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	<updated>2026-11-03T01:15:29Z</updated>
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	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Stallia_Ceremonies&amp;diff=3405</id>
		<title>Stallia Ceremonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Stallia_Ceremonies&amp;diff=3405"/>
		<updated>2025-08-26T09:20:07Z</updated>

		<summary type="html">&lt;p&gt;LCannon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sphere of Stars, [[Stallia]] ceremonies bring knowledge, they draw from the world beyond and protect the truth of things.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Magnitude&lt;br /&gt;
!Altar Capable&lt;br /&gt;
|-&lt;br /&gt;
|[[Knowledgeable Missive]]&lt;br /&gt;
| -&lt;br /&gt;
|The message that you have written is magically sent to the Stallia Herald or Eternal of your choice, so long as you have properly addressed it. There is no guarantee that you will receive a response, and the Ceremony does not magically assist them in replying.&lt;br /&gt;
|2&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Secrets of Skilful Artifice]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Grants an artisan the ability to craft a single item that they do not know how to make. When the Ceremony is begun the priests must choose a single magic item they wish the target artisan to be able to craft. There must be someone present who already knows how to make that item, but they need not be a willing participant. The target artisan may be counted as knowing how to craft the item during the next season. The target experiences a roleplaying effect.&lt;br /&gt;
|4&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Knowledge of its Own Accord|Knowledge of its own Accord]]&lt;br /&gt;
| -&lt;br /&gt;
|Two characters who know spells exchange one of their known spells for one that the other character knows, learning the new one and forgetting the old. This is a permanent change, and both characters must have a valid spell to trade in order for the Ceremony to work, otherwise no spells are traded and the Crystal Mana is consumed for no effect.&lt;br /&gt;
|4&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Signs and Portents]]&lt;br /&gt;
| -&lt;br /&gt;
|Up to 4 targets receive a mystic vision related to things that are happening, have happened or may happen at the event, or at the very least in the near future. The information is often cryptic, and is up to each of the individuals to recall and interpret, as they may not necessarily receive the same vision. It is not possible to direct this Ceremony towards particular topics, as it is up to the whims of the Stallia Eternals what is seen. All targets regain all spent personal mana.&lt;br /&gt;
|6&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Shield of the Stars]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target character with the Battlemage skill gains two additional hitpoints. This Ceremony can affect additional characters from the same Band. Each additional character increases the magnitude by 4. The target/s experience a roleplaying effect. The effect lasts until the end of the event.&lt;br /&gt;
|6&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Being of Like Mind]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target Band selects a spell that one of its members knows. All other members know that spell, regardless of whether or not they have any skills that would allow them to use it. If the warband has 10 or members who learn a spell in this way, they all gain 1 additional mana. The targets experience a roleplaying effect. The effect lasts until the end of the event.&lt;br /&gt;
|8&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Departure of the Blessed Falcon]]&lt;br /&gt;
| -&lt;br /&gt;
|Summons and sends a blessed creature to a target location. It will arrive in a season or longer, depending on location. This creature is a target for scrying by those who know it exists, but is almost impossible to find and kill by those who don’t know what they are looking for. Being a specific focus for scrying, spells used to scry the Blessed Falcon count as having double magnitude for the purpose of effects that would block scrying efforts. Unless found and destroyed through concerted effort, the magical creature will stay in position for a year.&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Blindfold of the Uninitiated]]&lt;br /&gt;
|Curse&lt;br /&gt;
|The character affected by this curse cannot read or write. Words they read or write simply read “You are not permitted”, over and over again. Individuals trying to get around this by spelling things out letter by letter inevitably find themselves somehow spelling out the same phrase, letter by letter. The curse lasts for a full year.&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalline Memory]]&lt;br /&gt;
| -&lt;br /&gt;
|Painfully kills a terminal target, but creates a forged crystal of their memories which must be extracted from the skull. This crystal can be eaten to answer one question relevant to the target before being destroyed. Please see the page for additional information.&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Tactician Verses Tactician]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The two target military investments are improved by two tiers provided they take the ‘Support the Army’ or ‘Independent Action’ downtime actions during the next season. The owners of the target investments experience a roleplaying effect.&lt;br /&gt;
|12&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Dream in the Witch&#039;s House]]&lt;br /&gt;
| -&lt;br /&gt;
|The target characters (often the priests performing the ceremony) visit the Witch&#039;s house in their minds, answering their questions with the wisdom of her lost lands. They become known to The Witch.&lt;br /&gt;
|12&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Crown of Stars]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target gains the ability to cast the Empower spell four times per day as if they knew it, without spending any mana. If you recover all personal Mana from an effect it also recovers the uses of this ability. The target experiences a roleplaying effect. The effect lasts until the end of the event.&lt;br /&gt;
|14&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Anathematic Call of the Locust]]&lt;br /&gt;
|Curse&lt;br /&gt;
|The Cursed character&#039;s Farm, Wilderness or Herb Garden Investment experiences half production. During this period the Cursed character may not sell nor gain new investments of any kind. The Cursed character experiences a roleplaying effect. The curse lasts for three events.&lt;br /&gt;
|14&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[There is No Welcome Here|There is no Welcome Here]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Heralds of any Sphere aside from Stallia may not pass any of the thresholds of the sanctified structure in either direction without direct invitation by someone who cast the Ceremony, and are warded from dealing any sort of physical damage to the structure. Everyone in the enchanted space experiences a roleplaying effect. The effect lasts until the following dawn.&lt;br /&gt;
|16&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[True Glimpsing]]&lt;br /&gt;
| -&lt;br /&gt;
|Describe a specific location with high detail, or a location targeted for scrying in order to receive a true and current vision of that location. The Ceremony may be cast for any amount of additional magnitude in order to increase the power of the sight - this only increases its ability to piece spells that veil against scrying, and does not provide any additional information.&lt;br /&gt;
|16&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Curse of Hunter&#039;s Pursuit]]&lt;br /&gt;
|Curse&lt;br /&gt;
|The target no longer regains energy, mana, or health passively and they begin each day at 1 of each applicable value of energy, mana, and health. The cursed character experiences a roleplaying effect. The curse lasts for four events.&lt;br /&gt;
|20&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Window to the Spheres]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target willing character gains two additional levels of Divine Lore while performing ceremonies over magnitude 12. The character gains magical sight that allows them to look beyond the mortal sphere while they are standing in a Sanctified Square. They may gaze at a sphere of their choice, seeing the souls flowing to, from, and around it, as well as any Heralds (or, extremely rarely, the essence of Eternals) passing in and out of it. The target experiences a roleplaying effect. The effect lasts until the end of the event.&lt;br /&gt;
|22&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Reach into the Abyss]]&lt;br /&gt;
| -&lt;br /&gt;
|This ceremony summons a spirit of the ‘recently dead’ for questioning. A dangerous ceremony, it may open the casters up to danger. If you intend to cast this ceremony, please inform a Church storyteller an hour ahead of time.&lt;br /&gt;
|30&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Power of Tainted Knowledge]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target, who must have the Magus skill, may cast a single Arc Venom per day, which costs them no mana. Additionally, the target can call Immune to the Silence call. If you recover all personal Mana from an effect it also recovers the uses of this ability. The target experiences a roleplaying effect. The effect lasts until the end of the event.&lt;br /&gt;
|30&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[A Moment to Speak]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target, who must have the Magus skill, may cast a single Mass Silence per day, which costs them zero mana. Additionally, the target can call Immune to the Silence call. If you recover all personal Mana from an effect it also recovers the uses of this ability. The target experiences a roleplaying effect. The effect lasts until the end of the event.&lt;br /&gt;
|30&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Stardust&#039;s Egg|Stardust’s Egg]]&lt;br /&gt;
| -&lt;br /&gt;
|A character may eat the egg to boost a single Divine Lore by 6 ranks for the purposes of casting ceremonies only, provided they already possess at least one rank of that Sphere’s Divine Lore. This effect does not give the character access to any additional masteries. The character who eats the egg experiences a roleplaying effect. The effects on a character who eats the egg last until the end of the end of the event.&lt;br /&gt;
|40&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alignment Ceremonies ===&lt;br /&gt;
The following ceremonies are only available during a Summit where the Precipice is aligned to Stallia.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Magnitude&lt;br /&gt;
!Altar Capable&lt;br /&gt;
|-&lt;br /&gt;
|Serpent&#039;s Sequestered&lt;br /&gt;
Secrets&lt;br /&gt;
| -&lt;br /&gt;
|Target character communes with the Star Serpent, receiving in their mind the answer to any one factual question about happenings in the Mortal Sphere.&lt;br /&gt;
|12&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Clockwork Messengers of Machine&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Target [[army]] is better organised this coming season against the maladies of a campaign.  It may ignore the special effects of the Desert terrain. It may also ignore the total effects of the Frozen, and Plagueheart territory traits.&lt;br /&gt;
|24&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Trapped in the Labyrinth&lt;br /&gt;
|Curse&lt;br /&gt;
|Target territory cannot be entered or exited from by any force in the season after the current season. If cast in Spring it affects the Winter season, if cast in Autumn it affects the Summer season.&lt;br /&gt;
|75&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Stallia]]&lt;br /&gt;
[[Category:Ceremonies]]&lt;/div&gt;</summary>
		<author><name>LCannon</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Children_at_Concord&amp;diff=1547</id>
		<title>Children at Concord</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Children_at_Concord&amp;diff=1547"/>
		<updated>2023-12-05T01:04:15Z</updated>

		<summary type="html">&lt;p&gt;LCannon: Changed age ranges for children&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Concord LARP is an event that aims to be open to LARPers of all ages, with the idea that having children and young people present in a world adds not only authenticity but also variety to the experiences of all involved. We encourage younger players to involve themselves in the world, to experience the story, and add to it in their own way, with the expectation that will do so to their fullest and with the support of the community and their guardians.&lt;br /&gt;
&lt;br /&gt;
Our goals are to provide young LARPers with an awesome event, to ensure that these players attending the event add to the immersion of other players (not detract), and to ensure that Concord LARP, the community, and younger players are protected legally and morally as much as we are able. While it might be nice to think that LARP can do a lot towards to the growth and maturity of young people, the Concord Team will settle for a fun and safe event that everyone can attend.&lt;br /&gt;
&lt;br /&gt;
For more information about Children at Concord, and how they can particiapte in the world of Esterra, see [[The Academy]].&lt;br /&gt;
&lt;br /&gt;
[[File:Concord child 2.png|center|thumb|662x662px|A Young Concordian and their Guardian]]&lt;br /&gt;
&lt;br /&gt;
== Guidelines for Parents and Guardians ==&lt;br /&gt;
It&#039;s awesome that you&#039;re looking to bring a young person to Concord and we want to help all of you achieve a great weekend. It is important to know that there are additional responsibilities for you while acting as a guardian for a younger person. Concord is a full weekend of camping and LARP that can create difficult circumstances. As an event, supervision is required for younger people and we expect you, acting as parent or guardian, to provide that supervision. Concord is not a childcare center or a creche that looks after children while you LARP.&lt;br /&gt;
&lt;br /&gt;
If the person acting as the younger player&#039;s guardian is not their legal guardian, they must have written permission from the legal guardian to act as legal guardian for the event. If a younger player has multiple guardians present at an event, the requirements of a Guardian may be shared. Multiple guardians may be nominated but these must be nominated before the event with each guardian being acknowledged as such by the legal guardian of the child.  We would ask that any such guardian who is not a relative of the child hold a valid WWC card, a photo of which should accompany the nomination.  All guardian nominations should be emailed to concordplot@gmail.com.&lt;br /&gt;
&lt;br /&gt;
Concord is a mature game and while there are aspects designed particularly for younger players, adult players are not required to alter their gameplay for the sake of children. Players will likely swear, shout and project aggressive emotions as the tempo of the game rises and falls. Players will drink, cook and scheme. All of these will be done in the vicinity of children and may involve them. It is our belief that children will generally hear worse online than they would at a Concord event, but we do ask you to consider those ramifications before bringing your child to Concord.&lt;br /&gt;
&lt;br /&gt;
We also ask that you consider the logistical requirements for bringing a younger player to LARP. Concord events continue late into the evenings and support younger players who may get tired earlier or might not be able to maintain roleplay for long periods of time. There are more details broken down by age bracket below, but in short, ensure that the younger players you are responsible for having options for leaving play or engaging in private play without disrupting other players.&lt;br /&gt;
&lt;br /&gt;
Finally, we know Concord is often an event for you to cut loose and relax. But we do ask that you moderate your drinking somewhat while acting as a guardian. We&#039;d hate to have a circumstance where a younger player needs to leave and their guardian cannot drive.&lt;br /&gt;
&lt;br /&gt;
== Child Safety ==&lt;br /&gt;
To allow younger players to control the speed of their involvement in the game, the exact level to which they can engage with the game is varied into age groups and within those age groups, they will be able to pass certain milestones to control what aspects of the game they are involved with. See the guidelines by age below.&lt;br /&gt;
&lt;br /&gt;
In addition, all adult players who are not parents or guardians of those particular young people are asked to not be alone with children at any time. This is for everyone&#039;s protection and we thank you for understanding.&lt;br /&gt;
&lt;br /&gt;
All members of The Concord team (where appropriate) have Working-With-Children Cards, as will anyone interacting with younger players through [[The Academy]].&lt;br /&gt;
&lt;br /&gt;
== Information for Under 10s ==&lt;br /&gt;
The rules for under 10&#039;s are based on the assumption that children of this age cannot engage significantly with a varied, long-form roleplay and will need supervision by guardians. These rules are in place to ensure that they have a good weekend and don&#039;t damage the event for others.&lt;br /&gt;
&lt;br /&gt;
==== Purchase a “Child” ticket ====&lt;br /&gt;
Child tickets are a cheap ticket for everyone attending who is under 14.  Like all other attendees they are required to be LARPWest members. Be aware that LARPwest has cheaper memberships for minors.”&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;24 Hour Supervision Required&#039;&#039;&#039; ====&lt;br /&gt;
Under 10&#039;s need to have a guardian present with them at all times. There is some flexibility in this (you do not need to be looming over them) but they should be within your sight at all times. This includes while the child is asleep. A guardian is required to be a player of the event, to ensure that they can supervise a younger player while they are IC.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Must have suitable costume&#039;&#039;&#039; ====&lt;br /&gt;
Younger players who are in an IC space must have a costume that is suitable for the setting as much as is practicable. We understand that footwear is always difficult from a LARP perspective and request neutral coloured footwear.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Must have suitable toys&#039;&#039;&#039; ====&lt;br /&gt;
Young children will need to be entertained. The perfect toys for an IC space are IC toys that are valid within the setting. We ask that you do not bring bright plastic toys or modern items such as tablets into the IC space.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;A character but no skills&#039;&#039;&#039; ====&lt;br /&gt;
Players as young as this are perfectly capable of being present in the world. Of having a character that is not them and roleplaying during the event. But given the complexity of Concord&#039;s world, they cannot have a mechanical character during this time.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Always non-combatant&#039;&#039;&#039; ====&lt;br /&gt;
Players in this age bracket cannot engage in combat. They can be supervised by their guardian and engage in light play-fighting. In addition, while acting as guardian for an under 10 player, you also may not engage in combat, as they require your direct supervision at all times.&lt;br /&gt;
&lt;br /&gt;
== Information for 10-13 year olds ==&lt;br /&gt;
The rules for players of this age bracket are the expectation that they are coming into their own in regards to roleplay, understanding the mechanisms of the game, and communicating play with other players. We want to make this process something that can be done actively and within the comfort of the players involved, so that they can take it at their own pace rather than being thrust into circumstances above their ability or held back beyond their skill.&lt;br /&gt;
&lt;br /&gt;
==== Purchase a Child ticket ====&lt;br /&gt;
Child tickets are a cheap ticket for everyone attending who is under 14.  Like all other attendees they are required to be LARPWest members. Be aware that LARPwest has cheaper memberships for minors.”&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;24 Hour Guardian Responsibility&#039;&#039;&#039; ====&lt;br /&gt;
You do not have to supervise your child at all times, they may be off and about doing academy or their own business at the event. The golden rule is &amp;quot;You must know where your child is at all times, and they must know where you are at all times.&amp;quot; Both parties should be checking in with each other regularly, particularly if their circumstances are going to change. A guardian is expected to be a player in the event so that they can have responsibility for the younger player while they are IC.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Must have suitable costume&#039;&#039;&#039; ====&lt;br /&gt;
Younger players who are in an IC space must have a costume that is suitable for the setting as much as is practicable. We understand that footwear is always difficult from a LARP perspective and request neutral coloured footwear.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Must have suitable toys&#039;&#039;&#039; ====&lt;br /&gt;
Young children will need to be entertained. The perfect toys for an IC space are IC toys that are valid within the setting. We ask that you do not bring bright plastic toys or modern items such as tablets into the IC space.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;A Character Progressing into the world&#039;&#039;&#039; ====&lt;br /&gt;
All players of this age should have a character with a name and a story, even if it is very basic. But the extent to which they are a mechanical character will vary. They all start with the Apprentice skill (See [[The Academy]] page for more information on this skill).  &lt;br /&gt;
&lt;br /&gt;
From the ages of 12 and up, they may attempt the Test of Citizenship which will allow them to become a full player if they are successful. As such, mechanical involvement may vary. More information may be found on the [[The Academy|Academy]] page&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Generally a non-combatant&#039;&#039;&#039; ====&lt;br /&gt;
All players of this age begin as non-combatants. They are allowed to engage in sparring if overseen by an adult. From the ages of 12 and up players of this age may attempt the Test of Mettle, which will allow them to become full combatants if they are successful - though they do not gain any character skills until they pass their Test of Citizenship, and so may only use up to Medium Armour, and Single Handed Weapons, when playing as their character if they have not done. &lt;br /&gt;
&lt;br /&gt;
As such, combat involvement may vary.&lt;br /&gt;
&lt;br /&gt;
== Information for 14-17 year olds. ==&lt;br /&gt;
The rules at this age bracket account for the fact that these young players are fully capable and expected to interact with the game as a full players. But also account for the fact that they still require some amount of supervision and guidance.&lt;br /&gt;
&lt;br /&gt;
==== Tickets ====&lt;br /&gt;
If a 14-17 year old has previously passed their Test of Citizenship and is now playing a full character with XP and an Investment then they should purchase a normal PC ticket.  If they are continuing in the Academy, having either not passed the test of Citizenship, then they should buy an Academy ticket and their character will continue in that way.  Players aged 16-17 may choose to waive passing their test of Citizenship and simply purchase a full PC ticket at their discretion with it having been assumed they have in some way distinguished themselves such as to not require formal graduation.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Guardian Presence Required&#039;&#039;&#039; ====&lt;br /&gt;
Players in this age bracket require a guardian present at the event in order to participate. Their guardian does not need to maintain supervision but should ensure that the younger player is supported and assisted in participating in the game. The Guardian may be a spectator, vendor, or a crewmember, even if the younger player is not.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Legal Considerations&#039;&#039;&#039; ====&lt;br /&gt;
Players of this age bracket are required to consider the legal ramifications on them. They should not drink alcohol while at a Concord event and should understand that adult players have additional considerations given that they are a minor.&lt;br /&gt;
&lt;br /&gt;
==== Game Involvement ====&lt;br /&gt;
If an Academy ticket was purchased minors of this age group engage in the game in the same was as those aged 10-14 in terms of having the Apprentice Skill, how they may engage in combat activities, and in that they have no Investment or XP based skills.  If they purchased a PC ticket then they play the game in precisely the same manner as any other PC.&lt;/div&gt;</summary>
		<author><name>LCannon</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Realms_of_the_Concord&amp;diff=1469</id>
		<title>The Realms of the Concord</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Realms_of_the_Concord&amp;diff=1469"/>
		<updated>2023-10-20T09:05:52Z</updated>

		<summary type="html">&lt;p&gt;LCannon: Spelling fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Concord&#039;&#039;&#039; is a recently founded union of five Realms, each of which has been pushed to the brink of destruction by their foes and folly. Banding together, they have agreed to cede some of their sovereignty in order to pool their resources and work together to survive.&lt;br /&gt;
&lt;br /&gt;
Each is far too imporant to summarise here, so they all have their own page.&lt;br /&gt;
&lt;br /&gt;
== [[The Iron Valley]] ==&lt;br /&gt;
&#039;&#039;&amp;quot;We stand together&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mountainfolk who have lived in their valley for more than a thousand years, the Valley folk are a communal society that values decisiveness, heroism and their legends. Pride as tall as the mountains, might as strong as their fortresses.&lt;br /&gt;
&lt;br /&gt;
== [[Lerona Mere]] ==&lt;br /&gt;
&#039;&#039;&amp;quot;Everyone a King! Everyone a Captain!”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City of Legends was once a despotic trading capital, now the downtrodden have overthrown their masters and revolution has come home to roost. Dynamic and ambitious, the free people of Lerona Mere take life with both hands and a wolfish grin.&lt;br /&gt;
&lt;br /&gt;
== [[Greenweald Baronies]] ==&lt;br /&gt;
&#039;&#039;&amp;quot;The forest is dark and holds many secrets, but we are the light that seeks the truth.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secreted away in a vast cursed forest, the Greenweald Baronies battle arcane horrors, cultists and the land themselves for their small pockets of civilisation. Religiously dedicated and superstitious, the pragmatic Wealders will do what it takes to survive.&lt;br /&gt;
&lt;br /&gt;
== [[Andash]] ==&lt;br /&gt;
&#039;&#039;“My brethren, what can we save from the past?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Descendants of a lost empire, the Andashi tribesfolk have started to reclaim the relics of their past. Flush with newfound wealth and knowledge, they struggle to reclaim the artifacts that will reveal the secrets of their past.&lt;br /&gt;
&lt;br /&gt;
== [[Kingdom of Bordevar]] ==&lt;br /&gt;
&#039;&#039;“By my steel and by my soul, I will not fail again.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Kingless Kingdom has been led astray by its long dead ruler. Now the noble knights of Bordevar must turn to those they turned away. Powerful warriors of good and justice looking for hope and peace.&lt;/div&gt;</summary>
		<author><name>LCannon</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Senator&amp;diff=1336</id>
		<title>Senator</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Senator&amp;diff=1336"/>
		<updated>2023-07-23T07:48:06Z</updated>

		<summary type="html">&lt;p&gt;LCannon: Update spelling of Mukarrem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Those few who sit upon the Concordian Senate ultimately lead The Concord and represent its people. They control the laws, taxation, foreign policy and direction of the nation, for good or ill.&lt;br /&gt;
&lt;br /&gt;
== Election ==&lt;br /&gt;
Senators are elected during the Winter Summit earlier in the year. Each region of The Concord elects one senator through a method dependent on their Realmic Traditions.&lt;br /&gt;
&lt;br /&gt;
== Term ==&lt;br /&gt;
Senators serve a term of one year, including the Summit where they are elected. They may immediately stand for re-election after this term if they wish. There is no term limit.&lt;br /&gt;
&lt;br /&gt;
== Powers and Responsibilities ==&lt;br /&gt;
The powers of a Senator are broadly split into two categories; those they hold outside the Senate Session and those they Hold within it.&lt;br /&gt;
&lt;br /&gt;
Outside of a Senate Session Senators hold the following powers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Request the Archives:&#039;&#039;&#039; Senators have access to documents and reports from prior Summits to inform their decisions. They can request these documents from the Symposiarch who will endeavor to make them available.&lt;br /&gt;
&lt;br /&gt;
Documents come in two forms: Open and Secret. Open documents represent copies of reports that the Civil Service holds and their restriction is more a matter of preserving copies than security. These include Redacted Copies of Historic Research, Treasurers&#039; reports that are more than a year old, and any other documents considered ‘Open’. Open documents must be returned to the Symposiarch before the end of the Summit and copies are permitted.&lt;br /&gt;
&lt;br /&gt;
Secret Documents are those whose public availability would damage The Concord, its reputation or its stability. These include Unredacted Historic Research, Treasurers Reports less than a year old (noting that the current treasurer&#039;s report is not available to Senators), and other secret documentation. Secret documents must be returned within an hour, copies are not permitted and they are reserved for Senators (or their proxies) eyes only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call Emergency Session:&#039;&#039;&#039; Once per Summit, the Senate may sit an emergency session. To do so, a senator must make their intention known to the Symposiarch who will confirm or deny if the Session is appropriate. At this point the Senator has half an hour to gather every elected Senator or a proxy (following the requirements on a senator proxy) within the Senate. If successful, an emergency session will be sat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name a Proxy:&#039;&#039;&#039; Senators can name a Proxy to serve in their place for no longer than a single day. Proxy submissions must be submitted to the Symposiarch in writing and must bear the Senators sigil or signature.&lt;br /&gt;
&lt;br /&gt;
Within a Senate Session, Senators have the following Powers and Responsibilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstention:&#039;&#039;&#039; Senators lack the right of abstention, as such, they are legally required to vote whenever it is possible for them to do so within Senate Sessions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address:&#039;&#039;&#039; Senators have the Right of Address and are permitted to speak during Senate Addresses without a vote.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prominence:&#039;&#039;&#039; Senators are always allowed to speak during a senate session (provided they do not overly impact the process of discussion).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote:&#039;&#039;&#039; Senators are permitted one vote per motion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proposal:&#039;&#039;&#039; During Senator Business, each senator is permitted a single motion. During their motion, it is the responsibility of the senator to determine when the motion should come to a vote, if they wish to withdraw their motion and if they wish to table their motion. If a vote has been completed by twenty minutes, the motion is withdrawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executor:&#039;&#039;&#039; If a motion passes that require a significant amount of work outside of the Senate meeting, such as purchasing the required materials for a Commission, the Senator who raised the motion is interested as the Executor of that motion. If there are any resources granted to such a motion they are given to the Executor of that motion. It is up to the Senate if excess funds are to be returned after the motion is complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curtailment:&#039;&#039;&#039; A senator may call for a vote of Curtailment once per Senate session, this does not constitute their single motion. This is a simple majority vote that, if passed, ends the current Senate Session. This is the only example wherein a supreme vote would not go to Church to prompt the veto, due to its nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escalation:&#039;&#039;&#039; Once per Session a senator may call for escalation on a vote. At which point the current vote requires a Supreme Majority if it did not before. This new supreme vote would prompt the Church and Throne vetoes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recess:&#039;&#039;&#039; Each Senator is permitted to call a five-minute recess once per Session. These recesses may be chained together for a longer recess.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The central figures of The Concordian government, Senators arrived at their existence through the amalgamation of communal leadership groups from across the Concord’s member Realms. The Ducal Councils of Bordevar, the Reeves Moots of the Iron Valley, the small councils of the Barons of the Weald, Tribal gatherings of Andash and revolutionary Brigades of Lerona Mere.&lt;br /&gt;
&lt;br /&gt;
While no one realm will truly recognise the particular powers and responsibilities of the Senators, they appear to be a close enough approximation to make all realms happy. With this in mind, the Civil Service is constantly amending the processes of the Senate to ensure the smooth and productive function of the Concords foremost council. Examples of this include the tabling of motions, limitations on Recesses and Emergency Sessions and the process of Requesting Archives.&lt;br /&gt;
&lt;br /&gt;
== Past Holders ==&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Bolsterlee]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Athermer of Baelags Starcast&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Agney of Bolsterlee&lt;br /&gt;
|Winter 222 to Summer 222 (Abdicated)&lt;br /&gt;
|-&lt;br /&gt;
|Eodwulf&lt;br /&gt;
|Summer 222 to Winter 223&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Lerona Mere]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Luca Aquileia&lt;br /&gt;
|Winter 221 to Summer 221 (Abdicated)&lt;br /&gt;
|-&lt;br /&gt;
|Marciana Fuchs&lt;br /&gt;
|Summer 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Marciana Fuchs&lt;br /&gt;
|Winter 222 to Summer 222 (Abdicated)&lt;br /&gt;
|-&lt;br /&gt;
|Jalen Van Voyant&lt;br /&gt;
|Summer 222 to Winter 223&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Mukarrem]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Razil Del Panoply&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Captain Johannes El Westwind&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Resinderholz]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Saskia&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Saskia&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[The Tribelands]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Catalina El’Obregon&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Catalina El’Obregon&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Weiland]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Ser Louisoix of House Avalon&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Ser Louisoix of House Avalon&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Windholme]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Hrothmaer Ironhide&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Hrothmaer Ironhide&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LCannon</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Andashi_People_and_Culture&amp;diff=1335</id>
		<title>Andashi People and Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Andashi_People_and_Culture&amp;diff=1335"/>
		<updated>2023-07-23T07:46:33Z</updated>

		<summary type="html">&lt;p&gt;LCannon: Update spelling of Mukarrem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The People ==&lt;br /&gt;
The Andashi people are a divided sort. Divided between nomadic wilderness and wealthy city, between past and future, between rugged survivalism and gaudy opulence. While at greater extremes this dichotomy causes friction, the most traditional refuse to enter Obregon as it should be left as a monument to the past, whereas the most radical believe that all should give up the nomadic lives and support the city.&lt;br /&gt;
&lt;br /&gt;
But for the vast majority, their lives are a harmony of both existences, rather than competition. As a tribal people, the Andashi have extensive family ties that connect them in vast webs of marriage and history. As such they tend towards open hospitableness and trust. Their cultural focus on the tithe also produces a strong tendency towards charity and empathy towards their countrymen.&lt;br /&gt;
[[File:Andash market.png|center|thumb|814x814px]]&lt;br /&gt;
&lt;br /&gt;
The Andashi are also quite learned. Between schools of history and knowledge forming the foundation of their attempts to reclaim their past, a growing presence of the Church given their newfound ability to set down roots, and the political power of the Andash School Of Gifts, many if not all Andashi are well taught and capable scholars in their own right.&lt;br /&gt;
&lt;br /&gt;
However the Andashi are also ambitious and somewhat harsh. Their tithes make for individuals who work twice as hard for wealth and power, knowing it will be somewhat taken away from them. Their culture of plundering the past leads to less reverence for the lost than other realms and a history of tribal nomadic life can make them seem cold when it comes to matters of survival.&lt;br /&gt;
&lt;br /&gt;
In all, the average Andashi will open their doors to a stranger, feed them fine food and coffee before doing their level best to extract every single piece of information about a forgotten tomb nearby. All with a smile.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
Andashi names, much like their entire existence, come in two forms.&lt;br /&gt;
&lt;br /&gt;
Andashi tribal names are commonly used by those who spend more of their time leading the nomadic life of their tribal past. These people tend to be rough-and-tumble types, deeply connected to survival and understanding of their harsh world. Andashi tribal names are Arabic in style but often simplified and urbanised due to the influence of the changing culture.&lt;br /&gt;
&lt;br /&gt;
Examples: Ali, Dafir, Sabeeha, Yaha, Nazmi, Shakir, Radiya, Karim, Awat and Nafur&lt;br /&gt;
&lt;br /&gt;
Andashi city names are used by those who spend more time walking the powerful circles of Andash’s growing urban powers. City names are often seen as more official and proper, seeing the common use in bureaucracy and in times of great respect. Andashi city names are drawn from the names of old Grand Andash and are hispanic in style.&lt;br /&gt;
&lt;br /&gt;
Examples: Luca, Hector, Saba, Javier, Carmelo, Martin, Frida, Marcela, Alma, Brisa, Emilia and Zoe.&lt;br /&gt;
&lt;br /&gt;
Most Andashi will select one to be their primary name and the other for when circumstance is befitting of it, particularly if they are travelling out of Andash. It would not be uncommon to never learn the alternative name of an Andashi.&lt;br /&gt;
&lt;br /&gt;
Andashi surnames are linked to their wider social circumstance. Which varies from person to person. Some will use the prefix ‘al’ meaning ‘with’ followed by a clan name to mark which larger tribal social group they belong to, such as Al-Haq or Al-Romero. Others may use ‘el’ meaning ‘of’ followed by a geographic location to denote where they live, such as El-Obregon or El-Andash. Finally, particularly devout individuals, mainly priests, may use the prefix ‘del’ meaning devoted, followed by the sphere of their faith, such as Del-Lumos or Del-Anarch.&lt;br /&gt;
&lt;br /&gt;
Example full names: Ali Al-Romero, Hector Al-Rassi, Nawwa El-Andash, Juan El-Obregon, Teresa Del-Arcadian or Mundir Del-Stallia.&lt;br /&gt;
&lt;br /&gt;
== Place in the World ==&lt;br /&gt;
The new Andashi capital of Obregon is north west of Lerona Mera and South West of the Greenweald, on the far side of the long western mountain range. The land beyond the mountains is dominated by soft sand deserts which give way to rockier badlands to the north. Along the western coast there are grassy plains with dense underbrush and palms. Travel far enough to the north west and the dunes become hills which protect the outer edges of the Greenweald from the desert winds. Throughout this territory the ruins of Grand Andash can be found. Bare foundations of backwoods homesteads, to massive buried libraries and palaces. Along the coast these settlements are often in better conditions, inhabited by bandit warlords and pirate princes. To the north they become overgrown, living trophies of the violent nature worshiped by the Zekartaal.&lt;br /&gt;
&lt;br /&gt;
As it stands, the Andashi claim a large area around Obregon that stretches south west to the coast and north east to the eaves of the Greenweald Baronies. This land is dotted with new villages, ruins and the travelling Andashi who seek the wealth and knowledge of the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see&#039;&#039; Almanac: Mukarrem &#039;&#039;and&#039;&#039; Almanac: The Tribelands&lt;br /&gt;
&lt;br /&gt;
== Economic Concerns ==&lt;br /&gt;
A vast amount of the Andashi economy is still linked to their nomadic ways, with herds and seasonal orchards being common sources of wealth. The plundering of ancient sites is a common route towards fast prosperity, if you are lucky and skilled in your explorations. But as the realm grows into its new traditions new sources of wealth are appearing.&lt;br /&gt;
&lt;br /&gt;
Coffee and dates harvested near Obregon or the western coast trade extremely well throughout the Concord, as do the arcane treatises and enchantments crafted at the Andashi School of Gifts.&lt;br /&gt;
&lt;br /&gt;
To achieve their true goals, Andash will require a diverse economic system with a strong agricultural base, the treasures of the past will only last so long, so learning from their successes and failures will paint the path to the Andashi future of prosperity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Andashi School of Gifts - School of Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Andashi School of gifts rises high above the other buildings of Obregon, the Andashi capital. Finely painted spires worn smooth by the passage of time. Within its towers and halls arcanists work side by side with artisans and priests to craft new arcane items, discover new rituals and learn more about the magical world.&lt;br /&gt;
&lt;br /&gt;
The Andash School of Gifts is a School of Magic held by Andash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also:&#039;&#039; Commissions&lt;br /&gt;
&lt;br /&gt;
== Military Concerns ==&lt;br /&gt;
Andash has yet to field a full army, instead relying on tribal forces and a growing mercenary tradition. This may need to change as growing wealth and power attracts foes like travellers to an oasis. It is part of Andashi hopes with the Concord that they will be assisted and will in turn assist the other realms with defence and expansion.&lt;br /&gt;
&lt;br /&gt;
Notably, the Andashi have taken the brunt of recent attacks and expansion on behalf of the Zekartaal wartribes. The Andashi acts of putting down roots and reclaiming settlements lost to the desert is an affront to the Zekartaal beliefs and their cult spreads across the Andashi frontier, threatening to destroy the new realm before it has even begun.&lt;br /&gt;
&lt;br /&gt;
To the west and north lies the territory of the Twinblade Confederacy, a coalition of pirates, bandit warlords and worse that squat in the ruined cities of Grand Andash. While limited to isolated raids and marauding pirate crews, it is only a matter of time before Andashi interest in their history and a prickly disposition lead the two nations into conflict.&lt;br /&gt;
&lt;br /&gt;
== Cultures and Customs ==&lt;br /&gt;
&lt;br /&gt;
=== Tithing ===&lt;br /&gt;
The custom of tithing ensures that the overall whole of a people remains strong and that individuals have some barriers to becoming too powerful or arrogant. While not a perfect solution for either of those goals, it does ensure that the Andashi state remains well supported and has the means to fund its growth.&lt;br /&gt;
&lt;br /&gt;
While an inexact system, in general a tithe is often equal to one fifth of either your time or wealth. This increases with relative wealth and power but as a rule, one fifth is commonly accepted. For the very poor this might never occur, but for those with a stable amount of wealth and power, giving up either a fifth of your time (without remuneration) in support of the state or a fifth of the wealth you gain is seen as the right thing to do.&lt;br /&gt;
&lt;br /&gt;
For the more wealthy and powerful it may reach as high as half of your time and wealth. It is a strange balance, for it is those who are more powerful or wealthy who define what tithe is appropriate, but all tithes must be public, if not in presentation, at least on record. This ensures that even the rich and powerful are accountable by the vast social web of tribal allegiances, doing their best to keep them in line with the custom.&lt;br /&gt;
&lt;br /&gt;
=== Janissaries ===&lt;br /&gt;
The craft of being a mercenary is something regarded as honourable and good within Andash. The nature of the tithe means a successful mercenary group will bring wealth to the nation, while also providing it will well armed and skilled citizens should the need arise. Known as Janissaries within Andash, mercenaries are essential to the economy and regional defense. Treated with respect, being a Janissary commander brings an inordinate amount of clout in the realm.&lt;br /&gt;
&lt;br /&gt;
=== Hospitality ===&lt;br /&gt;
[[File:Andash tea.png|thumb|483x483px]]&lt;br /&gt;
Somewhat contrary to its climate, Andash places a large amount of cultural significance in warm beverages, be that tea, coco, coffee or something else. The requirement to prepare and its flexibility in taste, time and intent has created a culture where it is traditional to begin and end each momentous endeavour with a warm cup. Serving someone a warm drink is not only a kind gift, but also serves as a demonstration of care, the custom of tithing brought small, if you will. By serving you this drink, I am acknowledging that I care for you and your happiness. To enter an Andashi dwelling and be offered no drink is a sign you are unwelcome, to be refused is a sign of hostility.&lt;br /&gt;
&lt;br /&gt;
=== Tribes and Clans ===&lt;br /&gt;
A Tribe is generally a person&#039;s family group, joined either by birth, marriage or allegiance. Members of a tribe are considered family and it is a great dishonour to betray such a bond. When a marriage occurs the individual who comes from the tribe that is considered less prominent or powerful will generally join the greater Tribe, regardless of gender or circumstance, and in doing so will further increase that Tribes power. Tribes rarely have formal leadership, generally relying on the wisdom of the eldest. Many city Andashi will still recognise their tribe, but over time such relations are becoming smaller and more analogous to blood-family than anything larger. Tribes will generally use a proper-noun as a name, not dissimilar to a surname.&lt;br /&gt;
&lt;br /&gt;
A Clan is an alliance of tribes lead by a Clan Master, Headman or Headwoman. Clans operate together for security, prosperity and social relationships. Clans are powerful groups of nomads that can come to dominate whole regions or markets. Joining a clan is a serious decision that a Tribe cannot make lightly as Tradition demands that a joining a clan be for at least a generation. Clans act as an extended family, a business network and a martial force, all in one. Clans may have a proper-noun name (like a Surname) but may also have more literal names.&lt;br /&gt;
&lt;br /&gt;
Both tribes and clans use the ‘Al’ prefix in naming to denote being a part of a social group. So a character whose tribe was ‘Cruz’ and their Clan was the ‘Whitesail Fleet’ might be called Hector Al-Whitesail Al-Cruz. The clan is more important, so it goes first.&lt;br /&gt;
&lt;br /&gt;
== Religious Beliefs ==&lt;br /&gt;
The Andashi draw from an ancient history of religion that combines the decadency of empire, the knowledge of the Spheres, generations of nomadic life and their new beginnings. This length of history and change is unseen elsewhere within The Concord and produces priests of a different style. Like all priests, those of the Church in Andash are great advisors, regularly sought out for guidance, but beyond this they have become the arbiters of this new dual existence.&lt;br /&gt;
&lt;br /&gt;
The Church is prominent throughout Andash and it is not uncommon to find priests in a variety of rules outside of purely religious ones. The Andashi value a dynamic soul and to be what you believe and preach more than to simply prosthelytize is seen as a more complete devotion to the spheres.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Two Churches, One Faith&#039;&#039;&#039; ===&lt;br /&gt;
In their role as arbiter of the changing culture of the Andashi, it is the duty of priests to ensure that neither the nomadic traditions or the urban possibilities of the Realm are forgotten. This task has gradually drifted such that an informal agreement has been reached. The spheres are separated into Churches of Sand and Churches of Stone, with three spheres in each. Priests of the Church of Sand will spend the year living with the nomadic people, wandering the sands and exploring the frontier, while the priests of the Church of Stone stay within the cities, advising the urban Andashi and growing holdings there. At the end of each year, during the first summit, a ceremony is held. During this ceremony two of the three spheres of each church swap with a counterpart, leaving one behind to help ensure the longevity of projects.&lt;br /&gt;
&lt;br /&gt;
This ensures that each tradition is maintained, but also that the people are exposed to both traditions through their priests. This helps to keep the disparate parts of the Andashi culture united, but also acknowledges their different paths.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Holy Waters&#039;&#039;&#039; ===&lt;br /&gt;
As is befitting a desert people, water holds a special place in Andashi religion. Having inherited this belief from their nomadic past. Almost all Andashi ceremonies will use water in some way, this infuses it with meaning but also ensures that a ceremony will not be completed flippantly.&lt;br /&gt;
&lt;br /&gt;
Different waters have different meanings, although this may vary from sect to sect. Commonly, clean water is used for healing and bonding, natural water from a stream or pond is used for enchanting and new life, while dirty water is used for scrying and obscuring. Sand often fills an opposite role, being used for curses.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Suns Anger and Moons Peace&#039;&#039;&#039; ===&lt;br /&gt;
The harsh sun and cooling moon has a wide variety of effects on desert realms, from the prevalence of night markets to the clothing they wear. This continues into their religion with the concept of Suns Anger and Moons Peace.&lt;br /&gt;
&lt;br /&gt;
Put simply, positive ceremonies, celebrations of life and rituals of openness are cast during the night. This ensures that those involved have an environment to celebrate the results and share it with others. Ceremonies of war, scrying and curses are often cast under the sun&#039;s harsh clare, befitting their ill intentions.&lt;br /&gt;
&lt;br /&gt;
== Arcane Traditions of Andash ==&lt;br /&gt;
For many, the Arcane traditions of Andash are dominated by the influence of the Andashi School of Gifts, but this is only a new synthesis of Andashi Magic. The history of Andashi spellcasting goes back to the Nomadic tribes and beyond.&lt;br /&gt;
&lt;br /&gt;
Nomadic Andashi Spellcasters are held in high regard, having a skilled mage gives a travelling clan a powerful weapon, skilled healer and useful leader all in one skillset. Any powerful clan will count a number of mages in their employ. Due to the wide range of their life, most nomad mages are self taught or directly apprenticed to another arcanist. They also tend to favour a wide breadth of magic rather than being more powerful as their circumstances could change day to day. Nomad mages will often draw their power from the land, from their bonds with others and the sun or moon.&lt;br /&gt;
&lt;br /&gt;
Comparatively, Learned Arcanists of the Andashi School of Gifts are often heavily specialised. They are trained on the cutting edge of arcane study and use that power for ambitious purposes. They are skilled enough to travel far, using their abilities directly or teaching others across The Concord. City Mades tend to be focused in their study and draw their power from their own being or the knowledge of the world.&lt;br /&gt;
&lt;br /&gt;
A very few Andashi are attempting to unpick the old magics of the empire of Grand Andash. Information is sparse on the nature of their arcane history, but what is known is that Grand Andash saw all magic (Divine, Arcane and Artificery) as one pursuit, resulting in truly unique traditions.&lt;br /&gt;
&lt;br /&gt;
Common Andashi arcane implements include crystals that focus or diffuse light, images of the sun or moon, pieces of fine brass or copper and bells.&lt;br /&gt;
&lt;br /&gt;
Magical items in Andash are as varied as their arcane traditions. Nomadic artificery is functional but elegant, using as little magic and material as required to get the job done, often focusing on protective enchantments to survive a difficult life. Whereas settled Andashi Artisans pride themselves on items of beauty and skill. Items crafted in Obregon, Civisello and other Andashi settlements will use gold, gems, fine carvings and interlocking enchantments to be items of true beauty.&lt;br /&gt;
&lt;br /&gt;
[[Andash|Andash Home Page]]&lt;br /&gt;
[[Category:Andash]]&lt;br /&gt;
[[Category:Realms of the Concord]]&lt;/div&gt;</summary>
		<author><name>LCannon</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Andash&amp;diff=1334</id>
		<title>Andash</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Andash&amp;diff=1334"/>
		<updated>2023-07-23T07:45:47Z</updated>

		<summary type="html">&lt;p&gt;LCannon: Update spelling of Mukarrem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Andash Header.png|center|frame|&#039;&#039;“My brethren, what can we save from the past?”&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
[[File:Andash Heraldry.png|thumb|The Sun and Stars of Andash]]&lt;br /&gt;
See also [[Andash: Tales of the People]] or [[Andash History]] for further reading.&lt;br /&gt;
&lt;br /&gt;
Few can claim to have been the greatest empire in all of Esterra, but Grand Andash had a decent claim to such a title. Over time their settlements spread all along the western coast with wealth and power unmatched by many on the continent. However the ambitions of many of the empire&#039;s leaders made controlling such wide expanses difficult, if not futile. The empire was wracked with civil conflicts and attempts by many of its greatest heroes to regain control through the throne would ultimately meet with failure.&lt;br /&gt;
&lt;br /&gt;
But this grand and powerful empire left its mark on the world, and while its cities now lie half buried or in the hands of petty warlords, their advancements in magic, understanding of the spheres, economics and agriculture are precious gifts hidden in the past. And these are not gifts that are going to be allowed to lie in the grave.&lt;br /&gt;
&lt;br /&gt;
The Andashi tribes folk are descendants of desert wanderers who claim to have been part of the empire at its height. Their histories told of the wealth, knowledge and grace of the ancient empire. Over time this culture of veneration shifted from a melancholy reverence of the past to a burning curiosity, as bright as the noonday sun. No longer were the Andashi content to leave the sand-clogged streets of Old Andashi to exist as monuments, and no longer will their teachings be lost to time.&lt;br /&gt;
&lt;br /&gt;
Three generations past the leaders of the Andashi tribes reclaimed the city of Obregon. They cleared its streets, reopened its wells and dived deep into the scrolls left behind in the towering school of magic there. In the time since the culture and life of the Andashi has undergone a powerful change as the past, present and future meet in this moment.&lt;br /&gt;
&lt;br /&gt;
Dedicated to resurrecting what the Andashi see as their inheritance, they are a desert nomadic people that maintain a beautiful city of cafes, schools and soldiers. They are a tribal people of clans who are building plantations and trading with other realms. They are a culture of deeply rooted belief and religion with a hunger for the mysteries of the past hidden in buried tombs.&lt;br /&gt;
&lt;br /&gt;
But their lands are not safe. A great undertaking such as this stretches the Andashi to their brink at every moment, for their hunger for knowledge and growth is extensive. But there are those who would also see them fail. The Zekartaal to the north see the reclamation of what nature had claimed as sacrilege, while the Twinblade Confederacy to the West wishes to claim the wealth of the sands for themselves.&lt;br /&gt;
&lt;br /&gt;
Ever aware of their vulnerability, the Andashi see a kinship in the Concord, realms that seek greatness in the future just as they do. But beyond that they see strength, for Grand Andash fell alone, its pride and wealth a yoke around its neck. New Andash would not be so, it would be a realm that was apart of the greater whole, a realm that uplifted all with its knowledge. It would be a Realm of the Concord.&lt;br /&gt;
[[File:Andash discussion2.png|thumb|510x510px]]&lt;br /&gt;
&lt;br /&gt;
== Five things about Andash ==&lt;br /&gt;
&#039;&#039;&#039;To live is to grow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Andashi are a tribal people growing from what they can learn of their ancient imperial past. Their traditions and culture are radically changing and combining year to year and what it will become is something entirely new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To grow is to share&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The traditions of Tithing an amount of your income or time is a cultural relic of their tribal background, ensuring the survival of all rises with the prosperity of the few. Andashi people tend to be charitable and ambitious because of this. They know a decent amount of their time and income will be given to others and so they work twice as hard to procure more for themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To share is to rise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magnitude of a tithe is linked to how prosperous a person is in power and wealth. As such the lower echelons of the Andashi populace are free and well supported by the state. But the higher one grows in power, the more your time and wealth are no longer your own. This ensures leaders who are bound to their people and common folk who are dynamic in their ambition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To rise is to learn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a culture striving to learn the history and skills of their past incarnations, learning is of great importance to the Andashi. Schools, wisened elders and the scrolls of the past are often greater artifacts than fortresses, rich merchants or powerful magical items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To learn is to talk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Andash is a place of cafes and of philosophers. A garrulous people, the Andashi are aggressively hospitable and open. To speak over coffee, a fine meal or good music is almost as traditional as the tithing.&lt;br /&gt;
&lt;br /&gt;
== What Andash is not ==&lt;br /&gt;
&#039;&#039;&#039;Enlightened&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Tithes do a good job of keeping the state afloat and ambitions tethered to reality, Andash is not a perfect utopia of sacrifice. Rather it is a delicate dance of remaining within the lines of tradition, while caring for your brethren and getting ahead yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treacherous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While they are political operators and socially intelligent, the Andashi are no more predisposed towards treachery than any other people, if anything they are often quite trustworthy as a whole.&lt;br /&gt;
&lt;br /&gt;
== Why you should play Andash ==&lt;br /&gt;
&#039;&#039;&#039;You love to talk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Andashi are diplomats, merchants and philosophers. If you want an excuse to talk to everyone you see, you are likely from Andash. They are optimistic people and wish to share that with the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You like to think about the world&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Descended from thinkers and learners, the people of Andash value wisdom for its own sake. The world is something to be considered and understood, not feared. They will delve into forgotten tombs, seek out dangerous artifacts and fight for knowledge, never fearing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You like a gilded home and an adventurous life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Andashi create wondrous homes with fine food, furniture and drink. Their land is one of new found wealth. But their lives are still of their nomadic culture. Fine silks obscure well worn travellers with a dedicated martial history.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You want to fight for the future&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Andash, while deeply anchored to its past, has as much ambition and hope as Lerona Mere. If you have dreams of imperial power and grand ideals of nobility, then you see the same as the Andashi.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Andash History]]&lt;br /&gt;
* [[Andashi People and Culture]]&lt;br /&gt;
* [[Andash Look and Feel]]&lt;br /&gt;
* [[Andashi Archetypes]]&lt;br /&gt;
* [[Mukarrem]] &#039;&#039;and&#039;&#039; [[The Tribelands]], primary regions held by the Andashi.&lt;/div&gt;</summary>
		<author><name>LCannon</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Mukarrem&amp;diff=1332</id>
		<title>Mukarrem</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Mukarrem&amp;diff=1332"/>
		<updated>2023-07-23T07:26:13Z</updated>

		<summary type="html">&lt;p&gt;LCannon: LCannon moved page Mukarem to Mukarrem: Correct the spelling, added the second &amp;#039;r&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A region of [[Andash]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mukarrem 223.png|thumb|586x586px]]&lt;br /&gt;
Untamed and abandoned, Mukarrem is different to many of the other regions of the Concord. Sparsely populated, even during the height of the Andashi Empire, it outwardly poses a calm wilderness. Less hostile than The Tribelands, Mukuarrem is flat plains of long grass, deep blue oceans with white gold beaches and rugged uplands clutching looming mountains.&lt;br /&gt;
&lt;br /&gt;
But this is a facade. The plainlains or Mukarrem are as parched as much of the Old Andashi Empire. The Southern Great Trade Sea is a den of pirates and corsairs. The highlands Mitricasa Rise are a distant pleasantry, attained by days or hard travel. In this unconquered wilderness, the new Andashi strive for greatness. They learn to move with the land like sand through an hourglass, leaving their mark through their travels, but also being marked by the land.&lt;br /&gt;
&lt;br /&gt;
Andashi from Mukarrem tend towards two kinds of folk; Ambitious city dwellers who strive to turn Nazafeza or some other new Mukkarem township into a polity even greater than Obregon. Or tribal nomads, less concerned with the pursuit ofwealth and history than any other Andashi. The nomads of Mukkarem are a unique people, truly rugged folk living a challenging life against the elements. To the point where they were nearly not a part of Andash.&lt;br /&gt;
&lt;br /&gt;
Old Andashi Empire ruins are few and far between inMukkarem, save for scattered coastal homes of long dead nobility and scattered border holdouts. These ruins were picked clean decades ago and are little more than landmarks and refuge in a storm.&lt;br /&gt;
&lt;br /&gt;
= The Towns =&lt;br /&gt;
The coastal capital of Mukarrem, &#039;&#039;&#039;Nazafeza&#039;&#039;&#039; is a small coastal village of less than a thousand inhabitants more commonly seen as a comfortable place for ships to put ashore than a place of great civilisation. Beginning as a stretch of calm beachline protected by a natural breakwater, sailors would pull smaller ships ashore to make use of the wells that could be found on the grounds of the ruined manor up from the beach. Growing from these humble beginnings, Nazafeza has become a respectable settlement still built around the same manor, which has become multiple buildings, including a church of Cervitas, a small garrison and meeting chamber. Surrounding the manor are sites common to every coastal settlement; taverns, markets, boarding houses and artisans of every style.&lt;br /&gt;
&lt;br /&gt;
If you travel north from the Salt Road until the scrubland gives way to the sand of the Tanebar Sea, you may come across a small settlement sheltering in the stout white stone walls of a border fort. &#039;&#039;&#039;Tadribar&#039;&#039;&#039; is a martial place, primarily occupied by warriors training themselves against the land and each other. But also a common stopping place for treasure hunters, explorers and travellers from distant lands. While Tardribar is even smaller than Nazafeza, its deep well allows it to be inhabited year round, and its reputation as a martial school is well regarded.&lt;br /&gt;
&lt;br /&gt;
Weeks travel from Nazafeza, clutching the border with Calandri is the sister shrine to one on the far side of the Andashi territory. &#039;&#039;&#039;The Shrine of Maloza&#039;&#039;&#039; is dedicated to Cervitas, Stallia and Panoply. To the tribesfolk, The ‘Night Shrine’ is a serious place, where groups will come to discuss the future, to right wrongs and to hold funerals. To the travelling Pilgrim it is a place of purity. Far from civilisation, far from wealth, far from truth, you can begin to appreciate the importance of these things.&lt;br /&gt;
&lt;br /&gt;
= The Roads =&lt;br /&gt;
The only true road in Mukkarem, &#039;&#039;&#039;The Salt Road&#039;&#039;&#039; crosses the region from east to west. Linking up Obregon to Nazafeza and the Great Trade Sea. In the east it was marked with white painted stones which crumbled and gave the road the appearance ofa cracked salt lake. Further in the west it becomes a wide hard packed track that travels in a nearly straight path day after day. Water is sparse and travellers must plan carefully or pray for rain.&lt;br /&gt;
&lt;br /&gt;
= The Lands =&lt;br /&gt;
&#039;&#039;&#039;The Priado Expanse&#039;&#039;&#039; is Mukkarem. Vast, flat grasslands that stretch onwards as far as the eye can see, suddenly dropping onto a short beach and into the sea. Mostly composed of tall grasses with saw bladed leaves, the Priado Expanse is mostly difficult due to its remoteness. Help is often far away and if you do not know where to find water it can be as dangerous as any desert. The people of the Priado Expanse are Andashi tribes tending to truly immense herds of livestock such as goats and cattle. They wander the plains from water to water avoiding the massive wildfires that sometimes sweep the Expanse.&lt;br /&gt;
&lt;br /&gt;
In the east where the land begins to roll and rise as you get closer to La Calidez mountains, sycamore, date and calitris trees replace the long grasses. This land, known as &#039;&#039;&#039;Mitricasa Rise&#039;&#039;&#039;, is sheltered by the mountains and boasts a cool climate. Peaceful and verdant, were it not for its isolation it would surely boast a larger population. But the loose woods of the Mitricasa do still owe their heritage to the Greenweald, and legends abound of man eating lions, scrub hydras and manticores where the woods meet the mountains.&lt;br /&gt;
&lt;br /&gt;
While not truly part of Mukarrem, &#039;&#039;&#039;The Guardian&#039;&#039;&#039; greatly affects the region. Channeling the Great Trade Sea into the Strait of Aker, The Guardian is a large island, nearly big enough to be a region in its own right. Filled with low shrubland and some palm forested hills, The Guardian is not formally claimed by The Concord. In reality it is a haven for pirates and raiders, being claimed by multiple pirate commodores of the Twin Blade Confederacy over the years. It is said that founding member of the Twin Blade, Captain Ziccario Del’Merde’s ship is sunk in the waters off the Islands Eastern coast.&lt;br /&gt;
&lt;br /&gt;
= The Heights =&lt;br /&gt;
Forming Andash’s southern border, &#039;&#039;&#039;La Calidez Mountains&#039;&#039;&#039; are the heart of Esterra’s south-western archipelago. Tall and dour, these mountains are prone to deep valleys with hundreds of ancient rivers. Known as La Espada to the Artebazzani, La Calidez is more temperate than their eastern cousins. But little vegetation, dangerous landslides and ornery manticores, lions and hydras make it a less appealing place to settle long term. To the Andashi these mountains form a powerful southern border against the world.&lt;br /&gt;
&lt;br /&gt;
= The Waters =&lt;br /&gt;
&#039;&#039;&#039;The Southern Great Trade Sea&#039;&#039;&#039; is a broad and deep ocean between Esterra and the twin continents of Domus Imperiis and Bestiae Terra. A difficult ocean to cross directly, most ships travel along the coast of Esterra before breaking west at the edge of Zatiri Zan in the far north, hoping to make landfall near the Scalado Estates after three weeks of open seas. Near Mukkarem the Great Trade Sea is choppy but not stormy, cold, but not freezing and wide, but not empty. Prone to pirate fleets operating from the coast of Old Andash, you are far more likely to be boarded by corsairs than sunk by waves.&lt;/div&gt;</summary>
		<author><name>LCannon</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Religious_Skills&amp;diff=1331</id>
		<title>Religious Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Religious_Skills&amp;diff=1331"/>
		<updated>2023-07-20T13:47:13Z</updated>

		<summary type="html">&lt;p&gt;LCannon: Small spelling fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[All Skills|Skills Home Page]]&lt;br /&gt;
&lt;br /&gt;
See [[Ceremonies Overview]]  or [[Concordian Church of the Divine Spheres]] for more information&lt;br /&gt;
&lt;br /&gt;
Characters have 8 experience points to spend at creation. You do not need to spend all of your points and you can save them for later purchases.&lt;br /&gt;
&lt;br /&gt;
Costs that are marked with an asterisk * have a prerequisite skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Divine Lore&lt;br /&gt;
|When you select this skill, select a Divine Sphere from the following:&lt;br /&gt;
- Anarch, Lumos, Arcadian, Panoply, Cervitas, Stallia.&lt;br /&gt;
This skill allows you to take part in Ceremonies of that Sphere. You may expend crystal mana equal to your ranks in a particular lore towards ceremonies of that lore.&lt;br /&gt;
Each rank also allows you to master two ceremonies from within your Sphere. Your Divine Lore rank is considered doubled for ceremonies you have mastered. You do not need to select these ceremonies when you purchase the skill, instead, you may leave the ‘slots’ free and choose the ceremonies you want later if you wish. Characters may not have more than two different Divine Lores at any one time, but they can have as many ranks in each as they like. The first rank of Divine Lore is Divine Lore 2 costing 2 Experience and each subsequent rank costs an additional 1 Experience (so Divine Lore 3 costs 3 experience). Each rank must be purchased in sequence.&lt;br /&gt;
|2/3/4/5/6/7/8/9/10&lt;br /&gt;
|-&lt;br /&gt;
|Extra Ceremony&lt;br /&gt;
|Your character masters two additional ceremonies from a sphere that they have Divine Lore for each time you purchase this skill. You do not need to select these rituals when you purchase the skill, instead, you may leave the ‘slots’ free and choose the rituals you want later if you wish. You can take this skill more than once for the cost of 1 experience point each time you take the skill.&lt;br /&gt;
|1*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Some notes on Divine Lore ===&lt;br /&gt;
The Divine Lore skill used to have a level 1 option, but was removed so this now starts at Divine Lore 2 which will cost 2 Experience.&lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
&lt;br /&gt;
This change was to address a wide variety of small problems but overall this was that Divine Lore 1 was too low of a barrier to entry for being a priest. &lt;br /&gt;
&lt;br /&gt;
Taking Divine Lore represents a character that is acquainted with the Spheres on a deep level, they’re a priest who is not only capable of understanding the desires of the Spheres but also in bringing their magic to the Mortal Sphere. This didn’t gel well with a 1 Experience skill that was taken flippantly. We had plenty of characters who had taken Divine Lore without really investigating the religion, taking divine lore just to boost a sect that a friend was pushing or to reflect that they were a follower of the Spheres, rather than a leader.&lt;br /&gt;
&lt;br /&gt;
This all resulted in players taking on social expectations that they weren’t necessarily looking for. It resulted in a church blowout that was rarely well represented in play and a dilution of what it meant to be a priest.&lt;br /&gt;
&lt;br /&gt;
The Concord Team want being a priest to be a &#039;&#039;&#039;strong character choice&#039;&#039;&#039; and important character role within the world of Concord.&lt;br /&gt;
&lt;br /&gt;
These changes bring some weight to the priests role in Concord, and help clarify the difference between a follower and a preacher and will help players not stumble into a set of expectations they may not have been prepared for.&lt;/div&gt;</summary>
		<author><name>LCannon</name></author>
	</entry>
</feed>