of all the nazi like grief over the situation?<br />
<br />
:Because I do not have the time or energy to fight with people on this subject constantly - I will likely leave the articles where you moved them to - but that doesn't change the fact that this rather absurd need to control the system of this wiki when absolutely no harm, damage or broken functionality was occurring is more than just a little sad. Seriously - think about it REAL HARD for a minute... the reason the style guide exists is not being challenged or argued, and the things it is aiming to accomplish are not only upheld, but being taken SPECIFICALLY into consideration - so ask yourself why it would even be a topic of discussion, let alone a point of contention. Save your animosity for people actually screwing up the wiki by messing with the style guide... people not even taking into consideration the subpage requirement... perhaps they would be better worth your attention. [[User:Arylon|Arylon]] 22:33, 7 March 2008 (CET)<br />
<br />
::[[Template:Title]] doesn't work - by the way... one of the reasons I don't use it to replace the title.<br />
:::As I said before, I really have no time, effort or energy to keep fighting with a wiki crusader for justice about this subject - but the least you could do is know what the hell you're talking about. '''''There is no place in the game where any user can *ever* link to a specific character page of yours in an automatic fashion.''''' - What you just said on my user page... yeah, well, not so much. Go to the politics tab, then go to paperwork, and look where it says "personal papers"... you'll find that indeed there is a direct link to not only your family page, but your individual character page. There are links in the game to the wikis for players, families, even regions. So when you say that my efforts in redirecting pages was only in my own interest for "pretty articles" you're wrong - I was making a hard effort to make sure the usage of subpages in the game and wiki infrastructure (including anyone who might not know that an article was listed somewhere and instead just linked to where the character subpage is supposed to be) was upheld correctly, and my locating articles at the actual name of the person, place or thing didn't do any damage to the system. And it didn't.<br />
<br />
:::And "pissing in the community pool"? Good god are you melodramatic. I will say it one last time - no structural damage was done to the system the style guide puts in place, the way I did it is cleaner, allows for a lot less coding while writing articles (and a lot less confusing as well...writing an article that wants to link to Fisc is a lot easier to type out "Fisc Arylon" rather than "Arylon Family/Fisc|Fisc Arylon" - makes coding a LOT simpler, and yet again doesn't hurt the styling system put in place here), and overall looks better, and on top of it all ANY concern about article placement and ability to navigate is of complete and utter non-concern because of subpage redirects.<br />
<br />
:::But congratulations, you've been such an insufferable tightass about it that I will leave the links where you moved them, just out of sheer lack of interest in a fight like this over such a RIDICULOUS subject. Take pride in your "victory" I suppose - but I think deep down you know damn well that I have no malicious intent, I maintained 100% of the functionality the style guide aims for, and in the grand scheme of the game, this wiki, and well... life - you're having a spaz about some REALLY unimportant details. If I were truly "pissing in the community pot" then I'd be orphaning pages, making no attempt to have functional subpages, and I'd be reverting everything you did... none of that was happening, so congratulations - what a champion of the "commons" you are.<br />
<br />
:::Please enjoy the rest of your wiki community vigilante efforts. You won't have to worry about me in the future - but just some advice for OTHERS you encounter in the "community pool" - try ASKING and TALKING it out with a user before messing with their pages... even if they DO make mistakes and they ARE unknowingly messing up the style of their wiki because they don't know any better, just keep in mind that this game, this wiki and life in general is for fun and enjoyment - and it doesn't really mean the end of the world if a few wiki articles are misplaced. And you just might find out that there are some good hearted people out there who are trying to add a lot of cool content and have figured out some creative ways of making sure the style guide still works but that the overall look and feel of articles (and the ease at which links in wikis can be typed and kept track of) is much better. Think about it. [[User:Arylon|Arylon]] 23:57, 8 March 2008 (CET)<br />
<br />
== DD ==<br />
<br />
Yeah, no problem man. [[User:Arylon|Arylon]] 00:04, 29 March 2008 (CET)<br />
<br />
==Image Use==<br />
<br />
Hi there; I've been doing a lot of wiki text editing use recently, but haven't used images for ages. The Monster Compendium could use some to illustrate it. You seem like a guy who knows about these things! I understand why its often wrong to post up offsite images, but can I link to images off the wiki? Thanks --[[User:Hroppa|Hroppa]] 22:32, 12 July 2008 (CEST)<br />
<br />
== DPL ==<br />
<br />
Okay, I'm intrigued after having played with it a bit. If it really works the way you say tell me how to make it do that, or atlternatively do a page yourself and explain how you did that and I should be able to replicate it well enough to make it work on others. --[[User:Kagurati|Kag]] 05:19, 14 July 2008 (CEST)<br />
<br />
:I think we're missing the [http://www.mediawiki.org/wiki/Extension:Labeled_Section_Transclusion Labeled Section Transclusion] Extension needed for the pages to be included on each lettered page. Otherwise I think I could get this working well enough myself. --[[User:Kagurati|Kag]] 05:33, 14 July 2008 (CEST)<br />
<br />
== bugtracker, army, fame ==<br />
<br />
I know there's a fame point. What I mean was, I assume there's some sort of stat that has to be achieved to get that point and it's tied to the army.. so disbanding it after simply pausing, will lose whatever progress. hence it might be better for the army to sort of be frozen (ie.. disappear.. but progress kept) whilst character is paused/autopaused.<br />
<br />
on the other hand.. perhaps it shouldn't be passed onto a different sponsor at all. upon deletion of character... or whatever it is that make it swap hands now (aside from pausing/autopausing) the army is disbanded. money in warchest goes to taxes perhaps?<br />
<br />
a further question would be... what happens if the sponsor switch realm? does he take the army (and boot out all nobles not in the new realm)? it should.. probably. --[[User:Fodder|Fodder]] 09:04, 18 September 2008 (CEST)<br />
<br />
:haven't thought of a large battle. was thinking it might be certain number of wins, etc. (hence retaining stats) guess not. --[[User:Fodder|Fodder]] 22:04, 18 September 2008 (CEST)<br />
<br />
==Subpaging==<br />
<br />
Why subpage scrolls and not uniques? [[User:Ceorl|Ceorl]] 17:28, 28 September 2008 (CEST)<br />
:Scrolls are not unique. :P Really though, because of that they don't need separate pages. --[[User:The1exile|The1exile]] 17:45, 28 September 2008 (CEST)<br />
<br />
== D’Hara/D’Hara Oaths ==<br />
<br />
Thanks for the redirect.. I'm learning still. but should have caught that one.<br />
<br />
:I would have opted for D'Hara/Oaths, but meh. -[[User:Chénier|Chénier]] 06:22, 1 October 2008 (CEST)<br />
<br />
== Most Superior Template ==<br />
<br />
A most superior template would be one with no RC info. That should be scout-only info for us paranoid security freaks. --[[User:Bishamon Family|Vita Family]] 22:45, 25 November 2008 (CET)<br />
<br />
Another thought! Major faiths section would be nice. :P Maybe even minor faiths. Not sure about the last one. --[[User:Bishamon Family|Vita Family]] 23:48, 25 November 2008 (CET)<br />
<br />
== Bureaucrat main classes ==<br />
<br />
Bureaucrats also have Courtier as a main class, and apparently no sub-class. [[User:VonGenf|VonGenf]] 09:12, 9 January 2009 (CET)<br />
<br />
== Parser Functions ==<br />
<br />
We now have [http://www.mediawiki.org/wiki/Help:Extension:ParserFunctions Parser Functions] available in this Wiki. I think that makes it a lot easier to set up conditional templates like the ones you created. Please check. --[[User:Tom|Tom]] 06:49, 5 February 2009 (UTC)<br />
<br />
== Knight lord match system ==<br />
<br />
You told me on the Discuss list that you know how to use Semantics for my concept of the Knight lord Match system.<br />
Do you wish to give the concept a try and help me out? --[[User:Vlad|Vlad]] 13:11, 6 February 2009 (UTC)<br />
<br />
:Ok [[Knight-Lord Match System|I've set up a page]] containing some of my concepts. Please tell me what you think about it. Personally I am not really satisfied yet on some of the features i made up. I will keep brainstorming :P Feel free to add or change what ever you see fit.--[[User:Vlad|Vlad]] 12:11, 7 February 2009 (UTC)<br />
<br />
== L/x templates ==<br />
<br />
Can we please discuss these things first? I hate to jump in like this, but before we wildely scatter template uses around, we should have the system set down. As long as it could still change any minute, it really hurts when stuff starts getting built on sandy foundations. --[[User:Tom|Tom]] 21:02, 15 February 2009 (UTC)<br />
<br />
== Sysop ==<br />
<br />
I've made you a Sysop, aka Wiki Editor. --[[User:Tom|Tom]] 14:25, 23 February 2009 (UTC)<br />
<br />
== Plant 42 ==<br />
<br />
Its a page ona RP creation in Norland which we're gonna build on IC.<br />
<br />
== added editor/reviewer group ==<br />
<br />
I've added you to the editor/reviewer groups. This is required for the new [[:Category: Help|help pages]], for which we'll be using the [http://www.mediawiki.org/wiki/Extension:FlaggedRevs Flagged Revisions extension] as quality control.<br />
--[[User:Tom|Tom]] 10:15, 12 March 2009 (UTC)<br />
<br />
==redirect==<br />
<br />
Actually, I did not create the redirect. It previously redirected to [[Avamar (Realm)/Banner]], which I thought was non-sense. In general, I find that many search terms that should be common give nonsense results. For example, the first results when you search for "Archers" is [[York Journal/Issue 23]]. [[User:VonGenf|vonGenf]] 13:03, 17 March 2009 (UTC)<br />
<br />
== Region Pages ==<br />
<br />
Please, no Categories on the individual region pages. We have all required data in the template, if regions need to go into a "Regions" category (which they don't) or a "Beluaterra" category (which we don't want, either), that should be added to the template, never ever to the individual region page. So when you remove these, please remove both. --[[User:Tom|Tom]] 14:25, 22 March 2009 (UTC)<br />
<br />
== Transclusion for Guild additions ==<br />
<br />
You recently said that you could help set up a transclusion for region pages for my guild the Keepers of Lore. That would actually be really appreciated if you could set something up like that for me. <br />
<br />
I don't know how it would work, but it sounds like it'd be really interesting. Any help would be gladly accepted. [[User:Silverfire|Silverfire]] 04:01, 5 May 2009 (UTC)<br />
<br />
==Deletion of pics==<br />
<br />
Yes please. [[User:Ceorl/Template:Picwithcaption]] is just a test/backup page. [[User:Ceorl|Ceorl]] 14:16, 25 June 2009 (UTC)<br />
<br />
==The Moot==<br />
Thanks for the help. Its been a long time since I did much wiki-editing, and things have progressed a lot since then. I actually do have one question about the ticker. It isn't some kind of automatic update is it? I still manually update it, right? Because I only want news from the southwest to show up, and that would be annoying if I had to take auto-posted news from the whole continent, and cut it down manually, more troublesome than making the ticker pieces myself. [[User:Vellos|Vellos]] 21:26, 25 June 2009 (UTC)<br />
<br />
==DRC==<br />
Take a look at the timeline. I updated year 7 with the new template. It seems to space the lines different for some reason. Don't think it's a big thing, but it's a bit odd. --[[User:Athins|Athins]] 01:54, 31 July 2009 (UTC)<br />
:Yea not worth it. The space is fine. --[[User:Athins|Athins]] 03:32, 31 July 2009 (UTC)<br />
<br />
==Realmboxes==<br />
<br />
Hi,<br />
<br />
I tried to use the same realmbox for [[Xinhai]] than [[Morek]] had, but it seems the line "|RealmID = 2" only works from 1 to 4 for the four original realms. I ended up using the code from [[Myern]], but it's much more bloated. I heard you designed the realmboxes, is there a way to make one for new realms? Or realms on other islands for that matter?<br />
<br />
Thanks,<br />
<br />
[[User:VonGenf|vonGenf]] 08:11, 14 August 2009 (UTC)<br />
<br />
: Apparently [[User:Ceorl]] figured it out. [[User:VonGenf|vonGenf]] 10:18, 14 August 2009 (UTC)<br />
<br />
==Help Pages (namely Trade)==<br />
<br />
Hi Indirik. <br />
<br />
I find the current Help:Trade page, well, clunky.<br />
<br />
I would like to suggest changes to how a specific Help page interfaces with BM. Right now if you're in Command and go to any of the "Trade" related pages, the Help icon there redirects you to either Help: Trade or Help: Caravans. Wouldn't it be better to simply redirect them all to a generalized Help: Trade page that either directly addresses each point/action or can be subpaged for more detail? For example, in the case we have Trade as a primary page which all of the Command (Trade) Help tokens link to, we'd break the page down into:<br />
<ul><li>A general description of trade in BM, with links fo trade strategy pages).<br />
<li>A section on "Warehouses" (including both the old and new systems).<br />
<li>A section on the proposed "Visit Trader Halls".<br />
<li>A section on the "Trade Offers".<br />
<li>A section on the "Send out caravans".<br />
<li>A section on "Stewards".</ul><br />
...and so on. Maybe include the trade sections from the Banker commands as well (those pages were a bit of a fright the first time I read through them)<br />
So, in short, link the order of the page up to the pattern listed on the Commands page.<br />
<br />
I would figure it's better to have the Help page for these sections address the Traders and Lords who would be more likely to be going to the Help page in the first place.</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=User_talk:Bluelake&diff=129040User talk:Bluelake2009-09-05T22:30:16Z<p>Baatarsaikhan: Oi, disucssion invite.</p>
<hr />
<div>The Bottle of Black Oil is not a common item, it is a material so it goes in a different page (where is already described). (MicheleFG)<br />
<br />
Can you tell me how to add my signatureas you do? Thanks!<br />
<br />
----<br />
====Notes to self:==== last two repairs of the Shield: Old coins to 85%, Poryatu, Fine silk to 99%, Askileon <br><br />
Repairs of the Faries Belt: old coin to 75%, expensive toy to 83%, expensive toy to 94%(mountains), wooden statuette to 100% (under darfix)<br><br />
Gias book found at 99%, Tempus ring at 57% - [[User:Bluelake|Bluelake]]<br />
<br />
== Taron and Ucdauh ==<br />
<br />
Do they really need the categories? That category is specifically described as an alphabetical list of unique items - it kind of breaks it. --[[User:The1exile|The1exile]] 18:14, 7 January 2009 (CET)<br />
<br />
:I just thought it was a way of making it easy for people to access their pages (or even know they exist). And since it's directly related with the origin of the items... Hm. I suppose I can link them somewhere else, though. Like inside each item's page, or something. Any ideas? - [[User:Bluelake|Ta&#124;i]] 01:16, 8 January 2009 (CET)<br />
<br />
::The item page would probably be best. I'd like to put some content on the pages first (especially Taron, since Gorch owns the warhammer) but I think a "Mythical persons" page may also be called for listing with short descriptions Taron, Ucdauh etc - while it's a short list if it's just specific unique items, so it could be open to maybe including significant gods, or maybe even daimons? Something to think about, anyway. --[[User:The1exile|The1exile]]<br />
<br />
== Help: Trade ==<br />
Hola. Come over to Indirik's page if you're interested in a Help discussion. -[[User:Baatarsaikhan|Baatarsaikhan]] 22:30, 5 September 2009 (UTC)</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Help:Trade&diff=129039Help:Trade2009-09-05T22:27:44Z<p>Baatarsaikhan: Minor revision work, mostly grouping</p>
<hr />
<div>{{help-page}}<br />
<br />
{{RightTOC}}<br />
<br />
== Basics ==<br />
The trade system rests on two pillars: Warehouses and caravans. In its basics, it is incredibly simple: Warehouses store goods in a region, and caravans allow goods to be moved anywhere.<br />
<br />
== Caravans ==<br />
Nobles can purchase caravans as paraphernalia, which don't require soldiers to operate (they bring their own men). As such, a peaceful trader can conduct trade with no personal unit attached. <br />
<br />
Owning at least one caravan will allow you to buy and sell goods through the Actions page. Trading itself is easy: Buy a few caravans, buy some goods somewhere, travel somewhere else, sell goods, repeat. Of course, '''profitable''' trading is much more difficult.<br />
<br />
Region lords also have at their disposal some caravans, which they can send to buy or sell food in nearby regions (beyond the neighboring ones). These caravans do not require a noble to lead: they arrive at their destination, check if there are any offers that suit their orders, perform the trade (if they can) and return.<br />
<br />
On non-testing islands, region lords still have access to the older '''ox-cart''' system. It is included here for completeness. The ox-cart system was not meant specifically for trade, but rather as a method to transfer food from from one region to a neighboring region. This costs no gold to send, the food sent nets no gold, and the process takes about 24 hours (two full turns). This does not mean that arrangements to pay for the food could not be made through the trading of bonds.<br />
<br />
== Warehouses ==<br />
The other part of the trading system are warehouses. Each region has a warehouse where the various goods are stored. Of course, in most regions this will not really be a single physical building, but a multitude of granaries, warehouses, depots, etc.<br />
<br />
This is where traders do business. They buy and sell at the local warehouses, which are controlled by the region lords and/or their appointed stewards. Lords will post trade offers and set the prices for automated purchase/sale, with which the trader can deal. Caravans sent by lords from neighbouring regions will check the same offers to complete their trade.<br />
<br />
== Traders ==<br />
Nobles with the trader subclass have many more options for trading. They can lead more caravans, visit the black market, exchange goods with other traders at marketplaces, find interesting deals through chats with local merchants, and so on.<br />
<br />
<br />
== More Details / See Also ==<br />
* [[Trade]]<br />
* [[Help:Actions]]<br />
* [[Food]]<br />
* [[Class]]es<br />
* [[Black market]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka&diff=125316Darka2009-06-10T17:05:30Z<p>Baatarsaikhan: Minor updates in positions</p>
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<div>{{RBTop}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=The Kingdom of Darka}}<br />
{{RBImage<br />
|Image=Darka.gif<br />
|BackColor=#FFFFFF<br />
|Caption=Royal Crest of Darka}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=<b>Motto: <i>Violence is always an option</i></b>}}<br />
{{RBImage<br />
|Image=Darka feb09.png<br />
|BackColor=#FFFFFF<br />
|Caption=You are here <b>X</b>}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Basic Info}}<br />
{{RBDouble<br />
|Left=<b>Continent<br>Capital<br>Largest City<br>Duchies<br>Regions<br>Nobles<br>Population<br>Food Production<br>State Religion</b><br />
|Right=[[Atamara]]<br>[[Azzal]]<br>[[Azzal]]<br>5<br>24 <i>(3rd)</i><br>~85 <i>(3rd)</i><br>~207,700 <i>(4th)</i><br>~2700 bushels <i>(3rd)</i><br>[[Darkanism]]}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Council}}<br />
{{RBDouble<br />
|BackColor=#C6B500<br />
|Left=<b>Queen</b><br />
|Right=Kostaja Kosunen}}<br />
{{RBDouble<br />
|Left=<b>General<br>Law Father<br>Royal Treasurer</b><br />
|Right=Kende Indirik<br>Rachel Gary<br>Amaarent Vasata}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Dukes}}<br />
{{RBDouble<br />
|Left=<b>[[Azzal]]<br>[[Bisquez]]<br>[[Massillion_(Region)|Massillion]]<br>[[Saler]]<br>[[Siver]]</b><br />
|Right=Gorath Argaven<br>Grumbar Scarfist<br>Agarwaen Lomion<br>Mr_Jones Perkele<br>Kende Indirik}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Marshals}}<br />
{{RBDouble<br />
|Left=<b>Royal Army of Darka<br>Foxhound<br>Northern Guard</b><br />
|Right=Doromir McMahon<br>Fiur Arakiss<br>Muunegan Baatarsaikhan}}<br />
{{RBBottom}}<br />
<br />
<br />
__TOC__<br />
<br />
[[Darka]], officially the '''Kingdom of Darka''', is a realm in north-west [[Atamara]]. It is the second largest realm (in terms of region ownership) on the continent. It is bordered to the west and north by the Northern Sea, while neighbouring realms include [[Eston]] in the east and [[Talerium]] to the south. Darka was formed from the union of [[North Darka]] and [[South Darka]] after the events of the [[Darka/Darkan War|Darkan War]]. It is regarded as a land of mercenaries and proclaims itself as a mercantile realm, offering its military and political alliances for payment.<br />
<br />
== History ==<br />
As a union of two of the founding realms of Atamara, the history of Darka is long. However due to the Darkan war, records are spotty and incomplete. Here are few of the tomes of knowledge residing in [[Saler]]'s Royal Library. Undoubtedly as more chroniclers and historians emerge, so will more texts. <br />
=== The Darkan War ===<br />
:''Koradji's [[Darka/Darkan_War|"The Darkan War"]]''<br />
The rebellion of [[North Darka]] (November 1002 - February 1003) against the Kingdom of Darka, eventually the realms were reunited back into a federated Darkan government which rules until this day. ''Author: Koradji of Omsk (contributions from, Valglin and Adam)''.<br />
=== RedSpan Darkan War ===<br />
:''Nirandor's [[Darka/RedSpan-Darkan War|"The RedSpan-Darkan War"]]''<br />
A historical account of the events which caused the RedSpan-Darkan War (November 2006 - today) with detailed analysis from different sources around Atamara. Also covers the major battles fought with illustrations. ''Author: [[Jezralhm_Family#Nirandor|Nirandor Jezralhm]]''.<br />
=== Rulers ===<br />
:''Murat's [[Darka/Royal_Line_of_Kings|"An Account of the Royal Line of Kings"]]''<br />
Darka has had many rulers since it's foundations. This is a chronicle of the rulers of Darka with a brief account for their actions. <br />
<br />
== Geography == <br />
Darka is comprised of largely flat terrain. Many of Darka's regions are rural highlands, making up the core lands of the realm. However, some of the lands are hardscrabble badlands, mostly in the north-west, or to the far south, bordering the Great Desert. The remainder of the lands are woodlands, exclusively along the borders of [[Eston]] and [[Talerium]]. Notable local features are [[Mnt Sinclair|Mount Sinclair]] and [[Atamara/Lake Itza|Lake Itza]]. Mount Sinclair is a moderately large and currently dormant volcano. While the volcano is usually regarded as inactive, there have been eruptions in recent memory and life around it often proves to be 'interesting'. Lake Itza in the second and smallest of the freshwater seas of Atamara.<br />
<br />
== Politics ==<br />
Darka is an absolute monarchy. While the aristocracy of Darka is entitled to discuss and protest the high council's decision, the government is totalitarian. The ruler is titled as the King or Queen of Darka and holds complete executive power. However the ruler usually delegates responsibilities to trusted Darkans. Military control is usually given to a General, who leads the Darkan military. The realm's financial matters are given to the Royal Treasurer, who is responsible for the upkeep of Darka's lands. Finally, legal affairs are granted to the Law Mother or Law Father, who is the judge of the land. <br />
<br />
=== Laws ===<br />
'''Looting''' is illegal unless directly ordered to do so by the General.<br><br />
'''Dueling''' is legal but dueling while in the front line is illegal and dueling outside Darkan lands is illegal. However, a duel to the death is legal in all places, if your heart cannot prevent you from accepting or issuing one then neither can the law.<br><br />
'''Fines and penalties''' range from warnings to execution. Constant failure in following orders will be penalized. Initially, you will be warned. Repeat offenses may cause you to be banished. Any action against what is included in the bulletins will be punished. Disrespecting superiors and insulting fellow comrades are considered acts of high treason and will result in you being thrown into the bottom of our [[Atamara/Mnt_Sinclair|Holy Volcano]]. Those nobles that take up the task of bureaucrats without permission may also be punished.<br><br />
'''[[Darkanism]]''' is the official religion of Darka. Other religions cannot be established within Darka, will be regarded as illegal cults, and will be suppressed.<br><br />
While not technically laws, Darka maintains several '''[[Darka/Prisoner Treaties|prisoner treaties]]''' with other Atamaran realms.<br />
<br />
== Military ==<br />
Darka's military is divided into two groupings, the [[Darka/Home Guard|defense armies]] and the foreign armies. The defensive armies are traditionally run by the Law Father/Law Mother of Darka and are responsible for maintenance of regions, mentoring green nobles, monitoring trade, defense of Darkan cities, killing rogues, training troops and saving money. The foreign armies are under direct control of their respective Marshals, and are responsible for all external military actions, including acting as mercenaries. Members of the foreign armies are encouraged to join the [[Darkan Mercenary Company]]. <br />
<br />
== Culture ==<br />
*Religion is strong within Darka. The principle religion of Darka is [[Darkanism]], which revolves around three gods: Sigrid, Darka and Lodril. Together these three gods create the needed elements for the "Holy Volcano", [[Atamara/Mnt Sinclair|Mnt. Sinclair]].<br />
*Darka is home to the ''[[Volcanic Hot Newsletter]]''. This is the press of Darka. Founded in the final month of 2006, this newspaper used to premier in Atamara as one of the most active and reliable sources. It has fallen somewhat silent as of late.<br />
*The folklore often extends itself to entertain with music. This is the ''[[Darka/Songbook|The Darkan Songbook]]'' and published herein are some of the greatest melodies and lyrics written by the Darkan population. <br />
*Darka is known for much of it's unique produce. These [[Darka/Produce|Darkan products]] include Seven Up (7-up), Momma Unicorn's Chocolate Chip Cookies and the Northern Light Lager.<br />
*Darka is known for its [[Darka/Mercenary_Work|mercenary work]]. Darka is known for its skillful and professional army and leadership. Many realms have hired the Darkan army to bolster their ranks and, many times, the Darkans have been the weight that has tipped the scale to our clients benefit. <br />
<br />
== Families Of Darka ==<br />
These are nobles who have once been noted for their presence for their contribution to the realm of Darka.<br />
<div style="float:left"><br />
=== The present ===<br />
{|<br />
|-<br />
|[[Arakiss_Family/Fiur|Fiur Arakiss]] *<br />
|-<br />
|[[Argaven_Family#Gorath|Gorath Argaven]] *<br />
|-<br />
|[[Baatarsaikhan_Family|Muunegan Baatarsaikhan]] *<br />
|-<br />
|[[Hylian_Family/Yasha|Yasha Blackwood]] *<br />
|-<br />
|[[Cosula_Family#Kostaja_Kosunen|Kostaja Kosunen Cosula]] *<br />
|-<br />
|[[Da_Hadez_Family/Severn|Severn Da Hadez]]<br />
|-<br />
|[[Galadeon_Family#Lavigna|Lavigna Galadeon]] *<br />
|-<br />
|[[Greenleaf_Family/Angadialas|Angadialas Greenleaf]]<br />
|-<br />
|[[Indirik_Family/Kende|Kende Indirik]] *<br />
|-<br />
|[[Leung_Family#Keung|Keung Leung]]<br />
|-<br />
|[[Perkele_Family#Mr_Jones|Mr_Jones Perkele]] *<br />
|-<br />
|[[Scallywag_Family|Maeve Scallywag]] *<br />
|-<br />
|[[Vasata_Family/Amaarent|Amaarent Vasata]] *<br />
|-<br />
| <br />
|-<br />
|* = IRC enabled<br />
|}<br />
</div><br />
<div style="float:right"><br />
<br />
=== Ones Passed On ===<br />
{|<br />
|-<br />
|[[Cheung_Family#1._Denning|Denning]]<br />
|[[Cheung_Family|House Cheung]]<br />
|-<br />
|[[Steele Family/Easy|Easy]]<br />
|[[Steele Family]]<br />
|-<br />
|[[De Brynjorff Family/Fabtinus|Fabtinus]]<br />
|[[De Brynjorff Family]]<br />
|-<br />
|[[Menocchio Family#Giovanni|Giovanni]]<br />
|[[Menocchio Family]] <br />
|-<br />
|[[Pizarro Family#Hernando Pizarro|Hernando]]<br />
|[[Pizarro_Family|Pizarro Family]]<br />
|-<br />
|[[Himoura Family|Kayne]]<br />
|[[Himoura Family|The Himoura Family]]<br />
|-<br />
|Valglin<br />
|[[Kurdaitcha_Family|House Kurdaitcha]]<br />
|-<br />
|Lord Of Death<br />
|[[Slayer_Family|House Of Slayer]]<br />
|-<br />
|[[Orden_Family/Whiteknight|Whiteknight]]<br />
|[[Orden_Family|House Orden]]<br />
|-<br />
|son of Patrick<br />
|[[Leroy Family|House Leroy]]<br />
|-<br />
|[[House_of_Lancaster#Sir_Vicious.2C_the_Mighty_One|Vicious]]<br />
|[[House of Lancaster]]<br />
|-<br />
|[[Si Ju Jarugi|SJJ]]<br />
|[[Petterson Family]]<br />
|-<br />
|[[Dacara Family/Wimpie|Wimpie]]<br />
|[[Dacara Family]]<br />
|-<br />
|Herumor<br />
|[[Corsairs_Family|Corsairs of Umbar]]<br />
|-<br />
|[[Orim_Family#Murat|Murat]]<br />
|[[Orim_Family|House Orim]]<br />
|-<br />
|[[Blue_Star_Family#Flowin|Flowin]]<br />
|[[Blue Star Family]]<br />
|-<br />
|GhostDragon<br />
|[[Kwong_Family|House Of Kwong]]<br />
|-<br />
|Lavigna<br />
|[[Galadeon_Family|House Galadeon]]<br />
|-<br />
|}<br />
</div><br />
<br />
<br style="clear:both" /><br />
<br />
<br />
{{Template:Darka regions}}<br />
[[Category: Atamara]]<br />
[[Category: Realms]]<br />
[[Category: Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka&diff=125277Darka2009-06-09T19:24:31Z<p>Baatarsaikhan: Name correction</p>
<hr />
<div>{{RBTop}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=The Kingdom of Darka}}<br />
{{RBImage<br />
|Image=Darka.gif<br />
|BackColor=#FFFFFF<br />
|Caption=Royal Crest of Darka}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=<b>Motto: <i>Violence is always an option</i></b>}}<br />
{{RBImage<br />
|Image=Darka feb09.png<br />
|BackColor=#FFFFFF<br />
|Caption=You are here <b>X</b>}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Basic Info}}<br />
{{RBDouble<br />
|Left=<b>Continent<br>Capital<br>Largest City<br>Duchies<br>Regions<br>Nobles<br>Population<br>Food Production<br>State Religion</b><br />
|Right=[[Atamara]]<br>[[Azzal]]<br>[[Azzal]]<br>5<br>24 <i>(2nd)</i><br>~85 <i>(3rd)</i><br>~207,700 <i>(4th)</i><br>~2700 bushels <i>(3rd)</i><br>[[Darkanism]]}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Council}}<br />
{{RBDouble<br />
|BackColor=#C6B500<br />
|Left=<b>Queen</b><br />
|Right=Amaarent Vasata}}<br />
{{RBDouble<br />
|Left=<b>General<br>Law Father<br>Royal Treasurer</b><br />
|Right=Yasha Blackwood<br>Kostaja Kosunen Cosula<br>Amaarent Vasata}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Dukes}}<br />
{{RBDouble<br />
|Left=<b>[[Azzal]]<br>[[Bisquez]]<br>[[Massillion_(Region)|Massillion]]<br>[[Saler]]<br>[[Siver]]</b><br />
|Right=Gorath Argaven<br>Grumbar Scarfist<br>Lavigna Galadeon<br>Mr_Jones Perkele<br>Kende Indirik}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Marshals}}<br />
{{RBDouble<br />
|Left=<b>Royal Army of Darka<br>Foxhound<br>Northern Guard</b><br />
|Right=Doromir McMahon<br>Lavigna Galadeon<br>Kende Indirik}}<br />
{{RBBottom}}<br />
<br />
<br />
__TOC__<br />
<br />
[[Darka]], officially the '''Kingdom of Darka''', is a realm in north-west [[Atamara]]. It is the second largest realm (in terms of region ownership) on the continent. It is bordered to the west and north by the Northern Sea, while neighbouring realms include [[Eston]] in the east and [[Talerium]] to the south. Darka was formed from the union of [[North Darka]] and [[South Darka]] after the events of the [[Darka/Darkan War|Darkan War]]. It is regarded as a land of mercenaries and proclaims itself as a mercantile realm, offering its military and political alliances for payment.<br />
<br />
== History ==<br />
As a union of two of the founding realms of Atamara, the history of Darka is long. However due to the Darkan war, records are spotty and incomplete. Here are few of the tomes of knowledge residing in [[Saler]]'s Royal Library. Undoubtedly as more chroniclers and historians emerge, so will more texts. <br />
=== The Darkan War ===<br />
:''Koradji's [[Darka/Darkan_War|"The Darkan War"]]''<br />
The rebellion of [[North Darka]] (November 1002 - February 1003) against the Kingdom of Darka, eventually the realms were reunited back into a federated Darkan government which rules until this day. ''Author: Koradji of Omsk (contributions from, Valglin and Adam)''.<br />
=== RedSpan Darkan War ===<br />
:''Nirandor's [[Darka/RedSpan-Darkan War|"The RedSpan-Darkan War"]]''<br />
A historical account of the events which caused the RedSpan-Darkan War (November 2006 - today) with detailed analysis from different sources around Atamara. Also covers the major battles fought with illustrations. ''Author: [[Jezralhm_Family#Nirandor|Nirandor Jezralhm]]''.<br />
=== Rulers ===<br />
:''Murat's [[Darka/Royal_Line_of_Kings|"An Account of the Royal Line of Kings"]]''<br />
Darka has had many rulers since it's foundations. This is a chronicle of the rulers of Darka with a brief account for their actions. <br />
<br />
== Geography == <br />
Darka is comprised of largely flat terrain. Many of Darka's regions are rural highlands, making up the core lands of the realm. However, some of the lands are hardscrabble badlands, mostly in the north-west, or to the far south, bordering the Great Desert. The remainder of the lands are woodlands, exclusively along the borders of [[Eston]] and [[Talerium]]. Notable local features are [[Mnt Sinclair|Mount Sinclair]] and [[Atamara/Lake Itza|Lake Itza]]. Mount Sinclair is a moderately large and currently dormant volcano. While the volcano is usually regarded as inactive, there have been eruptions in recent memory and life around it often proves to be 'interesting'. Lake Itza in the second and smallest of the freshwater seas of Atamara.<br />
<br />
== Politics ==<br />
Darka is an absolute monarchy. While the aristocracy of Darka is entitled to discuss and protest the high council's decision, the government is totalitarian. The ruler is titled as the King or Queen of Darka and holds complete executive power. However the ruler usually delegates responsibilities to trusted Darkans. Military control is usually given to a General, who leads the Darkan military. The realm's financial matters are given to the Royal Treasurer, who is responsible for the upkeep of Darka's lands. Finally, legal affairs are granted to the Law Mother or Law Father, who is the judge of the land. <br />
<br />
=== Laws ===<br />
'''Looting''' is illegal unless directly ordered to do so by the General.<br><br />
'''Dueling''' is legal but dueling while in the front line is illegal and dueling outside Darkan lands is illegal. However, a duel to the death is legal in all places, if your heart cannot prevent you from accepting or issuing one then neither can the law.<br><br />
'''Fines and penalties''' range from warnings to execution. Constant failure in following orders will be penalized. Initially, you will be warned. Repeat offenses may cause you to be banished. Any action against what is included in the bulletins will be punished. Disrespecting superiors and insulting fellow comrades are considered acts of high treason and will result in you being thrown into the bottom of our [[Atamara/Mnt_Sinclair|Holy Volcano]]. Those nobles that take up the task of bureaucrats without permission may also be punished.<br><br />
'''[[Darkanism]]''' is the official religion of Darka. Other religions cannot be established within Darka, will be regarded as illegal cults, and will be suppressed.<br><br />
While not technically laws, Darka maintains several '''[[Darka/Prisoner Treaties|prisoner treaties]]''' with other Atamaran realms.<br />
<br />
== Military ==<br />
Darka's military is divided into two groupings, the [[Darka/Home Guard|defense armies]] and the foreign armies. The defensive armies are traditionally run by the Law Father/Law Mother of Darka and are responsible for maintenance of regions, mentoring green nobles, monitoring trade, defense of Darkan cities, killing rogues, training troops and saving money. The foreign armies are under direct control of their respective Marshals, and are responsible for all external military actions, including acting as mercenaries. Members of the foreign armies are encouraged to join the [[Darkan Mercenary Company]]. <br />
<br />
== Culture ==<br />
*Religion is strong within Darka. The principle religion of Darka is [[Darkanism]], which revolves around three gods: Sigrid, Darka and Lodril. Together these three gods create the needed elements for the "Holy Volcano", [[Atamara/Mnt Sinclair|Mnt. Sinclair]].<br />
*Darka is home to the ''[[Volcanic Hot Newsletter]]''. This is the press of Darka. Founded in the final month of 2006, this newspaper used to premier in Atamara as one of the most active and reliable sources. It has fallen somewhat silent as of late.<br />
*The folklore often extends itself to entertain with music. This is the ''[[Darka/Songbook|The Darkan Songbook]]'' and published herein are some of the greatest melodies and lyrics written by the Darkan population. <br />
*Darka is known for much of it's unique produce. These [[Darka/Produce|Darkan products]] include Seven Up (7-up), Momma Unicorn's Chocolate Chip Cookies and the Northern Light Lager.<br />
*Darka is known for its [[Darka/Mercenary_Work|mercenary work]]. Darka is known for its skillful and professional army and leadership. Many realms have hired the Darkan army to bolster their ranks and, many times, the Darkans have been the weight that has tipped the scale to our clients benefit. <br />
<br />
== Families Of Darka ==<br />
These are nobles who have once been noted for their presence for their contribution to the realm of Darka.<br />
<div style="float:left"><br />
=== The present ===<br />
{|<br />
|-<br />
|[[Arakiss_Family/Fiur|Fiur Arakiss]] *<br />
|-<br />
|[[Argaven_Family#Gorath|Gorath Argaven]] *<br />
|-<br />
|[[Baatarsaikhan_Family|Muunegan Baatarsaikhan]] *<br />
|-<br />
|[[Hylian_Family/Yasha|Yasha Blackwood]] *<br />
|-<br />
|[[Cosula_Family#Kostaja_Kosunen|Kostaja Kosunen Cosula]] *<br />
|-<br />
|[[Da_Hadez_Family/Severn|Severn Da Hadez]]<br />
|-<br />
|[[Galadeon_Family#Lavigna|Lavigna Galadeon]] *<br />
|-<br />
|[[Greenleaf_Family/Angadialas|Angadialas Greenleaf]]<br />
|-<br />
|[[Indirik_Family/Kende|Kende Indirik]] *<br />
|-<br />
|[[Leung_Family#Keung|Keung Leung]]<br />
|-<br />
|[[Perkele_Family#Mr_Jones|Mr_Jones Perkele]] *<br />
|-<br />
|[[Scallywag_Family|Maeve Scallywag]] *<br />
|-<br />
|[[Vasata_Family/Amaarent|Amaarent Vasata]] *<br />
|-<br />
| <br />
|-<br />
|* = IRC enabled<br />
|}<br />
</div><br />
<div style="float:right"><br />
<br />
=== Ones Passed On ===<br />
{|<br />
|-<br />
|[[Cheung_Family#1._Denning|Denning]]<br />
|[[Cheung_Family|House Cheung]]<br />
|-<br />
|[[Steele Family/Easy|Easy]]<br />
|[[Steele Family]]<br />
|-<br />
|[[De Brynjorff Family/Fabtinus|Fabtinus]]<br />
|[[De Brynjorff Family]]<br />
|-<br />
|[[Menocchio Family#Giovanni|Giovanni]]<br />
|[[Menocchio Family]] <br />
|-<br />
|[[Pizarro Family#Hernando Pizarro|Hernando]]<br />
|[[Pizarro_Family|Pizarro Family]]<br />
|-<br />
|[[Himoura Family|Kayne]]<br />
|[[Himoura Family|The Himoura Family]]<br />
|-<br />
|Valglin<br />
|[[Kurdaitcha_Family|House Kurdaitcha]]<br />
|-<br />
|Lord Of Death<br />
|[[Slayer_Family|House Of Slayer]]<br />
|-<br />
|[[Orden_Family/Whiteknight|Whiteknight]]<br />
|[[Orden_Family|House Orden]]<br />
|-<br />
|son of Patrick<br />
|[[Leroy Family|House Leroy]]<br />
|-<br />
|[[House_of_Lancaster#Sir_Vicious.2C_the_Mighty_One|Vicious]]<br />
|[[House of Lancaster]]<br />
|-<br />
|[[Si Ju Jarugi|SJJ]]<br />
|[[Petterson Family]]<br />
|-<br />
|[[Dacara Family/Wimpie|Wimpie]]<br />
|[[Dacara Family]]<br />
|-<br />
|Herumor<br />
|[[Corsairs_Family|Corsairs of Umbar]]<br />
|-<br />
|[[Orim_Family#Murat|Murat]]<br />
|[[Orim_Family|House Orim]]<br />
|-<br />
|[[Blue_Star_Family#Flowin|Flowin]]<br />
|[[Blue Star Family]]<br />
|-<br />
|GhostDragon<br />
|[[Kwong_Family|House Of Kwong]]<br />
|-<br />
|Lavigna<br />
|[[Galadeon_Family|House Galadeon]]<br />
|-<br />
|}<br />
</div><br />
<br />
<br style="clear:both" /><br />
<br />
<br />
{{Template:Darka regions}}<br />
[[Category: Atamara]]<br />
[[Category: Realms]]<br />
[[Category: Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Zin&diff=124789Zin2009-05-27T07:53:40Z<p>Baatarsaikhan: Timeline fix.</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|10}}</div><br />
__TOC__<br />
== Geography ==<br />
Zin is a medium-sized area of land, which unlike neighboring [[Olzesa]], falls towards the east in a series of steppes. These steppes create large, flat areas of land, well-drained and fertile. Watered from rains blowing in off of the neighbouring ocean, it is a wet land and fairly well suited for growing beans, cauliflower, cabbage and other cold-tolerant vegetables. Like many seaside regions in the north, during winter it tends to receive huge quantities of snow and sleet.<br />
<br />
Of interest is the cliffs of Zin. Tall and imposing, they create a natural wall between the western sea and the land to the east. These natural ramparts and their lack of any beaches make anchorage of ships almost impossible. Zin does boast a natural harbour; a thin, box-like fjord. It is here that Zin's fishing sloops berth out of. However the harbour's very shape limits the number of boats capable of being anchored here, making the fishing industry here smaller then Olzesa's. That the position of the harbour and the heavy tides make the rise and fall of the waters the greatest in Atamara, rendering anchorage a rather specialized effort here. <br />
<br />
== Economy ==<br />
Much of the taxes raised in this region come from land taxes on the many farms and on the toll taxes on the produce and seafood sent to nearby [[Azzal]]. These are usually more then the monies raised on the taxation of boats and fishing sloops. <br />
<br />
Zin does have a small horse breeding industry, specializing in massive carthorses. The broad steppes create natural paddocks for these beasts, restricting the movement of predators while providing rich fodder for grazing. <br />
<br />
== Military, Politics and Religion ==<br />
The people of Zin are descendants of border folk and survivors of some of the fiercest fighting that occurred in the [[Darka/Darkan War|Darkan War]]. Since originally Zin was on the northern border of South Darka, the peoples of Zin saw all that being border folks entails: raids, warfare, expeditions and the like. Thus unlike neighbouring Olzesa, the folk of Zin developed a more martial bent. When the War swept over the region, this further set this attitude as those that couldn't fight either fled south or died in the fighting. Now Zin is relatively peaceful, and has returned mostly to its farming roots, however the willingness to serve, their proud history of service to North Darka (and later to [[Darka]] as a whole) and the small horse industry has resulted in the heavy cavalry famous throughout Darka. Well trained, well supplied and mounted on huge warhorses bred from the massive carthorse stock of the region, Zin's cavalry has a reputation of being the hammer that most often breaks a line.<br />
<br />
Darka has maintained a state religion almost from the initial founding. Because of Darka's laws on the matter, the sole religion practiced openly is this state religion. Zin's folk do tend to a more hotheaded approach to Darkanism, as some priests have remarked that the fervour found in Zin at times can rival regions closer to [[Mnt. Sinclair|Mount Sinclair]].<br />
<br />
Zin's politics tend towards the conservative and a willingness to let lords do their responsibilities with few complaints from the peasantry. While only a foolish lord would risk irritating the local populace to open revolt, a diligent lord finds that Zin tends to be simpler than most regions to keep happy and productive. Zin tends to leave such things as speeches to the nobility and get on with the day-to-day tasks of farming, fishing and riding. <br />
<br />
== History ==<br />
The people of Zin were loyalists through and through for the [[North Darka]]n nation. As the region was of the original parcel of lands that made up North Darka, they have a long history of service to the Darkan kings. In the War, the elite cavalry kept South Darka forces out of Zin on a regular basis and Zin served as a staging point for more than one raid into the south. Later on, during the civil war, Zin was given to the rebellion forces as part of a peace treaty. The folk of Zin were extremely bitter when their province was given away, thus at their first chance they rejoined what they saw as the rightful (southern) realm.<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Zin&diff=124784Zin2009-05-27T06:09:19Z<p>Baatarsaikhan: Writing! More writing!</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|10}}</div><br />
__TOC__<br />
== Geography ==<br />
Zin is a medium-sized area of land, which unlike neighboring [[Olzesa]], falls towards the east in a series of steppes. These steppes create large, flat areas of land, well-drained and fertile. Watered from rains blowing in off of the neighbouring ocean, it is a wet land and fairly well suited for growing beans, cauliflower, cabbage and other cold-tolerant vegetables. Like many seaside regions in the north, during winter it tends to receive huge quantities of snow and sleet.<br />
<br />
Of interest is the cliffs of Zin. Tall and imposing, they create a natural wall between the western sea and the land to the east. These natural ramparts and their lack of any beaches make anchorage of ships almost impossible. Zin does boast a natural harbour; a thin, box-like fjord. It is here that Zin's fishing sloops berth out of. However the harbour's very shape limits the number of boats capable of being anchored here, making the fishing industry here smaller then Olzesa's. That the position of the harbour and the heavy tides make the rise and fall of the waters the greatest in Atamara, rendering anchorage a rather specialized effort here. <br />
<br />
== Economy ==<br />
Much of the taxes raised in this region come from land taxes on the many farms and on the toll taxes on the produce and seafood sent to nearby [[Azzal]]. These are usually more then the monies raised on the taxation of boats and fishing sloops. <br />
<br />
Zin does have a small horse breeding industry, specializing in massive carthorses. The broad steppes create natural paddocks for these beasts, restricting the movement of predators while providing rich fodder for grazing. <br />
<br />
== Military, Politics and Religion ==<br />
The people of Zin are descendants of border folk and survivors of some of the fiercest fighting that occurred in the [[Darka/Darkan War|Darkan War]]. Since originally Zin was on the northern border of South Darka, the peoples of Zin saw all that being border folks entails: raids, warfare, expeditions and the like. Thus unlike neighbouring Olzesa, the folk of Zin developed a more martial bent. When the War swept over the region, this further set this attitude as those that couldn't fight either fled south or died in the fighting. Now Zin is relatively peaceful, and has returned mostly to its farming roots, however the willingness to serve, their proud history of service to South Darka (and later to [[Darka]] as a whole) and the small horse industry has resulted in the heavy cavalry famous throughout Darka. Well trained, well supplied and mounted on huge warhorses bred from the massive carthorse stock of the region, Zin's cavalry has a reputation of being the hammer that most often breaks a line.<br />
<br />
Darka has maintained a state religion almost from the initial founding. Because of Darka's laws on the matter, the sole religion practiced openly is this state religion. Zin's folk do tend to a more hotheaded approach to Darkanism, as some priests have remarked that the fervour found in Zin at times can rival regions closer to [[Mnt. Sinclair|Mount Sinclair]].<br />
<br />
Zin's politics tend towards the conservative and a willingness to let lords do their responsibilities with few complaints from the peasantry. While only a foolish lord would risk irritating the local populace to open revolt, a diligent lord finds that Zin tends to be simpler than most regions to keep happy and productive. Zin tends to leave such things as speeches to the nobility and get on with the day-to-day tasks of farming, fishing and riding. <br />
<br />
== History ==<br />
The people of Zin were loyalists through and through for the South Darkan nation. As the region was of the original parcel of lands that made up Darka, they have a long history of service to the South Darka kings. In many ways, they are the southern version of then North Darka's [[Atamara/Siebmar|Siebmar]]. In the War, the elite cavalry kept North Darka forces out of Zin on a regular basis and Zin served as a staging point for more than one raid into the north. The folk of Zin were extremely bitter when their province was given to North Darka in the peace treaty, thus at their first chance they rejoined what they saw as the rightful (southern) realm.<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Zin&diff=124695Zin2009-05-25T04:14:14Z<p>Baatarsaikhan: Prep work for rewrite</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|10}}</div><br />
__TOC__<br />
== Geography ==<br />
<br />
<br />
== Economy ==<br />
<br />
<br />
== Military, Politics and Religion ==<br />
<br />
<br />
== History ==<br />
The people of Zin were loyalists through and through for the Darkan Empire. They are the southern version of the north's [[Atamara/Siebmar|Siebmar]]. In the civil war the elite heavy cavalry native to Zin kept rebel forces out of Zin, and the people were extremely bitter when their province was given away to the rebels in the peace treaty. At their first chance they switched sides in favor of rejoining what they saw as the rightful (southern) regime.<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Ixzal&diff=124694Ixzal2009-05-25T04:14:04Z<p>Baatarsaikhan: Prep work for rewrite</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|18}}</div><br />
__TOC__<br />
== Geography ==<br />
<br />
<br />
== Economy ==<br />
<br />
<br />
== Military, Politics and Religion ==<br />
<br />
<br />
== History ==<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Maycxal&diff=124693Maycxal2009-05-25T04:13:55Z<p>Baatarsaikhan: Prep work for rewrite</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|17}}</div><br />
__TOC__<br />
== Geography ==<br />
<br />
<br />
== Economy ==<br />
<br />
<br />
== Military, Politics and Religion ==<br />
<br />
<br />
== History ==<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Olzesa&diff=124692Olzesa2009-05-25T04:11:36Z<p>Baatarsaikhan: Prep work for rewrite</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|14}}</div><br />
__TOC__<br />
== Geography ==<br />
Olzesa is a medium-sized area of land, which slopes gently towards the east and [[Atamara/Lake Itza|Lake Itza]]. Few hills dot the expanse, and those that are present are low, flat mounds. Well watered from frequent rains blowing in off of the neighbouring ocean, it is a fertile land and well suited for growing beans, cauliflower, cabbage and other cold-tolerant vegetables. It is well supplied with wood from the large evergreen forest that makes up its eastern half. Like many seaside regions in the north, during winter it tends to receive huge quantities of snow and sleet.<br />
<br />
Of interest is the cliffs of Olzesa. While not nearly as towering as neighbouring [[Zin]]'s, they are nevertheless tall and imposing, making anchorage of ships a difficult prospect at best. Thus many boats berth in Olzesa's sole harbour, a oval expanse of fairly shallow water useful for small boats but rarely used by ships of deeper draft.<br />
<br />
== Economy ==<br />
Much of the taxes raised in this region come from land taxes on the many farms and on the toll taxes on the produce and seafood sent to neighbouring [[Azzal]]. Poll taxes certainly raise a fair amount of silver for the local lord, due to Olzesa having over six thousand residents on average, however they usually are less then the monies raised on the taxation of boats and fishing sloops. Indeed, due to its large harbour and proximity to Azzal's large market, much of the northwestern coast's fishing is done out of Olzesa.<br />
<br />
Olzesa does have a small lumber industry due to its eastern forest, the locally famed White Wall. However since the forest is primarily silver birch, logging is generally limited to supply the local artisans in [[Azzal]] with the fine-grained wood they require for quality work. <br />
<br />
== Military, Politics and Religion ==<br />
The people of Olzesa are farming folk, by and large, and so are generally calm, sober folk, more given to deliberation and forward-planning. Even the sailors of the fishing fleet tend to be less rowdy on leave then one would expect. Conservative in their outlook, Olzesans tend to be a simple folk to rule, rare to anger and revolt.<br />
<br />
Darka has maintained a [[Darkanism|state religion]] almost from the initial founding. Because of Darka's laws on the matter, the sole religion practiced openly is this state religion. When their regional temperament is considered, it is hard to be surprised to discover that a large portion of population is of this persuasion.<br />
<br />
This generally conservative, rural mien has given rise to a Darka-wide perception that Olzesans are a studious and trustworthy folk, if also dull and passionless. Because of this, while occasionally called to arms by its count, the folk of Olzesa are commonly left to tend the fields and crops, as other lords seem to prefer levies of more emotional (read: prone to excitable speeches) troops. <br />
<br />
== History ==<br />
Originally part of the hereditary lands of the king of Azzal, when that realm merged with South Darka, Olzesa joined that nation in a calm, peaceful fashion. That peaceful reputation may have spared it much of the destruction that occurred when the [[Darka/Darkan War|Darkan War]] roared like a massive fire over the regions of the two realms involved. Indeed, as the war came to its conclusion, many of the dispossessed rural folk that fled south as refugees found [[Azzal]] to be too constrained and urban. With peaceful Olzesa being just past the neighbouring forest, many of these rural folk decamped west and settled new farms. It is perhaps of this general remembrance of the horrors of war that the peaceful demeanor of the populace has come about.<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Xutltec&diff=124691Xutltec2009-05-25T02:41:53Z<p>Baatarsaikhan: Tweak</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|16}}</div><br />
__TOC__<br />
== Geography ==<br />
Never a land of promise or bounty, Xutltec has slowly declined in value to peasants and nobility alike as time has gone on. A land of arid plateaus, the region is carved deeply by canyons, leaving the region resembling a pan of sun-baked clay. It is not a dead land by any means, as prairie grasses cover much of the plateaus and thorny trees cluster in the depths of many valleys. Unlike the nearby [[Quetli|Great Desert]], the region receives much rainfall from its closeness to both Lake Itza and the Western Sea. However as the region slopes steadily towards Lake Itza and the clay-rich soil of the area is slow to soak up water, the rain flows quickly into the myriad gullies that scar the land. From there, the streams become rushing brooks, which rapidly drag what little fertile soil there is into the lake. <br />
<br />
== Economy ==<br />
What farming there is, is done near the lakeside, where mud from the lake can be dredged to enrich the plots. The scrubby trees of valleys yield little usable wood, while the few small mines that are scattered over the region provide mostly low-grade coal and iron. Much of the industry that speckles the colour-banded hills of the land is located near the trade trail that runs from central Xutltec to the great trade road of [[Quetli]], and mostly caters to the trade caravans. Since [[Azzal]]'s trade markets dominate the area, the caravans are a regular occurrence, thus customs work and trade taxation brings in much of the region's wealth. A moderate part of the region's income comes from the horse herds that are raised in the relatively shady lushness of the valleys. Since the herds are semi-feral, management of them usually resembles hunting more than herding. <br />
<br />
== Military, Politics and Religion ==<br />
Xutltec is an odd [[Rank#Lord|baronial]] backwater, in that it is populated by people descended from the nomads of the [[Quetli|Great Desert]] and the clans of the [[Olzesa]]n plains. This intermixing has resulted in a local culture of semi-nomadic families of conservative and proud manner, who cleave to either [[Darkanism]] or to [[The Word]]. Because of this, intense 'discussions' over religion are almost a tradition now, leading to regular raiding between feuding clans. Thus local levies are almost always of cavalry who are well equipped and trained by their families, troops who are further battle-honed from constant border patrolling against the nomads of the [[Quetli|Great Desert]].<br />
<br />
== History ==<br />
Little has been written about this region, since it is a rare that anyone of letters remains in the region long enough to commit anything to parchment. Living memory relates of Xutltec serving as a staging ground for the invasion of [[Talerium]], where many stories are sung of the mass of men, horse and siege weaponry that camped on the broad plateaus of the region, and of the [[Talerium/The_Darkan_Betrayal|grand battles that followed]]. What followed was the loss of many of the horse herds, as the local ground had been denuded of the sparse prairie grasses. Local banner and cart manufacturers, however, made much coin from the troops passing through, so the area's economy did not suffer that poorly.<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Talk:Indirik_Family&diff=124473Talk:Indirik Family2009-05-22T09:07:19Z<p>Baatarsaikhan: Smirky note</p>
<hr />
<div>Thanks to [[User:Gsklee|Gsklee]] for the awesome Fame Box templates! I totally ripped his format! --[[User:Indirik|Indirik]] 19:53, 18 December 2006 (CET)<br />
<br />
== Family fame ==<br />
<br />
Yes, the family fame is correct. I '''did''' receive the 10-day ruler fame points, but '''not''' the 0-day ruler fame point. I am not sure which was the bug. (Or if it was even a bug. Still investigating.) --[[User:Indirik|Indirik]] 22:43, 19 January 2007 (CET)<br />
<br />
:It's a bug that I assume has now been fixed. I get to keep the fame, though! :) --[[User:Indirik|Indirik]] 14:26, 22 January 2007 (CET)<br />
<br />
== Mystery Fame Point ==<br />
Today, Jan 29, 2007, I noticed I had gained a new fame point. I am assuming that the fame point I gained a couple days ago was for exceptional skills with a character. Now I suddenly have another point. I don't remember doing anything exceptionally interesting. Some buro work, one character switched class from Knight to Buro, a tiny little monster battle, and that's about it. Mostly boring stuff lately. --[[User:Indirik|Indirik]] 03:41, 30 January 2007 (CET)<br />
:You have the fame point for 10 days ruler but not the one for one day ruler? I think you should add this one:<br />
{{Fame Ruler 0|<center>([[/Dimian|Dimian:]] [[Kingdom of Alluran|Alluran]])</center>}}<br />
<br><br><br><br />
<br />
He doesn't have the one day ruler because of it being too small a realm. --[[User:The1exile|The1exile]] 21:57, 7 March 2007 (CET)<br />
<br />
:Correct. The 10-day ruler fame was a bug, I shouldn't have gotten it. I asked about it on the DList. Tom confirmed that it was a bug and fixed it, but let me keep the fame. --[[User:Indirik|Indirik]] 22:39, 7 March 2007 (CET)<br />
<br />
::Following "Every Council Member Loses Their Position Day 2008", Dimian was re-elected and did finally get the 0-day ruler fame point. --[[User:Indirik|Indirik]] 22:10, 2 June 2008 (CEST)<br />
<br />
I just got another mystery fame point, Mar 21, 2007. Probably in the last two or so days. I haven't done much that is notable. My ruler on BT, Dimian, was wounded in three consecutive battles, then captured on a fourth. He spent 4 days in prison, then paid the ransom from family gold. He hasn't been on the throne for 100 days, and shouldn't get that anyway. My judge on EC sat around, held some court, did some police work. My buro character did... buro stuff. --[[User:Indirik|Indirik]] 21:03, 21 March 2007 (CET)<br />
<br />
:''then paid the ransom from family gold.'' ==> Unknown Fame Point? [[User:Van Peteghem|Van Peteghem]] 21:15, 21 March 2007 (CET)<br />
<br />
::Nope, there's no fame there, I already tested it. --[[User:The1exile|The1exile]] 21:48, 21 March 2007 (CET)<br />
<br />
== Praise ==<br />
OOC: I like the format and concise Family Page (and other sub-pages) Kende! [[User:Jezralhm|Jezralhm]] 10:15, 30 January 2007 (CET)<br />
<br />
==Wiki Help==<br />
<br />
Hey, you seem to know what you're doing with templates and the like :D Can you take a look at my [[User:Crazylozda/Template:Newspaper|Newspaper Template]] and see if you know how to get rid of the white borders to the cells in the table? Would be greatly appreciated thanks :D --[[User:Crazylozda|Crazylozda]] 19:05, 6 September 2007 (CEST)<br />
<br />
== Trader Fame ==<br />
<br />
March 5, 2009:<br />
My trader from Astrum sold 100 units of food to Mimer, the capital of Corsanctum, for the price of 1 gold. I bought it from Morek for 20 gold. I got the following message:<br />
You sell 100 units of Food to the warehouse for a total of 1 gold.<br />
The locals rejoice as they hear of the good news, some of them had been starving already.<br />
I immediately received one fame point.<br />
--[[User:Indirik|Indirik]] 14:11, 5 March 2009 (UTC)<br />
<br />
== Coinkydinks ==<br />
<br />
You know, I just noticed that with no effort on my part (or knowledge either), I now have a char in every realm of your characters save East Island (and that's my lacking a 4th position). Although it took Astrum taking Everguard over for the last one to happen.<br />
<br />
I think I'll just cut the extra time out of the way and simply pledge general allegiance to you family now. Would smooth your ascension to that heady-seat of "Tom-in-waiting" an iota. :) -[[User:Baatarsaikhan|Baatarsaikhan]] 09:07, 22 May 2009 (UTC)</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Wiki&diff=123814Wiki2009-05-12T04:33:57Z<p>Baatarsaikhan: For use in the game messaging system - couldn't find a better method to link, frankly.</p>
<hr />
<div>#REDIRECT [[Main Page]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Xutltec&diff=122228Xutltec2009-04-09T02:32:27Z<p>Baatarsaikhan: Minor change</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|16}}</div><br />
__TOC__<br />
== Geography ==<br />
Never a land of promise or bounty, Xutltec has slowly declined in value to peasants and nobility alike as time has gone on. A land of arid plateaus, the region is carved deeply by canyons, leaving the region resembling a pan of sun-baked clay. It is not a dead land by any means, as prairie grasses cover much of the plateaus and thorny trees cluster in the depths of many valleys. Unlike the nearby [[Quetli|Great Desert]], the region receives much rainfall from its closeness to both Lake Itza and the Western Sea. However as the region slopes steadily towards Lake Itza and the clay-rich soil of the area is slow to soak up water, the rain flows quickly into the myriad gullies that scar the land. From there, the streams become rushing brooks, which rapidly drag what little fertile soil there is into the lake. <br />
<br />
== Economy ==<br />
What farming there is, is done near the lakeside, where mud from the lake can be dredged to enrich the plots. The scrubby trees of valleys yield little usable wood, while the few small mines that are scattered over the region provide mostly low-grade coal and iron. Much of the industry that speckles the colour-banded hills of the land is located near the trade trail that runs from central Xutltec to the great trade road of [[Quetli]], as much of the tradable goods made here travel either north to [[Azzal]] or south to [[Chocxal]], thus customs work and trade taxation brings in much of the region's wealth. A moderate part of the region's income comes from the horse herds that are raised in the relatively shady lushness of the valleys, which since the herds are semi-feral, management of which usually resembles hunting more than herding. <br />
<br />
== Military, Politics and Religion ==<br />
Xutltec is an odd [[Rank#Lord|baronial]] backwater, in that it is populated by people descended from the nomads of the [[Quetli|Great Desert]] and the clans of the [[Olzesa]]n plains. This intermixing has resulted in a local culture of semi-nomadic families of conservative and proud manner, who cleave to either [[Darkanism]] or to [[The Word]]. Because of this, intense 'discussions' over religion are almost a tradition now, leading to regular raiding between feuding clans. Thus local levies are almost always of cavalry who are well equipped and trained by their families, troops who are further battle-honed from constant border patrolling against the nomads of the [[Quetli|Great Desert]].<br />
<br />
== History ==<br />
Little has been written about this region, since it is a rare that anyone of letters remains in the region long enough to commit anything to parchment. Living memory relates of Xutltec serving as a staging ground for the invasion of [[Talerium]], where many stories are sung of the mass of men, horse and siege weaponry that camped on the broad plateaus of the region, and of the [[Talerium/The_Darkan_Betrayal|grand battles that followed]]. What followed was the loss of many of the horse herds, as the local ground had been denuded of the sparse prairie grasses. Local banner and cart manufacturers, however, made much coin from the troops passing through, so the area's economy did not suffer that poorly.<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Xutltec&diff=122227Xutltec2009-04-09T02:31:38Z<p>Baatarsaikhan: Minor change on text position</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|16}}</div><br />
__TOC__<br />
== Geography ==<br />
Never a land of promise or bounty, Xutltec has slowly declined in value to peasants and nobility alike as time has gone on. A land of arid plateaus, the region is carved deeply by canyons, leaving the region resembling a pan of sun-baked clay. It is not a dead land by any means, as prairie grasses cover much of the plateaus and thorny trees cluster in the depths of many valleys. Unlike the nearby [[Quetli|Great Desert]], the region receives much rainfall from its closeness to both Lake Itza and the Western Sea. However as the region slopes steadily towards Lake Itza and the clay-rich soil of the area is slow to soak up water, the rain flows quickly into the myriad gullies that scar the land. From there, the streams become rushing brooks, which rapidly drag what little fertile soil there is into the lake. <br />
<br />
== Economy ==<br />
What farming there is, is done near the lakeside, where mud from the lake can be dredged to enrich the plots. The scrubby trees of valleys yield little usable wood, while the few small mines that are scattered over the region provide mostly low-grade coal and iron. Much of the industry that speckles the colour-banded hills of the land is located near the trade trail that runs from central Xutltec to the great trade road of [[Quetli]], as much of the tradable goods made here travel either north to [[Azzal]] or south to [[Chocxal]], thus customs work and trade taxation brings in much of the region's wealth. A moderate part of the region's income comes from the horse herds that are raised in the relatively shady lushness of the valleys, which since the herds are semi-feral, management of which usually resembles hunting more than herding. <br />
<br />
== Military, Politics and Religion ==<br />
Xutltec is an odd [[Rank#Lord|baronial]] backwater, in that it is populated by people descended from the nomads of the [[Quetli|Great Desert]] and the clans of the [[Olzesa]]n plains. This intermixing has resulted in a local culture of semi-nomadic families of conservative and proud manner, who cleave to either [[Darkanism]] or to [[The Word]]. Because of this, intense 'discussions' over religion are almost a tradition now, leading to regular raiding between feuding clans. Thus local levies are almost always of cavalry who are well equipped and trained by their families, troops who are further battle-honed from constant border patrolling against the nomads of the [[Quetli|Great Desert]].<br />
<br />
== History ==<br />
Little has been written about this region, since it is a rare that anyone of letters remains in the region long enough to commit anything to parchment. Living memory relates of Xutltec serving as a staging ground for the invasion of [[Talerium]], where many stories are sung of the mass of men, horse and siege weaponry that camped on the broad plateaus of the region, and of the [[Talerium/The_Darkan_Betrayal|grand battles that followed]]. What followed was the loss of many of the horse herds, as the local ground had been denuded of the sparse prairie grasses. Local banner and cart manufacturers, however, made much coin from the troops passing through, so the area's economy did not suffer that poorly.<br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Template:Darka_regions&diff=122226Template:Darka regions2009-04-09T02:27:35Z<p>Baatarsaikhan: Minor edit - updated duchy listings.</p>
<hr />
<div>{| class="toccolours"<br />
|- <br />
| <br />
! width="100%" bgcolor="#C6B500" style="text-align: center;" | <font size=3.5>Duchies and Regions of [[Darka]]</font><br />
| <br />
|-<br />
|<br />
! width="100%" bgcolor="#006B08" style="text-align: center;" | <font size=2>Duchy of Azzal</font><br />
|-<br />
| align="center" colspan="3" |<br />
[[Azzal]] | [[Olzesa]] | [[Zin]] | [[Ixzal]] | [[Xutltec]] | [[Maycxal]]<br />
|-<br />
|<br />
! width="100%" bgcolor="#006B08" style="text-align: center;" | <font size=2>Duchy of Bisquez</font><br />
|-<br />
| align="center" colspan="3" |<br />
[[Bisquez]] | [[Alani]] | [[Winser]] | [[Mnt. Sinclair]]<br />
|-<br />
|<br />
! width="100%" bgcolor="#006B08" style="text-align: center;" | <font size=2>Duchy of Massillion</font><br />
|-<br />
| align="center" colspan="3" |<br />
[[Massillion]] | [[Malor]] | [[Tintar]] | [[Tolhuar]]<br />
|-<br />
|<br />
! width="100%" bgcolor="#006B08" style="text-align: center;" | <font size=2>Duchy of Saler</font><br />
|-<br />
| align="center" colspan="3" |<br />
[[Saler]] | [[Wistir]] | [[Rantire]] | [[Siebmar]] | [[Clintoc]] | [[Tertul]]<br />
|-<br />
|<br />
! width="100%" bgcolor="#006B08" style="text-align: center;" | <font size=2>Duchy of Siver</font><br />
|-<br />
| align="center" colspan="3" |<br />
[[Siver]] | [[Eurotan]] | [[Entire]] | [[Bitana]]<br />
|-<br />
|}<br />
<br />
[[Category: Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Azzal&diff=122223Azzal2009-04-09T02:19:49Z<p>Baatarsaikhan: New description! Wheee!</p>
<hr />
<div><div style="float:right">{{Infobox RegionData|2|15}}</div><br />
__TOC__<br />
== Geography ==<br />
The region of Azzal is a relatively small parcel of land, as compared to its surrounding regions. Centered in the fertile plains between the [[Olzesa|Olzesan]] forests to the west and [[Atamara/Lake Itza|Lake Itza]] to the east, it sits on a nexus of roads that stream in from the northern duchies of [[Siver]] and [[Saler]] and the southern realm of Talerium. Mostly flat, the land counts itself well supplied by water from the lake and wood from the nearby forest, making it a comfortable place to live. Its sole detraction is that because of the lake, winter tends to drop large quantities of snow on the city.<br />
<br />
Notable features include the royal gardens and the eastern edge of the Olzesan forests, which because of their main tree population being the silver birch, resembles a shimmering wall of white in the mornings.<br />
<br />
== Economy ==<br />
Because of the road nexus, the city of Azzal enjoys a thriving economy based primarily on trade and on manufacturing. Many skilled smiths, scribes, wrights and other tradespeople call the markets of Azzal their "second home" and market days tend to be colourful, vibrant and loud. Its marketplace is so large and popular, that the taxes raised on trade passing through the area pales only to the taxes raised on the sheer amount of goods sold. Because of this, the nearness of the Olzesan forests, and that the main market of overseen by a tall, thin white spire of a guard tower, the market (and by association, the city) is referred to by traders as the ''"The Silver Tree"''.<br />
<br />
== Military, Politics and Religion ==<br />
Despite the rather raiderish reputation of its neighboring regions' peoples, Azzal does not boast of a proud or skilled military history. Its people tend to trades and other more civil work over the decidedly uncivil arts of war, and so the few that do choose that career usually form units of militia or perhaps light skirmishers.<br />
<br />
However, because of its trade foundation, literacy tends to be somewhat common and many freemen can actually count or do basic figures. Bargaining sharpens the skills of logic and debate as well, meaning that Azzal has a level of political skill uncommon to much of the northeastern area of Atamara. When one considers that Azzal is the present capital of Darka, the city could rightly be considered a political hotbed, rife with dealing, trades, bargaining and agreements. The historical tendency of the Azzal royalty to maintain a fair if harshly meritable court has kept intrigue to a general whisper instead of a deafening hiss.<br />
<br />
As for religion, Darka has maintained a [[Darkanism|state religion]] for an extensive period. Because of Darka's laws on the matter, the sole religion practiced openly is this state religion, resulting in that a large portion of population is of this persuasion. Further anchoring this is that the main temple of [[Darkanism]] is located in Azzal, a magnificent structure that dominates its neighborhood and the surrounding boroughs. However, because of its massive marketplace and the regular ebb and flow of people through its gates, Azzal's population does practice a number of other faiths, albeitly very privately.<br />
<br />
== History ==<br />
The city of Azzal began as a small settlement on [[Atamara/Lake Itza|Lake Itza]], founded in the stretch of land between the forests due west of the city and the lakeside. Since this was a simpler route to take traveling from north to south, it rapidly became a focal point for roads in the area and it quickly grew from village to town. Soon it became the marketplace for the goods of the [[Tolhuar]] and [[Zin]] rural highlands, resulting in its growth from town to city. <br />
<br />
As time passed, the kings of Azzal slowly increased their domains to include the [[Olzesa]] woodlands. When King WhiteKnight of Azzal had lost all of his sons fighting the nomads of the [[Talerium|Talerian]] plains, he married off his only living daughter to the crown prince of Darka and bequeathed to them the kingdom of Azzal, bringing Azzal and its domains into the Darkan realm. <br />
<br />
With the events of the [[Darka/Darkan_War|Darkan War]], Azzal swelled with several waves of immigrants. The first settlers came from the then recently conquered sections of the [[Talerium|Talerian]] plains, while the following waves were of refugees from the burgeoning war; loyalists from [[Saler]], people from [[Siver]] who wished to escape North Darka, and in the end the people of [[Bisquez]] fleeing their razed city. Thus city became quite cosmopolitan from the admixture of these various peoples, and as a result of this, slowly become the center of overland trade of northwest Atamara. The conflicting views and peoples of the city also gave rise to new ideas on the government of Darka, and a new meritocracy was established in place of the previous aristocracy. As such, while Darka is still very much a nation of nobles and class divisions, rising within those classes is less based on blood, breeding and relationships and more on skill and experience. <br />
<br />
<br />
{{Template:Darkanism_regions}}<br />
{{Template:Darka regions}}</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka&diff=122211Darka2009-04-08T20:36:23Z<p>Baatarsaikhan: Major changes et al.</p>
<hr />
<div>{{RBTop}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=The Kingdom of Darka}}<br />
{{RBImage<br />
|Image=Darka.gif<br />
|BackColor=#FFFFFF<br />
|Caption=Royal Crest of Darka}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=<b>Motto: <i>Violence is always an option</i></b>}}<br />
{{RBImage<br />
|Image=Darka feb09.png<br />
|BackColor=#FFFFFF<br />
|Caption=You are here <b>X</b>}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Basic Info}}<br />
{{RBDouble<br />
|Left=<b>Continent<br>Capital<br>Largest City<br>Duchies<br>Regions<br>Nobles<br>Population<br>Food Production<br>State Religion</b><br />
|Right=[[Atamara]]<br>[[Azzal]]<br>[[Azzal]]<br>5<br>24 <i>(2nd)</i><br>~85 <i>(3rd)</i><br>~207,700 <i>(4th)</i><br>~2700 bushels <i>(3rd)</i><br>[[Darkanism]]}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Council}}<br />
{{RBDouble<br />
|BackColor=#C6B500<br />
|Left=<b>Queen</b><br />
|Right=Amaarent Vasata}}<br />
{{RBDouble<br />
|Left=<b>General<br>Law Father<br>Royal Treasurer</b><br />
|Right=Yasha Blackwood<br>Kostaja Kosunen Cosula<br>Amaarent Vasata}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Dukes}}<br />
{{RBDouble<br />
|Left=<b>[[Azzal]]<br>[[Bisquez]]<br>[[Massillion_(Region)|Massillion]]<br>[[Saler]]<br>[[Siver]]</b><br />
|Right=Gorath Argaven<br>Grumbar Scarfist<br>Lavigna Galadeon<br>Mr_Jones Perkele<br>Kende Indirik}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Marshals}}<br />
{{RBDouble<br />
|Left=<b>Royal Army of Darka<br>Foxhound<br>Northern Guard</b><br />
|Right=Doromir McMahon<br>Lavigna Galadeon<br>Kende Indirik}}<br />
{{RBBottom}}<br />
<br />
<br />
__TOC__<br />
<br />
[[Darka]], officially the '''Kingdom of Darka''', is a realm in north-west [[Atamara]]. It is the second largest realm (in terms of region ownership) on the continent. It is bordered to the west and north by the Northern Sea, while neighbouring realms include [[Eston]] in the east and [[Talerium]] to the south. Darka was formed from the union of [[North Darka]] and [[South Darka]] after the events of the [[Darka/Darkan War|Darkan War]]. It is regarded as a land of mercenaries and proclaims itself as a mercantile realm, offering its military and political alliances for payment.<br />
<br />
== History ==<br />
As a union of two of the founding realms of Atamara, the history of Darka is long. However due to the Darkan war, records are spotty and incomplete. Here are few of the tomes of knowledge residing in [[Saler]]'s Royal Library. Undoubtedly as more chroniclers and historians emerge, so will more texts. <br />
=== The Darkan War ===<br />
:''Koradji's [[Darka/Darkan_War|"The Darkan War"]]''<br />
The rebellion of [[North Darka]] (November 1002 - February 1003) against the Kingdom of Darka, eventually the realms were reunited back into a federated Darkan government which rules until this day. ''Author: Koradji of Omsk (contributions from, Valglin and Adam)''.<br />
=== RedSpan Darkan War ===<br />
:''Nirandor's [[Darka/RedSpan-Darkan War|"The RedSpan-Darkan War"]]''<br />
A historical account of the events which caused the RedSpan-Darkan War (November 2006 - today) with detailed analysis from different sources around Atamara. Also covers the major battles fought with illustrations. ''Author: [[Jezralhm_Family#Nirandor|Nirandor Jezralhm]]''.<br />
=== Rulers ===<br />
:''Murat's [[Darka/Royal_Line_of_Kings|"An Account of the Royal Line of Kings"]]''<br />
Darka has had many rulers since it's foundations. This is a chronicle of the rulers of Darka with a brief account for their actions. <br />
<br />
== Geography == <br />
Darka is comprised of largely flat terrain. Many of Darka's regions are rural highlands, making up the core lands of the realm. However, some of the lands are hardscrabble badlands, mostly in the north-west, or to the far south, bordering the Great Desert. The remainder of the lands are woodlands, exclusively along the borders of [[Eston]] and [[Talerium]]. Notable local features are [[Mnt Sinclair|Mount Sinclair]] and [[Atamara/Lake Itza|Lake Itza]]. Mount Sinclair is a moderately large and currently dormant volcano. While the volcano is usually regarded as inactive, there have been eruptions in recent memory and life around it often proves to be 'interesting'. Lake Itza in the second and smallest of the freshwater seas of Atamara.<br />
<br />
== Politics ==<br />
Darka is an absolute monarchy. While the aristocracy of Darka is entitled to discuss and protest the high council's decision, the government is totalitarian. The ruler is titled as the King or Queen of Darka and holds complete executive power. However the ruler usually delegates responsibilities to trusted Darkans. Military control is usually given to a General, who leads the Darkan military. The realm's financial matters are given to the Royal Treasurer, who is responsible for the upkeep of Darka's lands. Finally, legal affairs are granted to the Law Mother or Law Father, who is the judge of the land. <br />
<br />
=== Laws ===<br />
'''Looting''' is illegal unless directly ordered to do so by the General.<br><br />
'''Dueling''' is legal but dueling while in the front line is illegal and dueling outside Darkan lands is illegal. However, a duel to the death is legal in all places, if your heart cannot prevent you from accepting or issuing one then neither can the law.<br><br />
'''Fines and penalties''' range from warnings to execution. Constant failure in following orders will be penalized. Initially, you will be warned. Repeat offenses may cause you to be banished. Any action against what is included in the bulletins will be punished. Disrespecting superiors and insulting fellow comrades are considered acts of high treason and will result in you being thrown into the bottom of our [[Atamara/Mnt_Sinclair|Holy Volcano]]. Those nobles that take up the task of bureaucrats without permission may also be punished.<br><br />
'''[[Darkanism]]''' is the official religion of Darka. Other religions cannot be established within Darka, will be regarded as illegal cults, and will be suppressed.<br><br />
While not technically laws, Darka maintains several '''[[Darka/Prisoner Treaties|prisoner treaties]]''' with other Atamaran realms.<br />
<br />
== Military ==<br />
Darka's military is divided into two groupings, the [[Darka/Home Guard|defense armies]] and the foreign armies. The defensive armies are traditionally run by the Law Father/Law Mother of Darka and are responsible for maintenance of regions, mentoring green nobles, monitoring trade, defense of Darkan cities, killing rogues, training troops and saving money. The foreign armies are under direct control of their respective Marshals, and are responsible for all external military actions, including acting as mercenaries. Members of the foreign armies are encouraged to join the [[Darkan Mercenary Company]]. <br />
<br />
== Culture ==<br />
*Religion is strong within Darka. The principle religion of Darka is [[Darkanism]], which revolves around three gods: Sigrid, Darka and Lodril. Together these three gods create the needed elements for the "Holy Volcano", [[Atamara/Mnt Sinclair|Mnt. Sinclair]].<br />
*Darka is home to the ''[[Volcanic Hot Newsletter]]''. This is the press of Darka. Founded in the final month of 2006, this newspaper used to premier in Atamara as one of the most active and reliable sources. It has fallen somewhat silent as of late.<br />
*The folklore often extends itself to entertain with music. This is the ''[[Darka/Songbook|The Darkan Songbook]]'' and published herein are some of the greatest melodies and lyrics written by the Darkan population. <br />
*Darka is known for much of it's unique produce. These [[Darka/Produce|Darkan products]] include Seven Up (7-up), Momma Unicorn's Chocolate Chip Cookies and the Northern Light Lager.<br />
*Darka is known for its [[Darka/Mercenary_Work|mercenary work]]. Darka is known for its skillful and professional army and leadership. Many realms have hired the Darkan army to bolster their ranks and, many times, the Darkans have been the weight that has tipped the scale to our clients benefit. <br />
<br />
== Families Of Darka ==<br />
These are nobles who have once been noted for their presence for their contribution to the realm of Darka.<br />
<div style="float:left"><br />
=== The present ===<br />
{|<br />
|-<br />
|[[Arakiss_Family/Fiur|Fiur Arakiss]] *<br />
|-<br />
|[[Argaven_Family#Gorath|Gorath Argaven]] *<br />
|-<br />
|[[Baatarsaikhan_Family|Muunegan Baatarsaikhan]] *<br />
|-<br />
|[[Hylian_Family/Yasha|Yasha Blackwood]] *<br />
|-<br />
|[[Cosula_Family#Kostaja_Kosunen|Kostaja Kosunen Cosula]] *<br />
|-<br />
|[[Da_Hadez_Family/Severn|Severn Da Hadez]]<br />
|-<br />
|[[Galadeon_Family#Lavigna|Lavigna Galadeon]] *<br />
|-<br />
|[[Greenleaf_Family/Angadialas|Angadialas Greenleaf]]<br />
|-<br />
|[[Indirik_Family/Kende|Kende Indirik]] *<br />
|-<br />
|[[Leung_Family#Keung|Keung Leung]]<br />
|-<br />
|[[Perkele_Family#Mr_Jones|Mr_Jones Perkele]] *<br />
|-<br />
|[[Scallywag_Family|Maeve Scallywag]] *<br />
|-<br />
|[[Vasata_Family/Amaarent|Amaarent Vasata]] *<br />
|-<br />
| <br />
|-<br />
|* = IRC enabled<br />
|}<br />
</div><br />
<div style="float:right"><br />
<br />
=== Ones Passed On ===<br />
{|<br />
|-<br />
|[[Cheung_Family#1._Denning|Denning]]<br />
|[[Cheung_Family|House Cheung]]<br />
|-<br />
|[[Steele Family/Easy|Easy]]<br />
|[[Steele Family]]<br />
|-<br />
|[[De Brynjorff Family/Fabtinus|Fabtinus]]<br />
|[[De Brynjorff Family]]<br />
|-<br />
|[[Menocchio Family#Giovanni|Giovanni]]<br />
|[[Menocchio Family]] <br />
|-<br />
|[[Pizarro Family#Hernando Pizarro|Hernando]]<br />
|[[Pizarro_Family|Pizarro Family]]<br />
|-<br />
|[[Himoura Family|Kayne]]<br />
|[[Himoura Family|The Himoura Family]]<br />
|-<br />
|Valglin<br />
|[[Kurdaitcha_Family|House Kurdaitcha]]<br />
|-<br />
|Lord Of Death<br />
|[[Slayer_Family|House Of Slayer]]<br />
|-<br />
|[[Orden_Family/Whiteknight|Whiteknight]]<br />
|[[Orden_Family|House Orden]]<br />
|-<br />
|son of Patrick<br />
|[[Leroy Family|House Leroy]]<br />
|-<br />
|[[House_of_Lancaster#Sir_Vicious.2C_the_Mighty_One|Vicious]]<br />
|[[House of Lancaster]]<br />
|-<br />
|[[Si Ju Jarugi|SJJ]]<br />
|[[Petterson Family]]<br />
|-<br />
|[[Dacara Family/Wimpie|Wimpie]]<br />
|[[Dacara Family]]<br />
|-<br />
|Herumor<br />
|[[Corsairs_Family|Corsairs of Umbar]]<br />
|-<br />
|[[Orim_Family#Murat|Murat]]<br />
|[[Orim_Family|House Orim]]<br />
|-<br />
|[[Blue_Star_Family#Flowin|Flowin]]<br />
|[[Blue Star Family]]<br />
|-<br />
|GhostDragon<br />
|[[Kwong_Family|House Of Kwong]]<br />
|-<br />
|Lavinga<br />
|[[Galadeon_Family|House Galadeon]]<br />
|-<br />
|}<br />
</div><br />
<br />
<br style="clear:both" /><br />
<br />
<br />
{{Template:Darka regions}}<br />
[[Category: Atamara]]<br />
[[Category: Realms]]<br />
[[Category: Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=User:Baatarsaikhan&diff=122210User:Baatarsaikhan2009-04-08T19:49:21Z<p>Baatarsaikhan: </p>
<hr />
<div>==OOC==<br />
<br />
Hello,<br />
<br />
I am a 30-something Canadian male currently residing in-country and undertaking a post-secondary degree.<br />
<br />
<br />
I characterize myself as a non-traditional gamer, and am interested in online gaming, board gaming, RPGs, LARPs, and several other gaming archetypes. I also scuba dive when possible.<br />
<br />
<br />
My cultural background is American-South African, with thick streams of Cossack and border clan Scot as a basis.<br />
<br />
<br />
==OOC Background==<br />
Given the focus on [[Serious Medieval Atmosphere]], it occurred to me early on in this game that there was little mention of either the Hun invasion or the Mongol invasions of Europe during the middle ages, both of which were formative events in the creation of several city-states and nations. So I thought to introduce a limited amount of the Asian opportunities to the game that would have a legitimate claim to contact with the era of Europe that Battlemaster is based on. <br />
<br />
Thus I decided to put together a family of Mongol-derived names. For those curious on this, here are several links I used to put together the names used:<br />
<br />
[http://en.wikipedia.org/wiki/Mongolian_name Mongolian Naming Conventions - Wikipedia]<br />
<br />
[http://danielroy.tripod.com/cgi-bin/alternate/mongolia/Names.html Mongolian Naming Customs]<br />
<br />
[http://heraldry.sca.org/laurel/names/mongol.html Medieval Period Mongolian Names]<br />
<br />
'''Modern events (which are interesting reads...)'''<br />
<br />
[http://en.wikipedia.org/wiki/Descent_from_Genghis_Khan You might be related to a certain Khan...]<br />
<br />
[http://en.wikipedia.org/wiki/Borjigin ...but you may not want to change your name.]<br />
<br />
==IC Background==<br />
<br />
To come. Likely based in northwest Dwilight, since there's a lot of open pastureland seemingly in the area.<br />
<br />
<br />
==Current Clan Members==<br />
<br />
'''Muunegan (Darka - Atamara)''': Lord of Xutltec in the Atamaran realm of Darka.<br />
<br />
'''Qadan (Everguard - Dwilight)''': Knight and occasional bureaucrat in the Dwilanian realm of Everguard.<br />
<br />
'''Gurban (Ohnar West - Far East)''': Adventurer and often-jailed in the Far East realm of West Ohnar.<br />
<br />
<br />
==Open Invite==<br />
I would love to put together a small, extended clan of families in a Mongolian theme. if you're interested, contact me in game and we can discuss a shared history and support (since I seem to have some funds usually to go towards RP purposes).<br />
<br />
== [[User:Baatarsaikhan/Sandbox|Sandbox Link]] ==</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=User:Baatarsaikhan/Sandbox&diff=122209User:Baatarsaikhan/Sandbox2009-04-08T19:46:18Z<p>Baatarsaikhan: Setup for future work - No point in breaking the wiki.</p>
<hr />
<div>Placeholder for future work.</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Darka&diff=122208Darka2009-04-08T19:35:15Z<p>Baatarsaikhan: Updating stuff. Minor edits on size of the realm, tome name, blah blah blah.</p>
<hr />
<div>{{RBTop}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=The Kingdom of Darka}}<br />
{{RBImage<br />
|Image=Darka.gif<br />
|BackColor=#FFFFFF<br />
|Caption=Royal Crest of Darka}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=<b>Motto: <i>Violence is always an option</i></b>}}<br />
{{RBImage<br />
|Image=Darka feb09.png<br />
|BackColor=#FFFFFF<br />
|Caption=You are here <b>X</b>}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Basic Info}}<br />
{{RBDouble<br />
|Left=<b>Continent<br>Capital<br>Largest City<br>Duchies<br>Regions<br>Nobles<br>Population<br>Food Production<br>State Religion</b><br />
|Right=[[Atamara]]<br>[[Azzal]]<br>[[Azzal]]<br>5<br>24 <i>(2nd)</i><br>~85 <i>(3rd)</i><br>~207,700 <i>(4th)</i><br>~2700 bushels <i>(3rd)</i><br>[[Darkanism]]}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Council}}<br />
{{RBDouble<br />
|BackColor=#C6B500<br />
|Left=<b>Queen</b><br />
|Right=Amaarent Vasata}}<br />
{{RBDouble<br />
|Left=<b>General<br>Law Father<br>Royal Treasurer</b><br />
|Right=Yasha Blackwood<br>Kostaja Kosunen Cosula<br>Amaarent Vasata}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Dukes}}<br />
{{RBDouble<br />
|Left=<b>[[Azzal]]<br>[[Bisquez]]<br>[[Massillion_(Region)|Massillion]]<br>[[Saler]]<br>[[Siver]]</b><br />
|Right=Gorath Argaven<br>Grumbar Scarfist<br>Lavigna Galadeon<br>Mr_Jones Perkele<br>Kende Indirik}}<br />
{{RBTitle<br />
|BackColor=#006B08<br />
|TextColor=#000000<br />
|Text=Marshals}}<br />
{{RBDouble<br />
|Left=<b>Royal Army of Darka<br>Foxhound<br>Northern Guard</b><br />
|Right=Doromir McMahon<br>Lavigna Galadeon<br>Kende Indirik}}<br />
{{RBBottom}}<br />
<br />
<br />
__TOC__<br />
[[Darka]], officially the '''Kingdom of Darka''', is a realm in north-west [[Atamara]]. Darka is the second largest realm (in terms of region ownership) on the continent. Neighbouring realms include [[Eston]] in the east and [[Talerium]] in the south. Geographically, Darka is bordered by [[Atamara/Lake Itza|Lake Itza]] in the south and the Northern Sea. The Kingdom of Darka was formed from the union of [[North Darka]] and [[South Darka]] after the [[Darka/Darkan War|Darkan War]]. Darka is regarded as a land of mercenaries and proclaims itself as a mercantile realm, offering their military and political alliances for payment.<br />
<br />
== History ==<br />
Here are few of the tomes of knowledge residing in [[Saler]]'s Royal Library. Undoubtedly as more chroniclers and historians emerge, so will more texts. <br />
=== The Darkan War ===<br />
:''Koradji's [[Darka/Darkan_War|"The Darkan War"]]''<br />
The rebellion of [[North Darka]] (November 1002 - February 1003) against the Kingdom of Darka, eventually the realms were reunited back into a federated Darkan government which rules until this day. ''Author: Koradji of Omsk (contributions from, Valglin and Adam)''.<br />
=== RedSpan Darkan War ===<br />
:''Nirandor's [[Darka/RedSpan-Darkan War|"The RedSpan-Darkan War"]]''<br />
A historical account of the events which caused the RedSpan-Darkan War (November 2006 - today) with detailed analysis from different sources around Atamara. Also covers the major battles fought with illustrations. ''Author: [[Jezralhm_Family#Nirandor|Nirandor Jezralhm]]''.<br />
=== Rulers ===<br />
:''Murat's [[Darka/Royal_Line_of_Kings|"An Account of the Royal Line of Kings"]]''<br />
Darka has had many rulers since it's foundations. This is a chronicle of the rulers of Darka with a brief account for their actions. <br />
<br />
== Geography == <br />
Darka is comprised of largely flat terrain. Most of Darka is found as badlands, deeply eroded barren land. However, some of the land is fertile lowlands, level country pastures. This is with the exception of Mount Sinclair, a great protruding peak of Atamara. While the volcano is usually regarded as inactive, there have been eruptions in recent memory. Darkan lands are generally fertile for agriculture but some of the northern lands are so barren as to have little vegetation and often regarded as inhospitable. <br />
<br />
== Politics ==<br />
Darka is an absolute monarchy. While the aristocracy of Darka are entitled to discuss and protest the high council's decision, the government is totalitarian. The ruler is titled as the King or Queen of Darka and they hold all power. However the ruler may delegate responsibilities to those of their trust. Military control is usually given to a High Marshal who leads the Darkan military. While the realm's financial matters are given to the Royal Treasurer who is responsible for the upkeep of Darka's lands. Finally is the Arch Priest or Arch Priestess, who is the judge of the land - the executor of the laws. <br />
<br />
=== Laws ===<br />
'''Looting''' is illegal unless directly ordered to do so by the High Marshal.<br><br />
'''Dueling''' is legal but dueling while in the front line is illegal and dueling outside Darkan lands is illegal. However, a duel to the death is legal in all places, if your heart cannot prevent you from accepting or issuing one then neither can the law.<br><br />
'''Fines and Penalties''' range from warnings to execution. Constant failure in following orders will be penalized. Initially, you will be warned. Repeat offenses may cause you to be banished. Any action against what is included in the bulletins will be punished. Disrespecting superiors and insulting fellow comrades are considered acts of high treason and will result in you being thrown into the bottom of our [[Atamara/Mnt_Sinclair|Holy Volcano]].<br><br />
New '''religions''' cannot be established within Darka and will be regarded an illegal cult.<br />
<br />
*[[/Prisoner Treaties|Prisoner Treaties]]<br />
<br />
== Military ==<br />
Darka's military is divided into two sections, the [[Darka/Home Guard|Home Guard]] and the foreign armies. The Home Guard is run by the Law Father or Law Mother of Darka and is responsible for maintenance of regions, mentoring green nobles, monitoring trade, defense of Darkan cities, killing rogues, training troops and saving money. The foreign armies are under direct control of their respective Marshals, and are responsible for all external military actions, including acting as mercenaries. Members of the foreign armies are encouraged to join the [[Darkan Mercenary Company]]. <br />
<br />
=== Mercenary ===<br />
Q: So exactly how much does it cost for your services? Not that we have that kind of cash, but I'm curious anyway.<br><br />
A: '''[[Darka/Mercenary_Work|Mercenary Work]]'''<br />
<br />
Darka is known for its skillful and professional army and leadership. Many realms have hired the Darkan army to bolster their ranks and, many times, the Darkans have been the weight that has tipped the scale to our clients benefit.<br />
<br />
== Culture ==<br />
*Religion is strong within Darka. The principle religion of Darka is [[Darkanism]], which revolves around three gods: Sigrid, Darka and Lodril. Together these three gods create the needed elements for the "Holy Volcano", [[Atamara/Mnt Sinclair|Mnt. Sinclair]].<br />
*Darka is home to the ''[[Volcanic Hot Newsletter]]''. This is the press of Darka. Founded in the final month of 2006, this newspaper used to premier in Atamara as one of the most active and reliable sources. It has fallen somewhat silent as of late.<br />
*The folklore often extends itself to entertain with music. This is the ''[[Darka/Songbook|The Darkan Songbook]]'' and published herein are some of the greatest melodies and lyrics written by the Darkan population. <br />
*Darka is known for much of it's unique produce. These [[Darka/Produce|Darkan products]] include Seven Up (7-up), Momma Unicorn's Chocolate Chip Cookies and the Northern Light Lager.<br />
<br />
== Families Of Darka ==<br />
These are nobles who have once been noted for their presence for their contribution to the realm of Darka.<br />
<div style="float:left"><br />
=== The present ===<br />
{|<br />
|-<br />
|[[Arakiss_Family/Fiur|Fiur Arakiss]] *<br />
|-<br />
|[[Argaven_Family#Gorath|Gorath Argaven]] *<br />
|-<br />
|[[Baatarsaikhan_Family|Muunegan Baatarsaikhan]] *<br />
|-<br />
|[[Hylian_Family/Yasha|Yasha Blackwood]] *<br />
|-<br />
|[[Cosula_Family#Kostaja_Kosunen|Kostaja Kosunen Cosula]] *<br />
|-<br />
|[[Da_Hadez_Family/Severn|Severn Da Hadez]]<br />
|-<br />
|[[Galadeon_Family#Lavigna|Lavigna Galadeon]] *<br />
|-<br />
|[[Greenleaf_Family/Angadialas|Angadialas Greenleaf]]<br />
|-<br />
|[[Indirik_Family/Kende|Kende Indirik]] *<br />
|-<br />
|[[Leung_Family#Keung|Keung Leung]]<br />
|-<br />
|[[Perkele_Family#Mr_Jones|Mr_Jones Perkele]] *<br />
|-<br />
|[[Scallywag_Family|Maeve Scallywag]] *<br />
|-<br />
|[[Vasata_Family/Amaarent|Amaarent Vasata]] *<br />
|-<br />
| <br />
|-<br />
|* = IRC enabled<br />
|}<br />
</div><br />
<div style="float:right"><br />
<br />
=== Ones Passed On ===<br />
{|<br />
|-<br />
|[[Cheung_Family#1._Denning|Denning]]<br />
|[[Cheung_Family|House Cheung]]<br />
|-<br />
|[[Steele Family/Easy|Easy]]<br />
|[[Steele Family]]<br />
|-<br />
|[[De Brynjorff Family/Fabtinus|Fabtinus]]<br />
|[[De Brynjorff Family]]<br />
|-<br />
|[[Menocchio Family#Giovanni|Giovanni]]<br />
|[[Menocchio Family]] <br />
|-<br />
|[[Pizarro Family#Hernando Pizarro|Hernando]]<br />
|[[Pizarro_Family|Pizarro Family]]<br />
|-<br />
|[[Himoura Family|Kayne]]<br />
|[[Himoura Family|The Himoura Family]]<br />
|-<br />
|Valglin<br />
|[[Kurdaitcha_Family|House Kurdaitcha]]<br />
|-<br />
|Lord Of Death<br />
|[[Slayer_Family|House Of Slayer]]<br />
|-<br />
|[[Orden_Family/Whiteknight|Whiteknight]]<br />
|[[Orden_Family|House Orden]]<br />
|-<br />
|son of Patrick<br />
|[[Leroy Family|House Leroy]]<br />
|-<br />
|[[House_of_Lancaster#Sir_Vicious.2C_the_Mighty_One|Vicious]]<br />
|[[House of Lancaster]]<br />
|-<br />
|[[Si Ju Jarugi|SJJ]]<br />
|[[Petterson Family]]<br />
|-<br />
|[[Dacara Family/Wimpie|Wimpie]]<br />
|[[Dacara Family]]<br />
|-<br />
|Herumor<br />
|[[Corsairs_Family|Corsairs of Umbar]]<br />
|-<br />
|[[Orim_Family#Murat|Murat]]<br />
|[[Orim_Family|House Orim]]<br />
|-<br />
|[[Blue_Star_Family#Flowin|Flowin]]<br />
|[[Blue Star Family]]<br />
|-<br />
|GhostDragon<br />
|[[Kwong_Family|House Of Kwong]]<br />
<!--|-<br />
|House Vengence--><br />
|}<br />
</div><br />
<br />
<br style="clear:both" /><br />
<br />
<br />
{{Template:Darka regions}}<br />
[[Category: Atamara]]<br />
[[Category: Realms]]<br />
[[Category: Darka]]</div>Baatarsaikhanhttps://wiki.battlemaster.org/index.php?title=Talk:Moramroth&diff=122195Talk:Moramroth2009-04-08T08:27:06Z<p>Baatarsaikhan: Plea for writers! Come on, be creative!)</p>
<hr />
<div>=== Needs work! ===<br />
<br />
Page needs work. The area has a lot of potential, some of it already written up, but it needs more solid details (in my opinion) and a more neutral POV (in respect to ownership and faiths, things more temporary then their gold value and bushel returns).<br />
<br />
Like Belegrond, this region has alot of desc'ing potential. Moramroth has a gold value that exceeds most rural regions, most woodland and badland regions, rivals many townsland regions and is about half to a third of most cities. It's a mountain, so it's likely craggy. It's big, so let's do more on that.<br />
<br />
Heck, let's look at the wikipedia article on Everest and plagiarize. Come on, write! -[[User:Baatarsaikhan|Baatarsaikhan]] 08:27, 8 April 2009 (UTC)</div>Baatarsaikhan