<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://gearsofgaludonwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BillyTheScruffy</id>
	<title>Gears of Galudon - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://gearsofgaludonwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BillyTheScruffy"/>
	<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php/Special:Contributions/BillyTheScruffy"/>
	<updated>2026-06-06T20:38:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=2148</id>
		<title>The Galudonian Government</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=2148"/>
		<updated>2026-05-15T00:38:46Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Galudonian government has seen many iterations over the centuries. Whether it be noble rule or the senatorial government of recent times, the Kingdom has been consistently managed by an elite political force tasked with overseeing its day-to-day operations without executive oversight of the Galudonian Monarch. Nowadays, the Government is split into four distinct separate executives, each with their own powers and authority. &lt;br /&gt;
&lt;br /&gt;
==The Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Monarch of Galudon, whether it be King, Queen or other, has full executive authority in all matters within the Kingdom. Since the enactment of the Accord of the Freeborn, most of this authority is relatively withheld to allow for the Parliament and/or Senatorial Government to legislate on the Monarch’s behalf. Only note that, in times of dire circumstance, the Monarch will step in to provide oversight and enact rulings where necessary for the sake of the people of Galudon. The Monarch has full legal immunity. This position is currently held by King Frederick Caelock&lt;br /&gt;
&lt;br /&gt;
Outside of the Monarch themselves, the Royal family, namely any Princes or Princesses have little to no authority unless granted such by the Monarch himself. They do however have legal protections, and are treated as an extension of the Monarch under the Kingdom’s various treason laws. Do note however, that unlike the Monarch, the Princes and Princesses are not protected by the disobedience of royal orders law, and can be taken to task on any order given by their person. The Princes and Princesses have full legal immunity, unless otherwise revoked by the Monarch retroactively. These positions are currently held by Prince Ambrose Caelock and Princess Lyra Caelock. &lt;br /&gt;
&lt;br /&gt;
==The Royal Court==&lt;br /&gt;
The Royal Court encompasses the many courtiers and attendants that work for and on behalf of the Galudonian Monarch. The Royal Court has a number of official positions, each possessing their own individual powers and authority separate from that of the Galudonian Ministries, Parliament, Marshalry and Judiciary. They answer directly to the Monarch, and are expected to carry out their roles dutifully and encompass the values of the Monarch by not intentionally bringing harm to the Kingdom or disrupting the concept of Galudonian progress. Additionally, individuals are appointed directly to these positions by the ruling Monarch. There is no set procedure on acquiring these positions, only that the Monarch must bestow the office upon them. They can be applied for by petition to the Monarch via letter, or by appealing to the Monarch via interaction in game such as a royal audience. &lt;br /&gt;
&lt;br /&gt;
===Emissary to the Interior===&lt;br /&gt;
The Emissary to the Interior is the chief advisor to the Galudonian Monarch. They are expected to liaise with the Monarch and advise on all matters in the Kingdom, but are primarily concerned with advising the Monarch in relation to the welfare of the common citizenry and the happenings of the nations various nobles, magnates, the other government branches etc. The Emissary of the Interior is also expected to govern the Monarch’s written communications, and acts as a direct line between all members of the public, regardless of station, and the Monarch. The Emissary of the Interior’s main powers are: &lt;br /&gt;
* Are expected to hold a meeting bi-weekly with the Monarch to advise him on the current happenings within the Kingdom. &lt;br /&gt;
* Deals with letters and pleas to the Monarch from members of the public. All letters must go through the Emissary to the Interior, who will then choose whether the matter is important enough to pass onto the Monarch. &lt;br /&gt;
* Host monthly exhibits on the health of the Kingdom, such as showcasing various flora and fauna exhibits, holding lectures about the current political climate, hold lectures regarding the natural wonders in Galudon and generally hold events specifically aimed at informing the King, the Court and other attendees about what is happening in the world. &lt;br /&gt;
&lt;br /&gt;
===Crown Custodian===&lt;br /&gt;
The Crown Curator is charged with the Monarch’s cultural and historical collection. The Crown Curator provides displays of music, the arts, fashion, entertainments and historical artifact shows on behalf of the Monarch. Moreover, they are charged with the opening and closing of royal balls of the season, announcing the presence of the Royal Family as they arrive, advising the Royal Court on cultural trends, emerging artists and social happenings. The Crown Custodian’s main powers are: &lt;br /&gt;
*Holding cultural royal galas showcasing significant works of fashion, history, music, the arts and entertainment. &lt;br /&gt;
*Managing the Monarch’s collection of artifacts, tomes, royal library and fashion. &lt;br /&gt;
*Utilizing a monthly royal stipend for the purpose of advancing culture and history within the Kingdom of £50,000. &lt;br /&gt;
*Setting the seasonal fashion trends and expected habits. &lt;br /&gt;
*Funding businesses with significant contribution to the people of the capital using a monthly royal stipend of £50,000.&lt;br /&gt;
&lt;br /&gt;
===Royal Plenipotentiary===&lt;br /&gt;
The Royal Plenipotentiary is responsible for hosting the Monarch’s diplomatic parties. This includes coordinating with the other members of the Royal Court to best entertain the dignitaries as well as provide guidance for Galudon’s elite. They also set the diplomat’s social calendars for the duration of their stay. The Royal Plenipotentiary conveys all necessary information to the Royal Court for the diplomat’s stay, as well as provides feedback on diplomatic visits and any detrimental incidents. Importantly though, the Royal Plenipotentiary has Monarch authority to call upon dignitaries without the Monarch’s direct approval, and can engage in diplomatic arrangements and sign diplomatic agreements on behalf of the Monarch in conjunction and with bi-lateral approval with the Galudonian Minister for Foreign Relations. The Royal Plenipotentiary’s main powers are: &lt;br /&gt;
*Can summon a foreign dignitary from a non-hostile state to Galudon for the purpose of a diplomatic visit. &lt;br /&gt;
*Sets the dignitaries meeting schedule, including with non-royal family members, and are tasked with ensuring the dignitaries comfort during their stay. &lt;br /&gt;
*Hosts a public gathering/gala for the dignitary during their stay for the purpose of allowing the citizens of Galudon to interact with the dignitary. &lt;br /&gt;
*Has diplomatic authority to enter into treaties, agreements and contracts with foreign states on behalf of the Monarch, provided there is unilateral approval between the Royal Plenipotentiary and the Minister for Foreign Relations. &lt;br /&gt;
&lt;br /&gt;
===Premier of Progress===&lt;br /&gt;
The Premier of Progress is responsible for heading research and sponsoring the latest in technological advancement. They are granted a Royal Stipend of £50,000 a month to invest into future proprietary technologies and patents that best benefit the needs of the nation. They are responsible for briefing the royal court on all technological movements, of both Galudon and nations abroad, and are expected to research these advancements and investigate foreign technology where possible. The Premier of Progress’ main powers are: &lt;br /&gt;
*Using the monthly stipend to direct and invest into new public technologies, or those that benefit the Kingdom in some way. &lt;br /&gt;
*Advising the Royal Court and Monarch on the current technological advancements of the world. &lt;br /&gt;
*Organizing research ventures into new technologies with additional royal funding (pending discussion with the Monarch.)&lt;br /&gt;
*Organizing tech related conferences with relevant engineers for the Monarch to attend. &lt;br /&gt;
*Visiting foreign nations’ engineering and technology centers for the purpose of viewing and investigating foreign tech. &lt;br /&gt;
&lt;br /&gt;
===Royal Marshal of the Sovereign Army===&lt;br /&gt;
The Royal Marshal not only advises the Monarch and the Royal Court on the overall health of the Galudonian Marshalry and those of foreign armies, but also commands the Monarch’s own Royal Army in official Galudon wars where necessary. The Royal Marshal also organizes the defense of the Royal Palace, the Monarch’s royal guard and security detail for Royal events. They also are the Monarch’s representative at all meetings of the Galudonian Marshalry, military ceremonies and presentations. The Royal Marshal’s main powers are: &lt;br /&gt;
*Leading the Monarch’s royal army during a time of war. &lt;br /&gt;
*Organizing and maintaining a Royal Guard. &lt;br /&gt;
*Attend Marshalry meetings as the Monarch’s representative. &lt;br /&gt;
*Relaying Marshalry information back to the Monarch and Royal Court. &lt;br /&gt;
*Provide insight and advise the Monarch on all matters regarding the military. &lt;br /&gt;
&lt;br /&gt;
===Crown Provisioner=== &lt;br /&gt;
The Crown Provisioner is charged with the distribution of rare and otherwise contraband materials to the public—with a focus on inventors—for the purpose of advancing technology within the Kingdom of Galudon. All recipients of such materials are bound to use them responsibly. Any resulting inventions are, by nature, granted in quasi-lease to the Crown and Government, permitting their replication and use for the benefit of the realm. The Crown Provisioner shall maintain a comprehensive and up-to-date register of all materials distributed, including the identities of their recipients, and shall be held accountable for any misuse of materials granted under their authority. The powers of the Crown Provisioner are as follows: &lt;br /&gt;
*The Crown Provisioner shall oversee the allocation of a limited quantity of stabilised Cymrinite, not exceeding three (3) pieces per month, to be granted to inventors for the purposes of hextech innovation and/or research. Such allocations are non-cumulative and shall not carry over between months. &lt;br /&gt;
* The Crown Provisioner shall likewise oversee the allocation of rare materials, as designated within the official Materials Registry of the Kingdom (See the materials page on the wiki), not exceeding one (1) such material per month, to be granted for the purposes of invention and/or research. These allocations are likewise non-cumulative.&lt;br /&gt;
&lt;br /&gt;
==The Executive Branch==&lt;br /&gt;
The Executive Branch is an arm of the Galudonian Government that is awarded executive authority to carry out tasks and execute orders without the explicit approval of Parliament. Formerly, the Executive Branch was made up of a number of independent ministries - however, in the wake of recent reforms, the Council of Ministers took over most of those roles. Now, all Ministers are collectively responsible for undertaking the responsibilities of those former offices. The only Offices that remain currently are the Speaker of the House and that of the Prime Minister, which are separate from the Council of Ministers. &lt;br /&gt;
&lt;br /&gt;
===Prime Minister===&lt;br /&gt;
The Prime Minister is the de-facto head of the legislative Parliament and its representatives. Typically, the Prime Minister is voted in by majority vote, beginning a 3 month term in office before ceding power back to Parliament and allowing the Parliament to vote again on which representative should be Prime Minister. Additionally, the Prime Minister is charged with ensuring that each of the other Ministries are performing their duties adequately. The current Prime Minister is: Rinnoka Eilheen. In order to carry out these tasks, the following powers are bestowed upon the Prime Minister: &lt;br /&gt;
*The Prime Minister is responsible for setting overarching Ministerial policy and what particular areas of governance need to be focused on by the other Ministries. &lt;br /&gt;
*The Prime Minister is responsible for calling to order bi-weekly (minimum) Government sittings. &lt;br /&gt;
*The Prime Minister can veto any proposal per Parliament sitting if at least 20% of the attending representatives oppose the proposal. Overuse of the Veto may result in a Royal Summons to the Royal Palace depending on the circumstances.&lt;br /&gt;
*The Prime Minister can suspend entire Ministerial offices to call for an investigation into impropriety, corruption or stagnancy. &lt;br /&gt;
*The Prime Minister has all time access to meetings with the King for Government related affairs, and can bypass the need for approval with the Royal Court’s Emissary of the Interior. &lt;br /&gt;
*The Prime Minister is expected to communicate frequently with the public at large about the current state of the Kingdom and the government’s actions affecting them. &lt;br /&gt;
*The Prime Minister may dismiss any Minister, regardless of whether a vote of no confidence has been carried out, whereby it can be shown that the Minister is unable to perform their role. The Minister in question may then appeal this decision to the Royal Household if they so wish, but must prove that they were adequately acting within the Ministerial Council. &lt;br /&gt;
*The Prime Minister may suspend the governance of any Magnate or Noble, pending investigation, over one of their respective provinces where it is believed they are harming the integrity of its citizens, or merely hoarding funds for personal gain.  &lt;br /&gt;
*The Prime Minister may prorogue Parliament at any time where they believe that the Government is failing to carry out its duties effectively for the benefit of the Kingdom. Proroguing Parliament stalls Parliament for 1 month or until either the Prime Minister or the Monarch opts to lift the Prorogue. Ministers will continue to carry out their duties as normal during that time. &lt;br /&gt;
&lt;br /&gt;
===Speaker of the House===&lt;br /&gt;
The Speaker of the House isn’t a minister per-se, but rather a conductor who is expected to keep the decorum of Parliament throughout its proceedings. The Speaker has unilateral authority to quell a member of Parliament who is misbehaving or is acting in a way that is unbecoming of the democratic process, and can remove them from proceedings after a warning. The Speaker also advises and informs the house of information that may be pertinent to a particular proposal, and orders the proposals for vote accordingly. The Speaker initiates proposal votes once the proposal and any amendments have been outlined. This position is currently held by Duke Mattigan Wrayburn. The powers of the Speaker are: &lt;br /&gt;
*They can call to order the Parliamentary proceedings and remove a misbehaving representative after warnings. &lt;br /&gt;
*Initiating the voting procedure in Parliament. &lt;br /&gt;
*Tallying the votes and declaring whether they pass or fail. &lt;br /&gt;
*Advising the representatives of any information pertinent to an ongoing proposal. &lt;br /&gt;
&lt;br /&gt;
===The Council of Ministers===&lt;br /&gt;
The Council of Ministers is the executive branch of the Galudonian Government headed by the Prime Minister, wielding a significant degree of executive authority. Ministers, those individuals appointed to the Council, are expected to carry out their duties diligently and regularly, ensuring Parliament remains informed about the Kingdom's current needs and necessities. They play a crucial role in briefing legislative representatives, providing essential information and context before voting begins on any particular matter. Their responsibilities include presenting detailed reports, proposing actionable solutions, and advising on the potential impacts of legislative decisions, thus bridging the gap between executive action and legislative deliberation. That said, the Ministers have a vast number of executive powers, and those powers will be detailed fully below in different categories. &lt;br /&gt;
&lt;br /&gt;
Ministers are appointed by attaining at least two approvals from three possible sources. These are: &lt;br /&gt;
*Majority vote of Parliament. &lt;br /&gt;
*Successful interview for aptitude by Emissary of the Interior Vyrixine Craith. &lt;br /&gt;
*Successful interview for aptitude by King Frederick Caelock. &lt;br /&gt;
The Ministers themselves need not be a representative in Parliament. They do however need to be part of a representative political party, and may be proposed to a Ministry at any sitting of the Galudonian Parliament. &lt;br /&gt;
&lt;br /&gt;
====Executive Social Authority====&lt;br /&gt;
&lt;br /&gt;
*Oversees social programs and welfare schemes by directing Government funds to specific areas of the Kingdom deemed to be needing improvement. This can also be utilised to construct necessary municipal structures in provinces lacking such but will need to be maintained at the expense of the governing Magnate of said province. &lt;br /&gt;
*The Ministers are also responsible for safeguarding and enriching the Kingdom’s diverse cultures through funding for their continued development. Additionally, the Ministers can hold progression-related cultural events in specific provinces and regions, which may temporarily bolster stability in those areas and even attract NPC dignitaries to the region by proxy. &lt;br /&gt;
*The Ministers may approve and abolish State regulated guilds and organizations, and set up Guild Accounts as well as provide funding for them if they so wish. &lt;br /&gt;
*The Ministers can cordon off entire provinces from outside influence from other Magnate entities by law where there is an ongoing crisis.  &lt;br /&gt;
*The Ministers are responsible for registering all illegal contraband and manage a register for such. &lt;br /&gt;
*The Ministers can bar an individual from acting as trial Justiciars.&lt;br /&gt;
*The Ministers can set the punishment regulations for prison sentences for those who waive their right to trial for the Copperguard Enforcers. &lt;br /&gt;
*The Ministers can pardon individuals of their crimes where they feel satisfied that in doing so there is an inherent benefit to the Kingdom at large.&lt;br /&gt;
*The Ministers can set public health standards for the hospital to operate from during the course of their duties.  &lt;br /&gt;
*The Ministers are responsible for overseeing education initiatives by directing Government funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*The Ministers can hold cultural festivals in the city highlighting any particular culture for the enrichment of all members of the public. &lt;br /&gt;
*The Ministers can direct the Ironhurst University to research into a specific scientific, arcane, or engineering question to be answered, by funding such an initiative with Government Funds.&lt;br /&gt;
*The Ministers can appoint and create an Order to manage a register of all legalized curse afflicted individuals.&lt;br /&gt;
*The Ministers manage a register of all active doctors performing out of the Galudonian hospital, and appoint one of them as a director over the others. &lt;br /&gt;
*The Ministers can cordon off an entire district or province if there is a reasonably suspected health danger outbreak.&lt;br /&gt;
*The Ministers can manage a register of approved medical practices to be performed across all of the Kingdom's medical centers. &lt;br /&gt;
*The Ministers can engage with mercenary companies for the purpose of capturing an individual in violation of the curse laws. &lt;br /&gt;
*The Ministers can establish their own taskforce or group for the purpose of capturing an individual or individuals in violation of the curse laws. &lt;br /&gt;
&lt;br /&gt;
====Executive Foreign Policy Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can hire and appoint diplomats/ambassadors to foreign nations on behalf of the Government. &lt;br /&gt;
*The Ministers can set government foreign policy toward other nations, and can appoint a Ministerial figurehead for all foreign affairs. By default, this is the Prime Minister. Government Foreign Policy should include whether or not a nation should be treated as a friend, neutral or enemy of the state. &lt;br /&gt;
*The Ministers can dispatch diplomats to foreign nations for the purpose of bettering relations/creating treaties/agreements. &lt;br /&gt;
*The Ministers can summon friendly nations’ foreign diplomats and dignitaries to the Kingdom. &lt;br /&gt;
*The Ministers can summon dignitaries from within the Kingdom (such as NPC Magnates) to the capital. &lt;br /&gt;
*The Ministers can declare any citizen or nation’s citizens “persona non grata” and unwelcome in the state, which strips that individual of all citizenship rights.&lt;br /&gt;
&lt;br /&gt;
====Executive Military Authority====&lt;br /&gt;
&lt;br /&gt;
*Unanimously, the Ministers may declare war on another nation or state. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates manpower up to 50% of their total manpower pool. &lt;br /&gt;
*The Ministers can designate any number of conscripted manpower to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates naval and air vessels up to 30% of each. &lt;br /&gt;
*The Ministers can utilize government military resources, such as manpower, naval and air vessels and designate them to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can revoke any number of troops, manpower or otherwise, naval and air vessels from the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can ban certain individuals, a group of individuals or all individuals of a particular nationality, curse, or otherwise from serving in the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
====Executive Financial Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can freely manage the government’s finances and accounts, and can move finances around to whatever accounts at will. &lt;br /&gt;
*The Ministers can set overarching taxes on individual Magnates, all magnates as a group, civilians and organizations. &lt;br /&gt;
*The Ministers set the overarching tariffs on imports and exports. &lt;br /&gt;
*The Ministers are responsible for levying fines against Magnates in the case of impropriety or stagnation in governance in their areas of influence. &lt;br /&gt;
*The Ministers can freeze any individual’s account, save for royal coffers, for investigation purposes for a particular crime. &lt;br /&gt;
*The Ministers can purchase more naval and airships for the Government with government finances. &lt;br /&gt;
*The Ministers can designate a stipend of any amount to any particular ministry. &lt;br /&gt;
*The Ministers can borrow money at an agreed interest rate from other nations. &lt;br /&gt;
&lt;br /&gt;
===The Mayor of Ironhurst===&lt;br /&gt;
The Mayor of Ironhurst is a Government role that is separate from Parliament and the Ministerial Council with its own set of exclusive, executive powers that focus entirely on administrating the day to day operations of the capital city of Ironhurst. As such, the Mayor is only answerable to the Royal Court and the Crown on matters of abuse of power, but Parliament can charge the Mayor with any Galudonian Law infractions that may have occurred in the exercise of Mayoral duties. The Mayor has the following executive powers: &lt;br /&gt;
*The Mayor can at any time fire the Commissioner of the Copperguard.&lt;br /&gt;
*The Mayor can avail of a pre-agreed budget from the Government to manage as they see fit. &lt;br /&gt;
*The Mayor sets wages for various professions, such as Ministers, representatives, doctors, the various ranks of the copperguard etc, to be paid from the pre-mentioned budget. &lt;br /&gt;
*The Mayor can reward active businesses with funding from the agreed upon budget. &lt;br /&gt;
*The Mayor can penalise inactive businesses with fines if said businesses are occupying areas of high traffic and are going unused. &lt;br /&gt;
*The Mayor can use their budget to fund the creation of builds in the city of Ironhurst. &lt;br /&gt;
*The Mayor can enact city by-laws that govern all or specific areas of Ironhurst. &lt;br /&gt;
*The Mayor can call a state of emergency and enact Marshal Law over the city of Ironhurst. &lt;br /&gt;
&lt;br /&gt;
==The Parliament== &lt;br /&gt;
The Parliament is the main legislative authority in the Kingdom. It supersedes all other executive apparatus’ save for the Monarchy and is responsible primarily with making, changing and revoking laws. The Parliament is awarded a significant amount of authority due to its diverse representatives who are charged with policing one another’s policies and proposals. There is little Parliament cannot do, provided the representatives are able to pass a motion by a 50.01% majority (quorum.) Parliament is also responsible for policing the various ministries, and can remove a Minister from power (the Prime Minister’s veto is considered null in this respect) by a vote of no confidence, requiring a 66% majority of at least 80% of the sitting representatives at that Parliamentary session. More details on Parliamentary representatives and membership can be seen below. &lt;br /&gt;
&lt;br /&gt;
===Parliamentary Representatives===&lt;br /&gt;
Parliamentary representatives are individuals who are elected to, and are responsible for, the law making practices of the Kingdom. All Parliamentary representatives are required to be a member of a political party with a published manifesto. There is only one rule prejudicing against who can and cannot be a member of Parliament, that being that they have to be a Galudonian citizen. One need only qualify under the regulations set out below under Galudonian Parliament membership. This means that any person of any race, gender, creed or even curse can be a member of Parliament, provided they meet the aforementioned criteria.&lt;br /&gt;
&lt;br /&gt;
There are only ten representative seats in Parliament. &lt;br /&gt;
&lt;br /&gt;
Parliamentary Representatives have no specific title, such as Senator for the senators of old. Instead, it's customary, but not mandatory, to simply refer to them as ‘Representative’. For example, a PParliamentary Representative named Spungo Bob would simply be referred to as Representative Bob. It's rare that you would call a Representative by their first name during a Parliamentary sitting, and such is seen as a mark of disrespect. The only time this is considered permissible is if two sitting representatives share the same surname, at which point a distinction can be made. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliament Membership===&lt;br /&gt;
To be represented in Parliament, you must be a member of a Political Party. These parties can stand for any ideology—whether conservative, centrist, liberal, pro-magic, pro-technology, or values that oppose those positions. However, every party is required to maintain a group thread in the Roleplay Groups channel of the Gears of Galudon Discord. This thread should detail the party’s manifesto, goals, and overall vision. It must also include a list of members, with each character’s name and their player’s Minecraft username.&lt;br /&gt;
&lt;br /&gt;
For example, Duke Mattigan Wrayburn is the chairman of the Galudonian Technological Supremacy Party, a group that supports centrist ideals, is pro-monarchy, advocates for a stronger nobility, and is firmly anti-magic, anti-cursed, and pro-war with Galudon’s enemies. On the other hand, Prudence Steelspire is part of The Luminary Coalition, a liberal-leaning party that supports undocumented inclusion of some curses, favors relaxed trade and tariff laws, opposes military expansion, and prioritizes entertainment and business development. The direction your party takes is entirely up to you, and the more detailed your manifesto, the more material you’ll have to engage in meaningful debate in Parliament.&lt;br /&gt;
&lt;br /&gt;
Once a party is created, it must compete in elections, which occur every three months. Individual characters do not run—only the party itself does. During each election, players vote for the top three parties they’d like to see in Parliament. The system is proportional representation, first past the post. A party can hold a maximum of three seats. If a party receives more first-place votes than it has seats available, the extra votes transfer to the party listed second on those ballots.&lt;br /&gt;
&lt;br /&gt;
If your party secures seats in Parliament, you may send up to that number of party members to any Parliamentary sitting as official Representatives for that seating. Once chosen, these representatives are logged in the master spreadsheet as in attendance, and may vote and debate on the Parliament floor. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliamentary Procedure===&lt;br /&gt;
The Galudonian Parliament has a strict code of conduct attached to it known as Galudonian Parliamentary procedure. All representatives are expected to comply with Parliamentary procedure during their tenure as representatives. The procedure is as follows: &lt;br /&gt;
&lt;br /&gt;
*The Speaker of the House will call the Parliament to order at the beginning of each sitting, after which, any absentee representatives will be noted. &lt;br /&gt;
*The Speaker will then require all Parties to announce their representatives for that sitting.&lt;br /&gt;
*Any individual acting in place of an absent representative will then make themselves known to the Parliamentary floor. &lt;br /&gt;
*All Parliamentary replacement representatives are required to follow the same rules as regular Parliamentary representatives when sitting in Parliament. &lt;br /&gt;
*Representatives are required to be seated by the call to order. Those late will not be allowed to join the sitting until the first recess is called, if any. &lt;br /&gt;
*No weapons of any kind can be brought into the Parliamentary sitting. Those found bearing weapons in Parliament will be found in violation of Galudonian law and be imprisoned and fined. &lt;br /&gt;
*Representatives must submit any proposals or bills that they wish to bring to the floor by at minimum, 24 hours before the scheduled sitting. All proposed bills will be logged in the logistics spreadsheet master document 24 hours before the scheduled sitting. Any last minute proposals/bills can be brought up at the end of the sitting, provided the speaker allows them. Note, these last minute proposals/bills must be minor to be permitted. &lt;br /&gt;
*All proposals save for votes of no confidence pass with a 50.01% majority. &lt;br /&gt;
*Representatives must wait to be recognised by the speaker before addressing the Parliament. Outbursts of any kind without being permitted to openly debate by the speaker may result in expulsion from the Parliamentary floor. &lt;br /&gt;
*Representatives are expected to conduct themselves with behavior fitting of their station. Vulgarity, personal insults or physical threats of/or violence during Parliamentary proceedings will result in expulsion from Parliament and possible incarceration by members of the Copperguard Enforcers. &lt;br /&gt;
*Parliamentary sittings are set to operate at a maximum of 2 hours. Any additional time required is at the discretion of the speaker. &lt;br /&gt;
*The speaker can call to close any proposal if it is suspected of being a filibuster. Representatives are expected not to waste Parliament's time. &lt;br /&gt;
*Members of the public are permitted to speak at the Parliamentary floor, if called upon by a representative or the speaker, however the speaker must permit such. &lt;br /&gt;
*Members of the public are expected to act with decorum and behave during Parliamentary proceedings and can be ejected from Parliament Hall if they are being disruptive to proceedings. &lt;br /&gt;
*Representatives are permitted to call for a vote of no confidence on any Minister. The vote must be carried with a minimum of 66% of at least 80% of all representatives, whether they are there during that sitting or not. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Government]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=2147</id>
		<title>The Galudonian Government</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=2147"/>
		<updated>2026-05-15T00:37:07Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Galudonian government has seen many iterations over the centuries. Whether it be noble rule or the senatorial government of recent times, the Kingdom has been consistently managed by an elite political force tasked with overseeing its day-to-day operations without executive oversight of the Galudonian Monarch. Nowadays, the Government is split into four distinct separate executives, each with their own powers and authority. &lt;br /&gt;
&lt;br /&gt;
==The Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Monarch of Galudon, whether it be King, Queen or other, has full executive authority in all matters within the Kingdom. Since the enactment of the Accord of the Freeborn, most of this authority is relatively withheld to allow for the Parliament and/or Senatorial Government to legislate on the Monarch’s behalf. Only note that, in times of dire circumstance, the Monarch will step in to provide oversight and enact rulings where necessary for the sake of the people of Galudon. The Monarch has full legal immunity. This position is currently held by King Frederick Caelock&lt;br /&gt;
&lt;br /&gt;
Outside of the Monarch themselves, the Royal family, namely any Princes or Princesses have little to no authority unless granted such by the Monarch himself. They do however have legal protections, and are treated as an extension of the Monarch under the Kingdom’s various treason laws. Do note however, that unlike the Monarch, the Princes and Princesses are not protected by the disobedience of royal orders law, and can be taken to task on any order given by their person. The Princes and Princesses have full legal immunity, unless otherwise revoked by the Monarch retroactively. These positions are currently held by Prince Ambrose Caelock and Princess Lyra Caelock. &lt;br /&gt;
&lt;br /&gt;
==The Royal Court==&lt;br /&gt;
The Royal Court encompasses the many courtiers and attendants that work for and on behalf of the Galudonian Monarch. The Royal Court has a number of official positions, each possessing their own individual powers and authority separate from that of the Galudonian Ministries, Parliament, Marshalry and Judiciary. They answer directly to the Monarch, and are expected to carry out their roles dutifully and encompass the values of the Monarch by not intentionally bringing harm to the Kingdom or disrupting the concept of Galudonian progress. Additionally, individuals are appointed directly to these positions by the ruling Monarch. There is no set procedure on acquiring these positions, only that the Monarch must bestow the office upon them. They can be applied for by petition to the Monarch via letter, or by appealing to the Monarch via interaction in game such as a royal audience. &lt;br /&gt;
&lt;br /&gt;
===Emissary to the Interior===&lt;br /&gt;
The Emissary to the Interior is the chief advisor to the Galudonian Monarch. They are expected to liaise with the Monarch and advise on all matters in the Kingdom, but are primarily concerned with advising the Monarch in relation to the welfare of the common citizenry and the happenings of the nations various nobles, magnates, the other government branches etc. The Emissary of the Interior is also expected to govern the Monarch’s written communications, and acts as a direct line between all members of the public, regardless of station, and the Monarch. The Emissary of the Interior’s main powers are: &lt;br /&gt;
* Are expected to hold a meeting bi-weekly with the Monarch to advise him on the current happenings within the Kingdom. &lt;br /&gt;
* Deals with letters and pleas to the Monarch from members of the public. All letters must go through the Emissary to the Interior, who will then choose whether the matter is important enough to pass onto the Monarch. &lt;br /&gt;
* Host monthly exhibits on the health of the Kingdom, such as showcasing various flora and fauna exhibits, holding lectures about the current political climate, hold lectures regarding the natural wonders in Galudon and generally hold events specifically aimed at informing the King, the Court and other attendees about what is happening in the world. &lt;br /&gt;
&lt;br /&gt;
===Crown Custodian===&lt;br /&gt;
The Crown Curator is charged with the Monarch’s cultural and historical collection. The Crown Curator provides displays of music, the arts, fashion, entertainments and historical artifact shows on behalf of the Monarch. Moreover, they are charged with the opening and closing of royal balls of the season, announcing the presence of the Royal Family as they arrive, advising the Royal Court on cultural trends, emerging artists and social happenings. The Crown Custodian’s main powers are: &lt;br /&gt;
*Holding cultural royal galas showcasing significant works of fashion, history, music, the arts and entertainment. &lt;br /&gt;
*Managing the Monarch’s collection of artifacts, tomes, royal library and fashion. &lt;br /&gt;
*Utilizing a monthly royal stipend for the purpose of advancing culture and history within the Kingdom of £50,000. &lt;br /&gt;
*Setting the seasonal fashion trends and expected habits. &lt;br /&gt;
*Funding businesses with significant contribution to the people of the capital using a monthly royal stipend of £50,000.&lt;br /&gt;
&lt;br /&gt;
===Royal Plenipotentiary===&lt;br /&gt;
The Royal Plenipotentiary is responsible for hosting the Monarch’s diplomatic parties. This includes coordinating with the other members of the Royal Court to best entertain the dignitaries as well as provide guidance for Galudon’s elite. They also set the diplomat’s social calendars for the duration of their stay. The Royal Plenipotentiary conveys all necessary information to the Royal Court for the diplomat’s stay, as well as provides feedback on diplomatic visits and any detrimental incidents. Importantly though, the Royal Plenipotentiary has Monarch authority to call upon dignitaries without the Monarch’s direct approval, and can engage in diplomatic arrangements and sign diplomatic agreements on behalf of the Monarch in conjunction and with bi-lateral approval with the Galudonian Minister for Foreign Relations. The Royal Plenipotentiary’s main powers are: &lt;br /&gt;
*Can summon a foreign dignitary from a non-hostile state to Galudon for the purpose of a diplomatic visit. &lt;br /&gt;
*Sets the dignitaries meeting schedule, including with non-royal family members, and are tasked with ensuring the dignitaries comfort during their stay. &lt;br /&gt;
*Hosts a public gathering/gala for the dignitary during their stay for the purpose of allowing the citizens of Galudon to interact with the dignitary. &lt;br /&gt;
*Has diplomatic authority to enter into treaties, agreements and contracts with foreign states on behalf of the Monarch, provided there is unilateral approval between the Royal Plenipotentiary and the Minister for Foreign Relations. &lt;br /&gt;
&lt;br /&gt;
===Premier of Progress===&lt;br /&gt;
The Premier of Progress is responsible for heading research and sponsoring the latest in technological advancement. They are granted a Royal Stipend of £50,000 a month to invest into future proprietary technologies and patents that best benefit the needs of the nation. They are responsible for briefing the royal court on all technological movements, of both Galudon and nations abroad, and are expected to research these advancements and investigate foreign technology where possible. The Premier of Progress’ main powers are: &lt;br /&gt;
*Using the monthly stipend to direct and invest into new public technologies, or those that benefit the Kingdom in some way. &lt;br /&gt;
*Advising the Royal Court and Monarch on the current technological advancements of the world. &lt;br /&gt;
*Organizing research ventures into new technologies with additional royal funding (pending discussion with the Monarch.)&lt;br /&gt;
*Organizing tech related conferences with relevant engineers for the Monarch to attend. &lt;br /&gt;
*Visiting foreign nations’ engineering and technology centers for the purpose of viewing and investigating foreign tech. &lt;br /&gt;
&lt;br /&gt;
===Royal Marshal of the Sovereign Army===&lt;br /&gt;
The Royal Marshal not only advises the Monarch and the Royal Court on the overall health of the Galudonian Marshalry and those of foreign armies, but also commands the Monarch’s own Royal Army in official Galudon wars where necessary. The Royal Marshal also organizes the defense of the Royal Palace, the Monarch’s royal guard and security detail for Royal events. They also are the Monarch’s representative at all meetings of the Galudonian Marshalry, military ceremonies and presentations. The Royal Marshal’s main powers are: &lt;br /&gt;
*Leading the Monarch’s royal army during a time of war. &lt;br /&gt;
*Organizing and maintaining a Royal Guard. &lt;br /&gt;
*Attend Marshalry meetings as the Monarch’s representative. &lt;br /&gt;
*Relaying Marshalry information back to the Monarch and Royal Court. &lt;br /&gt;
*Provide insight and advise the Monarch on all matters regarding the military. &lt;br /&gt;
&lt;br /&gt;
===Crown Provisioner=== &lt;br /&gt;
The Crown Provisioner is charged with the distribution of rare and otherwise contraband materials to the public—with a focus on inventors—for the purpose of advancing technology within the Kingdom of Galudon. All recipients of such materials are bound to use them responsibly. Any resulting inventions are, by nature, granted in quasi-lease to the Crown and Government, permitting their replication and use for the benefit of the realm. The Crown Provisioner shall maintain a comprehensive and up-to-date register of all materials distributed, including the identities of their recipients, and shall be held accountable for any misuse of materials granted under their authority. The powers of the Crown Provisioner are as follows: &lt;br /&gt;
*The Crown Provisioner shall oversee the allocation of a limited quantity of stabilised Cymrinite, not exceeding three (3) pieces per month, to be granted to inventors for the purposes of hextech innovation and/or research. Such allocations are non-cumulative and shall not carry over between months. &lt;br /&gt;
* The Crown Provisioner shall likewise oversee the allocation of rare materials, as designated within the official Materials Registry of the Kingdom (See the materials page on the wiki), not exceeding one (1) such material per month, to be granted for the purposes of invention and/or research. These allocations are likewise non-cumulative.&lt;br /&gt;
&lt;br /&gt;
==The Executive Branch==&lt;br /&gt;
The Executive Branch is an arm of the Galudonian Government that is awarded executive authority to carry out tasks and execute orders without the explicit approval of Parliament. Formerly, the Executive Branch was made up of a number of independent ministries - however, in the wake of recent reforms, the Council of Ministers took over most of those roles. Now, all Ministers are collectively responsible for undertaking the responsibilities of those former offices. The only Offices that remain currently are the Speaker of the House and that of the Prime Minister, which are separate from the Council of Ministers. &lt;br /&gt;
&lt;br /&gt;
===Prime Minister===&lt;br /&gt;
The Prime Minister is the de-facto head of the legislative Parliament and its representatives. Typically, the Prime Minister is voted in by majority vote, beginning a 3 month term in office before ceding power back to Parliament and allowing the Parliament to vote again on which representative should be Prime Minister. Additionally, the Prime Minister is charged with ensuring that each of the other Ministries are performing their duties adequately. The current Prime Minister is: Rinnoka Eilheen. In order to carry out these tasks, the following powers are bestowed upon the Prime Minister: &lt;br /&gt;
*The Prime Minister is responsible for setting overarching Ministerial policy and what particular areas of governance need to be focused on by the other Ministries. &lt;br /&gt;
*The Prime Minister is responsible for calling to order bi-weekly (minimum) Government sittings. &lt;br /&gt;
*The Prime Minister can veto any proposal per Parliament sitting if at least 20% of the attending representatives oppose the proposal. Overuse of the Veto may result in a Royal Summons to the Royal Palace depending on the circumstances.&lt;br /&gt;
*The Prime Minister can suspend entire Ministerial offices to call for an investigation into impropriety, corruption or stagnancy. &lt;br /&gt;
*The Prime Minister has all time access to meetings with the King for Government related affairs, and can bypass the need for approval with the Royal Court’s Emissary of the Interior. &lt;br /&gt;
*The Prime Minister is expected to communicate frequently with the public at large about the current state of the Kingdom and the government’s actions affecting them. &lt;br /&gt;
*The Prime Minister may dismiss any Minister, regardless of whether a vote of no confidence has been carried out, whereby it can be shown that the Minister is unable to perform their role. The Minister in question may then appeal this decision to the Royal Household if they so wish, but must prove that they were adequately acting within the Ministerial Council. &lt;br /&gt;
*The Prime Minister may suspend the governance of any Magnate or Noble, pending investigation, over one of their respective provinces where it is believed they are harming the integrity of its citizens, or merely hoarding funds for personal gain.  &lt;br /&gt;
*The Prime Minister may prorogue Parliament at any time where they believe that the Government is failing to carry out its duties effectively for the benefit of the Kingdom. Proroguing Parliament stalls Parliament for 1 month or until either the Prime Minister or the Monarch opts to lift the Prorogue. Ministers will continue to carry out their duties as normal during that time. &lt;br /&gt;
&lt;br /&gt;
===Speaker of the House===&lt;br /&gt;
The Speaker of the House isn’t a minister per-se, but rather a conductor who is expected to keep the decorum of Parliament throughout its proceedings. The Speaker has unilateral authority to quell a member of Parliament who is misbehaving or is acting in a way that is unbecoming of the democratic process, and can remove them from proceedings after a warning. The Speaker also advises and informs the house of information that may be pertinent to a particular proposal, and orders the proposals for vote accordingly. The Speaker initiates proposal votes once the proposal and any amendments have been outlined. This position is currently held by Duke Mattigan Wrayburn. The powers of the Speaker are: &lt;br /&gt;
*They can call to order the Parliamentary proceedings and remove a misbehaving representative after warnings. &lt;br /&gt;
*Initiating the voting procedure in Parliament. &lt;br /&gt;
*Tallying the votes and declaring whether they pass or fail. &lt;br /&gt;
*Advising the representatives of any information pertinent to an ongoing proposal. &lt;br /&gt;
&lt;br /&gt;
===The Council of Ministers===&lt;br /&gt;
The Council of Ministers is the executive branch of the Galudonian Government headed by the Prime Minister, wielding a significant degree of executive authority. Ministers, those individuals appointed to the Council, are expected to carry out their duties diligently and regularly, ensuring Parliament remains informed about the Kingdom's current needs and necessities. They play a crucial role in briefing legislative representatives, providing essential information and context before voting begins on any particular matter. Their responsibilities include presenting detailed reports, proposing actionable solutions, and advising on the potential impacts of legislative decisions, thus bridging the gap between executive action and legislative deliberation. That said, the Ministers have a vast number of executive powers, and those powers will be detailed fully below in different categories. &lt;br /&gt;
&lt;br /&gt;
Ministers are appointed by attaining at least two approvals from three possible sources. These are: &lt;br /&gt;
*Majority vote of Parliament. &lt;br /&gt;
*Successful interview for aptitude by Emissary of the Interior Vyrixine Craith. &lt;br /&gt;
*Successful interview for aptitude by King Frederick Caelock. &lt;br /&gt;
The Ministers themselves need not be a representative in Parliament. They do however need to be part of a representative political party, and may be proposed to a Ministry at any sitting of the Galudonian Parliament. &lt;br /&gt;
&lt;br /&gt;
====Executive Social Authority====&lt;br /&gt;
&lt;br /&gt;
*Oversees social programs and welfare schemes by directing Government funds to specific areas of the Kingdom deemed to be needing improvement. This can also be utilised to construct necessary municipal structures in provinces lacking such but will need to be maintained at the expense of the governing Magnate of said province. &lt;br /&gt;
*The Ministers are also responsible for safeguarding and enriching the Kingdom’s diverse cultures through funding for their continued development. Additionally, the Ministers can hold progression-related cultural events in specific provinces and regions, which may temporarily bolster stability in those areas and even attract NPC dignitaries to the region by proxy. &lt;br /&gt;
*The Ministers may approve and abolish State regulated guilds and organizations, and set up Guild Accounts as well as provide funding for them if they so wish. &lt;br /&gt;
*The Ministers can cordon off entire provinces from outside influence from other Magnate entities by law where there is an ongoing crisis.  &lt;br /&gt;
*The Ministers are responsible for registering all illegal contraband and manage a register for such. &lt;br /&gt;
*The Ministers can bar an individual from acting as trial Justiciars.&lt;br /&gt;
*The Ministers can set the punishment regulations for prison sentences for those who waive their right to trial for the Copperguard Enforcers. &lt;br /&gt;
*The Ministers can pardon individuals of their crimes where they feel satisfied that in doing so there is an inherent benefit to the Kingdom at large.&lt;br /&gt;
*The Ministers can set public health standards for the hospital to operate from during the course of their duties.  &lt;br /&gt;
*The Ministers are responsible for overseeing education initiatives by directing Government funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*The Ministers can hold cultural festivals in the city highlighting any particular culture for the enrichment of all members of the public. &lt;br /&gt;
*The Ministers can direct the Ironhurst University to research into a specific scientific, arcane, or engineering question to be answered, by funding such an initiative with Government Funds.&lt;br /&gt;
*The Ministers can appoint and create an Order to manage a register of all legalized curse afflicted individuals.&lt;br /&gt;
*The Ministers manage a register of all active doctors performing out of the Galudonian hospital, and appoint one of them as a director over the others. &lt;br /&gt;
*The Ministers can cordon off an entire district or province if there is a reasonably suspected health danger outbreak.&lt;br /&gt;
*The Ministers can manage a register of approved medical practices to be performed across all of the Kingdom's medical centers. &lt;br /&gt;
*The Ministers can engage with mercenary companies for the purpose of capturing an individual in violation of the curse laws. &lt;br /&gt;
*The Ministers can establish their own taskforce or group for the purpose of capturing an individual or individuals in violation of the curse laws. &lt;br /&gt;
&lt;br /&gt;
====Executive Foreign Policy Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can hire and appoint diplomats/ambassadors to foreign nations on behalf of the Government. &lt;br /&gt;
*The Ministers can set government foreign policy toward other nations, and can appoint a Ministerial figurehead for all foreign affairs. By default, this is the Prime Minister. Government Foreign Policy should include whether or not a nation should be treated as a friend, neutral or enemy of the state. &lt;br /&gt;
*The Ministers can dispatch diplomats to foreign nations for the purpose of bettering relations/creating treaties/agreements. &lt;br /&gt;
*The Ministers can summon friendly nations’ foreign diplomats and dignitaries to the Kingdom. &lt;br /&gt;
*The Ministers can summon dignitaries from within the Kingdom (such as NPC Magnates) to the capital. &lt;br /&gt;
*The Ministers can declare any citizen or nation’s citizens “persona non grata” and unwelcome in the state, which strips that individual of all citizenship rights.&lt;br /&gt;
&lt;br /&gt;
====Executive Military Authority====&lt;br /&gt;
&lt;br /&gt;
*Unanimously, the Ministers may declare war on another nation or state. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates manpower up to 50% of their total manpower pool. &lt;br /&gt;
*The Ministers can designate any number of conscripted manpower to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates naval and air vessels up to 30% of each. &lt;br /&gt;
*The Ministers can utilize government military resources, such as manpower, naval and air vessels and designate them to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can revoke any number of troops, manpower or otherwise, naval and air vessels from the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can ban certain individuals, a group of individuals or all individuals of a particular nationality, curse, or otherwise from serving in the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
====Executive Financial Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can freely manage the government’s finances and accounts, and can move finances around to whatever accounts at will. &lt;br /&gt;
*The Ministers can set overarching taxes on individual Magnates, all magnates as a group, civilians and organizations. &lt;br /&gt;
*The Ministers set the overarching tariffs on imports and exports. &lt;br /&gt;
*The Ministers are responsible for levying fines against Magnates in the case of impropriety or stagnation in governance in their areas of influence. &lt;br /&gt;
*The Ministers can freeze any individual’s account, save for royal coffers, for investigation purposes for a particular crime. &lt;br /&gt;
*The Ministers can purchase more naval and airships for the Government with government finances. &lt;br /&gt;
*The Ministers can designate a stipend of any amount to any particular ministry. &lt;br /&gt;
*The Ministers can borrow money at an agreed interest rate from other nations. &lt;br /&gt;
&lt;br /&gt;
===The Mayor of Ironhurst===&lt;br /&gt;
The Mayor of Ironhurst is a Government role that is separate from Parliament and the Ministerial Council with its own set of exclusive, executive powers that focus entirely on administrating the day to day operations of the capital city of Ironhurst. As such, the Mayor is only answerable to the Royal Court and the Crown on matters of abuse of power, but Parliament can charge the Mayor with any Galudonian Law infractions that may have occurred in the exercise of Mayoral duties. The Mayor has the following executive powers: &lt;br /&gt;
*The Mayor can at any time replace and instate a new Commissioner of the Copperguard.&lt;br /&gt;
*The Mayor can avail of a pre-agreed budget from the Government to manage as they see fit. &lt;br /&gt;
*The Mayor sets wages for various professions, such as Ministers, representatives, doctors, the various ranks of the copperguard etc, to be paid from the pre-mentioned budget. &lt;br /&gt;
*The Mayor can reward active businesses with funding from the agreed upon budget. &lt;br /&gt;
*The Mayor can penalise inactive businesses with fines if said businesses are occupying areas of high traffic and are going unused. &lt;br /&gt;
*The Mayor can use their budget to fund the creation of builds in the city of Ironhurst. &lt;br /&gt;
*The Mayor can enact city by-laws that govern all or specific areas of Ironhurst. &lt;br /&gt;
*The Mayor can call a state of emergency and enact Marshal Law over the city of Ironhurst. &lt;br /&gt;
&lt;br /&gt;
==The Parliament== &lt;br /&gt;
The Parliament is the main legislative authority in the Kingdom. It supersedes all other executive apparatus’ save for the Monarchy and is responsible primarily with making, changing and revoking laws. The Parliament is awarded a significant amount of authority due to its diverse representatives who are charged with policing one another’s policies and proposals. There is little Parliament cannot do, provided the representatives are able to pass a motion by a 50.01% majority (quorum.) Parliament is also responsible for policing the various ministries, and can remove a Minister from power (the Prime Minister’s veto is considered null in this respect) by a vote of no confidence, requiring a 66% majority of at least 80% of the sitting representatives at that Parliamentary session. More details on Parliamentary representatives and membership can be seen below. &lt;br /&gt;
&lt;br /&gt;
===Parliamentary Representatives===&lt;br /&gt;
Parliamentary representatives are individuals who are elected to, and are responsible for, the law making practices of the Kingdom. All Parliamentary representatives are required to be a member of a political party with a published manifesto. There is only one rule prejudicing against who can and cannot be a member of Parliament, that being that they have to be a Galudonian citizen. One need only qualify under the regulations set out below under Galudonian Parliament membership. This means that any person of any race, gender, creed or even curse can be a member of Parliament, provided they meet the aforementioned criteria.&lt;br /&gt;
&lt;br /&gt;
There are only ten representative seats in Parliament. &lt;br /&gt;
&lt;br /&gt;
Parliamentary Representatives have no specific title, such as Senator for the senators of old. Instead, it's customary, but not mandatory, to simply refer to them as ‘Representative’. For example, a PParliamentary Representative named Spungo Bob would simply be referred to as Representative Bob. It's rare that you would call a Representative by their first name during a Parliamentary sitting, and such is seen as a mark of disrespect. The only time this is considered permissible is if two sitting representatives share the same surname, at which point a distinction can be made. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliament Membership===&lt;br /&gt;
To be represented in Parliament, you must be a member of a Political Party. These parties can stand for any ideology—whether conservative, centrist, liberal, pro-magic, pro-technology, or values that oppose those positions. However, every party is required to maintain a group thread in the Roleplay Groups channel of the Gears of Galudon Discord. This thread should detail the party’s manifesto, goals, and overall vision. It must also include a list of members, with each character’s name and their player’s Minecraft username.&lt;br /&gt;
&lt;br /&gt;
For example, Duke Mattigan Wrayburn is the chairman of the Galudonian Technological Supremacy Party, a group that supports centrist ideals, is pro-monarchy, advocates for a stronger nobility, and is firmly anti-magic, anti-cursed, and pro-war with Galudon’s enemies. On the other hand, Prudence Steelspire is part of The Luminary Coalition, a liberal-leaning party that supports undocumented inclusion of some curses, favors relaxed trade and tariff laws, opposes military expansion, and prioritizes entertainment and business development. The direction your party takes is entirely up to you, and the more detailed your manifesto, the more material you’ll have to engage in meaningful debate in Parliament.&lt;br /&gt;
&lt;br /&gt;
Once a party is created, it must compete in elections, which occur every three months. Individual characters do not run—only the party itself does. During each election, players vote for the top three parties they’d like to see in Parliament. The system is proportional representation, first past the post. A party can hold a maximum of three seats. If a party receives more first-place votes than it has seats available, the extra votes transfer to the party listed second on those ballots.&lt;br /&gt;
&lt;br /&gt;
If your party secures seats in Parliament, you may send up to that number of party members to any Parliamentary sitting as official Representatives for that seating. Once chosen, these representatives are logged in the master spreadsheet as in attendance, and may vote and debate on the Parliament floor. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliamentary Procedure===&lt;br /&gt;
The Galudonian Parliament has a strict code of conduct attached to it known as Galudonian Parliamentary procedure. All representatives are expected to comply with Parliamentary procedure during their tenure as representatives. The procedure is as follows: &lt;br /&gt;
&lt;br /&gt;
*The Speaker of the House will call the Parliament to order at the beginning of each sitting, after which, any absentee representatives will be noted. &lt;br /&gt;
*The Speaker will then require all Parties to announce their representatives for that sitting.&lt;br /&gt;
*Any individual acting in place of an absent representative will then make themselves known to the Parliamentary floor. &lt;br /&gt;
*All Parliamentary replacement representatives are required to follow the same rules as regular Parliamentary representatives when sitting in Parliament. &lt;br /&gt;
*Representatives are required to be seated by the call to order. Those late will not be allowed to join the sitting until the first recess is called, if any. &lt;br /&gt;
*No weapons of any kind can be brought into the Parliamentary sitting. Those found bearing weapons in Parliament will be found in violation of Galudonian law and be imprisoned and fined. &lt;br /&gt;
*Representatives must submit any proposals or bills that they wish to bring to the floor by at minimum, 24 hours before the scheduled sitting. All proposed bills will be logged in the logistics spreadsheet master document 24 hours before the scheduled sitting. Any last minute proposals/bills can be brought up at the end of the sitting, provided the speaker allows them. Note, these last minute proposals/bills must be minor to be permitted. &lt;br /&gt;
*All proposals save for votes of no confidence pass with a 50.01% majority. &lt;br /&gt;
*Representatives must wait to be recognised by the speaker before addressing the Parliament. Outbursts of any kind without being permitted to openly debate by the speaker may result in expulsion from the Parliamentary floor. &lt;br /&gt;
*Representatives are expected to conduct themselves with behavior fitting of their station. Vulgarity, personal insults or physical threats of/or violence during Parliamentary proceedings will result in expulsion from Parliament and possible incarceration by members of the Copperguard Enforcers. &lt;br /&gt;
*Parliamentary sittings are set to operate at a maximum of 2 hours. Any additional time required is at the discretion of the speaker. &lt;br /&gt;
*The speaker can call to close any proposal if it is suspected of being a filibuster. Representatives are expected not to waste Parliament's time. &lt;br /&gt;
*Members of the public are permitted to speak at the Parliamentary floor, if called upon by a representative or the speaker, however the speaker must permit such. &lt;br /&gt;
*Members of the public are expected to act with decorum and behave during Parliamentary proceedings and can be ejected from Parliament Hall if they are being disruptive to proceedings. &lt;br /&gt;
*Representatives are permitted to call for a vote of no confidence on any Minister. The vote must be carried with a minimum of 66% of at least 80% of all representatives, whether they are there during that sitting or not. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Government]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=2127</id>
		<title>The Galudonian Government</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=2127"/>
		<updated>2026-04-24T00:31:20Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Galudonian government has seen many iterations over the centuries. Whether it be noble rule or the senatorial government of recent times, the Kingdom has been consistently managed by an elite political force tasked with overseeing its day-to-day operations without executive oversight of the Galudonian Monarch. Nowadays, the Government is split into four distinct separate executives, each with their own powers and authority. &lt;br /&gt;
&lt;br /&gt;
==The Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Monarch of Galudon, whether it be King, Queen or other, has full executive authority in all matters within the Kingdom. Since the enactment of the Accord of the Freeborn, most of this authority is relatively withheld to allow for the Parliament and/or Senatorial Government to legislate on the Monarch’s behalf. Only note that, in times of dire circumstance, the Monarch will step in to provide oversight and enact rulings where necessary for the sake of the people of Galudon. The Monarch has full legal immunity. This position is currently held by King Frederick Caelock&lt;br /&gt;
&lt;br /&gt;
Outside of the Monarch themselves, the Royal family, namely any Princes or Princesses have little to no authority unless granted such by the Monarch himself. They do however have legal protections, and are treated as an extension of the Monarch under the Kingdom’s various treason laws. Do note however, that unlike the Monarch, the Princes and Princesses are not protected by the disobedience of royal orders law, and can be taken to task on any order given by their person. The Princes and Princesses have full legal immunity, unless otherwise revoked by the Monarch retroactively. These positions are currently held by Prince Ambrose Caelock and Princess Lyra Caelock. &lt;br /&gt;
&lt;br /&gt;
==The Royal Court==&lt;br /&gt;
The Royal Court encompasses the many courtiers and attendants that work for and on behalf of the Galudonian Monarch. The Royal Court has a number of official positions, each possessing their own individual powers and authority separate from that of the Galudonian Ministries, Parliament, Marshalry and Judiciary. They answer directly to the Monarch, and are expected to carry out their roles dutifully and encompass the values of the Monarch by not intentionally bringing harm to the Kingdom or disrupting the concept of Galudonian progress. Additionally, individuals are appointed directly to these positions by the ruling Monarch. There is no set procedure on acquiring these positions, only that the Monarch must bestow the office upon them. They can be applied for by petition to the Monarch via letter, or by appealing to the Monarch via interaction in game such as a royal audience. &lt;br /&gt;
&lt;br /&gt;
===Emissary to the Interior===&lt;br /&gt;
The Emissary to the Interior is the chief advisor to the Galudonian Monarch. They are expected to liaise with the Monarch and advise on all matters in the Kingdom, but are primarily concerned with advising the Monarch in relation to the welfare of the common citizenry and the happenings of the nations various nobles, magnates, the other government branches etc. The Emissary of the Interior is also expected to govern the Monarch’s written communications, and acts as a direct line between all members of the public, regardless of station, and the Monarch. The Emissary of the Interior’s main powers are: &lt;br /&gt;
* Are expected to hold a meeting bi-weekly with the Monarch to advise him on the current happenings within the Kingdom. &lt;br /&gt;
* Deals with letters and pleas to the Monarch from members of the public. All letters must go through the Emissary to the Interior, who will then choose whether the matter is important enough to pass onto the Monarch. &lt;br /&gt;
* Host monthly exhibits on the health of the Kingdom, such as showcasing various flora and fauna exhibits, holding lectures about the current political climate, hold lectures regarding the natural wonders in Galudon and generally hold events specifically aimed at informing the King, the Court and other attendees about what is happening in the world. &lt;br /&gt;
&lt;br /&gt;
===Crown Custodian===&lt;br /&gt;
The Crown Curator is charged with the Monarch’s cultural and historical collection. The Crown Curator provides displays of music, the arts, fashion, entertainments and historical artifact shows on behalf of the Monarch. Moreover, they are charged with the opening and closing of royal balls of the season, announcing the presence of the Royal Family as they arrive, advising the Royal Court on cultural trends, emerging artists and social happenings. The Crown Custodian’s main powers are: &lt;br /&gt;
*Holding cultural royal galas showcasing significant works of fashion, history, music, the arts and entertainment. &lt;br /&gt;
*Managing the Monarch’s collection of artifacts, tomes, royal library and fashion. &lt;br /&gt;
*Utilizing a monthly royal stipend for the purpose of advancing culture and history within the Kingdom of £50,000. &lt;br /&gt;
*Setting the seasonal fashion trends and expected habits. &lt;br /&gt;
*Funding businesses with significant contribution to the people of the capital using a monthly royal stipend of £50,000.&lt;br /&gt;
&lt;br /&gt;
===Royal Plenipotentiary===&lt;br /&gt;
The Royal Plenipotentiary is responsible for hosting the Monarch’s diplomatic parties. This includes coordinating with the other members of the Royal Court to best entertain the dignitaries as well as provide guidance for Galudon’s elite. They also set the diplomat’s social calendars for the duration of their stay. The Royal Plenipotentiary conveys all necessary information to the Royal Court for the diplomat’s stay, as well as provides feedback on diplomatic visits and any detrimental incidents. Importantly though, the Royal Plenipotentiary has Monarch authority to call upon dignitaries without the Monarch’s direct approval, and can engage in diplomatic arrangements and sign diplomatic agreements on behalf of the Monarch in conjunction and with bi-lateral approval with the Galudonian Minister for Foreign Relations. The Royal Plenipotentiary’s main powers are: &lt;br /&gt;
*Can summon a foreign dignitary from a non-hostile state to Galudon for the purpose of a diplomatic visit. &lt;br /&gt;
*Sets the dignitaries meeting schedule, including with non-royal family members, and are tasked with ensuring the dignitaries comfort during their stay. &lt;br /&gt;
*Hosts a public gathering/gala for the dignitary during their stay for the purpose of allowing the citizens of Galudon to interact with the dignitary. &lt;br /&gt;
*Has diplomatic authority to enter into treaties, agreements and contracts with foreign states on behalf of the Monarch, provided there is unilateral approval between the Royal Plenipotentiary and the Minister for Foreign Relations. &lt;br /&gt;
&lt;br /&gt;
===Premier of Progress===&lt;br /&gt;
The Premier of Progress is responsible for heading research and sponsoring the latest in technological advancement. They are granted a Royal Stipend of £50,000 a month to invest into future proprietary technologies and patents that best benefit the needs of the nation. They are responsible for briefing the royal court on all technological movements, of both Galudon and nations abroad, and are expected to research these advancements and investigate foreign technology where possible. The Premier of Progress’ main powers are: &lt;br /&gt;
*Using the monthly stipend to direct and invest into new public technologies, or those that benefit the Kingdom in some way. &lt;br /&gt;
*Advising the Royal Court and Monarch on the current technological advancements of the world. &lt;br /&gt;
*Organizing research ventures into new technologies with additional royal funding (pending discussion with the Monarch.)&lt;br /&gt;
*Organizing tech related conferences with relevant engineers for the Monarch to attend. &lt;br /&gt;
*Visiting foreign nations’ engineering and technology centers for the purpose of viewing and investigating foreign tech. &lt;br /&gt;
&lt;br /&gt;
===Royal Marshal of the Sovereign Army===&lt;br /&gt;
The Royal Marshal not only advises the Monarch and the Royal Court on the overall health of the Galudonian Marshalry and those of foreign armies, but also commands the Monarch’s own Royal Army in official Galudon wars where necessary. The Royal Marshal also organizes the defense of the Royal Palace, the Monarch’s royal guard and security detail for Royal events. They also are the Monarch’s representative at all meetings of the Galudonian Marshalry, military ceremonies and presentations. The Royal Marshal’s main powers are: &lt;br /&gt;
*Leading the Monarch’s royal army during a time of war. &lt;br /&gt;
*Organizing and maintaining a Royal Guard. &lt;br /&gt;
*Attend Marshalry meetings as the Monarch’s representative. &lt;br /&gt;
*Relaying Marshalry information back to the Monarch and Royal Court. &lt;br /&gt;
*Provide insight and advise the Monarch on all matters regarding the military. &lt;br /&gt;
&lt;br /&gt;
===Crown Provisioner=== &lt;br /&gt;
The Crown Provisioner is charged with the distribution of rare and otherwise contraband materials to the public—with a focus on inventors—for the purpose of advancing technology within the Kingdom of Galudon. All recipients of such materials are bound to use them responsibly. Any resulting inventions are, by nature, granted in quasi-lease to the Crown and Government, permitting their replication and use for the benefit of the realm. The Crown Provisioner shall maintain a comprehensive and up-to-date register of all materials distributed, including the identities of their recipients, and shall be held accountable for any misuse of materials granted under their authority. The powers of the Crown Provisioner are as follows: &lt;br /&gt;
*The Crown Provisioner shall oversee the allocation of a limited quantity of stabilised Cymrinite, not exceeding three (3) pieces per month, to be granted to inventors for the purposes of hextech innovation and/or research. Such allocations are non-cumulative and shall not carry over between months. &lt;br /&gt;
* The Crown Provisioner shall likewise oversee the allocation of rare materials, as designated within the official Materials Registry of the Kingdom (See the materials page on the wiki), not exceeding one (1) such material per month, to be granted for the purposes of invention and/or research. These allocations are likewise non-cumulative.&lt;br /&gt;
&lt;br /&gt;
==The Executive Branch==&lt;br /&gt;
The Executive Branch is an arm of the Galudonian Government that is awarded executive authority to carry out tasks and execute orders without the explicit approval of Parliament. Formerly, the Executive Branch was made up of a number of independent ministries - however, in the wake of recent reforms, the Council of Ministers took over most of those roles. Now, all Ministers are collectively responsible for undertaking the responsibilities of those former offices. The only Offices that remain currently are the Speaker of the House and that of the Prime Minister, which are separate from the Council of Ministers. &lt;br /&gt;
&lt;br /&gt;
===Prime Minister===&lt;br /&gt;
The Prime Minister is the de-facto head of the legislative Parliament and its representatives. Typically, the Prime Minister is voted in by majority vote, beginning a 3 month term in office before ceding power back to Parliament and allowing the Parliament to vote again on which representative should be Prime Minister. Additionally, the Prime Minister is charged with ensuring that each of the other Ministries are performing their duties adequately. The current Prime Minister is: Rinnoka Eilheen. In order to carry out these tasks, the following powers are bestowed upon the Prime Minister: &lt;br /&gt;
*The Prime Minister is responsible for setting overarching Ministerial policy and what particular areas of governance need to be focused on by the other Ministries. &lt;br /&gt;
*The Prime Minister is responsible for calling to order bi-weekly (minimum) Government sittings. &lt;br /&gt;
*The Prime Minister can veto any proposal per Parliament sitting if at least 20% of the attending representatives oppose the proposal. Overuse of the Veto may result in a Royal Summons to the Royal Palace depending on the circumstances.&lt;br /&gt;
*The Prime Minister can suspend entire Ministerial offices to call for an investigation into impropriety, corruption or stagnancy. &lt;br /&gt;
*The Prime Minister has all time access to meetings with the King for Government related affairs, and can bypass the need for approval with the Royal Court’s Emissary of the Interior. &lt;br /&gt;
*The Prime Minister is expected to communicate frequently with the public at large about the current state of the Kingdom and the government’s actions affecting them. &lt;br /&gt;
*The Prime Minister may dismiss any Minister, regardless of whether a vote of no confidence has been carried out, whereby it can be shown that the Minister is unable to perform their role. The Minister in question may then appeal this decision to the Royal Household if they so wish, but must prove that they were adequately acting within the Ministerial Council. &lt;br /&gt;
*The Prime Minister may suspend the governance of any Magnate or Noble, pending investigation, over one of their respective provinces where it is believed they are harming the integrity of its citizens, or merely hoarding funds for personal gain.  &lt;br /&gt;
*The Prime Minister may prorogue Parliament at any time where they believe that the Government is failing to carry out its duties effectively for the benefit of the Kingdom. Proroguing Parliament stalls Parliament for 1 month or until either the Prime Minister or the Monarch opts to lift the Prorogue. Ministers will continue to carry out their duties as normal during that time. &lt;br /&gt;
&lt;br /&gt;
===Speaker of the House===&lt;br /&gt;
The Speaker of the House isn’t a minister per-se, but rather a conductor who is expected to keep the decorum of Parliament throughout its proceedings. The Speaker has unilateral authority to quell a member of Parliament who is misbehaving or is acting in a way that is unbecoming of the democratic process, and can remove them from proceedings after a warning. The Speaker also advises and informs the house of information that may be pertinent to a particular proposal, and orders the proposals for vote accordingly. The Speaker initiates proposal votes once the proposal and any amendments have been outlined. This position is currently held by Duke Mattigan Wrayburn. The powers of the Speaker are: &lt;br /&gt;
*They can call to order the Parliamentary proceedings and remove a misbehaving representative after warnings. &lt;br /&gt;
*Initiating the voting procedure in Parliament. &lt;br /&gt;
*Tallying the votes and declaring whether they pass or fail. &lt;br /&gt;
*Advising the representatives of any information pertinent to an ongoing proposal. &lt;br /&gt;
&lt;br /&gt;
===The Council of Ministers===&lt;br /&gt;
The Council of Ministers is the executive branch of the Galudonian Government headed by the Prime Minister, wielding a significant degree of executive authority. Ministers, those individuals appointed to the Council, are expected to carry out their duties diligently and regularly, ensuring Parliament remains informed about the Kingdom's current needs and necessities. They play a crucial role in briefing legislative representatives, providing essential information and context before voting begins on any particular matter. Their responsibilities include presenting detailed reports, proposing actionable solutions, and advising on the potential impacts of legislative decisions, thus bridging the gap between executive action and legislative deliberation. That said, the Ministers have a vast number of executive powers, and those powers will be detailed fully below in different categories. &lt;br /&gt;
&lt;br /&gt;
Ministers are appointed by attaining at least two approvals from three possible sources. These are: &lt;br /&gt;
*Majority vote of Parliament. &lt;br /&gt;
*Successful interview for aptitude by Emissary of the Interior Vyrixine Craith. &lt;br /&gt;
*Successful interview for aptitude by King Frederick Caelock. &lt;br /&gt;
The Ministers themselves need not be a representative in Parliament. They do however need to be part of a representative political party, and may be proposed to a Ministry at any sitting of the Galudonian Parliament. &lt;br /&gt;
&lt;br /&gt;
====Executive Social Authority====&lt;br /&gt;
&lt;br /&gt;
*Oversees social programs and welfare schemes by directing Government funds to specific areas of the Kingdom deemed to be needing improvement. This can also be utilised to construct necessary municipal structures in provinces lacking such but will need to be maintained at the expense of the governing Magnate of said province. &lt;br /&gt;
*The Ministers are also responsible for safeguarding and enriching the Kingdom’s diverse cultures through funding for their continued development. Additionally, the Ministers can hold progression-related cultural events in specific provinces and regions, which may temporarily bolster stability in those areas and even attract NPC dignitaries to the region by proxy. &lt;br /&gt;
*The Ministers may approve and abolish State regulated guilds and organizations, and set up Guild Accounts as well as provide funding for them if they so wish. &lt;br /&gt;
*The Ministers can cordon off entire provinces from outside influence from other Magnate entities by law where there is an ongoing crisis.  &lt;br /&gt;
*The Ministers are responsible for registering all illegal contraband and manage a register for such. &lt;br /&gt;
*The Ministers can bar an individual from acting as trial Justiciars.&lt;br /&gt;
*The Ministers can set the punishment regulations for prison sentences for those who waive their right to trial for the Copperguard Enforcers. &lt;br /&gt;
*The Ministers can pardon individuals of their crimes where they feel satisfied that in doing so there is an inherent benefit to the Kingdom at large.&lt;br /&gt;
*The Ministers can set public health standards for the hospital to operate from during the course of their duties.  &lt;br /&gt;
*The Ministers are responsible for overseeing education initiatives by directing Government funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*The Ministers can hold cultural festivals in the city highlighting any particular culture for the enrichment of all members of the public. &lt;br /&gt;
*The Ministers can direct the Ironhurst University to research into a specific scientific, arcane, or engineering question to be answered, by funding such an initiative with Government Funds.&lt;br /&gt;
*The Ministers can appoint and create an Order to manage a register of all legalized curse afflicted individuals.&lt;br /&gt;
*The Ministers manage a register of all active doctors performing out of the Galudonian hospital, and appoint one of them as a director over the others. &lt;br /&gt;
*The Ministers can cordon off an entire district or province if there is a reasonably suspected health danger outbreak.&lt;br /&gt;
*The Ministers can manage a register of approved medical practices to be performed across all of the Kingdom's medical centers. &lt;br /&gt;
*The Ministers can engage with mercenary companies for the purpose of capturing an individual in violation of the curse laws. &lt;br /&gt;
*The Ministers can establish their own taskforce or group for the purpose of capturing an individual or individuals in violation of the curse laws. &lt;br /&gt;
&lt;br /&gt;
====Executive Foreign Policy Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can hire and appoint diplomats/ambassadors to foreign nations on behalf of the Government. &lt;br /&gt;
*The Ministers can set government foreign policy toward other nations, and can appoint a Ministerial figurehead for all foreign affairs. By default, this is the Prime Minister. Government Foreign Policy should include whether or not a nation should be treated as a friend, neutral or enemy of the state. &lt;br /&gt;
*The Ministers can dispatch diplomats to foreign nations for the purpose of bettering relations/creating treaties/agreements. &lt;br /&gt;
*The Ministers can summon friendly nations’ foreign diplomats and dignitaries to the Kingdom. &lt;br /&gt;
*The Ministers can summon dignitaries from within the Kingdom (such as NPC Magnates) to the capital. &lt;br /&gt;
*The Ministers can declare any citizen or nation’s citizens “persona non grata” and unwelcome in the state, which strips that individual of all citizenship rights.&lt;br /&gt;
&lt;br /&gt;
====Executive Military Authority====&lt;br /&gt;
&lt;br /&gt;
*Unanimously, the Ministers may declare war on another nation or state. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates manpower up to 50% of their total manpower pool. &lt;br /&gt;
*The Ministers can designate any number of conscripted manpower to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates naval and air vessels up to 30% of each. &lt;br /&gt;
*The Ministers can utilize government military resources, such as manpower, naval and air vessels and designate them to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can revoke any number of troops, manpower or otherwise, naval and air vessels from the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can ban certain individuals, a group of individuals or all individuals of a particular nationality, curse, or otherwise from serving in the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
====Executive Financial Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can freely manage the government’s finances and accounts, and can move finances around to whatever accounts at will. &lt;br /&gt;
*The Ministers can set overarching taxes on individual Magnates, all magnates as a group, civilians and organizations. &lt;br /&gt;
*The Ministers set the overarching tariffs on imports and exports. &lt;br /&gt;
*The Ministers are responsible for levying fines against Magnates in the case of impropriety or stagnation in governance in their areas of influence. &lt;br /&gt;
*The Ministers can freeze any individual’s account, save for royal coffers, for investigation purposes for a particular crime. &lt;br /&gt;
*The Ministers can purchase more naval and airships for the Government with government finances. &lt;br /&gt;
*The Ministers can designate a stipend of any amount to any particular ministry. &lt;br /&gt;
*The Ministers can borrow money at an agreed interest rate from other nations. &lt;br /&gt;
&lt;br /&gt;
==The Parliament== &lt;br /&gt;
The Parliament is the main legislative authority in the Kingdom. It supersedes all other executive apparatus’ save for the Monarchy and is responsible primarily with making, changing and revoking laws. The Parliament is awarded a significant amount of authority due to its diverse representatives who are charged with policing one another’s policies and proposals. There is little Parliament cannot do, provided the representatives are able to pass a motion by a 50.01% majority (quorum.) Parliament is also responsible for policing the various ministries, and can remove a Minister from power (the Prime Minister’s veto is considered null in this respect) by a vote of no confidence, requiring a 66% majority of at least 80% of the sitting representatives at that Parliamentary session. More details on Parliamentary representatives and membership can be seen below. &lt;br /&gt;
&lt;br /&gt;
===Parliamentary Representatives===&lt;br /&gt;
Parliamentary representatives are individuals who are elected to, and are responsible for, the law making practices of the Kingdom. All Parliamentary representatives are required to be a member of a political party with a published manifesto. There is only one rule prejudicing against who can and cannot be a member of Parliament, that being that they have to be a Galudonian citizen. One need only qualify under the regulations set out below under Galudonian Parliament membership. This means that any person of any race, gender, creed or even curse can be a member of Parliament, provided they meet the aforementioned criteria.&lt;br /&gt;
&lt;br /&gt;
There are only ten representative seats in Parliament. &lt;br /&gt;
&lt;br /&gt;
Parliamentary Representatives have no specific title, such as Senator for the senators of old. Instead, it's customary, but not mandatory, to simply refer to them as ‘Representative’. For example, a PParliamentary Representative named Spungo Bob would simply be referred to as Representative Bob. It's rare that you would call a Representative by their first name during a Parliamentary sitting, and such is seen as a mark of disrespect. The only time this is considered permissible is if two sitting representatives share the same surname, at which point a distinction can be made. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliament Membership===&lt;br /&gt;
To be represented in Parliament, you must be a member of a Political Party. These parties can stand for any ideology—whether conservative, centrist, liberal, pro-magic, pro-technology, or values that oppose those positions. However, every party is required to maintain a group thread in the Roleplay Groups channel of the Gears of Galudon Discord. This thread should detail the party’s manifesto, goals, and overall vision. It must also include a list of members, with each character’s name and their player’s Minecraft username.&lt;br /&gt;
&lt;br /&gt;
For example, Duke Mattigan Wrayburn is the chairman of the Galudonian Technological Supremacy Party, a group that supports centrist ideals, is pro-monarchy, advocates for a stronger nobility, and is firmly anti-magic, anti-cursed, and pro-war with Galudon’s enemies. On the other hand, Prudence Steelspire is part of The Luminary Coalition, a liberal-leaning party that supports undocumented inclusion of some curses, favors relaxed trade and tariff laws, opposes military expansion, and prioritizes entertainment and business development. The direction your party takes is entirely up to you, and the more detailed your manifesto, the more material you’ll have to engage in meaningful debate in Parliament.&lt;br /&gt;
&lt;br /&gt;
Once a party is created, it must compete in elections, which occur every three months. Individual characters do not run—only the party itself does. During each election, players vote for the top three parties they’d like to see in Parliament. The system is proportional representation, first past the post. A party can hold a maximum of three seats. If a party receives more first-place votes than it has seats available, the extra votes transfer to the party listed second on those ballots.&lt;br /&gt;
&lt;br /&gt;
If your party secures seats in Parliament, you may send up to that number of party members to any Parliamentary sitting as official Representatives for that seating. Once chosen, these representatives are logged in the master spreadsheet as in attendance, and may vote and debate on the Parliament floor. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliamentary Procedure===&lt;br /&gt;
The Galudonian Parliament has a strict code of conduct attached to it known as Galudonian Parliamentary procedure. All representatives are expected to comply with Parliamentary procedure during their tenure as representatives. The procedure is as follows: &lt;br /&gt;
&lt;br /&gt;
*The Speaker of the House will call the Parliament to order at the beginning of each sitting, after which, any absentee representatives will be noted. &lt;br /&gt;
*The Speaker will then require all Parties to announce their representatives for that sitting.&lt;br /&gt;
*Any individual acting in place of an absent representative will then make themselves known to the Parliamentary floor. &lt;br /&gt;
*All Parliamentary replacement representatives are required to follow the same rules as regular Parliamentary representatives when sitting in Parliament. &lt;br /&gt;
*Representatives are required to be seated by the call to order. Those late will not be allowed to join the sitting until the first recess is called, if any. &lt;br /&gt;
*No weapons of any kind can be brought into the Parliamentary sitting. Those found bearing weapons in Parliament will be found in violation of Galudonian law and be imprisoned and fined. &lt;br /&gt;
*Representatives must submit any proposals or bills that they wish to bring to the floor by at minimum, 24 hours before the scheduled sitting. All proposed bills will be logged in the logistics spreadsheet master document 24 hours before the scheduled sitting. Any last minute proposals/bills can be brought up at the end of the sitting, provided the speaker allows them. Note, these last minute proposals/bills must be minor to be permitted. &lt;br /&gt;
*All proposals save for votes of no confidence pass with a 50.01% majority. &lt;br /&gt;
*Representatives must wait to be recognised by the speaker before addressing the Parliament. Outbursts of any kind without being permitted to openly debate by the speaker may result in expulsion from the Parliamentary floor. &lt;br /&gt;
*Representatives are expected to conduct themselves with behavior fitting of their station. Vulgarity, personal insults or physical threats of/or violence during Parliamentary proceedings will result in expulsion from Parliament and possible incarceration by members of the Copperguard Enforcers. &lt;br /&gt;
*Parliamentary sittings are set to operate at a maximum of 2 hours. Any additional time required is at the discretion of the speaker. &lt;br /&gt;
*The speaker can call to close any proposal if it is suspected of being a filibuster. Representatives are expected not to waste Parliament's time. &lt;br /&gt;
*Members of the public are permitted to speak at the Parliamentary floor, if called upon by a representative or the speaker, however the speaker must permit such. &lt;br /&gt;
*Members of the public are expected to act with decorum and behave during Parliamentary proceedings and can be ejected from Parliament Hall if they are being disruptive to proceedings. &lt;br /&gt;
*Representatives are permitted to call for a vote of no confidence on any Minister. The vote must be carried with a minimum of 66% of at least 80% of all representatives, whether they are there during that sitting or not. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Government]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Anomalies&amp;diff=2106</id>
		<title>Anomalies</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Anomalies&amp;diff=2106"/>
		<updated>2026-04-06T12:07:39Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image = Anomaly.png&lt;br /&gt;
|pronunciation = uh-no-muh-leez&lt;br /&gt;
|population = Unknown&lt;br /&gt;
|naming = Whatever Race they Are&lt;br /&gt;
|magic = Depends on Race&lt;br /&gt;
|minmaxage = Depends on Race&lt;br /&gt;
|minmaxheight = See other races Min/Max Heights. &lt;br /&gt;
|weight = Depends on Race&lt;br /&gt;
|eye = Depends on Race&lt;br /&gt;
|hair =  Depends on Race&lt;br /&gt;
|skin = Depends on Race&lt;br /&gt;
|halfbreed = Depends on Race&lt;br /&gt;
|Credit = none&lt;br /&gt;
|}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The '''Pannotian Cluster''' is a term used by academics to describe the cluster of dimensions that our world is connected to, those being Pannotia itself, the [[The Fey|Fey]] Realm and the [[Infernals]] place of origin. This is important to note as the Pannotian Cluster is itself the greatest known anomaly in existence, as a multiversal connection between the Universes in Galudon’s lore. The Cluster is considered finite and absolute by Pannotian scholars, who believe that everything in existence comes from one of these three known Universes. &lt;br /&gt;
&lt;br /&gt;
However, the '''Pannotian Cluster''' can sometimes receive visitors from unconnected dimensions, unknown to Pannotians. The very veil of reality itself was shaken during the days of the Great Equilibrium as unprecedented amounts of raw magical energies sparked and burnt with high intensity. This caused irreparable damage to the Pannotian Cluster, uniquely changing it forever. In bursts it creates portals into other dimensions, allowing outsiders to fall into Pannotia. It is unpredictable, it is unstoppable and it is irreversible; once you’re here, you’re not going back. (Though you can continue to play the character in its original universe if it still exists there as if they never left. This is up to the player's choice.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OOC Mechanics Explained ==&lt;br /&gt;
&lt;br /&gt;
Anomalies are an OOC catch-all term for beings not from the Pannotian Cluster. For simplicity’s sake, the Pannotian Cluster is everything mentioned in Gears of Galudon’s lore (places such as the Fey Realm, etc). Anomalies are the server’s way of letting players port in their own creations from other settings, with a couple of stipulations attached. &lt;br /&gt;
&lt;br /&gt;
It is important at this juncture to explain that the Anomaly Mechanic does not exist for your character to work on attempting to return to, or learn more about,  their previous universe. When porting over an existing character from elsewhere, it is expected and required for the character to have to adapt to a brand new life and lifestyle in the Gears of Galudon universe. Their previous existence elsewhere should not be the core personality trait, nor should their want to return be their goal and any hang ups over being an anomaly or their amnesia should not last longer than a couple of months. We want players to be able to continue playing their existing characters on Gears of Galudon, and part of that process is adapting the character to their new environment over time. &lt;br /&gt;
&lt;br /&gt;
When your Anomaly (Your OC) enters Pannotia they will be given a soul of their own just like the natives, allowing them access to the resurrection mechanics on the server. Due to their foreign and unusual nature however they will not be able to remember their past life clearly. This will manifest in the same way resurrected characters experience life anew, except lasting longer with more permanent effects. Mood swings, hazy hallucinations of the past and moments of confusion fill their life for the first two to three months in Pannotia as their bodies struggle against the unnatural situation they’ve been placed in. This is in no way dangerous in itself to the person, and they will be able to adjust with time (if you want).&lt;br /&gt;
&lt;br /&gt;
An '''Anomaly''' will have to undergo certain surface level changes to fit better into our lore. If, say, your character is an argonian maid from Elder Scrolls V Skyrim then they will, mechanically, become a lizard ferox. Any memories of magic or innovations not existing in Pannotia will be too distorted for the Anomaly to make use of them, but you will be able to remember vague feelings of deja vu when recalling people and/or creatures from the past. Skills will be retained as well, as long as they can fit into our own systems.&lt;br /&gt;
&lt;br /&gt;
'''Your anomaly must choose a race that is the most similar to it from Galudon Lore. For example, if you had an elf character elsewhere, you should mark your character’s race on their character sheet as Venyra | Anomaly. If your character does not fit a race currently in existence in Galudon lore, you must choose the closest to it and adapt the character to that race. For example, if you had a My Little Pony OC, they would have to become a bipedal horse-like ferox and listed on your character sheet as Ferox | Anomaly. This is to alert staff that this is a character ported from elsewhere. That said, you may also port a character over and start fresh with them, almost like a multiverse version of them. In that case, you need not make this distinction.'''  &lt;br /&gt;
&lt;br /&gt;
If you have a special request for your anomaly, please make your case in a ticket and staff will try to work something out with you.&lt;br /&gt;
&lt;br /&gt;
== Traits and Rules ==&lt;br /&gt;
Anomalies come with certain mandatory traits and optional traits need to be factored into their importation server side. Mandatory traits are enforced rules that should be included in how you play your character. There is no leniency regarding these particular traits. Optional traits are additional, lore compliant traits that can be included in how you play your character, but are not required nor are they enforced by staff. The list of traits can be seen below:&lt;br /&gt;
&lt;br /&gt;
=== Mandatory Traits ===&lt;br /&gt;
These traits are required for all Anomalies and must be incorporated into your character's roleplay:&lt;br /&gt;
&lt;br /&gt;
*'''Amnesia''': Your character has only vague recollections of their past life or lives, that manifest as feelings of deja vu. They can recognise people that existed in their past, and know their name, but should not be able to remember where from. &lt;br /&gt;
*'''Character Metamorphosis''': Your character must align with one of the existing Gears of Galudon races. As said before, if your character was an elf from another universe, they must be molded to fit one of the Gears of Galudon elven races. This metamorphosis occurs when your character is transported through the Pannotian Cluster. Your character can have feelings that they were not always like this, and find discomfort with their “new” bodies, but this must pass after two months. &lt;br /&gt;
*'''Uncategorizable''': While this race is called ‘anomaly’, they are not recognised in lore as being anomalies. Therefore, the usage of the term ‘anomaly’ to describe a character would be lore inaccurate. For all intents and purposes, characters should see other characters who are anomalies are purely suffering from amnesia or some form of trauma, or in extreme cases, be labeled as insane. &lt;br /&gt;
*'''Migraines''': All anomalies who focus too hard on recalling their past lives will suffer extremely painful migraines. The process of passing through the Pannotian Cluster physically, emotionally, mentally, biologically and magically alters the individual to fit into the ethereal rules of the world of Galudon, thus any attempts to recollect more than vague deja vu feelings or miniscule memory glimpses will cause the character extreme pain and discomfort. &lt;br /&gt;
*'''Eisoptrophobia''': All Anomalies experience extreme paranoia and discomfort if viewing their own reflection for too long. This is primarily due to any memories that may be elicited by viewing oneself. Thus, Anomalies will avoid looking at their own reflection for too long. However, this will pass after a couple of months and when the character has integrated into their new life. &lt;br /&gt;
*'''Magical Feedback''': When an anomaly uses magic for the first time in Pannotia, they experience a strange, weird feeling where the magic used applies a shock to their system. This is the remnant energy from traversing the Pannotian cluster manifesting their new magic into their being. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Optional Traits ===&lt;br /&gt;
These traits are optional flavor elements to enhance roleplay but are not required:&lt;br /&gt;
&lt;br /&gt;
* '''Fish out of Water''': Your character can be played in a way that makes it appear as if they are learning everything about Galudon from the ground up, as if they are a stranger to it. This is explained away by their amnesia. &lt;br /&gt;
*'''Time Dilation''': Anomalies experience moments where time seems to slow down or speed up around them. (resulting from the transport into the Pannotian Cluster). For the first two weeks in-game, they occasionally lose track of time or experience brief “time skips”&lt;br /&gt;
*'''Speech Misalignmen'''t: The anomaly initially speaks with a strange accent or unintentionally mixes phrases from their past life with those in Pannotia. Over time, this fades as they learn the local language.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = Orion Terry&lt;br /&gt;
|Writers = Jonificus, BillyTheScruffy&lt;br /&gt;
|Processors =  BillyTheScruffy, LadyLekku, LofiCloud&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1960</id>
		<title>Copperguard</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1960"/>
		<updated>2026-03-16T00:16:50Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Organzization Info&lt;br /&gt;
|image           = noimg.png&lt;br /&gt;
|officialname    = The Order of the Verdigris&lt;br /&gt;
|pronunciation   = Or-dah of the Ver-dee-gree&lt;br /&gt;
|commonname      = The Copperguard&lt;br /&gt;
|force           = 150,000&lt;br /&gt;
|leader         = Katrin Engen&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
What is now known throughout the Kingdom of Galudon as the Copperguard Enforcers—a prestigious and storied law enforcement body—is the culmination of over a thousand years of tradition, service, and royal mandate. Few remember that this institution began in Ortim as the '''Order of the Verdigris''', an ancient brotherhood sworn to defend the early Humans of Pannotia from both internal unrest and the dangers of the wilds. The Order of the Verdigris followed early Galudonian settlers to what is now Ironhurst almost 700 years ago. In 1124 AE, the Order was formally restructured by royal decree into the Ironhurst Metropolitan Enforcers, becoming a vital shield against civil disorder and a sword against the dangerous fauna and lingering arcane threats that plagued the region. However, over centuries this name has fluctuated with each new monarch.&lt;br /&gt;
&lt;br /&gt;
Under the modern reign of King Frederick Caelock, the force was reimagined and renamed the ''Copperguard Enforcers''—a title that honors its origins, with “verdigris” referring to the green patina on aged copper, embracing the name by which it’s commonly known: ''The Copperguard''. In 1825 AE, just a few years later, King Frederick reinstated its Royal Charter following extensive discussions with his brother, Prince Ambrose Caelock—a former Commissioner of the Order and a highly respected figure within the Order of the Verdigris. This marked a complete restructuring of the organization, merging its traditional roots with its modern identity, while the public continued to refer to it simply as ''The Copperguard''. Still overseen by a Lord Commissioner, the central Copperguard structure has been broken into various Departments, each with its own Commander and all under the umbrella authority of the Order’s Lord Commissioner.&lt;br /&gt;
 &lt;br /&gt;
Though modernized, the Copperguard retains its historic role as the Kingdom’s primary force for law and order. Once revered as a pillar of stability in Ironhurst, it now faces a deepening recruitment crisis, with declining numbers weakening its presence. Crime festers in the city’s Maw and impoverished districts, presenting again the recurring threat, not of monsters, but of neglect and growing disillusionment. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the wake of the Great Equilibrium in the year 11AE, the Order of the Verdigris emerged as a stabilizing force amid the chaos that followed. The world beyond was still reeling—shattered ecosystems, arcane turbulence, and fractured nations left humanity’s future uncertain. Within the human homeland of Ortim, however, a flicker of order remained. It was under the leadership of the legendary soldier Aedan Varinhold that the Order was born. Elevated to the newly-forged title of High Custodian, Varinhold laid the foundation for a lawkeeping brotherhood steeped in valor, discipline, and sacred duty. The Order’s purpose was threefold: to uphold the laws of the nascent Ortimic governments, to combat rising threats—both mortal and monstrous—to humankind, and to defend the borders against the dark unknowns pressing in from beyond.&lt;br /&gt;
&lt;br /&gt;
Wearing copper-inlaid armor that tarnished to green, the Order’s name—Verdigris—became symbolic of resilience through time and corrosion. Their role quickly expanded from city watch to national safeguard, evolving into a revered institution across Ortim’s many nations.&lt;br /&gt;
&lt;br /&gt;
By 50AE however, the cracks in Ortim’s stability deepened once more. Signs of ecological and arcane collapse began to resurface. Harvests failed beneath sickly, starless skies. Waters frothed with unnatural tides. Sea creatures—twisted, unrecognizable—washed ashore in droves. Whispers spread that the Great Equilibrium had not truly held; its balance merely delayed the inevitable. It was clear that the events had left a marking effect that still lingered, decades after its conclusion. &lt;br /&gt;
&lt;br /&gt;
As fear took hold, the Order of the Verdigris once again stepped into the breach. Charged with defending crumbling Kingdoms, they stood as bulwarks against escalating threats. In the face of this encroaching ruin, many of Ortim's sages, nobles, and its surviving citizenry came to a fateful conclusion: the homeland must be abandoned to better handle the threats plaguing them from Aesox itself. With little power to prevent this, the Kingdoms of Ortim could only stand helpless as it watched the majority of its population prepare to leave the country.  Thus began the Great Migration—a desperate, unprecedented exodus of humanity across the seas to the distant and largely unknown continent of Aesox.&lt;br /&gt;
&lt;br /&gt;
The Order, now fractured into regional cohorts, served as guardian-legates, fleet marshals, and protectors aboard the massive flotillas. Their centuries of experience—especially in surviving arcane anomalies and wild incursions—proved instrumental in establishing footholds upon Aesox’s shores. These early settlements would some day flourish to become the major Human nations we know today, all thanks to the stalwart protection of the Order. &lt;br /&gt;
&lt;br /&gt;
Between 488AE and 522AE, the Order undertook what would later be termed the Twilight Marches—a series of long-range expeditions into the interior regions of Aesox. The objectives of these marches were threefold: to explore and chart uncolonized territory, to establish diplomatic or defensive buffers with non-human polities, and to identify new resources necessary for the sustainability of emerging kingdoms.&lt;br /&gt;
&lt;br /&gt;
Among the most notable figures of this era was High Custodian Theryn Fernmourne, whose successful defense of the frontier valley now known as the city of Saltzpyre-upon-Barrow  is widely credited with securing the location of the future Kingdom of Fernmourne. His leadership marked a turning point in the Order’s evolution from a migratory defense force to special regional policing forces, before his retirement to become the first King of Fernmourne. &lt;br /&gt;
&lt;br /&gt;
In the centuries following, the Order of the Verdigris endured—but in steadily diminishing numbers. With the completion of the Great Migration and the stabilization of early human settlements across Aesox, the Order found itself without the unifying mission that had once defined its purpose. Many of its members, inspired by the example of High Custodian Theryn Fernmourne, chose to lay down their roaming arms and establish themselves as localized peacekeeping forces, evolving from continent-spanning protectors into more static enforcers of law and civic order.&lt;br /&gt;
&lt;br /&gt;
This transition was in many respects both inevitable and necessary. The Dwarven Incursions—a series of frequent and violent raids from subterranean and mountain strongholds during the 8th century AE—required experienced warriors to remain stationed in growing human nations. These regions, birthed from the settlement period of the Migration, now required permanent protection rather than itinerant defenders.&lt;br /&gt;
&lt;br /&gt;
Many former members of the Order, disillusioned or drawn by the opportunity for autonomy, formally severed ties and established new guilds and martial orders, adapted to the political and geographical realities of their respective regions. This fragmentation marked the first true schism in the history of the Order of the Verdigris and initiated a long decline in its influence, resources, and unified identity. By the turn of the 11th century AE, the Order had become increasingly regarded as a relic—respected for its foundational role in the survival of humankind, but functionally obsolete in a world that had moved beyond the trials of exodus and exploration. Its role in active governance and defense had largely been supplanted by regionally organized forces.&lt;br /&gt;
&lt;br /&gt;
The fortunes of the Order began to shift in the early 1070s AE, when the remaining adherents—those who still upheld the original tenets of service, vigilance, and expedition—were approached by three of the most powerful aristocratic houses in western Aesox: House Caelock, House Abberton, and House Credge. These aristocratic families, seeking to expand their influence and populate a strategically significant but as yet uninhabited island off the western coast of Aesox, proposed a joint venture. The surviving leadership of the Order, recognizing both the peril and potential of the mission, entered into extensive negotiations with the families. A formal accord was eventually reached: in exchange for committing to the colonization and protection of the island, the Order would receive substantial financial and logistical support.&lt;br /&gt;
&lt;br /&gt;
The agreement was more than a mere transaction. For the Order, it represented a final opportunity—perhaps even a last chance—to restore its relevance, renew its founding purpose, and demonstrate that the virtues of vigilance, adaptability, and sacrifice remained vital, even in a world no longer defined by mass migration or existential peril.&lt;br /&gt;
&lt;br /&gt;
The first major hurdle for the Order came in the form of the evacuation or destruction of dangerous native fauna in the South-West, where the great ships had made landfall. These creatures posed a significant threat to the fragile early settlers, and their removal was essential to ensure the safety and viability of the burgeoning colony. Only after this was accomplished could the foundations of the first permanent settlement, Ironhurst, be laid.&lt;br /&gt;
&lt;br /&gt;
Shortly after disembarkation, a new crisis emerged: an outbreak of Collopox, a virulent and little-understood disease. The Order was swiftly tasked with enforcing strict quarantine measures. All inbound ships were ordered to remain moored offshore for forty days to prevent the illness from spreading like wildfire among the vulnerable settler population. During this period, healers and apothecaries worked feverishly to develop a cure using samples from those already affected on land. It was amid this turbulence that Ironhurst’s first immigration and health laws were drafted and ratified by the Triumvirate families of Caelock, Credge, and Abberton. These founding laws empowered the Verdigris Order with legal authority to oversee enforcement. Once the worst of the infection was contained, the Order began patrolling the settlement’s streets under Triumvirate directive, ensuring that the fragile order of the new society held firm.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed, the Verdigris Order remained steadfast in its duties, evolving into a central pillar of Ironhurst's civic life. They became both wardens of justice and bulwarks against external threats, adapting to a world in which crises became more political than survivalist. Their presence, once provisional, became expected—woven into the everyday rhythms of Ironhurst. This continued until the rise of Bernard Abberton, who was crowned the first King of Galudon. It was under his son, Prince Liam Abberton, that significant reform took place: in 1124 AE, Liam championed legislation that formally codified the Verdigris into the Ironhurst Metropolitan Police Force. The move was controversial and widely opposed within the Order. Many of the older members, disillusioned by what they saw as a betrayal of their ancient traditions and a subjugation to royal bureaucracy, returned to Aesox in protest. Yet those who remained within the newly minted Metropolitan continued to uphold the Order’s original tenets—vigilance, adaptability, and sacrifice—despite the change in name and structure. Tradition endured, even as the institution evolved.&lt;br /&gt;
&lt;br /&gt;
In the inaugural year of the Police Force, crime was a surging problem within the Capital of Galudon. The first year of founding was a treacherous one, with riots that almost caused an earthquake across Galudon over policies passed by the founding families of Galudon. The police were tasked with quelling riots across the city for months across the summer seasons. The winter rolled in, and so did more unrest as famine ravaged through the city, killing 7,500 citizens within the poor districts of Ironhurst. Within hours aristocratic families within the city reported having bottles, rocks, and bricks thrown at their luxurious estates of wealth. Soon those rocks turned to burning objects which caused several tragedies. Overall just in the ruckus of the riot, 25 citizens were killed. A major boost to the legitimacy of the Metropolitan was their handling of this situation. The inaugural Commissioner, Prince Liam Caelock dispatched forces to several homes to break up the crowds of riots, arresting and notably not escalating tensions with the roaring crowds. No people were injured aside from guardsmen in this incursion. This occasion would go down in Galudonian history as the Evening of Serenity After The Storm. &lt;br /&gt;
&lt;br /&gt;
Years after this incursion, as the industry began to develop within Galudon and Ironhurst respectively, so too did trust within the city's localized police force, former buyers remorse from the families who incurred the founding soon faded as a calm populace presided within the city's walls. &lt;br /&gt;
&lt;br /&gt;
However, decades of peace seemingly fell to a close when in 1197AE, a criminal uprising within Rattletrap threatened the city's absolute safety. The mounting growth of several gangs in Rattletrap led to a tricky power balance between the city's rich and poor. The Police had grown complacent with their jobs, this mounting pressure blowing to a head when hundreds of gang-affiliated members flooded the streets toward the legacy parliament building, where they intended to surround the parliament until a negotiation was had between the current governance and the leaders of several Criminal Organizations within the city. Most notably, infamous Crime Lord Sage Westhorn was at the head of this uprising.&lt;br /&gt;
&lt;br /&gt;
The newly elected Commissioner Reimar von Ichk was tasked to deal with the chaos, with him all available guardsmen to parliament for defence. It was here a battle of blood ensued for a little under an hour, several Metropolitan forces being wounded on the day, with two passing from the brutal confrontation. The insurrection attempt in the end proved futile. The Copperguard with relatively superior equipment and tactics from their Commander seemed to shine through. Wariness crept into the poor districts of Rattletrap and the Underground, reverberating like an echo throughout the brick walls. The police in the months following would clamp down harshly on the growing Criminal base within the city, openly raiding Rattletrap on numerous occasions throughout the year 1197AE and even into the following year.&lt;br /&gt;
&lt;br /&gt;
The next couple of centuries passed with relative calm. Though major crimes did occur from time to time, the Ironhurst Metropolitan Police—descended from the old Verdigris Order—handled each one with swiftness, discipline, and tact. Their quiet competence helped ensure that the peace endured, and the authority of the monarchy remained largely unchallenged.&lt;br /&gt;
&lt;br /&gt;
That stability was shaken in 1346AE when the last male heir of House Abberton succumbed to a rare cymrinite-related illness. With no direct successor to inherit the crown, the balance of power shifted decisively. House Caelock, long relegated to matters of regional governance and often the administrative backbone of Galudon, seized the opportunity. Although technically subordinate to the monarch, the Caelocks had, in practice, wielded immense influence across the Kingdom, particularly in the northern provinces where royal presence was historically light. Their popularity among the people was considerable—largely earned through their pivotal role in unifying the disparate former Four Kingdoms into one solid Galudonian Kingdom. Many still credited them with securing victory in the wars of consolidation, a legacy that resonated incredibly deeply with the populace.&lt;br /&gt;
&lt;br /&gt;
When civil unrest erupted—spurred by factions still loyal to the now-defunct crowns of the old kingdoms—newly crowned King Wilhelm Caelock moved swiftly. Recognizing the fragility of his claim and the need for an institution both respected and feared, he conferred a new Royal Charter upon the Metropolitan Order. This charter not only reaffirmed their role as guardians of the realm but also restored and codified many of their ancient Verdigris traditions, long neglected under the Abberton reign.&lt;br /&gt;
&lt;br /&gt;
Under this renewed mandate, the Metropolitan was revitalized. Over the course of six tense months, they joined forces with loyalist Caelock troops to quell the uprisings, dismantle insurgent cells, and re-establish order. Their campaign was methodical and relentless—but also tempered by the institutional memory of the Order’s original values. By year’s end, peace had returned, and the Caelock transition of power was secured, smooth in its final execution and widely accepted by a weary but reassured public.&lt;br /&gt;
&lt;br /&gt;
In 1578AE, a masked individual was thought to have broken into several wealthy estates throughout Irronhurst. It was much later in the evening, hours teetering toward Midnight when Captain George Farrack received a letter in strange handwriting. Reddish coloration appeared to be written within the blood, the individual in the letter claimed to have kidnapped members of both the government and Royal Family in Princess Anika Caelock, who had been to the city for a tour of the city’s annual summer festival.&lt;br /&gt;
&lt;br /&gt;
The individual in question would go on to be identified as Sylas Markeson, an infamous Galudonian serial killer who reigned with terror from 1557AE until his inevitable demise in 1580. The Captain urgently rang the alarms and bells, however a notable loss was the absence of the Commissioner, who was in the midst of a hearty battle with a disease. No interim Commissioner had been established. Captain Farrack rallied all available to the parlay location mentioned within the letter, however, he only brought a small contingent force, ordering the rest to stay a mile off of the location to not cause things to go awry.&lt;br /&gt;
&lt;br /&gt;
It was here where absolute heroic ability took over. Whilst approaching from a distance, alongside his other Captain Alistair Kirk, being an archer himself and seeing an easily accessible flank, Captain Farrack would go on to propose to his fellow policeman to approach the figure. While a former member of the military's reconnaissance unit, from which he garnered many skills, Captain Farrack only narrowly managed to sneak to a flank position, where he readied his arrow. He waited calmly, until a signal was provided by his fellow guardsman. On the shot, he took out the leg and knee of Sylas Markeson, causing him to fall to the ground, where he was promptly arrested.&lt;br /&gt;
&lt;br /&gt;
The main force a mile off was given the signal to roll in and raid the house where Markeson had held the notable members of Galudonian society. Only after freeing the women did the men discover the absolute horrors of a serial killer, and the national story took off from there as whispers of bodies being pulled from the house by the handful swept the city like wildfire. Markeson would go on to face trial for the murder of 12 citizens, as well as the kidnapping and endangerment of a member of the Royal Family. He was sentenced to death in 1580AE, on June 15th.&lt;br /&gt;
&lt;br /&gt;
Most recently, after the rebranding under Commissioner Sibyllad Lykke, the Metropolitan Police Force was re-marketed into the Copperguard Enforcers in 1824 AE by King Fredrick Caelock. In one of Galudon’s most trifling years in centuries, members soon found themselves at the head of one of the biggest scandals in the kingdom's history.&lt;br /&gt;
&lt;br /&gt;
After the sounds of a gunshot were heard at the Parliament, the city sat on the edge of their seats. Soon, a radio broadcast of Alexandre Silva rang throughout all of the city's active speakers, citing that the Field Marshal had been shot by the then Prime Minister Bilbur Brumsfield. Copperguards were quickly dispatched to oversee the investigation of the assassination of such a notable figure of Galudonian society and statehood. The resolution for this event would be solved in the long term.&lt;br /&gt;
&lt;br /&gt;
However, what came were riots that shook all through Ironhurst. Political dissidents and people from impoverished and plagued quarters of the cities stormed public buildings, destroying them and wreaking absolute havoc, some buildings going up in flames from the unrest. Dozens were arrested for these actions as Copperguard members slowly combated the rioting amongst the populace.&lt;br /&gt;
&lt;br /&gt;
Since then, the Copperguard has cycled through a succession of Commissioners, each bringing their own approach, but none able to fully adapt to the Kingdom’s evolving challenges. In mid-1825 AE, Prince Ambrose Caelock—a former and devoted member of the original Order of the Verdigris—successfully petitioned his brother, the reigning King, to fully disband the Copperguard and restore the Order of the Verdigris.&lt;br /&gt;
&lt;br /&gt;
Ambrose’s proposal was bold: to reconstitute the Order not as a single-purpose enforcement body, but as a network of specialized divisions. Each division would share equal authority to uphold peace and law, yet possess a unique operational focus tailored to counter the rising tide of modern crime. The aim was to blend tradition with innovation—reviving the Order’s ancient virtues while addressing the complexities of a changing world.&lt;br /&gt;
&lt;br /&gt;
Despite concerns from Princess Lyra Caelock, who feared the disruption such a dramatic reshuffle might bring, the King ultimately agreed. Thus, the Order of the Verdigris—still referred to as the Copperguard Enforcers—was reborn into the form recognized today.&lt;br /&gt;
&lt;br /&gt;
==General Structural Hierarchy==&lt;br /&gt;
The Order of the Verdigris retains most of its present day hierarchy however with formal titles from the previous order still being recognised as well. Departments are permitted to create informal titles for their own ranks up to the rank of Captain however the Lord Commissioner and Commander titles must remain the same. The Order follows the following hierarchy in respect of overall authority: &lt;br /&gt;
&lt;br /&gt;
*Lord Commissioner [High Custodian of the Verdigris] - The Lord Commissioner is tasked with oversight of the Copperguard, managing day-to-day tasks and paperwork capacities of the city's guard force. The Commissioner is also tasked with processing cases and maintaining a record of all cases taken by the Copperguard. The Commissioner is also the primary discipline within the Copperguard and holds authority over all Departments. The Lord Commissioner also convenes the Council of Commanders at Cannonade prison and holds a veto over all decisions made by other Commanders save for when the Council itself is unanimous on a decision. The Lord Commissioner can only be replaced by the Mayor and holds tenure for 3 months only. &lt;br /&gt;
&lt;br /&gt;
* The Royal Executioner - The Royal Executioner is a staff played NPC responsible for approving, denying and carrying out of advanced punishments such as maims or executions. The Royal Executioner may be contacted by a Commander of the Copperguard Enforcers whereby the Commander believes that the punishment for a crime fits that of the Royal Executioner’s duties. &lt;br /&gt;
&lt;br /&gt;
* Commanders [Verdigris Marshals]  - Commanders are the major authority over their specific department. Commanders are responsible for rank ups and rank downs within their own Departments as well as disciplining unruly Copperguards within their ranks, managing their department’s arrest reports, and issuing patrol routes. They are expected to hold fortnightly gatherings of their forces, keep the Department updated with goings on within the Commanders Council, and ensure that the Lord Commissioner’s will is carried out. &lt;br /&gt;
&lt;br /&gt;
*Verdigran Sentinels [aka Captains] - The Captains of the Copperguard are tasked with several things. Secondary in the line of command within their department, the Captain is tasked with maintaining order over other groups of Guards beneath them within their respective Department. The Captains are also primary detectives within the Copperguard, tasked with overseeing cases. &lt;br /&gt;
&lt;br /&gt;
* Copperwarden [aka Officers]- Officers are fully-fledged, tenured members of the Guard force. Officers are permitted to patrol alone as they choose. Officers are afforded basic day-to-day Policing duties, defined below. &lt;br /&gt;
&lt;br /&gt;
* Oathlings [aka Cadets] - The lowest rank within the Copperguard Order, Cadets are permitted official Law Enforcement powers so long as they patrol with a member of the Copperguard with the rank of Officer or above.&lt;br /&gt;
&lt;br /&gt;
==Previous High Custodians of the Verdigris [Lord Commissioners]==&lt;br /&gt;
'''11AE–58AE''': ''Aedan Varinhold'' – Founder and First High Custodian. Led settlers' defense during the Faunal Convergences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''58AE–122AE''': ''Mira of the Bronze Helm'' – One of the few female High Custodians in early history; known for taming the landscape in Eastern Aesox which would then become modern day Salytern and Wybrera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''122AE–174AE''': ''Orric Hansen''– Known for brutal efficiency, expanded rural enforcement posts across Aesox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''174AE–231AE''': ''Caelen Durren'' – Instituted the Oath of Seven Vows, still recited by new inductees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''231AE–294AE''': ''Seris Thornhall'' – Oversaw the quashing of the first Vampiric raids on what is now modern day Holzweald.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''294AE–343AE''': ''Theobald Graymark'' – Noted for his severe anti-magic reforms after the Vampiric Raiding Incidents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''450AE–488AE''': ''Theryn Fernmourne'' – Architect of the first Verdigris Divisions; restructured regional command, High Custodian of the Verdigris during the Twilight Marches and first crowned King of Fernmourne.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''488AE–558AE''': ''Jareth Quindle'' – Known for his “Silent War” with northern Aesoxian bandit kings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''558AE–626AE''': ''Elenya Wyrdglass'' – First Custodian to allow mages within the Guard ranks, overturning Theobald Graymarks legacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''626AE–682AE''': ''Harrow Fairfax'' – Instituted use of Copperbadges; gave the force its iconic symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''682AE–758AE''': ''Thomund the Ironchest'' – Famous for dual-wielding shields in battle. Memorialized in Solgardsborgs capital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''758AE–882AE''': ''Lira Sunshade'' – First Venyra High Custodian. Known for brokering peace with Outercliff tribes of the Kingdom of Salytern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''882AE–950AE''': ''Damon Suthraen'' – Oversaw early bureaucratic bloat; paved way for further reformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''950AE–1024AE''': ''Garrick Volenheim'' – Initiated the transition into Ironhurst Metropolitan Enforcers (1124AE).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1024AE–1089AE''': ''Isember Hollowborne'' – Famous for overseeing the first central command structure for the Order in Galudon, Cannonade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1089AE–1160AE''': ''Liam Abberton'' – Son of the first King of Galudon Bernard Abberton; cemented Royal control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1160AE–1201AE''': ''Reimar von Ichk'' – Formed the first beast-response division after the Eastern Breach of Galudon’s first defensive walls by Lycanthropes, put down a notable insurrection against Parliament by Crime Lord Sage Westhorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1201AE–1250AE''': ''Viera Dalmure'' – Celebrated for rooting out corruption in the force’s elite ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1250AE–1322AE''': ''Rufin Talebar'' – Expanded precincts into Rattletrap, known for a war-like approach to crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1322AE–1381AE''': ''Helra Windmoor'' – A reformist; beloved by lower ranks, assassinated under suspicious circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1381AE–1429AE''': ''Dovren Tallowgrave'' – Reversed many reforms; oversaw years of unrest and harsh suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1429AE–1490AE''': ''Selwyn Edrast'' – Rebuilt the force's image after decades of brutality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1490AE–1543AE''': ''Maera of the Three Vows'' – Instituted psychological and magical screening for recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1543AE–1602AE''': ''Jorund de Tarbora'' – Rumored to have been a Keldwikean agent; never confirmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1602AE–1650AE''': ''Sardun Draegur'' – The “Silent Custodian,” rarely seen, feared for internal purges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1650AE–1701AE''': ''Luthien Stonebranch'' – Restructured the force into new divisions based on aptitude for specific forms of city defence..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1701AE–1755AE''': ''Ansel Crowley'' – Introduced formal military hierarchy and new recruitment systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1755AE–1807AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard &amp;quot;Strike Wards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1807AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by King Frederick Caelock halfway through his final term. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1818AE–1822AE''': ''Archibald Himmelsby'' – Attempted to have the Copperguard officially integrated into the Galudonian Military. This attempt failed. Instituted 3 month term limits for Lord Commissioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1822AE–1823AE''': ''Bilbur Brumsfield'' – Thought to have been elected due to a bureaucratic error, Brumsfield’s tenure was marked with a sizable uptick in corruption and stagnation amongst the Copperguard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE-1823AE''': ''Charles Verlice'' – Rarely seen, his rise to office’s only true note is the full delegation of authority to Captain Sybillad Lykke before he opted to resume military duties elsewhere. Tenure lasted 3 months. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE–1824AE''': ''Sybillad Lykke'' – First Orcish Lord Commissioner. Spearheaded recruitment processes during a significant downward spiral of Copperguard members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1824AE–1825AE''': ''Alistair Churchthorn'' – First undead Lord Commissioner. Alistair headed the Order for a lengthy spell, and was responsible for taking charge of city defences during the Dwarven bombings of Ironhurst in 1825AE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–1825AE''': ''Alexandre Silva'' – Known for ruthless interrogation techniques and for heading the Order during a period of severe unrest in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–Present''': ''Calibur Ashford'' – The first openly registered Cursed Lord Commissioner.&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
&lt;br /&gt;
*'''The Oath of the Seven Vows:''' While this tradition was briefly passed over, High Custodian Caelen Durren instituted it over a thousand years ago, and it has since been revived as a means to pay homage to the Order of the Verdigris’ ancestral roots. All new cadets of the Copperguard Enforcers are legally required to take this oath upon joining the order, as a means to show their dedication to being the sword and the shield of the Kingdom of Galudon. The Oath itself is split into Seven distinct vows. These are as follows:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;'''The Vow of the Path'''&lt;br /&gt;
''I shall go where others dare not, from mountain vale to broken coast, I walk the forgotten and the feared, that others may follow in safety. I shall keep vigil where others sleep.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Watch'''&lt;br /&gt;
&lt;br /&gt;
''Through Darkness, hunger, and the howl of things unknown, I remain unmoved, unblinking and unafraid.'' &lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Shield'''&lt;br /&gt;
&lt;br /&gt;
''I shall place myself between danger and the defenseless. Let my body break before theirs, and my name fall into silence, so that others may endure.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Word'''&lt;br /&gt;
&lt;br /&gt;
''I shall speak truth in courts and camps alike. No tyrant, no kin, nor commander shall silence what justice demands be said.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Lineage'''&lt;br /&gt;
&lt;br /&gt;
''I shall honor those who came before, and prepare the way for those yet to come. Their stories are my strength; my steps, a promise to the future.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Flame'''&lt;br /&gt;
&lt;br /&gt;
''I shall not retreat from the fire. In calamity or chaos, in war or wandering, I will remain when others scatter, and rise when others fall.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of Verdigris'''&lt;br /&gt;
''I shall bear the weight of time. As copper endures and changes, so too shall I be weathered, but unbroken; changed, but never faithless.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Coppersignets''' are a vital piece of identification for members of the Order, dating back to the founding of the Order of the Verdigris. Reinforced with Ferrovita, these signets are essential for activating and operating the Copperguards' Advanced Armory Equipment, ensuring it functions only for its rightful bearer. Historically, the copper component of each ring also serves as a visual indicator of seniority. A bright, shiny orange hue signifies a newly initiated oathling—often called a &amp;quot;shiny&amp;quot;—while the deepening green patina from natural oxidation reveals a long-serving veteran of the Order.&lt;br /&gt;
&lt;br /&gt;
*'''The Recognition Before the Verdigris Flame''' is a formal award ceremony conducted to honor members of the Order for acts of valor, distinguished service, significant contribution to the stability and safety of Galudonian society, or more commonly, to initiate new members of the Order formally. The event is held within the Hall of Oaths, a ceremonial chamber housed in the Order's central stronghold of Cannonade Prison. At the center of the Hall burns the Verdigris Flame, a symbolic brazier believed to have been continuously lit since the Order’s founding in the 1st century AE. The flame represents the enduring vigilance of the Order. Recipients are formally presented by their commanding officer, after which the Oath of the Seven Vows are read aloud by the honorees to assembled peers. The honoree then approaches the flame, placing their hand above its heat (without making contact) to symbolically accept their newfound oath. This process is repeated each time an honoree is also presented with a new accolade or reward.&lt;br /&gt;
&lt;br /&gt;
*'''The Elevation of the Shield''' is the official promotion ceremony within the Order of the Verdigris. It marks the formal advancement of a member to a higher rank and is regarded as both a practical and spiritual reaffirmation of one’s commitment to the Order’s ideals. The ceremony begins in the Hall of Oaths with the Summons of Merit (A recognised writ by the Lord Commissioner summoning a member to Cannonade for reward), wherein the candidate is called forward and publicly recognized for their service record. The commanding officer delivers a testimonial, and symbolic tokens may be presented—these often include medals or letters of witness of great deeds from comrades. At the core of the ceremony, a ceremonial copper shield is placed before the kneeling candidate. The presiding officer, often a Commander or the Lord Commissioner, strikes the shield three times with a sword, each strike corresponding to a formal declaration of the new rank. The candidate then rises and repeats an abridged version of the Seven Vows to affirm continued loyalty.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
Departments within the Copperguard Enforcers operate as distinct units, each led by its own Commander and functioning independently from one another. Despite this autonomy, all Departments fall under the overarching authority of the Lord Commissioner and the Council of Commanders. While they share the same core law enforcement powers, certain Departments are granted additional rights specific to their roles.&lt;br /&gt;
&lt;br /&gt;
Cooperation between Departments is allowed but not mandatory, as each reports directly to the Lord Commissioner. Every Department with four members or more has its own headquarters and issues unique uniforms, though all enforcers are identifiable by their chestnut-colored scarves and Copperbadges and Coppersignets, which must be worn at all times.&lt;br /&gt;
&lt;br /&gt;
Although each Department may use different titles within its internal hierarchy, all must follow the standard Copperguard rank structure recognisable to the public—typically including Cadet, Officer, and Captain, with all Commanders simply referred to as “Commander.” Rank distinctions may be visually reflected through minor uniform details such as colored trimmings or linings.&lt;br /&gt;
&lt;br /&gt;
Departments all share the same jurisdiction, however some departments may be granted additional rights that provide them with certain privileges over particular districts that other departments may not have. Notwithstanding, all Copperguards must transport prisoners to Cannonade Prison. While all Departments may have their own holding cells, all prisoners must be transported to Cannonade within 12 hours. All Departments also require their own Group Page on the Gears of Galudon Discord, which will list their Departmental aesthetic, lore, uniform identifiers as well as their rights and current members (Listed in order of hierarchy). &lt;br /&gt;
&lt;br /&gt;
The Lord Commissioner also has their own contingent of Copperguards. These are Copperguards who are not formally part of any Department or lack the numbers to create their own. Moreover, if a Department drops to two members or lower, they will automatically divert back to being part of the Lord Commissioner’s Copperguard Contingent with the same basic rights and privileges as all other Copperguards, but will be required to wear the standard Copperguard uniform and will operate directly out of Cannonade Prison.&lt;br /&gt;
&lt;br /&gt;
==How to become a Copperguard==&lt;br /&gt;
So you want to become a Copperguard? If you do, there are a number of ways you can do so. If you are starting out solo, you may apply to join an existing department. Each Department will have its own group thread on the Gears of Galudon discord server, which will have its own application template and will be reviewed by its respective Commander. You can apply in said thread, and tag the Commander of that department to review your application. If it is accepted, you are then formally made a member of the Copperguard!&lt;br /&gt;
&lt;br /&gt;
Moreover, you can also apply directly to the current Lord Commissioner of the Copperguard to operate as a Departmentless Copperguard Enforcer. This means you will wear the standard Copperguard uniform and operate directly under the Lord Commissioner. You must contact the Lord Commissioner in-game or over discord to commence this process. If you are unaware who the current Lord Commissioner is, please make a ticket and staff will provide their discord username.&lt;br /&gt;
&lt;br /&gt;
If you have more than four players that want to be part of the Order as its own separate Department, you may apply to create your own via Discord Ticket. You must follow the below application Template to make a Department, and this is true even for Copperguards who already belong to an existing Department. &lt;br /&gt;
&lt;br /&gt;
'''Username of Applicant:''' The Minecraft username of the applicant.&lt;br /&gt;
&lt;br /&gt;
'''Character name/sheet of Applicant:''' The Character name and approved character application of the individual applying.&lt;br /&gt;
&lt;br /&gt;
'''Department Name:''' The preferred title of your Copperguard Department.&lt;br /&gt;
&lt;br /&gt;
'''List of all members:''' A full list of all members usernames, character names and approved Character applications.&lt;br /&gt;
&lt;br /&gt;
'''Existing Criminal offences of any members:''' Names of characters with descriptions of any arrests/warrants made against them.&lt;br /&gt;
&lt;br /&gt;
'''Aesthetic:''' The overall aesthetic of the Department you would like. This can be as detailed as you please.&lt;br /&gt;
&lt;br /&gt;
'''Requested Rights:''' These are your preferred additional rights. You may list up to 3 but Staff have the final say on what rights you will get.&lt;br /&gt;
&lt;br /&gt;
'''Uniform Design:''' Describe what your uniform will look like and/or provide a minecraft skin base for it.&lt;br /&gt;
&lt;br /&gt;
'''Preferred District to Base:''' Which district would you like for your base to be made in. This may have to change depending on Gameplay staff’s input.&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement Powers==&lt;br /&gt;
''All members of the Copperguard regardless of their Department have the following rights:''&lt;br /&gt;
&lt;br /&gt;
* Copperguard members above their respective Cadet rank are permitted to arrest and process those who are actively breaking the Ironhursts’ Law. &lt;br /&gt;
* Copperguard members are permitted to use as much force as is reasonable to detain a person suspected of committing a crime. Reasonability can be determined by a Magistrate of Galudon’s Judiciary. &lt;br /&gt;
* The right to open and maintain investigations into peoples and organizations suspected to be engaged in criminal conduct. &lt;br /&gt;
* The right to openly carry police equipment and weapons while on active duty and patrol. &lt;br /&gt;
* The right to seize any personal belongings of an individual deemed to be evidence of their criminal offenses.&lt;br /&gt;
&lt;br /&gt;
''The Lord Commissioner of the Copperguard Enforcers has the following rights, in addition to the previously mentioned ones:''&lt;br /&gt;
*The right to cordon off entire districts of the city for the purpose of investigating criminal activity and anti-crown sentiments. &lt;br /&gt;
*The right to issue cease and desists to businesses suspected of engaging in criminal conduct pending criminal investigation. &lt;br /&gt;
*Is charged with issuing and managing weapon permits to the citizens of the capital. &lt;br /&gt;
*The right to issue radio broadcasting permits to individuals wishing to broadcast within the confines of Galudonian Law. &lt;br /&gt;
*The ability to, upon agreement with the Lord Protector of the Galudonian Military, enforce military lockdown and Marshal Law in emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The Copperguard provides all its enforcers with general standard issue equipment. All Enforcers, regardless of Department or rank are issued with the following equipment below:&lt;br /&gt;
&lt;br /&gt;
*'''Class VI Revolver:''' A six-shot revolver, finished in silver and black, issued as the standard sidearm. Reliable and durable, it is designed to assist in law enforcement operations and the protection of civilians. Should the Copperguard not have Firearm Proficiency, this grants immediate knowledge of Firearms, allowing them to roll normally. Upon a successful strike, deal 1d8 Damage.&lt;br /&gt;
&lt;br /&gt;
*'''Departmental Uniform:''' Each officer is issued a uniform bearing the distinct colors and insignia of their respective Copperguard Department. Accompanying the uniform is a chestnut-colored scarf, marked with a unique identification number woven along its length for individual tracking and ceremonial distinction. &lt;br /&gt;
&lt;br /&gt;
*'''Copperbadge''': A metallic identification badge affixed to the chest of the uniform. It serves as the officer’s legal proof of authority and rank, recognized throughout the Kingdom of Galudon. &lt;br /&gt;
&lt;br /&gt;
*'''Coppersignet Ring:''' A finely wrought copper-lined signet ring embedded with Ferrovita, a reactive alloy attuned to its wearer. This ring is essential for activating and synchronizing Advanced Armory Equipment, and doubles as a symbol of sworn duty to the Order.&lt;br /&gt;
&lt;br /&gt;
*'''Standard Restraints:''' A pair of Ferrovita handcuffs to conduct arrests of those who violate Galudonian Law. These cuffs adapt to fit all size wrists and are indestructible. Additionally, if it detects the restrained individual attempting to cast magic, it will emit a shock of electricity to incapacitate the caster. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Baton:''' Specially engineered electrical batons capable of both blunt force application and controlled electrical discharge. Designed for safe subdual of suspects in volatile situations. See the Galvan Surge Unique Combat Skill further below. &lt;br /&gt;
&lt;br /&gt;
*'''Field Journal &amp;amp; Stylus:''' A waterproof field log for case notes, reports, and witness statements. Some versions double as coded ledgers readable only by authorized signet rings.&lt;br /&gt;
&lt;br /&gt;
*'''Lumencrank:''' A compact, wrist-mounted light source powered by low-grade Steamtech. Emits adjustable beams of soft or piercing light—crucial for patrols in unlit quarters or subterranean routes.&lt;br /&gt;
&lt;br /&gt;
*'''Filter Mask:''' A lightweight respirator for protection against chemical agents, airborne toxins, or arcane pollution. Often deployed during riot control, quarantine, or thaumaturgic disturbances.&lt;br /&gt;
&lt;br /&gt;
*'''Signal Whistle:''' Known informally as the Brasscry, this is a finely crafted copper whistle designed to emit a piercing, triphonic tone that can cut through city fog, riot noise, and industrial clamor. &lt;br /&gt;
&lt;br /&gt;
*'''Triage Box:''' Compact first-aid pack including bandages, antiseptics, antitoxins, and an emergency Collopox inoculation vial—standard for officers in high-risk districts. Designed purely for emergency aid to facilitate the transport of the injured to more well equipped medical facilities, this Triage Box is able to heal a person as an action from Incapacitated to 3 Hit Points. Can be used on one individual per day.&lt;br /&gt;
 &lt;br /&gt;
*'''Enforcers Primer:''' A pocket-sized legal compendium containing summaries of Galudonian law, jurisdictional boundaries, and protocols—frequently updated by the Galudonian Legislature.&lt;br /&gt;
&lt;br /&gt;
==Advanced Armory Equipment==&lt;br /&gt;
The Copperguard have access to unique armory equipment. These are staff made lore items, which only Copperguards may use. These items can be withdrawn from the Cannonade Prison armory at any time, but every requisition must be recorded in the armory's logbook.&lt;br /&gt;
Equipment is limited—what remains in the armory is all the Copperguard can access and they will not be restocked. If an item is lost or stolen, it is gone permanently. Criminals who defeat a Copperguard can steal these items and trade them for rewards in the Crime System. As such, requisitions should be made with care, used wisely and logged in the armory logbook. These items have unique boons that can be used in combat, and often also have effects that can assist in combat against Magic and those with Curses. &lt;br /&gt;
  &lt;br /&gt;
When using Copperguard advanced armory equipment, the Copperguard must include the item in their rp/emotes by ensuring the item is in their hand and typing [i] to reveal the item in the chat. For example Mattigan Wrayburn: &amp;quot;Stop there, hands up!&amp;quot; The man exclaimed, aiming his [i] at the feeling criminals. The [i] will be replaced with the item name and description of whatever is in your main hand at that time.  &lt;br /&gt;
==Unique Combat Skills== &lt;br /&gt;
Similar to other Combat Skills available to certain Talent Point investments, members of the Copperguard Enforcers are granted 3 additional Combat Skills unique to their Order. These may only be used by current members of the Copperguard Enforcers and only while in uniform. Only one of these Skills can be used per Copperguard, per combat encounter. &lt;br /&gt;
&lt;br /&gt;
*'''Verdigris Hailcry''' - Nearby Copperguard within a 5x5 block square centered on the user can take one hit that turn without taking any damage. This Skill can be used in reaction to a successful attack against another Copperguard. This Skill cannot be used on the character using it. A Copperguard can only benefit from this Ability once per Combat.&lt;br /&gt;
&lt;br /&gt;
*'''Chain of Command''' - The Copperguard overwhelms a target within a 5x5 block square centered on the user with rapid fire shots to the sky causing all non Copperguard targets within to fall prone for one turn. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Surge''' - The Copperguard strikes out against an opponent within melee range with their Galvan Baton set to full voltage. The Copperguard must roll their Strength Ability Total against the target's Dexterity Ability Total for it to hit. If successful, the attack does 4 points of damage only but also disrupts the target's magic or cursed abilities until the start of the user’s next turn  If the target is in any Transformation, it instantly reverts them back.&lt;br /&gt;
&lt;br /&gt;
==Membership Benefits==&lt;br /&gt;
The Copperguard is a well respected institution within the Kingdom of Galudon. As such, members enjoy special benefits for their work within the Order. Below you will find a list of said benefits. &lt;br /&gt;
&lt;br /&gt;
===Magnate Benefits===&lt;br /&gt;
&lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are granted a significant influence boon that will reward additional provinces. &lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are permitted to list their Copperguard family member in their progression orders to provide additional protection and investigative power to an order relevant to those traits. &lt;br /&gt;
&lt;br /&gt;
===Progression Benefits===&lt;br /&gt;
*Characters that are members of the Order may utilise Copperguard contacts in progressions to access additional information and secrets regarding a particular topic.&lt;br /&gt;
*Characters that are members of the Order generally are awarded more sway and leeway with the NPC population of the Kingdom, and can even gain access to notable NPC’s where their reason for doing so is well explained. &lt;br /&gt;
*Characters that are members of the Order may, once per progression, investigate a particular province for criminal activity. If any criminal activity is occuring within that province at the time of the progression, the information regarding that activity will be made public in the progression. &lt;br /&gt;
&lt;br /&gt;
===In-Game Benefits=== &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of Progression currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of In-Game currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Copperguards who achieve an accolade, such as completing a high profile investigation or succeeding in defending/recovering a district from Criminals through raids, may receive custom Lore items as trophies for their actions. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n, BillyTheScruffy&lt;br /&gt;
|Processors = Ashurism, BillyTheScruffy, Vegemiite, Bimberi, Marytha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Combat Organizations]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1944</id>
		<title>Copperguard</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1944"/>
		<updated>2026-02-05T17:51:15Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Organzization Info&lt;br /&gt;
|image           = noimg.png&lt;br /&gt;
|officialname    = The Order of the Verdigris&lt;br /&gt;
|pronunciation   = Or-dah of the Ver-dee-gree&lt;br /&gt;
|commonname      = The Copperguard&lt;br /&gt;
|force           = 150,000&lt;br /&gt;
|leader         = Calibur Ashford&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
What is now known throughout the Kingdom of Galudon as the Copperguard Enforcers—a prestigious and storied law enforcement body—is the culmination of over a thousand years of tradition, service, and royal mandate. Few remember that this institution began in Ortim as the '''Order of the Verdigris''', an ancient brotherhood sworn to defend the early Humans of Pannotia from both internal unrest and the dangers of the wilds. The Order of the Verdigris followed early Galudonian settlers to what is now Ironhurst almost 700 years ago. In 1124 AE, the Order was formally restructured by royal decree into the Ironhurst Metropolitan Enforcers, becoming a vital shield against civil disorder and a sword against the dangerous fauna and lingering arcane threats that plagued the region. However, over centuries this name has fluctuated with each new monarch.&lt;br /&gt;
&lt;br /&gt;
Under the modern reign of King Frederick Caelock, the force was reimagined and renamed the ''Copperguard Enforcers''—a title that honors its origins, with “verdigris” referring to the green patina on aged copper, embracing the name by which it’s commonly known: ''The Copperguard''. In 1825 AE, just a few years later, King Frederick reinstated its Royal Charter following extensive discussions with his brother, Prince Ambrose Caelock—a former Commissioner of the Order and a highly respected figure within the Order of the Verdigris. This marked a complete restructuring of the organization, merging its traditional roots with its modern identity, while the public continued to refer to it simply as ''The Copperguard''. Still overseen by a Lord Commissioner, the central Copperguard structure has been broken into various Departments, each with its own Commander and all under the umbrella authority of the Order’s Lord Commissioner.&lt;br /&gt;
 &lt;br /&gt;
Though modernized, the Copperguard retains its historic role as the Kingdom’s primary force for law and order. Once revered as a pillar of stability in Ironhurst, it now faces a deepening recruitment crisis, with declining numbers weakening its presence. Crime festers in the city’s Maw and impoverished districts, presenting again the recurring threat, not of monsters, but of neglect and growing disillusionment. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the wake of the Great Equilibrium in the year 11AE, the Order of the Verdigris emerged as a stabilizing force amid the chaos that followed. The world beyond was still reeling—shattered ecosystems, arcane turbulence, and fractured nations left humanity’s future uncertain. Within the human homeland of Ortim, however, a flicker of order remained. It was under the leadership of the legendary soldier Aedan Varinhold that the Order was born. Elevated to the newly-forged title of High Custodian, Varinhold laid the foundation for a lawkeeping brotherhood steeped in valor, discipline, and sacred duty. The Order’s purpose was threefold: to uphold the laws of the nascent Ortimic governments, to combat rising threats—both mortal and monstrous—to humankind, and to defend the borders against the dark unknowns pressing in from beyond.&lt;br /&gt;
&lt;br /&gt;
Wearing copper-inlaid armor that tarnished to green, the Order’s name—Verdigris—became symbolic of resilience through time and corrosion. Their role quickly expanded from city watch to national safeguard, evolving into a revered institution across Ortim’s many nations.&lt;br /&gt;
&lt;br /&gt;
By 50AE however, the cracks in Ortim’s stability deepened once more. Signs of ecological and arcane collapse began to resurface. Harvests failed beneath sickly, starless skies. Waters frothed with unnatural tides. Sea creatures—twisted, unrecognizable—washed ashore in droves. Whispers spread that the Great Equilibrium had not truly held; its balance merely delayed the inevitable. It was clear that the events had left a marking effect that still lingered, decades after its conclusion. &lt;br /&gt;
&lt;br /&gt;
As fear took hold, the Order of the Verdigris once again stepped into the breach. Charged with defending crumbling Kingdoms, they stood as bulwarks against escalating threats. In the face of this encroaching ruin, many of Ortim's sages, nobles, and its surviving citizenry came to a fateful conclusion: the homeland must be abandoned to better handle the threats plaguing them from Aesox itself. With little power to prevent this, the Kingdoms of Ortim could only stand helpless as it watched the majority of its population prepare to leave the country.  Thus began the Great Migration—a desperate, unprecedented exodus of humanity across the seas to the distant and largely unknown continent of Aesox.&lt;br /&gt;
&lt;br /&gt;
The Order, now fractured into regional cohorts, served as guardian-legates, fleet marshals, and protectors aboard the massive flotillas. Their centuries of experience—especially in surviving arcane anomalies and wild incursions—proved instrumental in establishing footholds upon Aesox’s shores. These early settlements would some day flourish to become the major Human nations we know today, all thanks to the stalwart protection of the Order. &lt;br /&gt;
&lt;br /&gt;
Between 488AE and 522AE, the Order undertook what would later be termed the Twilight Marches—a series of long-range expeditions into the interior regions of Aesox. The objectives of these marches were threefold: to explore and chart uncolonized territory, to establish diplomatic or defensive buffers with non-human polities, and to identify new resources necessary for the sustainability of emerging kingdoms.&lt;br /&gt;
&lt;br /&gt;
Among the most notable figures of this era was High Custodian Theryn Fernmourne, whose successful defense of the frontier valley now known as the city of Saltzpyre-upon-Barrow  is widely credited with securing the location of the future Kingdom of Fernmourne. His leadership marked a turning point in the Order’s evolution from a migratory defense force to special regional policing forces, before his retirement to become the first King of Fernmourne. &lt;br /&gt;
&lt;br /&gt;
In the centuries following, the Order of the Verdigris endured—but in steadily diminishing numbers. With the completion of the Great Migration and the stabilization of early human settlements across Aesox, the Order found itself without the unifying mission that had once defined its purpose. Many of its members, inspired by the example of High Custodian Theryn Fernmourne, chose to lay down their roaming arms and establish themselves as localized peacekeeping forces, evolving from continent-spanning protectors into more static enforcers of law and civic order.&lt;br /&gt;
&lt;br /&gt;
This transition was in many respects both inevitable and necessary. The Dwarven Incursions—a series of frequent and violent raids from subterranean and mountain strongholds during the 8th century AE—required experienced warriors to remain stationed in growing human nations. These regions, birthed from the settlement period of the Migration, now required permanent protection rather than itinerant defenders.&lt;br /&gt;
&lt;br /&gt;
Many former members of the Order, disillusioned or drawn by the opportunity for autonomy, formally severed ties and established new guilds and martial orders, adapted to the political and geographical realities of their respective regions. This fragmentation marked the first true schism in the history of the Order of the Verdigris and initiated a long decline in its influence, resources, and unified identity. By the turn of the 11th century AE, the Order had become increasingly regarded as a relic—respected for its foundational role in the survival of humankind, but functionally obsolete in a world that had moved beyond the trials of exodus and exploration. Its role in active governance and defense had largely been supplanted by regionally organized forces.&lt;br /&gt;
&lt;br /&gt;
The fortunes of the Order began to shift in the early 1070s AE, when the remaining adherents—those who still upheld the original tenets of service, vigilance, and expedition—were approached by three of the most powerful aristocratic houses in western Aesox: House Caelock, House Abberton, and House Credge. These aristocratic families, seeking to expand their influence and populate a strategically significant but as yet uninhabited island off the western coast of Aesox, proposed a joint venture. The surviving leadership of the Order, recognizing both the peril and potential of the mission, entered into extensive negotiations with the families. A formal accord was eventually reached: in exchange for committing to the colonization and protection of the island, the Order would receive substantial financial and logistical support.&lt;br /&gt;
&lt;br /&gt;
The agreement was more than a mere transaction. For the Order, it represented a final opportunity—perhaps even a last chance—to restore its relevance, renew its founding purpose, and demonstrate that the virtues of vigilance, adaptability, and sacrifice remained vital, even in a world no longer defined by mass migration or existential peril.&lt;br /&gt;
&lt;br /&gt;
The first major hurdle for the Order came in the form of the evacuation or destruction of dangerous native fauna in the South-West, where the great ships had made landfall. These creatures posed a significant threat to the fragile early settlers, and their removal was essential to ensure the safety and viability of the burgeoning colony. Only after this was accomplished could the foundations of the first permanent settlement, Ironhurst, be laid.&lt;br /&gt;
&lt;br /&gt;
Shortly after disembarkation, a new crisis emerged: an outbreak of Collopox, a virulent and little-understood disease. The Order was swiftly tasked with enforcing strict quarantine measures. All inbound ships were ordered to remain moored offshore for forty days to prevent the illness from spreading like wildfire among the vulnerable settler population. During this period, healers and apothecaries worked feverishly to develop a cure using samples from those already affected on land. It was amid this turbulence that Ironhurst’s first immigration and health laws were drafted and ratified by the Triumvirate families of Caelock, Credge, and Abberton. These founding laws empowered the Verdigris Order with legal authority to oversee enforcement. Once the worst of the infection was contained, the Order began patrolling the settlement’s streets under Triumvirate directive, ensuring that the fragile order of the new society held firm.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed, the Verdigris Order remained steadfast in its duties, evolving into a central pillar of Ironhurst's civic life. They became both wardens of justice and bulwarks against external threats, adapting to a world in which crises became more political than survivalist. Their presence, once provisional, became expected—woven into the everyday rhythms of Ironhurst. This continued until the rise of Bernard Abberton, who was crowned the first King of Galudon. It was under his son, Prince Liam Abberton, that significant reform took place: in 1124 AE, Liam championed legislation that formally codified the Verdigris into the Ironhurst Metropolitan Police Force. The move was controversial and widely opposed within the Order. Many of the older members, disillusioned by what they saw as a betrayal of their ancient traditions and a subjugation to royal bureaucracy, returned to Aesox in protest. Yet those who remained within the newly minted Metropolitan continued to uphold the Order’s original tenets—vigilance, adaptability, and sacrifice—despite the change in name and structure. Tradition endured, even as the institution evolved.&lt;br /&gt;
&lt;br /&gt;
In the inaugural year of the Police Force, crime was a surging problem within the Capital of Galudon. The first year of founding was a treacherous one, with riots that almost caused an earthquake across Galudon over policies passed by the founding families of Galudon. The police were tasked with quelling riots across the city for months across the summer seasons. The winter rolled in, and so did more unrest as famine ravaged through the city, killing 7,500 citizens within the poor districts of Ironhurst. Within hours aristocratic families within the city reported having bottles, rocks, and bricks thrown at their luxurious estates of wealth. Soon those rocks turned to burning objects which caused several tragedies. Overall just in the ruckus of the riot, 25 citizens were killed. A major boost to the legitimacy of the Metropolitan was their handling of this situation. The inaugural Commissioner, Prince Liam Caelock dispatched forces to several homes to break up the crowds of riots, arresting and notably not escalating tensions with the roaring crowds. No people were injured aside from guardsmen in this incursion. This occasion would go down in Galudonian history as the Evening of Serenity After The Storm. &lt;br /&gt;
&lt;br /&gt;
Years after this incursion, as the industry began to develop within Galudon and Ironhurst respectively, so too did trust within the city's localized police force, former buyers remorse from the families who incurred the founding soon faded as a calm populace presided within the city's walls. &lt;br /&gt;
&lt;br /&gt;
However, decades of peace seemingly fell to a close when in 1197AE, a criminal uprising within Rattletrap threatened the city's absolute safety. The mounting growth of several gangs in Rattletrap led to a tricky power balance between the city's rich and poor. The Police had grown complacent with their jobs, this mounting pressure blowing to a head when hundreds of gang-affiliated members flooded the streets toward the legacy parliament building, where they intended to surround the parliament until a negotiation was had between the current governance and the leaders of several Criminal Organizations within the city. Most notably, infamous Crime Lord Sage Westhorn was at the head of this uprising.&lt;br /&gt;
&lt;br /&gt;
The newly elected Commissioner Reimar von Ichk was tasked to deal with the chaos, with him all available guardsmen to parliament for defence. It was here a battle of blood ensued for a little under an hour, several Metropolitan forces being wounded on the day, with two passing from the brutal confrontation. The insurrection attempt in the end proved futile. The Copperguard with relatively superior equipment and tactics from their Commander seemed to shine through. Wariness crept into the poor districts of Rattletrap and the Underground, reverberating like an echo throughout the brick walls. The police in the months following would clamp down harshly on the growing Criminal base within the city, openly raiding Rattletrap on numerous occasions throughout the year 1197AE and even into the following year.&lt;br /&gt;
&lt;br /&gt;
The next couple of centuries passed with relative calm. Though major crimes did occur from time to time, the Ironhurst Metropolitan Police—descended from the old Verdigris Order—handled each one with swiftness, discipline, and tact. Their quiet competence helped ensure that the peace endured, and the authority of the monarchy remained largely unchallenged.&lt;br /&gt;
&lt;br /&gt;
That stability was shaken in 1346AE when the last male heir of House Abberton succumbed to a rare cymrinite-related illness. With no direct successor to inherit the crown, the balance of power shifted decisively. House Caelock, long relegated to matters of regional governance and often the administrative backbone of Galudon, seized the opportunity. Although technically subordinate to the monarch, the Caelocks had, in practice, wielded immense influence across the Kingdom, particularly in the northern provinces where royal presence was historically light. Their popularity among the people was considerable—largely earned through their pivotal role in unifying the disparate former Four Kingdoms into one solid Galudonian Kingdom. Many still credited them with securing victory in the wars of consolidation, a legacy that resonated incredibly deeply with the populace.&lt;br /&gt;
&lt;br /&gt;
When civil unrest erupted—spurred by factions still loyal to the now-defunct crowns of the old kingdoms—newly crowned King Wilhelm Caelock moved swiftly. Recognizing the fragility of his claim and the need for an institution both respected and feared, he conferred a new Royal Charter upon the Metropolitan Order. This charter not only reaffirmed their role as guardians of the realm but also restored and codified many of their ancient Verdigris traditions, long neglected under the Abberton reign.&lt;br /&gt;
&lt;br /&gt;
Under this renewed mandate, the Metropolitan was revitalized. Over the course of six tense months, they joined forces with loyalist Caelock troops to quell the uprisings, dismantle insurgent cells, and re-establish order. Their campaign was methodical and relentless—but also tempered by the institutional memory of the Order’s original values. By year’s end, peace had returned, and the Caelock transition of power was secured, smooth in its final execution and widely accepted by a weary but reassured public.&lt;br /&gt;
&lt;br /&gt;
In 1578AE, a masked individual was thought to have broken into several wealthy estates throughout Irronhurst. It was much later in the evening, hours teetering toward Midnight when Captain George Farrack received a letter in strange handwriting. Reddish coloration appeared to be written within the blood, the individual in the letter claimed to have kidnapped members of both the government and Royal Family in Princess Anika Caelock, who had been to the city for a tour of the city’s annual summer festival.&lt;br /&gt;
&lt;br /&gt;
The individual in question would go on to be identified as Sylas Markeson, an infamous Galudonian serial killer who reigned with terror from 1557AE until his inevitable demise in 1580. The Captain urgently rang the alarms and bells, however a notable loss was the absence of the Commissioner, who was in the midst of a hearty battle with a disease. No interim Commissioner had been established. Captain Farrack rallied all available to the parlay location mentioned within the letter, however, he only brought a small contingent force, ordering the rest to stay a mile off of the location to not cause things to go awry.&lt;br /&gt;
&lt;br /&gt;
It was here where absolute heroic ability took over. Whilst approaching from a distance, alongside his other Captain Alistair Kirk, being an archer himself and seeing an easily accessible flank, Captain Farrack would go on to propose to his fellow policeman to approach the figure. While a former member of the military's reconnaissance unit, from which he garnered many skills, Captain Farrack only narrowly managed to sneak to a flank position, where he readied his arrow. He waited calmly, until a signal was provided by his fellow guardsman. On the shot, he took out the leg and knee of Sylas Markeson, causing him to fall to the ground, where he was promptly arrested.&lt;br /&gt;
&lt;br /&gt;
The main force a mile off was given the signal to roll in and raid the house where Markeson had held the notable members of Galudonian society. Only after freeing the women did the men discover the absolute horrors of a serial killer, and the national story took off from there as whispers of bodies being pulled from the house by the handful swept the city like wildfire. Markeson would go on to face trial for the murder of 12 citizens, as well as the kidnapping and endangerment of a member of the Royal Family. He was sentenced to death in 1580AE, on June 15th.&lt;br /&gt;
&lt;br /&gt;
Most recently, after the rebranding under Commissioner Sibyllad Lykke, the Metropolitan Police Force was re-marketed into the Copperguard Enforcers in 1824 AE by King Fredrick Caelock. In one of Galudon’s most trifling years in centuries, members soon found themselves at the head of one of the biggest scandals in the kingdom's history.&lt;br /&gt;
&lt;br /&gt;
After the sounds of a gunshot were heard at the Parliament, the city sat on the edge of their seats. Soon, a radio broadcast of Alexandre Silva rang throughout all of the city's active speakers, citing that the Field Marshal had been shot by the then Prime Minister Bilbur Brumsfield. Copperguards were quickly dispatched to oversee the investigation of the assassination of such a notable figure of Galudonian society and statehood. The resolution for this event would be solved in the long term.&lt;br /&gt;
&lt;br /&gt;
However, what came were riots that shook all through Ironhurst. Political dissidents and people from impoverished and plagued quarters of the cities stormed public buildings, destroying them and wreaking absolute havoc, some buildings going up in flames from the unrest. Dozens were arrested for these actions as Copperguard members slowly combated the rioting amongst the populace.&lt;br /&gt;
&lt;br /&gt;
Since then, the Copperguard has cycled through a succession of Commissioners, each bringing their own approach, but none able to fully adapt to the Kingdom’s evolving challenges. In mid-1825 AE, Prince Ambrose Caelock—a former and devoted member of the original Order of the Verdigris—successfully petitioned his brother, the reigning King, to fully disband the Copperguard and restore the Order of the Verdigris.&lt;br /&gt;
&lt;br /&gt;
Ambrose’s proposal was bold: to reconstitute the Order not as a single-purpose enforcement body, but as a network of specialized divisions. Each division would share equal authority to uphold peace and law, yet possess a unique operational focus tailored to counter the rising tide of modern crime. The aim was to blend tradition with innovation—reviving the Order’s ancient virtues while addressing the complexities of a changing world.&lt;br /&gt;
&lt;br /&gt;
Despite concerns from Princess Lyra Caelock, who feared the disruption such a dramatic reshuffle might bring, the King ultimately agreed. Thus, the Order of the Verdigris—still referred to as the Copperguard Enforcers—was reborn into the form recognized today.&lt;br /&gt;
&lt;br /&gt;
==General Structural Hierarchy==&lt;br /&gt;
The Order of the Verdigris retains most of its present day hierarchy however with formal titles from the previous order still being recognised as well. Departments are permitted to create informal titles for their own ranks up to the rank of Captain however the Lord Commissioner and Commander titles must remain the same. The Order follows the following hierarchy in respect of overall authority: &lt;br /&gt;
&lt;br /&gt;
*Lord Commissioner [High Custodian of the Verdigris] - The Lord Commissioner is tasked with oversight of the Copperguard, managing day-to-day tasks and paperwork capacities of the city's guard force. The Commissioner is also tasked with processing cases and maintaining a record of all cases taken by the Copperguard. The Commissioner is also the primary discipline within the Copperguard and holds authority over all Departments. The Lord Commissioner also convenes the Council of Commanders at Cannonade prison and holds a veto over all decisions made by other Commanders save for when the Council itself is unanimous on a decision. The Lord Commissioner can only be replaced by the Mayor and holds tenure for 3 months only. &lt;br /&gt;
&lt;br /&gt;
* The Royal Executioner - The Royal Executioner is a staff played NPC responsible for approving, denying and carrying out of advanced punishments such as maims or executions. The Royal Executioner may be contacted by a Commander of the Copperguard Enforcers whereby the Commander believes that the punishment for a crime fits that of the Royal Executioner’s duties. &lt;br /&gt;
&lt;br /&gt;
* Commanders [Verdigris Marshals]  - Commanders are the major authority over their specific department. Commanders are responsible for rank ups and rank downs within their own Departments as well as disciplining unruly Copperguards within their ranks, managing their department’s arrest reports, and issuing patrol routes. They are expected to hold fortnightly gatherings of their forces, keep the Department updated with goings on within the Commanders Council, and ensure that the Lord Commissioner’s will is carried out. &lt;br /&gt;
&lt;br /&gt;
*Verdigran Sentinels [aka Captains] - The Captains of the Copperguard are tasked with several things. Secondary in the line of command within their department, the Captain is tasked with maintaining order over other groups of Guards beneath them within their respective Department. The Captains are also primary detectives within the Copperguard, tasked with overseeing cases. &lt;br /&gt;
&lt;br /&gt;
* Copperwarden [aka Officers]- Officers are fully-fledged, tenured members of the Guard force. Officers are permitted to patrol alone as they choose. Officers are afforded basic day-to-day Policing duties, defined below. &lt;br /&gt;
&lt;br /&gt;
* Oathlings [aka Cadets] - The lowest rank within the Copperguard Order, Cadets are permitted official Law Enforcement powers so long as they patrol with a member of the Copperguard with the rank of Officer or above.&lt;br /&gt;
&lt;br /&gt;
==Previous High Custodians of the Verdigris [Lord Commissioners]==&lt;br /&gt;
'''11AE–58AE''': ''Aedan Varinhold'' – Founder and First High Custodian. Led settlers' defense during the Faunal Convergences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''58AE–122AE''': ''Mira of the Bronze Helm'' – One of the few female High Custodians in early history; known for taming the landscape in Eastern Aesox which would then become modern day Salytern and Wybrera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''122AE–174AE''': ''Orric Hansen''– Known for brutal efficiency, expanded rural enforcement posts across Aesox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''174AE–231AE''': ''Caelen Durren'' – Instituted the Oath of Seven Vows, still recited by new inductees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''231AE–294AE''': ''Seris Thornhall'' – Oversaw the quashing of the first Vampiric raids on what is now modern day Holzweald.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''294AE–343AE''': ''Theobald Graymark'' – Noted for his severe anti-magic reforms after the Vampiric Raiding Incidents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''450AE–488AE''': ''Theryn Fernmourne'' – Architect of the first Verdigris Divisions; restructured regional command, High Custodian of the Verdigris during the Twilight Marches and first crowned King of Fernmourne.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''488AE–558AE''': ''Jareth Quindle'' – Known for his “Silent War” with northern Aesoxian bandit kings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''558AE–626AE''': ''Elenya Wyrdglass'' – First Custodian to allow mages within the Guard ranks, overturning Theobald Graymarks legacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''626AE–682AE''': ''Harrow Fairfax'' – Instituted use of Copperbadges; gave the force its iconic symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''682AE–758AE''': ''Thomund the Ironchest'' – Famous for dual-wielding shields in battle. Memorialized in Solgardsborgs capital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''758AE–882AE''': ''Lira Sunshade'' – First Venyra High Custodian. Known for brokering peace with Outercliff tribes of the Kingdom of Salytern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''882AE–950AE''': ''Damon Suthraen'' – Oversaw early bureaucratic bloat; paved way for further reformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''950AE–1024AE''': ''Garrick Volenheim'' – Initiated the transition into Ironhurst Metropolitan Enforcers (1124AE).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1024AE–1089AE''': ''Isember Hollowborne'' – Famous for overseeing the first central command structure for the Order in Galudon, Cannonade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1089AE–1160AE''': ''Liam Abberton'' – Son of the first King of Galudon Bernard Abberton; cemented Royal control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1160AE–1201AE''': ''Reimar von Ichk'' – Formed the first beast-response division after the Eastern Breach of Galudon’s first defensive walls by Lycanthropes, put down a notable insurrection against Parliament by Crime Lord Sage Westhorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1201AE–1250AE''': ''Viera Dalmure'' – Celebrated for rooting out corruption in the force’s elite ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1250AE–1322AE''': ''Rufin Talebar'' – Expanded precincts into Rattletrap, known for a war-like approach to crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1322AE–1381AE''': ''Helra Windmoor'' – A reformist; beloved by lower ranks, assassinated under suspicious circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1381AE–1429AE''': ''Dovren Tallowgrave'' – Reversed many reforms; oversaw years of unrest and harsh suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1429AE–1490AE''': ''Selwyn Edrast'' – Rebuilt the force's image after decades of brutality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1490AE–1543AE''': ''Maera of the Three Vows'' – Instituted psychological and magical screening for recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1543AE–1602AE''': ''Jorund de Tarbora'' – Rumored to have been a Keldwikean agent; never confirmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1602AE–1650AE''': ''Sardun Draegur'' – The “Silent Custodian,” rarely seen, feared for internal purges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1650AE–1701AE''': ''Luthien Stonebranch'' – Restructured the force into new divisions based on aptitude for specific forms of city defence..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1701AE–1755AE''': ''Ansel Crowley'' – Introduced formal military hierarchy and new recruitment systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1755AE–1807AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard &amp;quot;Strike Wards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1807AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by King Frederick Caelock halfway through his final term. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1818AE–1822AE''': ''Archibald Himmelsby'' – Attempted to have the Copperguard officially integrated into the Galudonian Military. This attempt failed. Instituted 3 month term limits for Lord Commissioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1822AE–1823AE''': ''Bilbur Brumsfield'' – Thought to have been elected due to a bureaucratic error, Brumsfield’s tenure was marked with a sizable uptick in corruption and stagnation amongst the Copperguard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE-1823AE''': ''Charles Verlice'' – Rarely seen, his rise to office’s only true note is the full delegation of authority to Captain Sybillad Lykke before he opted to resume military duties elsewhere. Tenure lasted 3 months. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE–1824AE''': ''Sybillad Lykke'' – First Orcish Lord Commissioner. Spearheaded recruitment processes during a significant downward spiral of Copperguard members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1824AE–1825AE''': ''Alistair Churchthorn'' – First undead Lord Commissioner. Alistair headed the Order for a lengthy spell, and was responsible for taking charge of city defences during the Dwarven bombings of Ironhurst in 1825AE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–1825AE''': ''Alexandre Silva'' – Known for ruthless interrogation techniques and for heading the Order during a period of severe unrest in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–Present''': ''Calibur Ashford'' – The first openly registered Cursed Lord Commissioner.&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
&lt;br /&gt;
*'''The Oath of the Seven Vows:''' While this tradition was briefly passed over, High Custodian Caelen Durren instituted it over a thousand years ago, and it has since been revived as a means to pay homage to the Order of the Verdigris’ ancestral roots. All new cadets of the Copperguard Enforcers are legally required to take this oath upon joining the order, as a means to show their dedication to being the sword and the shield of the Kingdom of Galudon. The Oath itself is split into Seven distinct vows. These are as follows:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;'''The Vow of the Path'''&lt;br /&gt;
''I shall go where others dare not, from mountain vale to broken coast, I walk the forgotten and the feared, that others may follow in safety. I shall keep vigil where others sleep.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Watch'''&lt;br /&gt;
&lt;br /&gt;
''Through Darkness, hunger, and the howl of things unknown, I remain unmoved, unblinking and unafraid.'' &lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Shield'''&lt;br /&gt;
&lt;br /&gt;
''I shall place myself between danger and the defenseless. Let my body break before theirs, and my name fall into silence, so that others may endure.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Word'''&lt;br /&gt;
&lt;br /&gt;
''I shall speak truth in courts and camps alike. No tyrant, no kin, nor commander shall silence what justice demands be said.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Lineage'''&lt;br /&gt;
&lt;br /&gt;
''I shall honor those who came before, and prepare the way for those yet to come. Their stories are my strength; my steps, a promise to the future.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Flame'''&lt;br /&gt;
&lt;br /&gt;
''I shall not retreat from the fire. In calamity or chaos, in war or wandering, I will remain when others scatter, and rise when others fall.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of Verdigris'''&lt;br /&gt;
''I shall bear the weight of time. As copper endures and changes, so too shall I be weathered, but unbroken; changed, but never faithless.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Coppersignets''' are a vital piece of identification for members of the Order, dating back to the founding of the Order of the Verdigris. Reinforced with Ferrovita, these signets are essential for activating and operating the Copperguards' Advanced Armory Equipment, ensuring it functions only for its rightful bearer. Historically, the copper component of each ring also serves as a visual indicator of seniority. A bright, shiny orange hue signifies a newly initiated oathling—often called a &amp;quot;shiny&amp;quot;—while the deepening green patina from natural oxidation reveals a long-serving veteran of the Order.&lt;br /&gt;
&lt;br /&gt;
*'''The Recognition Before the Verdigris Flame''' is a formal award ceremony conducted to honor members of the Order for acts of valor, distinguished service, significant contribution to the stability and safety of Galudonian society, or more commonly, to initiate new members of the Order formally. The event is held within the Hall of Oaths, a ceremonial chamber housed in the Order's central stronghold of Cannonade Prison. At the center of the Hall burns the Verdigris Flame, a symbolic brazier believed to have been continuously lit since the Order’s founding in the 1st century AE. The flame represents the enduring vigilance of the Order. Recipients are formally presented by their commanding officer, after which the Oath of the Seven Vows are read aloud by the honorees to assembled peers. The honoree then approaches the flame, placing their hand above its heat (without making contact) to symbolically accept their newfound oath. This process is repeated each time an honoree is also presented with a new accolade or reward.&lt;br /&gt;
&lt;br /&gt;
*'''The Elevation of the Shield''' is the official promotion ceremony within the Order of the Verdigris. It marks the formal advancement of a member to a higher rank and is regarded as both a practical and spiritual reaffirmation of one’s commitment to the Order’s ideals. The ceremony begins in the Hall of Oaths with the Summons of Merit (A recognised writ by the Lord Commissioner summoning a member to Cannonade for reward), wherein the candidate is called forward and publicly recognized for their service record. The commanding officer delivers a testimonial, and symbolic tokens may be presented—these often include medals or letters of witness of great deeds from comrades. At the core of the ceremony, a ceremonial copper shield is placed before the kneeling candidate. The presiding officer, often a Commander or the Lord Commissioner, strikes the shield three times with a sword, each strike corresponding to a formal declaration of the new rank. The candidate then rises and repeats an abridged version of the Seven Vows to affirm continued loyalty.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
Departments within the Copperguard Enforcers operate as distinct units, each led by its own Commander and functioning independently from one another. Despite this autonomy, all Departments fall under the overarching authority of the Lord Commissioner and the Council of Commanders. While they share the same core law enforcement powers, certain Departments are granted additional rights specific to their roles.&lt;br /&gt;
&lt;br /&gt;
Cooperation between Departments is allowed but not mandatory, as each reports directly to the Lord Commissioner. Every Department with four members or more has its own headquarters and issues unique uniforms, though all enforcers are identifiable by their chestnut-colored scarves and Copperbadges and Coppersignets, which must be worn at all times.&lt;br /&gt;
&lt;br /&gt;
Although each Department may use different titles within its internal hierarchy, all must follow the standard Copperguard rank structure recognisable to the public—typically including Cadet, Officer, and Captain, with all Commanders simply referred to as “Commander.” Rank distinctions may be visually reflected through minor uniform details such as colored trimmings or linings.&lt;br /&gt;
&lt;br /&gt;
Departments all share the same jurisdiction, however some departments may be granted additional rights that provide them with certain privileges over particular districts that other departments may not have. Notwithstanding, all Copperguards must transport prisoners to Cannonade Prison. While all Departments may have their own holding cells, all prisoners must be transported to Cannonade within 12 hours. All Departments also require their own Group Page on the Gears of Galudon Discord, which will list their Departmental aesthetic, lore, uniform identifiers as well as their rights and current members (Listed in order of hierarchy). &lt;br /&gt;
&lt;br /&gt;
The Lord Commissioner also has their own contingent of Copperguards. These are Copperguards who are not formally part of any Department or lack the numbers to create their own. Moreover, if a Department drops to two members or lower, they will automatically divert back to being part of the Lord Commissioner’s Copperguard Contingent with the same basic rights and privileges as all other Copperguards, but will be required to wear the standard Copperguard uniform and will operate directly out of Cannonade Prison.&lt;br /&gt;
&lt;br /&gt;
==How to become a Copperguard==&lt;br /&gt;
So you want to become a Copperguard? If you do, there are a number of ways you can do so. If you are starting out solo, you may apply to join an existing department. Each Department will have its own group thread on the Gears of Galudon discord server, which will have its own application template and will be reviewed by its respective Commander. You can apply in said thread, and tag the Commander of that department to review your application. If it is accepted, you are then formally made a member of the Copperguard!&lt;br /&gt;
&lt;br /&gt;
Moreover, you can also apply directly to the current Lord Commissioner of the Copperguard to operate as a Departmentless Copperguard Enforcer. This means you will wear the standard Copperguard uniform and operate directly under the Lord Commissioner. You must contact the Lord Commissioner in-game or over discord to commence this process. If you are unaware who the current Lord Commissioner is, please make a ticket and staff will provide their discord username.&lt;br /&gt;
&lt;br /&gt;
If you have more than four players that want to be part of the Order as its own separate Department, you may apply to create your own via Discord Ticket. You must follow the below application Template to make a Department, and this is true even for Copperguards who already belong to an existing Department. &lt;br /&gt;
&lt;br /&gt;
'''Username of Applicant:''' The Minecraft username of the applicant.&lt;br /&gt;
&lt;br /&gt;
'''Character name/sheet of Applicant:''' The Character name and approved character application of the individual applying.&lt;br /&gt;
&lt;br /&gt;
'''Department Name:''' The preferred title of your Copperguard Department.&lt;br /&gt;
&lt;br /&gt;
'''List of all members:''' A full list of all members usernames, character names and approved Character applications.&lt;br /&gt;
&lt;br /&gt;
'''Existing Criminal offences of any members:''' Names of characters with descriptions of any arrests/warrants made against them.&lt;br /&gt;
&lt;br /&gt;
'''Aesthetic:''' The overall aesthetic of the Department you would like. This can be as detailed as you please.&lt;br /&gt;
&lt;br /&gt;
'''Requested Rights:''' These are your preferred additional rights. You may list up to 3 but Staff have the final say on what rights you will get.&lt;br /&gt;
&lt;br /&gt;
'''Uniform Design:''' Describe what your uniform will look like and/or provide a minecraft skin base for it.&lt;br /&gt;
&lt;br /&gt;
'''Preferred District to Base:''' Which district would you like for your base to be made in. This may have to change depending on Gameplay staff’s input.&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement Powers==&lt;br /&gt;
''All members of the Copperguard regardless of their Department have the following rights:''&lt;br /&gt;
&lt;br /&gt;
* Copperguard members above their respective Cadet rank are permitted to arrest and process those who are actively breaking the Ironhursts’ Law. &lt;br /&gt;
* Copperguard members are permitted to use as much force as is reasonable to detain a person suspected of committing a crime. Reasonability can be determined by a Magistrate of Galudon’s Judiciary. &lt;br /&gt;
* The right to open and maintain investigations into peoples and organizations suspected to be engaged in criminal conduct. &lt;br /&gt;
* The right to openly carry police equipment and weapons while on active duty and patrol. &lt;br /&gt;
* The right to seize any personal belongings of an individual deemed to be evidence of their criminal offenses.&lt;br /&gt;
&lt;br /&gt;
''The Lord Commissioner of the Copperguard Enforcers has the following rights, in addition to the previously mentioned ones:''&lt;br /&gt;
*The right to cordon off entire districts of the city for the purpose of investigating criminal activity and anti-crown sentiments. &lt;br /&gt;
*The right to issue cease and desists to businesses suspected of engaging in criminal conduct pending criminal investigation. &lt;br /&gt;
*Is charged with issuing and managing weapon permits to the citizens of the capital. &lt;br /&gt;
*The right to issue radio broadcasting permits to individuals wishing to broadcast within the confines of Galudonian Law. &lt;br /&gt;
*The ability to, upon agreement with the Lord Protector of the Galudonian Military, enforce military lockdown and Marshal Law in emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The Copperguard provides all its enforcers with general standard issue equipment. All Enforcers, regardless of Department or rank are issued with the following equipment below:&lt;br /&gt;
&lt;br /&gt;
*'''Class VI Revolver:''' A six-shot revolver, finished in silver and black, issued as the standard sidearm. Reliable and durable, it is designed to assist in law enforcement operations and the protection of civilians. Should the Copperguard not have Firearm Proficiency, this grants immediate knowledge of Firearms, allowing them to roll normally. Upon a successful strike, deal 1d8 Damage.&lt;br /&gt;
&lt;br /&gt;
*'''Departmental Uniform:''' Each officer is issued a uniform bearing the distinct colors and insignia of their respective Copperguard Department. Accompanying the uniform is a chestnut-colored scarf, marked with a unique identification number woven along its length for individual tracking and ceremonial distinction. &lt;br /&gt;
&lt;br /&gt;
*'''Copperbadge''': A metallic identification badge affixed to the chest of the uniform. It serves as the officer’s legal proof of authority and rank, recognized throughout the Kingdom of Galudon. &lt;br /&gt;
&lt;br /&gt;
*'''Coppersignet Ring:''' A finely wrought copper-lined signet ring embedded with Ferrovita, a reactive alloy attuned to its wearer. This ring is essential for activating and synchronizing Advanced Armory Equipment, and doubles as a symbol of sworn duty to the Order.&lt;br /&gt;
&lt;br /&gt;
*'''Standard Restraints:''' A pair of Ferrovita handcuffs to conduct arrests of those who violate Galudonian Law. These cuffs adapt to fit all size wrists and are indestructible. Additionally, if it detects the restrained individual attempting to cast magic, it will emit a shock of electricity to incapacitate the caster. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Baton:''' Specially engineered electrical batons capable of both blunt force application and controlled electrical discharge. Designed for safe subdual of suspects in volatile situations. See the Galvan Surge Unique Combat Skill further below. &lt;br /&gt;
&lt;br /&gt;
*'''Field Journal &amp;amp; Stylus:''' A waterproof field log for case notes, reports, and witness statements. Some versions double as coded ledgers readable only by authorized signet rings.&lt;br /&gt;
&lt;br /&gt;
*'''Lumencrank:''' A compact, wrist-mounted light source powered by low-grade Steamtech. Emits adjustable beams of soft or piercing light—crucial for patrols in unlit quarters or subterranean routes.&lt;br /&gt;
&lt;br /&gt;
*'''Filter Mask:''' A lightweight respirator for protection against chemical agents, airborne toxins, or arcane pollution. Often deployed during riot control, quarantine, or thaumaturgic disturbances.&lt;br /&gt;
&lt;br /&gt;
*'''Signal Whistle:''' Known informally as the Brasscry, this is a finely crafted copper whistle designed to emit a piercing, triphonic tone that can cut through city fog, riot noise, and industrial clamor. &lt;br /&gt;
&lt;br /&gt;
*'''Triage Box:''' Compact first-aid pack including bandages, antiseptics, antitoxins, and an emergency Collopox inoculation vial—standard for officers in high-risk districts. Designed purely for emergency aid to facilitate the transport of the injured to more well equipped medical facilities, this Triage Box is able to heal a person as an action from Incapacitated to 3 Hit Points. Can be used on one individual per day.&lt;br /&gt;
 &lt;br /&gt;
*'''Enforcers Primer:''' A pocket-sized legal compendium containing summaries of Galudonian law, jurisdictional boundaries, and protocols—frequently updated by the Galudonian Legislature.&lt;br /&gt;
&lt;br /&gt;
==Advanced Armory Equipment==&lt;br /&gt;
The Copperguard have access to unique armory equipment. These are staff made lore items, which only Copperguards may use. These items can be withdrawn from the Cannonade Prison armory at any time, but every requisition must be recorded in the armory's logbook.&lt;br /&gt;
Equipment is limited—what remains in the armory is all the Copperguard can access and they will not be restocked. If an item is lost or stolen, it is gone permanently. Criminals who defeat a Copperguard can steal these items and trade them for rewards in the Crime System. As such, requisitions should be made with care, used wisely and logged in the armory logbook. These items have unique boons that can be used in combat, and often also have effects that can assist in combat against Magic and those with Curses. &lt;br /&gt;
  &lt;br /&gt;
When using Copperguard advanced armory equipment, the Copperguard must include the item in their rp/emotes by ensuring the item is in their hand and typing [i] to reveal the item in the chat. For example Mattigan Wrayburn: &amp;quot;Stop there, hands up!&amp;quot; The man exclaimed, aiming his [i] at the feeling criminals. The [i] will be replaced with the item name and description of whatever is in your main hand at that time.  &lt;br /&gt;
==Unique Combat Skills== &lt;br /&gt;
Similar to other Combat Skills available to certain Talent Point investments, members of the Copperguard Enforcers are granted 3 additional Combat Skills unique to their Order. These may only be used by current members of the Copperguard Enforcers and only while in uniform. Only one of these Skills can be used per Copperguard, per combat encounter. &lt;br /&gt;
&lt;br /&gt;
*'''Verdigris Hailcry''' - Nearby Copperguard within a 5x5 block square centered on the user can take one hit that turn without taking any damage. This Skill can be used in reaction to a successful attack against another Copperguard. This Skill cannot be used on the character using it. A Copperguard can only benefit from this Ability once per Combat.&lt;br /&gt;
&lt;br /&gt;
*'''Chain of Command''' - The Copperguard overwhelms a target within a 5x5 block square centered on the user with rapid fire shots to the sky causing all non Copperguard targets within to fall prone for one turn. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Surge''' - The Copperguard strikes out against an opponent within melee range with their Galvan Baton set to full voltage. The Copperguard must roll their Strength Ability Total against the target's Dexterity Ability Total for it to hit. If successful, the attack does 4 points of damage only but also disrupts the target's magic or cursed abilities until the start of the user’s next turn  If the target is in any Transformation, it instantly reverts them back.&lt;br /&gt;
&lt;br /&gt;
==Membership Benefits==&lt;br /&gt;
The Copperguard is a well respected institution within the Kingdom of Galudon. As such, members enjoy special benefits for their work within the Order. Below you will find a list of said benefits. &lt;br /&gt;
&lt;br /&gt;
===Magnate Benefits===&lt;br /&gt;
&lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are granted a significant influence boon that will reward additional provinces. &lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are permitted to list their Copperguard family member in their progression orders to provide additional protection and investigative power to an order relevant to those traits. &lt;br /&gt;
&lt;br /&gt;
===Progression Benefits===&lt;br /&gt;
*Characters that are members of the Order may utilise Copperguard contacts in progressions to access additional information and secrets regarding a particular topic.&lt;br /&gt;
*Characters that are members of the Order generally are awarded more sway and leeway with the NPC population of the Kingdom, and can even gain access to notable NPC’s where their reason for doing so is well explained. &lt;br /&gt;
*Characters that are members of the Order may, once per progression, investigate a particular province for criminal activity. If any criminal activity is occuring within that province at the time of the progression, the information regarding that activity will be made public in the progression. &lt;br /&gt;
&lt;br /&gt;
===In-Game Benefits=== &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of Progression currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of In-Game currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Copperguards who achieve an accolade, such as completing a high profile investigation or succeeding in defending/recovering a district from Criminals through raids, may receive custom Lore items as trophies for their actions. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n, BillyTheScruffy&lt;br /&gt;
|Processors = Ashurism, BillyTheScruffy, Vegemiite, Bimberi, Marytha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Combat Organizations]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1936</id>
		<title>Copperguard</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1936"/>
		<updated>2026-01-27T15:57:57Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Organzization Info&lt;br /&gt;
|image           = noimg.png&lt;br /&gt;
|officialname    = The Order of the Verdigris&lt;br /&gt;
|pronunciation   = Or-dah of the Ver-dee-gree&lt;br /&gt;
|commonname      = The Copperguard&lt;br /&gt;
|force           = 150,000&lt;br /&gt;
|leader         = Calibur Ashford&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
What is now known throughout the Kingdom of Galudon as the Copperguard Enforcers—a prestigious and storied law enforcement body—is the culmination of over a thousand years of tradition, service, and royal mandate. Few remember that this institution began in Ortim as the '''Order of the Verdigris''', an ancient brotherhood sworn to defend the early Humans of Pannotia from both internal unrest and the dangers of the wilds. The Order of the Verdigris followed early Galudonian settlers to what is now Ironhurst almost 700 years ago. In 1124 AE, the Order was formally restructured by royal decree into the Ironhurst Metropolitan Enforcers, becoming a vital shield against civil disorder and a sword against the dangerous fauna and lingering arcane threats that plagued the region. However, over centuries this name has fluctuated with each new monarch.&lt;br /&gt;
&lt;br /&gt;
Under the modern reign of King Frederick Caelock, the force was reimagined and renamed the ''Copperguard Enforcers''—a title that honors its origins, with “verdigris” referring to the green patina on aged copper, embracing the name by which it’s commonly known: ''The Copperguard''. In 1825 AE, just a few years later, King Frederick reinstated its Royal Charter following extensive discussions with his brother, Prince Ambrose Caelock—a former Commissioner of the Order and a highly respected figure within the Order of the Verdigris. This marked a complete restructuring of the organization, merging its traditional roots with its modern identity, while the public continued to refer to it simply as ''The Copperguard''. Still overseen by a Lord Commissioner, the central Copperguard structure has been broken into various Departments, each with its own Commander and all under the umbrella authority of the Order’s Lord Commissioner.&lt;br /&gt;
 &lt;br /&gt;
Though modernized, the Copperguard retains its historic role as the Kingdom’s primary force for law and order. Once revered as a pillar of stability in Ironhurst, it now faces a deepening recruitment crisis, with declining numbers weakening its presence. Crime festers in the city’s Maw and impoverished districts, presenting again the recurring threat, not of monsters, but of neglect and growing disillusionment. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the wake of the Great Equilibrium in the year 11AE, the Order of the Verdigris emerged as a stabilizing force amid the chaos that followed. The world beyond was still reeling—shattered ecosystems, arcane turbulence, and fractured nations left humanity’s future uncertain. Within the human homeland of Ortim, however, a flicker of order remained. It was under the leadership of the legendary soldier Aedan Varinhold that the Order was born. Elevated to the newly-forged title of High Custodian, Varinhold laid the foundation for a lawkeeping brotherhood steeped in valor, discipline, and sacred duty. The Order’s purpose was threefold: to uphold the laws of the nascent Ortimic governments, to combat rising threats—both mortal and monstrous—to humankind, and to defend the borders against the dark unknowns pressing in from beyond.&lt;br /&gt;
&lt;br /&gt;
Wearing copper-inlaid armor that tarnished to green, the Order’s name—Verdigris—became symbolic of resilience through time and corrosion. Their role quickly expanded from city watch to national safeguard, evolving into a revered institution across Ortim’s many nations.&lt;br /&gt;
&lt;br /&gt;
By 50AE however, the cracks in Ortim’s stability deepened once more. Signs of ecological and arcane collapse began to resurface. Harvests failed beneath sickly, starless skies. Waters frothed with unnatural tides. Sea creatures—twisted, unrecognizable—washed ashore in droves. Whispers spread that the Great Equilibrium had not truly held; its balance merely delayed the inevitable. It was clear that the events had left a marking effect that still lingered, decades after its conclusion. &lt;br /&gt;
&lt;br /&gt;
As fear took hold, the Order of the Verdigris once again stepped into the breach. Charged with defending crumbling Kingdoms, they stood as bulwarks against escalating threats. In the face of this encroaching ruin, many of Ortim's sages, nobles, and its surviving citizenry came to a fateful conclusion: the homeland must be abandoned to better handle the threats plaguing them from Aesox itself. With little power to prevent this, the Kingdoms of Ortim could only stand helpless as it watched the majority of its population prepare to leave the country.  Thus began the Great Migration—a desperate, unprecedented exodus of humanity across the seas to the distant and largely unknown continent of Aesox.&lt;br /&gt;
&lt;br /&gt;
The Order, now fractured into regional cohorts, served as guardian-legates, fleet marshals, and protectors aboard the massive flotillas. Their centuries of experience—especially in surviving arcane anomalies and wild incursions—proved instrumental in establishing footholds upon Aesox’s shores. These early settlements would some day flourish to become the major Human nations we know today, all thanks to the stalwart protection of the Order. &lt;br /&gt;
&lt;br /&gt;
Between 488AE and 522AE, the Order undertook what would later be termed the Twilight Marches—a series of long-range expeditions into the interior regions of Aesox. The objectives of these marches were threefold: to explore and chart uncolonized territory, to establish diplomatic or defensive buffers with non-human polities, and to identify new resources necessary for the sustainability of emerging kingdoms.&lt;br /&gt;
&lt;br /&gt;
Among the most notable figures of this era was High Custodian Theryn Fernmourne, whose successful defense of the frontier valley now known as the city of Saltzpyre-upon-Barrow  is widely credited with securing the location of the future Kingdom of Fernmourne. His leadership marked a turning point in the Order’s evolution from a migratory defense force to special regional policing forces, before his retirement to become the first King of Fernmourne. &lt;br /&gt;
&lt;br /&gt;
In the centuries following, the Order of the Verdigris endured—but in steadily diminishing numbers. With the completion of the Great Migration and the stabilization of early human settlements across Aesox, the Order found itself without the unifying mission that had once defined its purpose. Many of its members, inspired by the example of High Custodian Theryn Fernmourne, chose to lay down their roaming arms and establish themselves as localized peacekeeping forces, evolving from continent-spanning protectors into more static enforcers of law and civic order.&lt;br /&gt;
&lt;br /&gt;
This transition was in many respects both inevitable and necessary. The Dwarven Incursions—a series of frequent and violent raids from subterranean and mountain strongholds during the 8th century AE—required experienced warriors to remain stationed in growing human nations. These regions, birthed from the settlement period of the Migration, now required permanent protection rather than itinerant defenders.&lt;br /&gt;
&lt;br /&gt;
Many former members of the Order, disillusioned or drawn by the opportunity for autonomy, formally severed ties and established new guilds and martial orders, adapted to the political and geographical realities of their respective regions. This fragmentation marked the first true schism in the history of the Order of the Verdigris and initiated a long decline in its influence, resources, and unified identity. By the turn of the 11th century AE, the Order had become increasingly regarded as a relic—respected for its foundational role in the survival of humankind, but functionally obsolete in a world that had moved beyond the trials of exodus and exploration. Its role in active governance and defense had largely been supplanted by regionally organized forces.&lt;br /&gt;
&lt;br /&gt;
The fortunes of the Order began to shift in the early 1070s AE, when the remaining adherents—those who still upheld the original tenets of service, vigilance, and expedition—were approached by three of the most powerful aristocratic houses in western Aesox: House Caelock, House Abberton, and House Credge. These aristocratic families, seeking to expand their influence and populate a strategically significant but as yet uninhabited island off the western coast of Aesox, proposed a joint venture. The surviving leadership of the Order, recognizing both the peril and potential of the mission, entered into extensive negotiations with the families. A formal accord was eventually reached: in exchange for committing to the colonization and protection of the island, the Order would receive substantial financial and logistical support.&lt;br /&gt;
&lt;br /&gt;
The agreement was more than a mere transaction. For the Order, it represented a final opportunity—perhaps even a last chance—to restore its relevance, renew its founding purpose, and demonstrate that the virtues of vigilance, adaptability, and sacrifice remained vital, even in a world no longer defined by mass migration or existential peril.&lt;br /&gt;
&lt;br /&gt;
The first major hurdle for the Order came in the form of the evacuation or destruction of dangerous native fauna in the South-West, where the great ships had made landfall. These creatures posed a significant threat to the fragile early settlers, and their removal was essential to ensure the safety and viability of the burgeoning colony. Only after this was accomplished could the foundations of the first permanent settlement, Ironhurst, be laid.&lt;br /&gt;
&lt;br /&gt;
Shortly after disembarkation, a new crisis emerged: an outbreak of Collopox, a virulent and little-understood disease. The Order was swiftly tasked with enforcing strict quarantine measures. All inbound ships were ordered to remain moored offshore for forty days to prevent the illness from spreading like wildfire among the vulnerable settler population. During this period, healers and apothecaries worked feverishly to develop a cure using samples from those already affected on land. It was amid this turbulence that Ironhurst’s first immigration and health laws were drafted and ratified by the Triumvirate families of Caelock, Credge, and Abberton. These founding laws empowered the Verdigris Order with legal authority to oversee enforcement. Once the worst of the infection was contained, the Order began patrolling the settlement’s streets under Triumvirate directive, ensuring that the fragile order of the new society held firm.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed, the Verdigris Order remained steadfast in its duties, evolving into a central pillar of Ironhurst's civic life. They became both wardens of justice and bulwarks against external threats, adapting to a world in which crises became more political than survivalist. Their presence, once provisional, became expected—woven into the everyday rhythms of Ironhurst. This continued until the rise of Bernard Abberton, who was crowned the first King of Galudon. It was under his son, Prince Liam Abberton, that significant reform took place: in 1124 AE, Liam championed legislation that formally codified the Verdigris into the Ironhurst Metropolitan Police Force. The move was controversial and widely opposed within the Order. Many of the older members, disillusioned by what they saw as a betrayal of their ancient traditions and a subjugation to royal bureaucracy, returned to Aesox in protest. Yet those who remained within the newly minted Metropolitan continued to uphold the Order’s original tenets—vigilance, adaptability, and sacrifice—despite the change in name and structure. Tradition endured, even as the institution evolved.&lt;br /&gt;
&lt;br /&gt;
In the inaugural year of the Police Force, crime was a surging problem within the Capital of Galudon. The first year of founding was a treacherous one, with riots that almost caused an earthquake across Galudon over policies passed by the founding families of Galudon. The police were tasked with quelling riots across the city for months across the summer seasons. The winter rolled in, and so did more unrest as famine ravaged through the city, killing 7,500 citizens within the poor districts of Ironhurst. Within hours aristocratic families within the city reported having bottles, rocks, and bricks thrown at their luxurious estates of wealth. Soon those rocks turned to burning objects which caused several tragedies. Overall just in the ruckus of the riot, 25 citizens were killed. A major boost to the legitimacy of the Metropolitan was their handling of this situation. The inaugural Commissioner, Prince Liam Caelock dispatched forces to several homes to break up the crowds of riots, arresting and notably not escalating tensions with the roaring crowds. No people were injured aside from guardsmen in this incursion. This occasion would go down in Galudonian history as the Evening of Serenity After The Storm. &lt;br /&gt;
&lt;br /&gt;
Years after this incursion, as the industry began to develop within Galudon and Ironhurst respectively, so too did trust within the city's localized police force, former buyers remorse from the families who incurred the founding soon faded as a calm populace presided within the city's walls. &lt;br /&gt;
&lt;br /&gt;
However, decades of peace seemingly fell to a close when in 1197AE, a criminal uprising within Rattletrap threatened the city's absolute safety. The mounting growth of several gangs in Rattletrap led to a tricky power balance between the city's rich and poor. The Police had grown complacent with their jobs, this mounting pressure blowing to a head when hundreds of gang-affiliated members flooded the streets toward the legacy parliament building, where they intended to surround the parliament until a negotiation was had between the current governance and the leaders of several Criminal Organizations within the city. Most notably, infamous Crime Lord Sage Westhorn was at the head of this uprising.&lt;br /&gt;
&lt;br /&gt;
The newly elected Commissioner Reimar von Ichk was tasked to deal with the chaos, with him all available guardsmen to parliament for defence. It was here a battle of blood ensued for a little under an hour, several Metropolitan forces being wounded on the day, with two passing from the brutal confrontation. The insurrection attempt in the end proved futile. The Copperguard with relatively superior equipment and tactics from their Commander seemed to shine through. Wariness crept into the poor districts of Rattletrap and the Underground, reverberating like an echo throughout the brick walls. The police in the months following would clamp down harshly on the growing Criminal base within the city, openly raiding Rattletrap on numerous occasions throughout the year 1197AE and even into the following year.&lt;br /&gt;
&lt;br /&gt;
The next couple of centuries passed with relative calm. Though major crimes did occur from time to time, the Ironhurst Metropolitan Police—descended from the old Verdigris Order—handled each one with swiftness, discipline, and tact. Their quiet competence helped ensure that the peace endured, and the authority of the monarchy remained largely unchallenged.&lt;br /&gt;
&lt;br /&gt;
That stability was shaken in 1346AE when the last male heir of House Abberton succumbed to a rare cymrinite-related illness. With no direct successor to inherit the crown, the balance of power shifted decisively. House Caelock, long relegated to matters of regional governance and often the administrative backbone of Galudon, seized the opportunity. Although technically subordinate to the monarch, the Caelocks had, in practice, wielded immense influence across the Kingdom, particularly in the northern provinces where royal presence was historically light. Their popularity among the people was considerable—largely earned through their pivotal role in unifying the disparate former Four Kingdoms into one solid Galudonian Kingdom. Many still credited them with securing victory in the wars of consolidation, a legacy that resonated incredibly deeply with the populace.&lt;br /&gt;
&lt;br /&gt;
When civil unrest erupted—spurred by factions still loyal to the now-defunct crowns of the old kingdoms—newly crowned King Wilhelm Caelock moved swiftly. Recognizing the fragility of his claim and the need for an institution both respected and feared, he conferred a new Royal Charter upon the Metropolitan Order. This charter not only reaffirmed their role as guardians of the realm but also restored and codified many of their ancient Verdigris traditions, long neglected under the Abberton reign.&lt;br /&gt;
&lt;br /&gt;
Under this renewed mandate, the Metropolitan was revitalized. Over the course of six tense months, they joined forces with loyalist Caelock troops to quell the uprisings, dismantle insurgent cells, and re-establish order. Their campaign was methodical and relentless—but also tempered by the institutional memory of the Order’s original values. By year’s end, peace had returned, and the Caelock transition of power was secured, smooth in its final execution and widely accepted by a weary but reassured public.&lt;br /&gt;
&lt;br /&gt;
In 1578AE, a masked individual was thought to have broken into several wealthy estates throughout Irronhurst. It was much later in the evening, hours teetering toward Midnight when Captain George Farrack received a letter in strange handwriting. Reddish coloration appeared to be written within the blood, the individual in the letter claimed to have kidnapped members of both the government and Royal Family in Princess Anika Caelock, who had been to the city for a tour of the city’s annual summer festival.&lt;br /&gt;
&lt;br /&gt;
The individual in question would go on to be identified as Sylas Markeson, an infamous Galudonian serial killer who reigned with terror from 1557AE until his inevitable demise in 1580. The Captain urgently rang the alarms and bells, however a notable loss was the absence of the Commissioner, who was in the midst of a hearty battle with a disease. No interim Commissioner had been established. Captain Farrack rallied all available to the parlay location mentioned within the letter, however, he only brought a small contingent force, ordering the rest to stay a mile off of the location to not cause things to go awry.&lt;br /&gt;
&lt;br /&gt;
It was here where absolute heroic ability took over. Whilst approaching from a distance, alongside his other Captain Alistair Kirk, being an archer himself and seeing an easily accessible flank, Captain Farrack would go on to propose to his fellow policeman to approach the figure. While a former member of the military's reconnaissance unit, from which he garnered many skills, Captain Farrack only narrowly managed to sneak to a flank position, where he readied his arrow. He waited calmly, until a signal was provided by his fellow guardsman. On the shot, he took out the leg and knee of Sylas Markeson, causing him to fall to the ground, where he was promptly arrested.&lt;br /&gt;
&lt;br /&gt;
The main force a mile off was given the signal to roll in and raid the house where Markeson had held the notable members of Galudonian society. Only after freeing the women did the men discover the absolute horrors of a serial killer, and the national story took off from there as whispers of bodies being pulled from the house by the handful swept the city like wildfire. Markeson would go on to face trial for the murder of 12 citizens, as well as the kidnapping and endangerment of a member of the Royal Family. He was sentenced to death in 1580AE, on June 15th.&lt;br /&gt;
&lt;br /&gt;
Most recently, after the rebranding under Commissioner Sibyllad Lykke, the Metropolitan Police Force was re-marketed into the Copperguard Enforcers in 1824 AE by King Fredrick Caelock. In one of Galudon’s most trifling years in centuries, members soon found themselves at the head of one of the biggest scandals in the kingdom's history.&lt;br /&gt;
&lt;br /&gt;
After the sounds of a gunshot were heard at the Parliament, the city sat on the edge of their seats. Soon, a radio broadcast of Alexandre Silva rang throughout all of the city's active speakers, citing that the Field Marshal had been shot by the then Prime Minister Bilbur Brumsfield. Copperguards were quickly dispatched to oversee the investigation of the assassination of such a notable figure of Galudonian society and statehood. The resolution for this event would be solved in the long term.&lt;br /&gt;
&lt;br /&gt;
However, what came were riots that shook all through Ironhurst. Political dissidents and people from impoverished and plagued quarters of the cities stormed public buildings, destroying them and wreaking absolute havoc, some buildings going up in flames from the unrest. Dozens were arrested for these actions as Copperguard members slowly combated the rioting amongst the populace.&lt;br /&gt;
&lt;br /&gt;
Since then, the Copperguard has cycled through a succession of Commissioners, each bringing their own approach, but none able to fully adapt to the Kingdom’s evolving challenges. In mid-1825 AE, Prince Ambrose Caelock—a former and devoted member of the original Order of the Verdigris—successfully petitioned his brother, the reigning King, to fully disband the Copperguard and restore the Order of the Verdigris.&lt;br /&gt;
&lt;br /&gt;
Ambrose’s proposal was bold: to reconstitute the Order not as a single-purpose enforcement body, but as a network of specialized divisions. Each division would share equal authority to uphold peace and law, yet possess a unique operational focus tailored to counter the rising tide of modern crime. The aim was to blend tradition with innovation—reviving the Order’s ancient virtues while addressing the complexities of a changing world.&lt;br /&gt;
&lt;br /&gt;
Despite concerns from Princess Lyra Caelock, who feared the disruption such a dramatic reshuffle might bring, the King ultimately agreed. Thus, the Order of the Verdigris—still referred to as the Copperguard Enforcers—was reborn into the form recognized today.&lt;br /&gt;
&lt;br /&gt;
==General Structural Hierarchy==&lt;br /&gt;
The Order of the Verdigris retains most of its present day hierarchy however with formal titles from the previous order still being recognised as well. Departments are permitted to create informal titles for their own ranks up to the rank of Captain however the Lord Commissioner and Commander titles must remain the same. The Order follows the following hierarchy in respect of overall authority: &lt;br /&gt;
&lt;br /&gt;
*Lord Commissioner [High Custodian of the Verdigris] - The Lord Commissioner is tasked with oversight of the Copperguard, managing day-to-day tasks and paperwork capacities of the city's guard force. The Commissioner is also tasked with processing cases and maintaining a record of all cases taken by the Copperguard. The Commissioner is also the primary discipline within the Copperguard and holds authority over all Departments. The Lord Commissioner also convenes the Council of Commanders at Cannonade prison and holds a veto over all decisions made by other Commanders save for when the Council itself is unanimous on a decision. The Lord Commissioner can only be replaced by the Mayor and holds tenure for 3 months only. &lt;br /&gt;
&lt;br /&gt;
* The Royal Executioner - The Royal Executioner is a staff played NPC responsible for approving, denying and carrying out of advanced punishments such as maims or executions. The Royal Executioner may be contacted by a Commander of the Copperguard Enforcers whereby the Commander believes that the punishment for a crime fits that of the Royal Executioner’s duties. &lt;br /&gt;
&lt;br /&gt;
* Commanders [Verdigris Marshals]  - Commanders are the major authority over their specific department. Commanders are responsible for rank ups and rank downs within their own Departments as well as disciplining unruly Copperguards within their ranks, managing their department’s arrest reports, and issuing patrol routes. They are expected to hold fortnightly gatherings of their forces, keep the Department updated with goings on within the Commanders Council, and ensure that the Lord Commissioner’s will is carried out. &lt;br /&gt;
&lt;br /&gt;
*Verdigran Sentinels [aka Captains] - The Captains of the Copperguard are tasked with several things. Secondary in the line of command within their department, the Captain is tasked with maintaining order over other groups of Guards beneath them within their respective Department. The Captains are also primary detectives within the Copperguard, tasked with overseeing cases. &lt;br /&gt;
&lt;br /&gt;
* Copperwarden [aka Officers]- Officers are fully-fledged, tenured members of the Guard force. Officers are permitted to patrol alone as they choose. Officers are afforded basic day-to-day Policing duties, defined below. &lt;br /&gt;
&lt;br /&gt;
* Oathlings [aka Cadets] - The lowest rank within the Copperguard Order, Cadets are permitted official Law Enforcement powers so long as they patrol with a member of the Copperguard with the rank of Officer or above.&lt;br /&gt;
&lt;br /&gt;
==Previous High Custodians of the Verdigris [Lord Commissioners]==&lt;br /&gt;
'''11AE–58AE''': ''Aedan Varinhold'' – Founder and First High Custodian. Led settlers' defense during the Faunal Convergences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''58AE–122AE''': ''Mira of the Bronze Helm'' – One of the few female High Custodians in early history; known for taming the landscape in Eastern Aesox which would then become modern day Salytern and Wybrera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''122AE–174AE''': ''Orric Hansen''– Known for brutal efficiency, expanded rural enforcement posts across Aesox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''174AE–231AE''': ''Caelen Durren'' – Instituted the Oath of Seven Vows, still recited by new inductees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''231AE–294AE''': ''Seris Thornhall'' – Oversaw the quashing of the first Vampiric raids on what is now modern day Holzweald.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''294AE–343AE''': ''Theobald Graymark'' – Noted for his severe anti-magic reforms after the Vampiric Raiding Incidents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''450AE–488AE''': ''Theryn Fernmourne'' – Architect of the first Verdigris Divisions; restructured regional command, High Custodian of the Verdigris during the Twilight Marches and first crowned King of Fernmourne.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''488AE–558AE''': ''Jareth Quindle'' – Known for his “Silent War” with northern Aesoxian bandit kings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''558AE–626AE''': ''Elenya Wyrdglass'' – First Custodian to allow mages within the Guard ranks, overturning Theobald Graymarks legacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''626AE–682AE''': ''Harrow Fairfax'' – Instituted use of Copperbadges; gave the force its iconic symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''682AE–758AE''': ''Thomund the Ironchest'' – Famous for dual-wielding shields in battle. Memorialized in Solgardsborgs capital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''758AE–882AE''': ''Lira Sunshade'' – First Venyra High Custodian. Known for brokering peace with Outercliff tribes of the Kingdom of Salytern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''882AE–950AE''': ''Damon Suthraen'' – Oversaw early bureaucratic bloat; paved way for further reformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''950AE–1024AE''': ''Garrick Volenheim'' – Initiated the transition into Ironhurst Metropolitan Enforcers (1124AE).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1024AE–1089AE''': ''Isember Hollowborne'' – Famous for overseeing the first central command structure for the Order in Galudon, Cannonade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1089AE–1160AE''': ''Liam Abberton'' – Son of the first King of Galudon Bernard Abberton; cemented Royal control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1160AE–1201AE''': ''Reimar von Ichk'' – Formed the first beast-response division after the Eastern Breach of Galudon’s first defensive walls by Lycanthropes, put down a notable insurrection against Parliament by Crime Lord Sage Westhorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1201AE–1250AE''': ''Viera Dalmure'' – Celebrated for rooting out corruption in the force’s elite ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1250AE–1322AE''': ''Rufin Talebar'' – Expanded precincts into Rattletrap, known for a war-like approach to crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1322AE–1381AE''': ''Helra Windmoor'' – A reformist; beloved by lower ranks, assassinated under suspicious circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1381AE–1429AE''': ''Dovren Tallowgrave'' – Reversed many reforms; oversaw years of unrest and harsh suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1429AE–1490AE''': ''Selwyn Edrast'' – Rebuilt the force's image after decades of brutality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1490AE–1543AE''': ''Maera of the Three Vows'' – Instituted psychological and magical screening for recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1543AE–1602AE''': ''Jorund de Tarbora'' – Rumored to have been a Keldwikean agent; never confirmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1602AE–1650AE''': ''Sardun Draegur'' – The “Silent Custodian,” rarely seen, feared for internal purges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1650AE–1701AE''': ''Luthien Stonebranch'' – Restructured the force into new divisions based on aptitude for specific forms of city defence..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1701AE–1755AE''': ''Ansel Crowley'' – Introduced formal military hierarchy and new recruitment systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1755AE–1800AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard &amp;quot;Strike Wards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1800AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by the King halfway through his final term. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1818AE–1822AE''': ''Archibald Himmelsby'' – Attempted to have the Copperguard officially integrated into the Galudonian Military. This attempt failed. Instituted 3 month term limits for Lord Commissioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1822AE–1823AE''': ''Bilbur Brumsfield'' – Thought to have been elected due to a bureaucratic error, Brumsfield’s tenure was marked with a sizable uptick in corruption and stagnation amongst the Copperguard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE-1823AE''': ''Charles Verlice'' – Rarely seen, his rise to office’s only true note is the full delegation of authority to Captain Sybillad Lykke before he opted to resume military duties elsewhere. Tenure lasted 3 months. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE–1824AE''': ''Sybillad Lykke'' – First Orcish Lord Commissioner. Spearheaded recruitment processes during a significant downward spiral of Copperguard members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1824AE–1825AE''': ''Alistair Churchthorn'' – First undead Lord Commissioner. Alistair headed the Order for a lengthy spell, and was responsible for taking charge of city defences during the Dwarven bombings of Ironhurst in 1825AE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–1825AE''': ''Alexandre Silva'' – Known for ruthless interrogation techniques and for heading the Order during a period of severe unrest in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–Present''': ''Calibur Ashford'' – The first openly registered Cursed Lord Commissioner.&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
&lt;br /&gt;
*'''The Oath of the Seven Vows:''' While this tradition was briefly passed over, High Custodian Caelen Durren instituted it over a thousand years ago, and it has since been revived as a means to pay homage to the Order of the Verdigris’ ancestral roots. All new cadets of the Copperguard Enforcers are legally required to take this oath upon joining the order, as a means to show their dedication to being the sword and the shield of the Kingdom of Galudon. The Oath itself is split into Seven distinct vows. These are as follows:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;'''The Vow of the Path'''&lt;br /&gt;
''I shall go where others dare not, from mountain vale to broken coast, I walk the forgotten and the feared, that others may follow in safety. I shall keep vigil where others sleep.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Watch'''&lt;br /&gt;
&lt;br /&gt;
''Through Darkness, hunger, and the howl of things unknown, I remain unmoved, unblinking and unafraid.'' &lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Shield'''&lt;br /&gt;
&lt;br /&gt;
''I shall place myself between danger and the defenseless. Let my body break before theirs, and my name fall into silence, so that others may endure.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Word'''&lt;br /&gt;
&lt;br /&gt;
''I shall speak truth in courts and camps alike. No tyrant, no kin, nor commander shall silence what justice demands be said.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Lineage'''&lt;br /&gt;
&lt;br /&gt;
''I shall honor those who came before, and prepare the way for those yet to come. Their stories are my strength; my steps, a promise to the future.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Flame'''&lt;br /&gt;
&lt;br /&gt;
''I shall not retreat from the fire. In calamity or chaos, in war or wandering, I will remain when others scatter, and rise when others fall.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of Verdigris'''&lt;br /&gt;
''I shall bear the weight of time. As copper endures and changes, so too shall I be weathered, but unbroken; changed, but never faithless.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Coppersignets''' are a vital piece of identification for members of the Order, dating back to the founding of the Order of the Verdigris. Reinforced with Ferrovita, these signets are essential for activating and operating the Copperguards' Advanced Armory Equipment, ensuring it functions only for its rightful bearer. Historically, the copper component of each ring also serves as a visual indicator of seniority. A bright, shiny orange hue signifies a newly initiated oathling—often called a &amp;quot;shiny&amp;quot;—while the deepening green patina from natural oxidation reveals a long-serving veteran of the Order.&lt;br /&gt;
&lt;br /&gt;
*'''The Recognition Before the Verdigris Flame''' is a formal award ceremony conducted to honor members of the Order for acts of valor, distinguished service, significant contribution to the stability and safety of Galudonian society, or more commonly, to initiate new members of the Order formally. The event is held within the Hall of Oaths, a ceremonial chamber housed in the Order's central stronghold of Cannonade Prison. At the center of the Hall burns the Verdigris Flame, a symbolic brazier believed to have been continuously lit since the Order’s founding in the 1st century AE. The flame represents the enduring vigilance of the Order. Recipients are formally presented by their commanding officer, after which the Oath of the Seven Vows are read aloud by the honorees to assembled peers. The honoree then approaches the flame, placing their hand above its heat (without making contact) to symbolically accept their newfound oath. This process is repeated each time an honoree is also presented with a new accolade or reward.&lt;br /&gt;
&lt;br /&gt;
*'''The Elevation of the Shield''' is the official promotion ceremony within the Order of the Verdigris. It marks the formal advancement of a member to a higher rank and is regarded as both a practical and spiritual reaffirmation of one’s commitment to the Order’s ideals. The ceremony begins in the Hall of Oaths with the Summons of Merit (A recognised writ by the Lord Commissioner summoning a member to Cannonade for reward), wherein the candidate is called forward and publicly recognized for their service record. The commanding officer delivers a testimonial, and symbolic tokens may be presented—these often include medals or letters of witness of great deeds from comrades. At the core of the ceremony, a ceremonial copper shield is placed before the kneeling candidate. The presiding officer, often a Commander or the Lord Commissioner, strikes the shield three times with a sword, each strike corresponding to a formal declaration of the new rank. The candidate then rises and repeats an abridged version of the Seven Vows to affirm continued loyalty.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
Departments within the Copperguard Enforcers operate as distinct units, each led by its own Commander and functioning independently from one another. Despite this autonomy, all Departments fall under the overarching authority of the Lord Commissioner and the Council of Commanders. While they share the same core law enforcement powers, certain Departments are granted additional rights specific to their roles.&lt;br /&gt;
&lt;br /&gt;
Cooperation between Departments is allowed but not mandatory, as each reports directly to the Lord Commissioner. Every Department with four members or more has its own headquarters and issues unique uniforms, though all enforcers are identifiable by their chestnut-colored scarves and Copperbadges and Coppersignets, which must be worn at all times.&lt;br /&gt;
&lt;br /&gt;
Although each Department may use different titles within its internal hierarchy, all must follow the standard Copperguard rank structure recognisable to the public—typically including Cadet, Officer, and Captain, with all Commanders simply referred to as “Commander.” Rank distinctions may be visually reflected through minor uniform details such as colored trimmings or linings.&lt;br /&gt;
&lt;br /&gt;
Departments all share the same jurisdiction, however some departments may be granted additional rights that provide them with certain privileges over particular districts that other departments may not have. Notwithstanding, all Copperguards must transport prisoners to Cannonade Prison. While all Departments may have their own holding cells, all prisoners must be transported to Cannonade within 12 hours. All Departments also require their own Group Page on the Gears of Galudon Discord, which will list their Departmental aesthetic, lore, uniform identifiers as well as their rights and current members (Listed in order of hierarchy). &lt;br /&gt;
&lt;br /&gt;
The Lord Commissioner also has their own contingent of Copperguards. These are Copperguards who are not formally part of any Department or lack the numbers to create their own. Moreover, if a Department drops to two members or lower, they will automatically divert back to being part of the Lord Commissioner’s Copperguard Contingent with the same basic rights and privileges as all other Copperguards, but will be required to wear the standard Copperguard uniform and will operate directly out of Cannonade Prison.&lt;br /&gt;
&lt;br /&gt;
==How to become a Copperguard==&lt;br /&gt;
So you want to become a Copperguard? If you do, there are a number of ways you can do so. If you are starting out solo, you may apply to join an existing department. Each Department will have its own group thread on the Gears of Galudon discord server, which will have its own application template and will be reviewed by its respective Commander. You can apply in said thread, and tag the Commander of that department to review your application. If it is accepted, you are then formally made a member of the Copperguard!&lt;br /&gt;
&lt;br /&gt;
Moreover, you can also apply directly to the current Lord Commissioner of the Copperguard to operate as a Departmentless Copperguard Enforcer. This means you will wear the standard Copperguard uniform and operate directly under the Lord Commissioner. You must contact the Lord Commissioner in-game or over discord to commence this process. If you are unaware who the current Lord Commissioner is, please make a ticket and staff will provide their discord username.&lt;br /&gt;
&lt;br /&gt;
If you have more than four players that want to be part of the Order as its own separate Department, you may apply to create your own via Discord Ticket. You must follow the below application Template to make a Department, and this is true even for Copperguards who already belong to an existing Department. &lt;br /&gt;
&lt;br /&gt;
'''Username of Applicant:''' The Minecraft username of the applicant.&lt;br /&gt;
&lt;br /&gt;
'''Character name/sheet of Applicant:''' The Character name and approved character application of the individual applying.&lt;br /&gt;
&lt;br /&gt;
'''Department Name:''' The preferred title of your Copperguard Department.&lt;br /&gt;
&lt;br /&gt;
'''List of all members:''' A full list of all members usernames, character names and approved Character applications.&lt;br /&gt;
&lt;br /&gt;
'''Existing Criminal offences of any members:''' Names of characters with descriptions of any arrests/warrants made against them.&lt;br /&gt;
&lt;br /&gt;
'''Aesthetic:''' The overall aesthetic of the Department you would like. This can be as detailed as you please.&lt;br /&gt;
&lt;br /&gt;
'''Requested Rights:''' These are your preferred additional rights. You may list up to 3 but Staff have the final say on what rights you will get.&lt;br /&gt;
&lt;br /&gt;
'''Uniform Design:''' Describe what your uniform will look like and/or provide a minecraft skin base for it.&lt;br /&gt;
&lt;br /&gt;
'''Preferred District to Base:''' Which district would you like for your base to be made in. This may have to change depending on Gameplay staff’s input.&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement Powers==&lt;br /&gt;
''All members of the Copperguard regardless of their Department have the following rights:''&lt;br /&gt;
&lt;br /&gt;
* Copperguard members above their respective Cadet rank are permitted to arrest and process those who are actively breaking the Ironhursts’ Law. &lt;br /&gt;
* Copperguard members are permitted to use as much force as is reasonable to detain a person suspected of committing a crime. Reasonability can be determined by a Magistrate of Galudon’s Judiciary. &lt;br /&gt;
* The right to open and maintain investigations into peoples and organizations suspected to be engaged in criminal conduct. &lt;br /&gt;
* The right to openly carry police equipment and weapons while on active duty and patrol. &lt;br /&gt;
* The right to seize any personal belongings of an individual deemed to be evidence of their criminal offenses.&lt;br /&gt;
&lt;br /&gt;
''The Lord Commissioner of the Copperguard Enforcers has the following rights, in addition to the previously mentioned ones:''&lt;br /&gt;
*The right to cordon off entire districts of the city for the purpose of investigating criminal activity and anti-crown sentiments. &lt;br /&gt;
*The right to issue cease and desists to businesses suspected of engaging in criminal conduct pending criminal investigation. &lt;br /&gt;
*Is charged with issuing and managing weapon permits to the citizens of the capital. &lt;br /&gt;
*The right to issue radio broadcasting permits to individuals wishing to broadcast within the confines of Galudonian Law. &lt;br /&gt;
*The ability to, upon agreement with the Lord Protector of the Galudonian Military, enforce military lockdown and Marshal Law in emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The Copperguard provides all its enforcers with general standard issue equipment. All Enforcers, regardless of Department or rank are issued with the following equipment below:&lt;br /&gt;
&lt;br /&gt;
*'''Class VI Revolver:''' A six-shot revolver, finished in silver and black, issued as the standard sidearm. Reliable and durable, it is designed to assist in law enforcement operations and the protection of civilians. Should the Copperguard not have Firearm Proficiency, this grants immediate knowledge of Firearms, allowing them to roll normally. Upon a successful strike, deal 1d8 Damage.&lt;br /&gt;
&lt;br /&gt;
*'''Departmental Uniform:''' Each officer is issued a uniform bearing the distinct colors and insignia of their respective Copperguard Department. Accompanying the uniform is a chestnut-colored scarf, marked with a unique identification number woven along its length for individual tracking and ceremonial distinction. &lt;br /&gt;
&lt;br /&gt;
*'''Copperbadge''': A metallic identification badge affixed to the chest of the uniform. It serves as the officer’s legal proof of authority and rank, recognized throughout the Kingdom of Galudon. &lt;br /&gt;
&lt;br /&gt;
*'''Coppersignet Ring:''' A finely wrought copper-lined signet ring embedded with Ferrovita, a reactive alloy attuned to its wearer. This ring is essential for activating and synchronizing Advanced Armory Equipment, and doubles as a symbol of sworn duty to the Order.&lt;br /&gt;
&lt;br /&gt;
*'''Standard Restraints:''' A pair of Ferrovita handcuffs to conduct arrests of those who violate Galudonian Law. These cuffs adapt to fit all size wrists and are indestructible. Additionally, if it detects the restrained individual attempting to cast magic, it will emit a shock of electricity to incapacitate the caster. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Baton:''' Specially engineered electrical batons capable of both blunt force application and controlled electrical discharge. Designed for safe subdual of suspects in volatile situations. See the Galvan Surge Unique Combat Skill further below. &lt;br /&gt;
&lt;br /&gt;
*'''Field Journal &amp;amp; Stylus:''' A waterproof field log for case notes, reports, and witness statements. Some versions double as coded ledgers readable only by authorized signet rings.&lt;br /&gt;
&lt;br /&gt;
*'''Lumencrank:''' A compact, wrist-mounted light source powered by low-grade Steamtech. Emits adjustable beams of soft or piercing light—crucial for patrols in unlit quarters or subterranean routes.&lt;br /&gt;
&lt;br /&gt;
*'''Filter Mask:''' A lightweight respirator for protection against chemical agents, airborne toxins, or arcane pollution. Often deployed during riot control, quarantine, or thaumaturgic disturbances.&lt;br /&gt;
&lt;br /&gt;
*'''Signal Whistle:''' Known informally as the Brasscry, this is a finely crafted copper whistle designed to emit a piercing, triphonic tone that can cut through city fog, riot noise, and industrial clamor. &lt;br /&gt;
&lt;br /&gt;
*'''Triage Box:''' Compact first-aid pack including bandages, antiseptics, antitoxins, and an emergency Collopox inoculation vial—standard for officers in high-risk districts. Designed purely for emergency aid to facilitate the transport of the injured to more well equipped medical facilities, this Triage Box is able to heal a person as an action from Incapacitated to 3 Hit Points. Can be used on one individual per day.&lt;br /&gt;
 &lt;br /&gt;
*'''Enforcers Primer:''' A pocket-sized legal compendium containing summaries of Galudonian law, jurisdictional boundaries, and protocols—frequently updated by the Galudonian Legislature.&lt;br /&gt;
&lt;br /&gt;
==Advanced Armory Equipment==&lt;br /&gt;
The Copperguard have access to unique armory equipment. These are staff made lore items, which only Copperguards may use. These items can be withdrawn from the Cannonade Prison armory at any time, but every requisition must be recorded in the armory's logbook.&lt;br /&gt;
Equipment is limited—what remains in the armory is all the Copperguard can access and they will not be restocked. If an item is lost or stolen, it is gone permanently. Criminals who defeat a Copperguard can steal these items and trade them for rewards in the Crime System. As such, requisitions should be made with care, used wisely and logged in the armory logbook. These items have unique boons that can be used in combat, and often also have effects that can assist in combat against Magic and those with Curses. &lt;br /&gt;
  &lt;br /&gt;
When using Copperguard advanced armory equipment, the Copperguard must include the item in their rp/emotes by ensuring the item is in their hand and typing [i] to reveal the item in the chat. For example Mattigan Wrayburn: &amp;quot;Stop there, hands up!&amp;quot; The man exclaimed, aiming his [i] at the feeling criminals. The [i] will be replaced with the item name and description of whatever is in your main hand at that time.  &lt;br /&gt;
==Unique Combat Skills== &lt;br /&gt;
Similar to other Combat Skills available to certain Talent Point investments, members of the Copperguard Enforcers are granted 3 additional Combat Skills unique to their Order. These may only be used by current members of the Copperguard Enforcers and only while in uniform. Only one of these Skills can be used per Copperguard, per combat encounter. &lt;br /&gt;
&lt;br /&gt;
*'''Verdigris Hailcry''' - Nearby Copperguard within a 5x5 block square centered on the user can take one hit that turn without taking any damage. This Skill can be used in reaction to a successful attack against another Copperguard. This Skill cannot be used on the character using it. A Copperguard can only benefit from this Ability once per Combat.&lt;br /&gt;
&lt;br /&gt;
*'''Chain of Command''' - The Copperguard overwhelms a target within a 5x5 block square centered on the user with rapid fire shots to the sky causing all non Copperguard targets within to fall prone for one turn. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Surge''' - The Copperguard strikes out against an opponent within melee range with their Galvan Baton set to full voltage. The Copperguard must roll their Strength Ability Total against the target's Dexterity Ability Total for it to hit. If successful, the attack does 4 points of damage only but also disrupts the target's magic or cursed abilities until the start of the user’s next turn  If the target is in any Transformation, it instantly reverts them back.&lt;br /&gt;
&lt;br /&gt;
==Membership Benefits==&lt;br /&gt;
The Copperguard is a well respected institution within the Kingdom of Galudon. As such, members enjoy special benefits for their work within the Order. Below you will find a list of said benefits. &lt;br /&gt;
&lt;br /&gt;
===Magnate Benefits===&lt;br /&gt;
&lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are granted a significant influence boon that will reward additional provinces. &lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are permitted to list their Copperguard family member in their progression orders to provide additional protection and investigative power to an order relevant to those traits. &lt;br /&gt;
&lt;br /&gt;
===Progression Benefits===&lt;br /&gt;
*Characters that are members of the Order may utilise Copperguard contacts in progressions to access additional information and secrets regarding a particular topic.&lt;br /&gt;
*Characters that are members of the Order generally are awarded more sway and leeway with the NPC population of the Kingdom, and can even gain access to notable NPC’s where their reason for doing so is well explained. &lt;br /&gt;
*Characters that are members of the Order may, once per progression, investigate a particular province for criminal activity. If any criminal activity is occuring within that province at the time of the progression, the information regarding that activity will be made public in the progression. &lt;br /&gt;
&lt;br /&gt;
===In-Game Benefits=== &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of Progression currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of In-Game currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Copperguards who achieve an accolade, such as completing a high profile investigation or succeeding in defending/recovering a district from Criminals through raids, may receive custom Lore items as trophies for their actions. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n, BillyTheScruffy&lt;br /&gt;
|Processors = Ashurism, BillyTheScruffy, Vegemiite, Bimberi, Marytha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Combat Organizations]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Progression_System&amp;diff=1805</id>
		<title>Progression System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Progression_System&amp;diff=1805"/>
		<updated>2025-10-27T10:24:46Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Pannotia is home not only to people of power, influence, and wealth, but also to those driven by initiative and a thirst for glory. To bring this concept into play, the Progression System exists.&lt;br /&gt;
&lt;br /&gt;
The progression system allows for players to make regional or even global actions, allowing players to interact with the ongoing story across the globe, embark on personal quests, build empires as business moguls and attempt to leave their mark on the Kingdom of Galudon—or even the wider world of Pannotia. Whether it be by the players own initiative or It provides opportunities to accomplish goals and uncover deep lore beyond the in-game map of Ironhurst. This occurs through the publishing of a World Progression, where the Narrative DM indicates changes in Galudon and the wider world, caused by the natural flow of events, player actions and also consequences of poor actions or even inaction. &lt;br /&gt;
&lt;br /&gt;
While players can make a considerable impact in World Progressions, at its core are the Magnates and Nobility—influential figures who serve on behalf of the Crown as Governors, each overseeing a region or provinces of the Galudonian Kingdom. For Magnates and Nobility, the Progression System operates like a strategic game, reminiscent of Risk, where characters or groups compete for control of Provinces. This struggle for territory drives roleplay in a dynamic, organic way. Naturally, these aforementioned groups have more power, authority, wealth and resources to draw upon.&lt;br /&gt;
&lt;br /&gt;
Gaining Provinces elevates a character’s prestige in the eyes of both the King and the populace, and may even open the path to Nobility. In this way, the Magnate System becomes a cornerstone of progression, shaping whether a character or group achieves affluence and unlocking the unique advantages and privileges that come with it.&lt;br /&gt;
&lt;br /&gt;
==What is a World Progression?== &lt;br /&gt;
A World Progression is a staff-authored narrative published at the conclusion of each progression submission cycle within the Gears of Galudon roleplaying setting. Its primary purpose is to record and communicate the ongoing developments in both the Kingdom of Galudon and the wider world of Pannotia, providing players with an evolving account of the setting's world.&lt;br /&gt;
&lt;br /&gt;
Each installment details the actions undertaken by non-player characters (NPCs) and political entities, as well as the outcomes of player-submitted actions. In addition, it describes the broader reactions of the world to these events, thereby situating individual contributions within the larger narrative framework. This ensures that both player agency and world dynamics are consistently represented.&lt;br /&gt;
&lt;br /&gt;
World Progressions may also introduce specific issues or challenges confronting Galudon or the wider world. These elements serve as narrative &amp;quot;hooks,&amp;quot; designed to encourage further engagement by offering players opportunities to react to, investigate, or resolve emerging problems.&lt;br /&gt;
&lt;br /&gt;
All World Progressions are released in the World Progressions channel, which is located under the Lore Information section of the Gears of Galudon Discord server. &lt;br /&gt;
&lt;br /&gt;
==Levels of Participation==&lt;br /&gt;
Players are able to engage with the Progression System at multiple levels, depending on their designated role within the setting. Broadly, participants fall into one of several categories: '''Non-Magnate''', '''Magnate''', '''Noble''', '''Affluent''', or '''Government Office Holder.'''&lt;br /&gt;
The category of Government Office Holder is a complementary designation rather than a standalone role. It may apply to members of any of the other groups, such as a Magnate, Noble, or Non-Magnate, who simultaneously occupy an official governmental position.&lt;br /&gt;
Each of these categories carries distinct expectations regarding participation in the Progression System. They determine the scope of influence a player character possesses, the manner in which they can submit actions, and the degree to which their decisions may affect the broader narrative. Detailed explanations of each role, along with guidance on how they interact with the Progression System, are provided in subsequent sections.&lt;br /&gt;
&lt;br /&gt;
===Non-Magnate===&lt;br /&gt;
'''Non-Magnates''' are player characters who are not formally the head of a Magnate, Affluent, or Noble group, and who do not hold a Government Office. This category encompasses the broadest range of participants within the Progression System, as Non-Magnates are not bound by institutional roles or structural limitations.&lt;br /&gt;
&lt;br /&gt;
For Non-Magnates, the scope of potential actions within the Progression is effectively unrestricted. Their primary purpose in the system is to advance personal story arcs—whether by initiating a new narrative thread, developing an existing one, or attempting to address issues within the world. Such endeavors may be motivated by a desire for recognition, influence, prestige, or intrigue.&lt;br /&gt;
&lt;br /&gt;
Although Non-Magnates are free to pursue any course of action, several common examples include: expanding or establishing a business to generate Progression currency, continuing a narrative hook introduced in a previous World Progression, or undertaking actions on behalf of a Magnate, Noble, or Government Office. Non-Magnates may also attempt to interfere with or sabotage the plans of Magnates if they are aware of them, or otherwise disrupt initiatives mentioned in published Progressions. Additional possibilities include exploration of the world, engagement with non-player character (NPC) groups, or simple camaraderie and interaction with fellow player characters.&lt;br /&gt;
&lt;br /&gt;
This list is not exhaustive, and Non-Magnates retain the freedom to attempt any action they wish within the framework of the Progression System.&lt;br /&gt;
&lt;br /&gt;
Progressions operate according to a logical framework that reflects the practical requirements of actions taken within the system. Certain endeavors—such as the construction of buildings, the acquisition of substantial supplies, or other large-scale projects—require appropriate funding to complete. Players who do not inherently possess such resources must secure them from those who do, typically Magnates or other figures with established progression wealth.&lt;br /&gt;
&lt;br /&gt;
For additional guidance, players are directed to the '''Province Acquisition and Development''' section, which outlines the various types of resources employed in Progressions. Furthermore, the '''Progression Process Considerations''' section provides important factors that should be evaluated before submitting an action.&lt;br /&gt;
&lt;br /&gt;
===Magnate Groups===&lt;br /&gt;
Magnates, as integral participants in the system, are individuals or groups characterized by wealth, power, and substantial influence. They hold significant sway in shaping the governance of specific regions designated as ‘Provinces’ within the Kingdom of Galudon. Essentially elevated above the common populace, these individuals or groups, whether as regional governors or through their influential status, possess the privilege of navigating the legal landscape with greater latitude, often exceeding the limits applicable to the average person. The more provinces a Magnate/Noble has control over, the more powerful, wealthy and notorious they are. Note, only one person per group can be designated as the ‘Magnate’ and not the group or family as a whole.&lt;br /&gt;
&lt;br /&gt;
Magnates are recognized as the '''primary governors''' of their provinces, holding full authority over their administration, development, and political direction. While a Magnate may choose to delegate authority, they must do so carefully. A Magnate has the option to '''appoint other members of their Magnate group as governors''' over specific provinces. This can be an effective way to share responsibilities, empower trusted allies, and expand the influence of their group across multiple territories. However, this arrangement carries an inherent risk. A governor who has been granted control over a province holds the potential to '''split away from the original Magnate''' and establish themselves as an independent ruler. A new governor under a Magnate must be one of the two other members of their group being evaluated under the Magnate/Noble Influence evaluations. They may place their own orders, but are not required to.&lt;br /&gt;
As a Magnate, it is essential to define the nature of your influence by selecting a specific Magnate type. These classifications not only symbolize the background that has propelled your Magnate into a position of power, but also carry with them specific benefits. Additionally, you have the option to designate dual roles. For instance, you could be a Mercantile Magnate due to a successful business in lore, while also adopting the role of a Crime Lord, reflecting the portion of your wealth derived from the Black Market or underworld activities.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the elevation of your Magnate's rank correlates with their growing power, primarily determined by the number of Provinces under their governance. The progression follows the specified format.&lt;br /&gt;
&lt;br /&gt;
*1 Province Owned - First Rank&lt;br /&gt;
*3 Provinces Owned - Second Rank&lt;br /&gt;
*6 Provinces Owned - Third Rank&lt;br /&gt;
*9 Provinces Owned - Fourth Rank&lt;br /&gt;
*12 Provinces Owned - Fifth Rank&lt;br /&gt;
&lt;br /&gt;
Each of these Ranks come with their own benefits that can be utilised both in progressions, and in game. Be aware that you will only gain the benefits of your primary Magnate type. If you signify a secondary Magnate type on your application, you will still only gain the benefits of the primary Magnate type selection. Below you will find a list of the benefits that come with each rank. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Magnate Types and Ranking Benefits&lt;br /&gt;
! &lt;br /&gt;
! Mercantile&lt;br /&gt;
! Military&lt;br /&gt;
! Crime Lord&lt;br /&gt;
! Cursed&lt;br /&gt;
! Celebrity&lt;br /&gt;
! Naval/Aero&lt;br /&gt;
! Nobility&lt;br /&gt;
|- &lt;br /&gt;
! First Rank&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate.&lt;br /&gt;
Additional £250 per province. &lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate.&lt;br /&gt;
Additional 250 Manpower per province.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate.&lt;br /&gt;
Additional 12.5% reduced tax rate.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate. &lt;br /&gt;
Additional 6% less Manpower lost in battle.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate. &lt;br /&gt;
Additional 12.5% income from Province Tier bonuses.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate. &lt;br /&gt;
Additional ship &amp;amp; airship per 2 provinces.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate. &lt;br /&gt;
Tier 1 benefit mirrors original Magnate type. &lt;br /&gt;
|- &lt;br /&gt;
! Second Rank&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate gains a small bonus roll with advantage to bribery attempts. &lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate can send their manpower to the border of another province, directing pressure there to cause destabilization in said province. &lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate can send a squad of criminals to wreak havoc in a Province, reducing its stability.&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per Progression, the Magnate can cause a wave of infections in a Province, raising 500 manpower and reducing that Province’s income to zero for a week.&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate can make a public propaganda appearance in a Province, increasing its stability.&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate can send their fleet to blockade a Province, halving the income of the target and neighbouring provinces for that progression cycle.&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Tier 2 benefit mirrors original Magnate type. &lt;br /&gt;
|- &lt;br /&gt;
! Third Rank&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional £250 per province&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional 250 Manpower per province.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional 12.5% reduced tax rate.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional 6% less Manpower lost in battle.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional 12.5% income from Province Tier bonuses.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional ship &amp;amp; airship per 2 provinces.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Tier 3 benefit mirrors original Magnate type. &lt;br /&gt;
|- &lt;br /&gt;
! Fourth Rank&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate may reduce upkeep costs for one unique building per province to £0.  &lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate gains a permanent 50% effectiveness boost across their manpower. &lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate. &lt;br /&gt;
The Magnate may make a ticket to learn of a random action from a chosen person’s Progression Order this cycle.&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate receives 50% of enemy casualties in conflict added to their own Manpower.&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate’s Provinces will never begin Rioting.&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate gains a permanent 50% effectiveness boost across their navy and airships.&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
Tier 4 benefit mirrors original Magnate type. &lt;br /&gt;
|- &lt;br /&gt;
! Fifth Rank&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional £500 per province. &lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional 500 manpower per province. &lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional 25% reduced tax rate.&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional 13% less Manpower lost in battle.&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional 25% income from Province Tier bonuses.&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional ship &amp;amp; airship per province, with a further ship &amp;amp; airship per 2 provinces.&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Tier 5 benefit mirrors original Magnate type. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As indicated above, one of the available Magnate types is Nobility. However, direct application for Nobility is not possible; it is an accolade bestowed as a reward for sustained and active engagement in the system. Nobility is specifically granted to individuals and their family members, offering unique benefits if they consistently make efforts within the System, or have significant in-game/progression power that the King notices and raises them to Nobility. You can read more on nobility under the Nobility Groups section detailed further below. &lt;br /&gt;
&lt;br /&gt;
===Affluent Groups===&lt;br /&gt;
The '''Affluent''' role provides an option for individuals who wish to participate in the Progression system and benefit from progression-related wealth, without the additional responsibilities of political involvement or territorial management.&lt;br /&gt;
&lt;br /&gt;
Affluents function as a simplified counterpart to Magnates. While not as wealthy as full Magnates, they hold considerably greater resources than the average individual. Unlike Magnates, they do not possess provinces; instead, they exist primarily as financial entities within the system. Their role is to serve as potential sources of funding that Magnates, Nobles, or other characters may approach for monetary support.&lt;br /&gt;
&lt;br /&gt;
Affluents are entitled, at the discretion of the DM, to hold Estates and Manors at Tier 1 within the game world. They receive a fixed income of £1,500 per week, with no predetermined means of increasing this baseline amount. However, Affluents may submit actions within Progressions in an attempt to expand their wealth through independent schemes or ventures.&lt;br /&gt;
The process of applying to become an Affluent mirrors that of applying to become a Magnate. Prospective Affluents must use the same application template, with their status being defined by their chosen level of engagement and the scope of their resources.&lt;br /&gt;
&lt;br /&gt;
===Nobility Groups===&lt;br /&gt;
As previously established, individuals who successfully apply for '''Magnate''' status are not eligible to apply directly for '''Noble''' status. Nobility is not acquired through application, but rather conferred by the Crown. This distinction is reserved for Magnates who meet and exceed the established criteria of their station. Such recognition is typically awarded to those who demonstrate consistent activity within the Progression System, satisfy all participation requirements, engage meaningfully in political affairs, or accomplish extraordinary deeds that attract the Crown’s attention.&lt;br /&gt;
&lt;br /&gt;
While the general goals of Nobles remains the same as that of Magnates, Nobility is distinct from Magnate status, with privileges that remain consistent across all tiers of nobility. These benefits include the following:&lt;br /&gt;
&lt;br /&gt;
*Noble titled family heads are permanently granted '''three provinces''', which cannot be claimed by any other progression participant.&lt;br /&gt;
*Like Magnates, members of a Noble House may also be granted a noble title but must have at least one province to govern. Unlike a Noble family head, this province can be lost.&lt;br /&gt;
*They are entitled to maintain a '''House Guard''' organization, whose members are automatically permitted to bear arms while in official uniform.&lt;br /&gt;
*House Guards are authorized to '''detain individuals''' who cause physical harm to members of their respective Noble Houses.&lt;br /&gt;
*Nobles are empowered to '''enact by-laws''' within their lands, provided such laws do not conflict with overarching Galudonian law.&lt;br /&gt;
*A Noble title holder cannot be arrested without explicit '''permission from the Crown''', even in cases of alleged criminal activity.&lt;br /&gt;
*A Noble’s available manpower is treated as a '''standing army''', which performs '''50% more effectively''' than traditional Magnate manpower.&lt;br /&gt;
*Nobles and their family members, regardless of whether they personally hold titles, enjoy '''elevated prestige''', granting them access to freely commune with non-player characters (NPCs) throughout Pannotia.&lt;br /&gt;
&lt;br /&gt;
===Government Office Holders===&lt;br /&gt;
Government Office Holders are characters who occupy an official position within the Galudonian government, as listed on the Galudonian Government wiki page. This designation grants additional privileges within the Progression System, reflecting the responsibilities and authority associated with public office.&lt;br /&gt;
&lt;br /&gt;
Holders of government positions are entitled to submit one additional progression order per cycle, which may contain up to three government-related actions. These actions operate under the same rules as Magnate actions, meaning that most require appropriate funding to succeed. Unlike private wealth, however, government resources must be secured through the Council of Ministers. Evidence of Council approval and access to such funds must be explicitly included in the progression order for the action to be considered valid.&lt;br /&gt;
&lt;br /&gt;
==Important Information for Magnates/Nobles==&lt;br /&gt;
Before applying to enter the system as a '''Magnate''' or '''Noble''', it is important to understand the expectations associated with these roles. Participants at this level are required to actively engage with one another in order to drive the Progression System forward. A central aspect of this engagement involves political maneuvering, negotiation, and, at times, direct conflict with other Magnates and Nobles.&lt;br /&gt;
&lt;br /&gt;
While it is possible to adopt a largely peaceful approach, the system strongly rewards those who participate in intrigue, rivalry, and power plays. Such dynamics form the core of political life at this tier, and players should anticipate regular involvement in situations that may generate tension or competition.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the system is not designed for those who prefer to avoid conflict or who may find interpersonal rivalries overwhelming. By its nature, participation at the Magnate or Noble level is likely to involve moments of stress, loss, or pressure for a character. Nevertheless, safeguards do exist within the system to prevent total collapse of a participant’s position, ensuring that setbacks do not remove a player entirely from the narrative. Even so, caution is advised when considering entry into this tier.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Provinces== &lt;br /&gt;
For '''Magnates''' and '''Noble groups''', the Progression System functions as a dual-based framework that requires consistent participation both on the server and within in-world Progressions. This system is centered on '''regional geopolitics''', demanding active engagement in the affairs of the Kingdom of Galudon and, where applicable, the city of Ironhurst.&lt;br /&gt;
&lt;br /&gt;
At its core, the system emphasizes the pursuit of power and influence through the acquisition of '''Provinces'''. Each group is expected to expand its territorial control by securing new Provinces, which can be achieved through various strategies, including diplomacy, intrigue, and outright conflict. Certain Provinces marked in golden yellow on the Province Map represent established cities under the King’s protection. These locations cannot be claimed as initial holdings but may be targeted later with significant difficulty, requiring complex political maneuvering and careful planning. Note that if you do target an NPC city, you will actively engage in competition with a DM controlled character. &amp;lt;u&amp;gt;'''It will be a lot more difficult than engaging in conflict with another player.'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Accumulating Provinces provides tangible benefits to Magnates and Nobles, including increased wealth, manpower, war machines, and other resources. These advantages, in turn, allow participants to consolidate power, accelerate plans, and strengthen their position within the broader narrative. By default, all Magnates begin with at least one Province and may acquire additional holdings by cultivating influence within the system.&lt;br /&gt;
&lt;br /&gt;
New provinces are granted when the DM calculates Magnate/Noble Influence. '''Influence''' is evaluated every two months by the DM and published in the Lore Announcements section of the Gears of Galudon Discord Server. Note that only 3 players per Magnate or Noble group are evaluated as part of the evaluations, and all characters being evaluated in that group must be unique to only that group. The evaluation determines eligibility for new Provinces and reflects a group’s relative standing in the system. Influence can be increased through a variety of methods—such as political maneuvering, economic development, or military achievements—though the criteria outlined are not exhaustive, and creative approaches are encouraged.&lt;br /&gt;
&lt;br /&gt;
*'''In-Game Activity''': The number of roleplay lines a character has contributed in the two months prior to evaluation.&lt;br /&gt;
*'''Royal Prestige''': The degree of favor a character or group holds with the Crown.&lt;br /&gt;
*'''Event Hosting''': The number of events hosted by the character on the Gears of Galudon server.&lt;br /&gt;
*'''Judicial Successes''': Legal victories achieved against other Magnates or Nobles.&lt;br /&gt;
*'''Government Office''': Occupation of an official political office.&lt;br /&gt;
*'''Military Office''': Occupation of an official military position.&lt;br /&gt;
*'''Royal Court Office''': Occupation of an official position within the Royal Court.&lt;br /&gt;
*'''Copperguard Enlistment''': Holding a rank within the Copperguard Enforcers, especially Captain or Commissioner.&lt;br /&gt;
*'''Notoriety or Infamy''': The character’s renown, whether positive or negative; includes recognition by new players.&lt;br /&gt;
*'''Political Prowess''': Demonstrated ability to engage effectively in plots, intrigue, and political conflict.&lt;br /&gt;
*'''Active Group Leadership''': Leadership of a roleplay group involving other players.&lt;br /&gt;
*'''Active Business Leadership''': Management of an ongoing business within the server.&lt;br /&gt;
&lt;br /&gt;
Noble or Magnate players who have questions regarding how to improve their influence in upcoming evaluations may submit a ticket. The assigned DM will review the inquiry and provide tailored feedback and suggestions. This guidance is based on the raw data gathered during the relevant evaluation period, ensuring that players receive specific and actionable advice.&lt;br /&gt;
&lt;br /&gt;
===Methods of Increasing Notoriety and Political Prowess===&lt;br /&gt;
The following categories represent common ways in which Magnates and Nobles can enhance their notoriety and political strength within the Progression System. These factors are evaluated for the purpose of influence assessments. While not exhaustive, they provide a structured overview of the most significant avenues for advancement.&lt;br /&gt;
&lt;br /&gt;
===Intrigue===&lt;br /&gt;
Magnates are able to employ political strategies designed to strengthen their influence or destabilize rivals. These strategies may include:&lt;br /&gt;
&lt;br /&gt;
*Orchestrating internal conflicts within a Province to weaken or discredit its governor.&lt;br /&gt;
*Demonstrating superior governance by providing for the people of a Province, thereby presenting oneself as a more capable leader.&lt;br /&gt;
*Damaging the reputation of a governor through rumor-spreading, scandal exposure, or other manipulations, both in Progressions and in-game.&lt;br /&gt;
*Impressing the Crown through presence at Court or by demonstrating superior intellect and capability in political matters.&lt;br /&gt;
*Displaying strength, cunning, or resilience in interactions with other Magnates, whether by undermining rivals or supporting them for personal gain.&lt;br /&gt;
&lt;br /&gt;
===In-Game Activity===&lt;br /&gt;
Active engagement on the server significantly increases the likelihood of being awarded additional Provinces by the Crown. Examples of activity include:&lt;br /&gt;
&lt;br /&gt;
*Securing or sustaining political positions such as a Parliamentary seat.&lt;br /&gt;
*Establishing political parties, founding movements, or discrediting existing politicians.&lt;br /&gt;
*Hosting in-game events, with consistent event organization by a Magnate or their household/group carrying substantial weight.&lt;br /&gt;
*Building relationships with the populace and cultivating loyalty, either through direct interaction with residents or by fostering a dedicated base of supporters.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
Magnates may, under approved circumstances, declare territorial war against other Magnates. All wars require formal justification, known as a Casus Belli, and approval from Parliament. To obtain approval, a Magnate must present their claim to Parliament, either during a sitting or via a Representative willing to bring the Casus Belli forward. If approved, the war may proceed but must adhere to restrictions: non-combatants cannot be harmed, undue destruction to civilian centers is forbidden, and actions must be limited to rival infrastructure, manpower, or armies. Please note, if a Magnate/Noble engages in an act of war against another Magnate/Noble, then all other Magnates gain a free casus belli of retribution against the Magnate/Noble who engaged in said act of war without a Casus Belli.&lt;br /&gt;
&lt;br /&gt;
Common examples of a valid Casus Belli include:&lt;br /&gt;
*Hostile actions against your Provinces.&lt;br /&gt;
*Retaliation for a failed prior attack.&lt;br /&gt;
*Established claims on rival Provinces.&lt;br /&gt;
*Disruption or aggressive taxation of trade routes.&lt;br /&gt;
*Ambitions for territorial expansion that benefit the Kingdom.&lt;br /&gt;
*Breach of tribute or contractual obligations.&lt;br /&gt;
*Preemptive action where imminent aggression from another Magnate can be proven.&lt;br /&gt;
&lt;br /&gt;
Once approved, wars are conducted through Progressions, using systems for troop placement, military-oriented characters, and rolls. Outcomes are determined by the quality of progression orders, tactical decisions, and character abilities.&lt;br /&gt;
&lt;br /&gt;
===Culture Bombing===&lt;br /&gt;
Culture bombing involves spreading a lifestyle, practice, or identity into another Province until it becomes associated with the Magnate responsible. Examples include:&lt;br /&gt;
*Funding the spread of fashion, art, or music aligned with one’s own Provinces.&lt;br /&gt;
*Hosting festivals, galas, or major cultural events that attract loyalty over time.&lt;br /&gt;
*Establishing a reputation as a cultural leader or role model admired by the local populace.&lt;br /&gt;
&lt;br /&gt;
===Trade and Economics===&lt;br /&gt;
Trade serves as the backbone of Galudon’s prosperity, and economic dominance is a critical path to influence. Magnates can increase their standing by:&lt;br /&gt;
*Building a powerful trade network through relationships with Aldermen of Galudonian cities.&lt;br /&gt;
*Accumulating significant in-game wealth.&lt;br /&gt;
*Promoting goods abroad through Progressions.&lt;br /&gt;
*Securing monopolies on specific products in select Provinces.&lt;br /&gt;
*Employing warlike or mercenary tactics to generate profit and secure Provinces.&lt;br /&gt;
*Disrupting rival Magnates’ trade by intercepting shipments or undermining illicit activities.&lt;br /&gt;
&lt;br /&gt;
===Fame and Notoriety===&lt;br /&gt;
Reputation—whether positive or negative—plays a significant role in securing additional Provinces. Fame may derive from admiration, while notoriety may stem from fear or scandal. Both avenues can prove effective.&lt;br /&gt;
Ways of building fame or notoriety include:&lt;br /&gt;
&lt;br /&gt;
*Achieving significant victories in World Progressions.&lt;br /&gt;
*Gaining in-game fame as a socialite, sports figure, or public official.&lt;br /&gt;
*Building infamy through criminal activity or villainous exploits.&lt;br /&gt;
*Exerting broad influence over other characters on the server.&lt;br /&gt;
*Producing transformative cultural works such as art, literature, music, or fashion.&lt;br /&gt;
*Courting scandal deliberately and maintaining public attention through controversy.&lt;br /&gt;
&lt;br /&gt;
===Province Map===&lt;br /&gt;
The '''province map of Galudon''' can be found below. For the most up-to-date version, including all current Magnate-controlled provinces, players should refer to the '''Progression Maps channel''' under the Lore Information section of the Gears of Galudon Discord server.&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/a/Q55qLPS Galudon Maps]&lt;br /&gt;
&lt;br /&gt;
In addition, the '''political ideology''' of each province is documented in the '''Logistics V2 Spreadsheet''', which serves as a key reference for understanding the cultural and political leanings of specific regions. This information is especially useful when planning progression actions that may be influenced by local sentiment.&lt;br /&gt;
&lt;br /&gt;
The '''Arlingcord Colonial Map''' can also be found in the '''Progression Maps channel''' under the Lore Information section of the Gears of Galudon Discord server.&lt;br /&gt;
&lt;br /&gt;
Arlingcord represents the '''colonial realm of Galudon''', a land situated beyond the mainland and offering fertile opportunities for Magnates seeking expansion. Unlike mainland provinces, Arlingcord is more flexible in its development. '''Political ideology''' within Arlingcord provinces is not predetermined. Instead, it may be shaped and set by the Magnate who successfully settles there, allowing for greater creative freedom and tailored narratives. In the past, Magnates could purchase a province in Arlingcord for '''£50,000'''. However, this mechanic has been '''revoked''' for both new and existing Magnates. Any Magnate that retains holdings in Arlingcord now does so solely by virtue of their Influence, not wealth. Additionally, any province in Arlingcord that lacks an existing name can be '''named by the player who secures it''', giving Magnates a personal stake in the shaping of the colonial frontier.&lt;br /&gt;
&lt;br /&gt;
===Developing Provinces===&lt;br /&gt;
When a Magnate or Noble group acquires a '''Province''', they gain access to a set of pre-existing resources used within World Progressions. The four primary resources of concern for these groups are:&lt;br /&gt;
&lt;br /&gt;
*'''Wealth''': The system’s currency, delivered weekly in Galudonian Pounds. This is distinct from in-game currency.&lt;br /&gt;
*'''Manpower''': The available workforce, which also represents the foundation of a group’s military strength.&lt;br /&gt;
*'''Naval Ships''': Maritime vessels equipped for naval warfare or trade.&lt;br /&gt;
*'''Airships''': Aerial vessels armed for battle or trade.&lt;br /&gt;
&lt;br /&gt;
Provinces can be developed through financial investment. To do so, a player must specify in their progression orders the amount of Wealth they wish to allocate to a particular Province. Each Province has a hidden investment threshold that must be reached before it advances to the next stage of development. Because of this, consistent and repeated investment is both recommended and encouraged.&lt;br /&gt;
&lt;br /&gt;
Provinces advance along the following tiered scale:&lt;br /&gt;
&lt;br /&gt;
*'''Tier 0''' – Hamlet (default province state)&lt;br /&gt;
**Tier 0 provinces provide no additional bonuses. Furthermore, the £2,000 base income per province diminishes for each province you have - your second province pays slightly less than your first, and so on!&lt;br /&gt;
*'''Tier 1''' – Villages&lt;br /&gt;
**At this tier, a Province provides an additional '''£1,000''' per week and '''500 manpower''. Tier bonuses are '''not''' subject to diminishing returns!&lt;br /&gt;
*'''Tier 2''' – Small Towns&lt;br /&gt;
**At this tier, a Province provides all previous benefits plus an additional '''£2,000''' per week and '''500 manpower''', for a total of £3,000 bonus income and 1,000 bonus manpower.&lt;br /&gt;
*'''Tier 3''' – Large Towns&lt;br /&gt;
**At this tier, a Province provides all previous benefits plus an additional '''£3,000''' per week and '''500 manpower''', for a total of £6,000 bonus income and 1,500 bonus manpower.&lt;br /&gt;
*'''Tier 4''' – Small City&lt;br /&gt;
**At this tier, a Province provides all previous benefits plus an additional '''£4,000''' per week and '''500 manpower''', for a total of £10,000 bonus income and 2,000 bonus manpower.&lt;br /&gt;
*'''Tier 5''' – Major City&lt;br /&gt;
**At this tier, a Province provides all previous benefits plus an additional '''£5,000''' per week and '''500 manpower''', for a total of £15,000 bonus income and 2,500 bonus manpower. Additionally, at this tier, your character is acknowledged as the founder, and the city is accorded its dedicated mention on the Gears of Galudon Wiki.&lt;br /&gt;
&lt;br /&gt;
For Magnates and Nobles, the development of Provinces is generally considered a primary objective within the Progression System as Magnates and Nobles are considered the King’s Governors of those provinces in his name. As settlements grow and infrastructure expands, so too do the associated resources available to the group. This progression strengthens economic, military, and political power, allowing participants to pursue increasingly ambitious goals.&lt;br /&gt;
&lt;br /&gt;
==System Relevant Resources==&lt;br /&gt;
Every province provides a baseline bonus, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Province Baseline Boon&lt;br /&gt;
|-&lt;br /&gt;
| Wealth|| Weekly Income of £2,000, with diminishing returns&lt;br /&gt;
|-&lt;br /&gt;
| Manpower || 2,000 combat and labor-ready individuals&lt;br /&gt;
|-&lt;br /&gt;
| Naval Ships || 5 Naval combat-ready ships&lt;br /&gt;
|-&lt;br /&gt;
| Airships || 5 Airships, armed for battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system allows Magnates to leverage the growing resources granted for each province they acquire. What's more intriguing is the potential to increase these resource pools through the application of the right World Progression Orders and strategic investments. For example, a Magnate may invest in specific infrastructure within a Province that may increase the Weekly Wealth Income by a particular amount, or enforce conscription within their Provinces to increase Manpower Numbers. The sky is the limit when it comes to ideas on how to improve your Provinces, but be warned, every action has a potential consequence, so do fully think out your plan of action before putting it into effect! &lt;br /&gt;
&lt;br /&gt;
'''Additionally, you can use In-Game currency to purchase additional increases as a one time, non-weekly bonus. The prices are as follows:''' &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Cost !! One Time Boon&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || £1,000 in game pounds || £5,000 Magnate System Wealth&lt;br /&gt;
|-&lt;br /&gt;
| Manpower || £3,000 in game pounds || 5,000 additional Manpower&lt;br /&gt;
|-&lt;br /&gt;
| Naval Ships || £1,000 in game pounds || 5 Naval Ships&lt;br /&gt;
|-&lt;br /&gt;
| Airships || £1,500 in game pounds || 5 Airships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to resources and logistics, the current iteration of the Progression System introduces '''Intrigue Points'''. These function as an out-of-character (OOC) currency awarded to Magnates and Nobles when they undertake actions that demonstrate political or social acumen in progressions or at major Noble/Magnate events. Intrigue Points serve as a measure of a character’s perceived influence and popularity among the population of the Kingdom of Galudon. The higher the intrigue point accrual, the more politically savvy a particular Magnate/Noble family/group is.&lt;br /&gt;
&lt;br /&gt;
Intrigue Points may be expended to obtain one-time benefits within the Progression System but can only be spent by the Magnate/Noble group head. These benefits may be either practical, directly impacting progression  outcomes, or aesthetic, enhancing the narrative or presentation of a character’s role.&lt;br /&gt;
&lt;br /&gt;
A full list of available benefits, along with their associated costs, is provided in the following section. Any benefits marked with a * must be used in progressions as a free order. All others can be attained via ticket&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Intrigue Benefit !! Description !! Point Cost&lt;br /&gt;
|-&lt;br /&gt;
!Public Favor*&lt;br /&gt;
|Increase popularity with NPC citizens in a chosen owned Province, improving stability or influence.&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
!Scandal Sabotage*&lt;br /&gt;
|Quietly erase or discredit a rumor, reducing notoriety from a failed political move. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
!Estate Security Upgrade&lt;br /&gt;
|Your Magnate Estate gains increased security fortifications in game, as well as a permanent advantage against attempts to raid, burglarise or attack it. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
!Mercenary Contract*&lt;br /&gt;
|Acquire a limited force of 10,000 mercenaries for one Progression order. They can be used for any purpose but are tied to the Magnate/Noble. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
!Royal Audience&lt;br /&gt;
|Gain guaranteed access to the King or a high-ranking NPC nation leader for one Progression or in-game meeting.&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
!Troop Surge*&lt;br /&gt;
|Temporarily increase Manpower productivity and effectability by 100% for a specific action or conflict.&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
!Custom Moniker&lt;br /&gt;
|Acquire an honorary epithet title (e.g. The silver-tongued, the White Wolf) which can also be added to a Noble title if one is already owned (e.g. The Countess of Thorns). You may also assign a custom moniker to another character, either positive or negative!&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
!Convert Province Ideology*&lt;br /&gt;
|Instantly utilise all your influence to change the political ideology of one specific province that you control. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
!Espionage Network*&lt;br /&gt;
|Gain reliable intelligence on another Magnate/Noble’s plans before they are revealed. All Magnate/Noble orders for one specific Magnate/Noble are revealed to you for that submission cycle. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
!Assassination Attempt*&lt;br /&gt;
|Commission an attempt on a rival (success subject to rolls and DM discretion). High profile targets such as nation leaders have a 20% success rate and 50% probability of being caught. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Province Influence Direction and Pressure===&lt;br /&gt;
Magnates and Nobles expand their holdings '''outward''' from their starting Province until they encounter the borders of another group’s territory.&lt;br /&gt;
&lt;br /&gt;
If a bordering Province is '''unclaimed''', a Magnate may begin the process of acquisition by investing resources into it. This is typically achieved by providing financial donations to the local aldermen, thereby directing the Province’s development and aligning it with the Magnate’s sphere of control. If this occurs, and if the Magnate’s province influence count increases in the next evaluation, the Magnate will secure the provinces they have exerted the most influence over using this method '''first''' before any others.&lt;br /&gt;
&lt;br /&gt;
When expansion reaches the border of another Magnate’s territory, the process becomes '''competitive'''. At this point, the Magnate begins exerting influence '''against''' the rival’s Provinces. Success in this contest depends on both the degree of investment directed toward the contested Province and the stability of the Magnate’s existing holdings. A strong, stable base and consistent investment significantly increase the likelihood of securing control of a rival Province.&lt;br /&gt;
&lt;br /&gt;
===Tracking Magnate/Noble Progress===&lt;br /&gt;
Found here is the current logistics sheet:&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1m2aOkLjps_H1xjKhi2ROy7hlNPaNk8-PJH34nubKesA/edit?gid=1574397489#gid=1574397489 Logistics V2]&lt;br /&gt;
&lt;br /&gt;
This sheet provides an overview of the current status of all actors within the Progression System, split across several tabs you can access from the landing page. While not all are relevant to Magnates, the most important are:&lt;br /&gt;
&lt;br /&gt;
*The '''Magnates Overview''', where a quick reference of current numerical performance can be found. Magnate names here also act as links to Magnate-specific tabs, with much more information such as specific Noble titles. This is the primary resource Magnates are likely to reference, and familiarising yourself with it is strongly encouraged! For each Magnate, this shows:&lt;br /&gt;
**The expected income in the following week, &lt;br /&gt;
**How much money they have ready to spend, &lt;br /&gt;
**The provinces under their governance, &lt;br /&gt;
**The manpower they have available, &lt;br /&gt;
**Their combined air &amp;amp; sea navy, &lt;br /&gt;
**Intrigue points stored, &lt;br /&gt;
**And noble status. &lt;br /&gt;
*The '''State &amp;amp; Royal Overview''', where the current Royal Court members, Ministers, and resources available to the State and Crown can be found. This tab is very dense with notes! Any cell with a black corner can be hovered for additional information.&lt;br /&gt;
*The '''Parliamentary Records''', with a record of bills submitted to Parliament and their outcomes, as well as the political parties with current seats in Parliament.&lt;br /&gt;
*The '''Non-Magnate Finances''', where those Non-Magnates with progression funds have their finances tracked.&lt;br /&gt;
*The '''Province Information''', with detailed information on the status and ownership of every province on the map.&lt;br /&gt;
*And lastly, the '''Backend Data'''. While familiarising yourself with this is by no means necessary or even entirely advisable, it contains full detailed information; it can however be quite opaque and difficult to parse, so information can be requested freely via ticket. Please '''ping @Iseval''' for queries relating to the data or other elements of the logistics sheet!&lt;br /&gt;
&lt;br /&gt;
==Progression Process Considerations==&lt;br /&gt;
When preparing a progression order, players are expected to carefully weigh a variety of factors. These considerations range from logistical details—such as available resources or funding—to logical reasoning regarding how an action may realistically unfold within the world of Galudon. It is strongly recommended that players reflect on these elements prior to submitting their orders to ensure that their actions are coherent, feasible, and well thought out.&lt;br /&gt;
&lt;br /&gt;
The following section outlines several key considerations that should be kept in mind before submission. This list is not exhaustive, and players are encouraged to think beyond it when evaluating their choices.&lt;br /&gt;
If uncertainty arises regarding the appropriateness, feasibility, or likely outcome of a progression order, players are advised to seek clarification before submission. This can be done either by '''opening a ticket on the Gears of Galudon Discord server''' or by contacting '''BillyTheScruffy''' directly. Doing so ensures that progression orders remain aligned with the system’s expectations while minimizing misunderstandings.&lt;br /&gt;
&lt;br /&gt;
===What should I be mindful of in progressions?===&lt;br /&gt;
When submitting a progression order, players should keep the following factors in mind. These considerations help ensure that actions are both plausible and appropriately aligned with the world of Galudon.&lt;br /&gt;
&lt;br /&gt;
'''1. Cost of an Order'''&lt;br /&gt;
&lt;br /&gt;
Determine whether your action requires funding. Minor actions may not, but large-scale undertakings—such as constructing a building, hosting a major gathering, or gaining access to an important site—almost certainly will. A general guideline is to apply common sense: if an action would realistically cost significant money in real life, it will likely require funding in the progression system as well.&lt;br /&gt;
&lt;br /&gt;
'''2. Character Talents'''&lt;br /&gt;
&lt;br /&gt;
Consider whether the action relies on specific skill sets. The talents system plays a key role in determining outcomes, so review the Character Talents section of the wiki when planning. If your own character lacks the necessary expertise, collaboration with others may be beneficial. For example:&lt;br /&gt;
*Investigating a magical anomaly may require the assistance of someone with arcane knowledge.&lt;br /&gt;
*Searching for a hidden object might benefit from a wayfarer or a character with high perception.&lt;br /&gt;
&lt;br /&gt;
'''3. Security of Targeted Areas'''&lt;br /&gt;
&lt;br /&gt;
Take into account the security of locations where the action will occur. High-value or sensitive sites—such as noble estates, government buildings, fortresses, or Copperguard headquarters—are heavily guarded. Attempting to act in these areas will require careful planning and may face significant resistance.&lt;br /&gt;
&lt;br /&gt;
'''4. Political Ideology of the Target Area'''&lt;br /&gt;
&lt;br /&gt;
Be mindful of the political leanings of the province or settlement where your action takes place. Actions aligned with local ideology are more likely to succeed, while those that run contrary may provoke hostility. For example, hosting a magical rally in a staunchly traditionalist province would likely incite resentment. Political ideologies of provinces can be checked via the Logistics Spreadsheet.&lt;br /&gt;
&lt;br /&gt;
'''5. Recent History of the Target Area'''&lt;br /&gt;
&lt;br /&gt;
Assess whether recent events in a province might affect your action. For instance, in the province of Eklofjord, a devastating lycan rebellion occurred the previous year, leaving the population scarred. Attempting any cursed-related activities there could be perceived as highly provocative. If unsure about a province’s recent history, consult the World Progressions or open a ticket on the Gears of Galudon Discord Server for clarification.&lt;br /&gt;
&lt;br /&gt;
'''6. Risk'''&lt;br /&gt;
&lt;br /&gt;
Recognize that all actions carry some degree of risk. Plans may fail due to poor design, unfavorable rolls, or unexpected resistance. Characters may also be caught attempting illicit activities. Players are encouraged to apply common sense and acknowledge that actions with high stakes or opposition have a realistic chance of failing.&lt;br /&gt;
&lt;br /&gt;
===Difference between Actions and Logistical Orders===&lt;br /&gt;
When processing World Progression submissions, the DM evaluates whether each order qualifies as an '''Action''' or a '''Logistical Order'''. Understanding the difference between the two is essential, as it determines how many submissions a player may make per cycle.&lt;br /&gt;
&lt;br /&gt;
Logistical Orders&lt;br /&gt;
&lt;br /&gt;
A logistical order refers exclusively to the '''transfer of funds'''. This may include:&lt;br /&gt;
&lt;br /&gt;
*Paying another character within the system.&lt;br /&gt;
*Sending money to a Magnate or Noble.&lt;br /&gt;
*Making a donation to a business.&lt;br /&gt;
*Investing directly into a province to develop its infrastructure.&lt;br /&gt;
&lt;br /&gt;
In essence, logistical orders are financial transactions, orders that move money without creating additional effects beyond resource redistribution or provincial investment. Players may submit an unlimited number of logistical orders in each progression cycle.&lt;br /&gt;
&lt;br /&gt;
An action encompasses any order that is '''not''' purely financial and typically results in a tangible benefit, consequence, or narrative development. Examples include:&lt;br /&gt;
&lt;br /&gt;
*'''Construction Projects''': Building structures such as hospitals, harbors, theatres, or fortifications. These are considered actions because they can yield ongoing effects, such as morale boosts, increased trade, or new opportunities for resolving problems.&lt;br /&gt;
*'''Cultural or Social Events''': Hosting celebrations, galas, festivals, or rallies.&lt;br /&gt;
*'''Investigations and Explorations''': Researching anomalies, scouting provinces, or uncovering hidden threats.&lt;br /&gt;
*'''Political Maneuvers''': Enacting by-laws, negotiating alliances, or pushing policies.&lt;br /&gt;
&lt;br /&gt;
It is important to note that constructing a building and subsequently hosting an event for its opening count as two separate actions, not one. Players are limited to three actions per progression submission, so care must be taken when drafting orders to avoid exceeding this limit.&lt;br /&gt;
In summary: &lt;br /&gt;
&lt;br /&gt;
*'''Logistical Orders''': Unlimited; purely financial (fund transfers, donations, investments).&lt;br /&gt;
*'''Actions''': Maximum of three per submission; all other activities that produce effects, changes, or benefits.&lt;br /&gt;
&lt;br /&gt;
===Construction of Unique Buildings===&lt;br /&gt;
As outlined above, the '''construction of specific buildings does not qualify as a logistical order'''. Instead, these are classified as '''unique buildings''', which grant a province distinct benefits depending on their type and function.&lt;br /&gt;
&lt;br /&gt;
Each province may contain '''a maximum of five unique buildings''' at any given time. If a Magnate or Noble wishes to construct a new unique building beyond this limit, one of the existing structures must first be demolished to make space.&lt;br /&gt;
&lt;br /&gt;
'''Examples of Unique Buildings and Effects'''&lt;br /&gt;
&lt;br /&gt;
*'''Hospital''': Improves public morale, increases stability, and may assist in resolving medical crises during progressions.&lt;br /&gt;
*'''Harbor''': Boosts trade revenue, enables greater naval capacity, and strengthens maritime influence.&lt;br /&gt;
*'''Theatre''': Enhances cultural prestige, attracts visiting NPCs, and may provide opportunities for social intrigue and rumors.&lt;br /&gt;
*'''Fortress''': Strengthens military defense, provides secure storage for resources, and deters hostile actions in the region.&lt;br /&gt;
*'''Market Hall''': Generates additional Wealth each week and promotes inter-provincial trade.&lt;br /&gt;
*'''Library or Academy''': Increases access to knowledge, expedites research-related actions, and supports arcane or scientific endeavors.&lt;br /&gt;
&lt;br /&gt;
The benefits of unique buildings come with an ongoing price. Once constructed, each building incurs operating expenses that are deducted automatically from a Magnate’s or Noble’s coffers, regardless of whether the building is actively used during a given progression. These expenses are tracked and updated on the Logistics V2 spreadsheet and are withdrawn at each turnover.&lt;br /&gt;
&lt;br /&gt;
===Action Costs===&lt;br /&gt;
As previously discussed, '''certain actions may carry an associated monetary cost'''. While not all actions require funding, many—particularly construction projects, large-scale events, or specialized endeavors—do.&lt;br /&gt;
&lt;br /&gt;
To illustrate how costs are applied, consider '''factories''' as an example of a high-investment action. The table below can be used as a guideline to estimate the potential expense of similar actions within the progression system. By referencing this example, players can gauge the scale of resources required for their own intended actions and plan their logistical support accordingly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Structure Type !! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Factory&lt;br /&gt;
|£2,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium Sized Factory&lt;br /&gt;
|£4,000&lt;br /&gt;
|-&lt;br /&gt;
|Large Factory &lt;br /&gt;
|£7,000&lt;br /&gt;
|-&lt;br /&gt;
|Very Large Factory &lt;br /&gt;
|£12,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is important to note that the previous table provides guidance for '''generic or standard factories'''. If a player intends to construct a factory with '''lavish features, unique capabilities, or specialized functions''', additional funding beyond the guideline may be required to account for the increased complexity or prestige.&lt;br /&gt;
&lt;br /&gt;
As always, if there is any uncertainty regarding the appropriate cost of an action, players are encouraged to '''submit a ticket''' for clarification! This ensures that progression submissions remain accurate and feasible while preventing disputes or misunderstandings regarding resource allocation.&lt;br /&gt;
&lt;br /&gt;
==How do I become a Magnate in the System?==&lt;br /&gt;
Participation in the Magnate System is subject to Special Permission. To apply, utilize the detailed application template provided below. Submit your completed application by opening a ticket on the Gears of Galudon Discord. The staff will review and respond to your application promptly.&lt;br /&gt;
&lt;br /&gt;
Before applying, please consider the following criteria, which should ideally be met before initiating your application.&lt;br /&gt;
*Your Magnate character '''must''' be an active character on the server.&lt;br /&gt;
*Your Magnate character '''must''' have an accepted character application.&lt;br /&gt;
*Your Magnate character '''must not''' be an infamous, outed criminal.&lt;br /&gt;
*Ideally, your Magnate character '''should''' be associated with a group or family. While not mandatory, having a group enhances your application, emphasizing the significance of System entities as being a collaborative effort rather than solo endeavors.&lt;br /&gt;
*Additionally, it's '''preferable''' for your Magnate character to have a corresponding group, business, or family page. Although this can be created after the application, it should be submitted to the Magnate System entities chat on the Gears of Galudon Discord.&lt;br /&gt;
&lt;br /&gt;
===Magnate Application===&lt;br /&gt;
*'''Minecraft Username''': (Your Minecraft in-game username)&lt;br /&gt;
*'''Character Name''': (Your character’s full name)&lt;br /&gt;
*'''Approved Character Sheet link''': (Link your approved character application sheet)&lt;br /&gt;
*'''Family/Group Character Sheets''': (Provide the links to anyone within your character’s Magnate family/group, if any)&lt;br /&gt;
*'''Full Magnate or Affluent?''': (Whether you wish to enter the system as a Magnate for Affluent entity)&lt;br /&gt;
*'''Preferred Magnate Type/Types''': (Your preferred Magnate Aesthetic, for example, Mercantile. You can dual type)&lt;br /&gt;
*'''Magnate Industry Name''': (Your Magnate’s business, general claim to fame. If your character has a business, please provide the name for this business as well)&lt;br /&gt;
*'''Preferred Starting Province''': (What province on the map would you like to claim first)&lt;br /&gt;
*'''Preferred Peddleston Park Estate''': (This is optional. If you choose not to pick one, one will be picked for you.)&lt;br /&gt;
*'''Why should we consider you for the Magnate System?''': (Detail what you intend to do as part of the Magnate System, and how your participation can be for the benefit of other players)&lt;br /&gt;
&lt;br /&gt;
==Important Final DM Notes==&lt;br /&gt;
The Progression System is designed as a complementary feature to in-game roleplay, not as a standalone activity. While it provides a structured framework for interacting with the wider world of Galudon and Pannotia, it is important to understand that the system exists to enhance and support character-driven roleplay on the server.&lt;br /&gt;
&lt;br /&gt;
The majority of factors influencing Magnate/Noble evaluations are determined primarily by in-game activity and engagement. Server-based roleplay—whether political, social, economic, or military—remains the foundation upon which progression outcomes are built. Actions within the Progression System should therefore be viewed as extensions of a player’s in-game narrative rather than substitutes for it.&lt;br /&gt;
&lt;br /&gt;
At its core, the Progression System exists to allow players to expand their stories by interacting with the larger universe beyond immediate roleplay circles. The results of progression actions—be they victories, setbacks, or unforeseen consequences—are intended to feed directly back into in-game interactions, creating opportunities for new plots, conflicts, alliances, and developments.&lt;br /&gt;
&lt;br /&gt;
In short, the Progression System is not about accumulating points or resources in isolation. Its purpose is to enrich roleplay, advance character arcs, and provide meaningful connections between the player and the wider world of the Gears of Galudon Universe. We hope you enjoy what the Progression System can do for you. &lt;br /&gt;
&lt;br /&gt;
==How to submit a Progression Submission==&lt;br /&gt;
All progression orders must be submitted using the official '''Progression Submission Form'''. These forms are released approximately '''one week before the submission deadline''', giving players a full week to prepare and submit their orders.&lt;br /&gt;
&lt;br /&gt;
The forms can be found in the '''World Progressions section of the Gears of Galudon Discord''' for that specific progression number and announcements are made server-wide when a new form is published. Players are encouraged to monitor the server closely to ensure they do not miss the release.&lt;br /&gt;
&lt;br /&gt;
Each form contains detailed instructions on how to complete and submit a progression order. Players should '''read these instructions carefully''' to avoid errors or omissions. If any questions or uncertainties arise during the process, it is recommended to '''submit a ticket on the Gears of Galudon Discord Server''' for clarification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SystemDirectory}}&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = BillyTheScruffy, Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Infernals&amp;diff=1759</id>
		<title>Infernals</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Infernals&amp;diff=1759"/>
		<updated>2025-10-06T03:25:24Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image= Infernalpic.png&lt;br /&gt;
|pronunciation = In-fur-nulls&lt;br /&gt;
|population = 15,000 - 20,000&lt;br /&gt;
|nicknames =  Devils, Imps, Demonspawn&lt;br /&gt;
|languages = Common, Infernal&lt;br /&gt;
|naming =  Demonic inflections; common use of Z, K, L, B, A, V in starting, often ending in ‘el’, ‘aes’, ‘ael’, ‘us’ &amp;amp; ‘al’ as a reference&lt;br /&gt;
|magic = Yes&lt;br /&gt;
|minmaxage = Immortal, Max age is 200&lt;br /&gt;
|minmaxheight =  5'8 - 6'7&lt;br /&gt;
|eye = Glowing eyes of all colors&lt;br /&gt;
|hair = All hair colors are possible for this race.&lt;br /&gt;
|skin = All skin colors are possible for this race.&lt;br /&gt;
|halfbreed = None&lt;br /&gt;
|Credit = Rion&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Infernals are a hellish race shrouded in mystery and intrigue. Resembling demons, their lives are dedicated to the pursuit of glory to mark their place in the world. Their creation means they have no concept of a traditional family but are fond of blood sports, fights, and competitions, which is where their closest bonds are formed. Otherwise, their outlook on life and interpretation of the Infernal code largely comes from the “Qalnn”, or fraternity, that they were raised in. Their unique culture and appearance sets them apart from the other races, though they actually prefer spending time with them compared to socializing with other Infernals. They tend to stand out from the crowd and may oppose authority figures if it can gain them a reputation. Infernals believe in the importance of defining their own path in life whilst living each day to the fullest.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
The birthplace of all Infernals is a little island off the coast of the X Isles known as Tanrytiq. Before the age of scholars, a weapon utilizing a great amount of Potentia was deployed on the island amidst a skirmish between the natives and an invading force, killing nearly all life from coast to coast. Once the dust settled and the soldiers’ blood had seeped into the scorched soil, full-grown Infernals clawed their way through the dirt and so were born. Scholars speculate that the blood of a fallen soldier in an area of great Potentia is the perfect recipe for Infernals. Scientists have attempted to prove this hypothesis through experiments both in Ironhurst and Potentia, but to no avail.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
[[File:LekkuLordInfernalZayremir.png|thumb|Some Infernal have flames in their hair.]]&lt;br /&gt;
Infernals are varied in appearance, ranging from vaguely human-looking to a tailed demonic beast with glowing eyes and ram horns. Their smooth, dolphin-like skin carry the most varied palette of skin tones across Pennotia from humanesque shades to any wedge on the colour wheel. While it’s evident that most Infernals are entirely unique in appearance, one consistency remains across all Infernals, which is their horns. They only seem to come in certain shapes, these being; gazelle horns, bull horns, buffalo horns, antelope horns, and the most common of all, ram horns. Infernals also have a wide variety of tails; sometimes, one, two or none at all, though they are usually spaded.&lt;br /&gt;
&lt;br /&gt;
The tallest of Infernals stand at a towering 6'7, while the shortest caps at 5’8, making them one of the tallest races in all of Pannotia. Their builds tend to be athletic and mostly proportionate to humans, though often lankier in comparison. Infernals are one of few races to possess sequential hermaphroditism, a unique trait to their species that allows them to change their sex and gender presentation at will through Potentia. The painless process can be performed in an instant and has no limit to its capabilities.&lt;br /&gt;
&lt;br /&gt;
==Mentality and Creed==&lt;br /&gt;
Infernals are few and far between, meaning a general synopsis of the race’s mentality has been hard for scholars to truly encapsulate until recent years. While little is known about them, Infernals are notoriously glory-driven and much of their lives are spent seeking renown by any means necessary. Their life philosophy is to leave a mark on the world in the name of their race and make memories with those they hold dear so they can live on through legend and storytelling once their time is up. Cowardice in any form is repugnant to them as it contradicts their cause so they often find themselves aligned with ambitious leaders and warriors, ever seeking their next opportunity to make a name for themselves. This, however, is subject to change. As always, blind ambition feeds the Infernals’ innate need for glory so in the case that they find a figure they are following lacking in ability or can no longer provide a service, they are prone to betrayal. In addition, Infernals reject authority at every turn so when they are presented with an opportunity to ridicule someone to be in a ‘false position of power’, they have no qualms with following through unless it directly impacts their goal.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that Infernals, while broadly known for their proficiency in war and combat-related pursuits, do not always follow this path. Renown can be achieved through many walks of life and while one might earn chiding comments for choosing differently, all Infernals respect a remarkable life and if that is found through an alternate course, their judgement takes a backseat to admiring their achievements. For example, an Infernal shepherd rearing prized sheep would be considered a valued Infernal, as they’ve made a significant achievement in their field. On the other hand, an Infernal soldier who cleans latrines for the duration of their deployment and shies away from combat, would be shameful.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Infernals are broadly agnostic and deem all known deities insufficient to their cause as their specific goal of honor and glory “for the Infernal, by the Infernal” isn’t explicitly stated in any known religious scriptures. However, this is not to say an Infernal can’t be religious or believe in a religion as many conform to their core beliefs, though not without severe judgment and skepticism from their peers. Infernals adhering to organized religion are seen as weak and subservient to ‘the man’, which could be any given authority under the sun, and are often rejected by their peers for choosing to live in the shadow of their oppressors when Infernals were born to stand out from the crowd. These traitors are commonly referred to as ‘Bvahk’ which is a derogatory term used within their community borderlining a slur and if used, is usually the line crossed for a duel to the death. Notably, the afterlife is a foreign concept to Infernals as they believe the life they were given is the one life they have and so they should live it to the fullest. Regardless of religious following or lack thereof, Tieflings instinctually believe that the afterlife is non-existent with no outliers. Some theorize it to stem from an ancient survival instinct dating way back before recorded history and others attribute it to the beginning of their life cycle, how the blood of a fallen soldier symbolizes paying their bodies as tribute to death and perhaps, the end of existence.&lt;br /&gt;
&lt;br /&gt;
However, Infernals are deeply spiritual. For what they lack in religious piety, they make up for in a devotion to the people around them, the people they want to be and all they can see, hear, and touch. While they might not have the closest association to nature among all races known in Pannotia, they have a deep well of respect for the circle of life and treat the passing seasons not as one lost, but another gained. This profound and often, morbid, connection to the fragile weave of life further outlines their inner strength built out from an unbiased perspective of nature’s course, and how they smile in the face of death simply because it’s their time, and not because some false god has willed it so.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Infernal culture, by most civilizations, would hardly be considered a culture at all. The majority of their shared traditions include bloodsport, chest-puffing and even at times, mild torture but to them, it is sacred. Many would think their self-imposed cruelty stems from their fabled demonic ancestry but actually, it happens to be much more simple than that. As Infernals are born from the blood of a slain warrior, they have no parents, no siblings, no blood relatives and so, the concept of family is entirely alien to them. This doesn’t mean they cannot form family-like relationships but on the island of Tanrytiq where nearly all Infernal are born, they have no experience of what it must be to have a blood related family nor the capacity to understand it initially. The only thing that compares is their ‘Qalnn’ which is a co-ed fraternity that raises Infernals from ‘birth’ with their own teachings and rendition of the Infernal code. Each ‘Qalnn’ has a unique name in the Infernal tongue and competes with the other houses at social events for prestige. Funnily enough, most ‘Qalnn’ mascots are some rendition of a devil, making it difficult to distinguish them from each other for any non-Infernal. However, to these hellish fiends, the differences are clear as day.&lt;br /&gt;
&lt;br /&gt;
One of their favored traditions is called the ‘Taer’ which is for all intents and purposes, a fiery bloodbath. Essentially, a spiral is drawn in the dirt with a special paint made of Tanrytiq ash and set alight. Slowly but surely, the fire starts to spiral inwards towards the opponents, taking about five minutes to reach the centre. The goal is to force your opponent to concede or kill them and if it can’t be done, both opponents are burned alive in the process. The ‘Taer’ is not combat exclusive, opponents can choose any skill or game they’re both proficient in to set the match, all that matters is if it's entertaining to watch. In cases where neither contenders have a shared skill, knife fights become the default. Obviously, winners get bragging rights and while losing can bruise one’s ego, it is far more shameful to let it come to a tie. Losing means nothing if there is no Infernal left standing, resemblant of their code. The ‘Taer’ is often used to settle arguments or square scores with one another as it is understood that the better Infernal will win.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Infernals are androgynous in nature and are often found flipping between genders or even subscribing to none. Naturally, their fashion sense follows a similar trend where Infernals will dress to hide gender defining features to achieve an androgynous silhouette. As Infernals are generally non-conforming, they believe gender roles are pointless and advocate for equality through their dress. That being said, they do not judge those who prefer to dress themselves as particularly masculine or particularly feminine as an objection to gender norms means all can dress as they like, no questions asked.&lt;br /&gt;
&lt;br /&gt;
That being said, Infernals have a distinct style that can only be described as freer, choosing freedom of mobility over anything else. For base attire, breathable fabrics such as cotton and silk are preferred. Leather trench coats and wool shawls are also favored, often embellished with shiny medals or pins as a mark of their success or metaphorical wealth. Big boots are a staple for Infernals, typically made of leather or suede so their heavy footsteps can announce their arrival before they even speak.&lt;br /&gt;
&lt;br /&gt;
Wandering Infernals have curated a new form of dress in recent times, created by consuming foreign influences abroad. It’s fruitless to add descriptors to this sense of style, because it is dependent on the wanderer and what found cultures they’ve decided to adapt, so the limits are endless.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
Infernal food, to put it simply, is quite unpleasant. So much so that the Infernals don’t have a distinct food culture and instead befriend or persuade members of other races to cook for them. Some of their favorites are Dwarven foods, Human foods and particularly, Ferox foods.&lt;br /&gt;
&lt;br /&gt;
The gruel they sustain themselves on outside of pandering others for meals depend on their location. In Tanrytiq, the locals rely upon mutated creatures and plants for food, though their gross Potentia-ridden nature often strip much flavour, making the matter bland and tasteless, par from the vague tinge of charcoal. Elsewhere, since there is no established cultural cuisine other than roughing it, Infernals experiment with naturally occurring fauna and flora and make their own recipes over time though very few are shared culture-wide.&lt;br /&gt;
&lt;br /&gt;
Despite their odd lack of prowess in cuisine, the Infernals do have one significant dish though few would refer to it as an actual food and moreso a challenge. Infernals have an increased tolerance to spice and once that became known, they began challenging each other out of ego by creating the spiciest dish known to Pannotia and subjecting each other to the torture of eating as much as they possibly could stomach. This dish is named ‘Aaeaen’ which loosely translates to a curse word in the Infernal tongue, referring to how unbelievably intolerable this meal is. Competitive eaters who engage in this tradition routinely often wind up losing their sense of taste after prolonged use.&lt;br /&gt;
&lt;br /&gt;
==Arts==&lt;br /&gt;
Infernals have six color cones in their eyes meaning they can see double the color spectrum perceived by the human eye. This makes no difference to their everyday life as this is normal to them though it does leave other races awfully confused when confronted with Infernal art. Seeing as half of their color perception is beyond human (and most other race’s) capabilities, theirs appears either incredibly dark or incredibly light as the extra color cones are required to see the hidden shades within black and white.&lt;br /&gt;
&lt;br /&gt;
Even if it is difficult to interpret their art visually, it is popular for the subject matter to include depictions of existentialism and topics close to heart. Infernals don’t often voice their fear of the unknown, despite sharing an all encompassing belief of no afterlife and while it is commonplace for Infernals to tease one another for such omissions, artistic expression in all forms is immune to such judgement. Art, to them, is not a superficial demonstration of skill or a product made simply to be critiqued, it is an absolute expression of the self that reaches beyond common reservations of propriety, and in essence, acts as a projection of one’s soul. Critics aren’t welcome so far as art is concerned, but it is rare they will inform strangers of this interpretation as it is quietly shared among their own kin.&lt;br /&gt;
&lt;br /&gt;
Painting is most common among Infernal artists, but utilizing different mediums is equally appreciated. One founded by the Infernals is scorchpainting, a practice defined by the use of kinetic, flammable paint. The same kinetic ash used in ‘Taer’ is mixed into clay paint so it becomes a paste and is painted in layers to create a 3D effect. Once set alight, the saturation of soot to paint scorches the material deeper and adds variance in colour, texture and tone. The paint itself doesn’t create a flame, it only scorches the imprint into it’s canvas whether that is stone, paper, hide or even, sometimes, skin. The purpose is to leave a permanent effect, so it can never be washed away or ruined, scorched into the face of the surface forever.&lt;br /&gt;
&lt;br /&gt;
==Commerce==&lt;br /&gt;
Infernals have a weird relationship with money. While they understand the necessity, most see it as a barrier to their goals and consider it something of a nuisance. Between themselves and willing parties, they resolve to trade and manual labor, a skill they accredit value beyond currency. That being said, most civilizations, even Von’tel in Tanrytiq, rely on money because the universal chain of economic exchange reaches farther than their own reservations, and really, simplifies the matter of building their own system from the ground up. This suffices, because Infernals do not like math.&lt;br /&gt;
&lt;br /&gt;
Though, Infernals will show a preference for bartering outside of traditional compensation. Many become tradesmen or independent workers in hopes of finding like-minded folks who will trade a roof over their heads for labor so they might escape the vicious cycle. Their distaste likely stems from a long tenured history of pirates raiding their coastlines, laying waste to their people’s lives in the pursuit of coin, which was perceived as a disgraceful act considering they had never been confronted with the cold grip standard capitalism has on it’s subjects before. Being in debt to someone also compounds this fear, as it is contradictory to their endless drive for agency.&lt;br /&gt;
&lt;br /&gt;
==Notable Infernal anomalies==&lt;br /&gt;
Von’tel - Von’tel is a lawless pirate state tucked away on the isle of Tanrytiq known for its debaucherous and bloody company, heavily populated by pirates, criminals and of course, Infernals. Scholars theorize an ancient weapon that utilized a great amount of Potentia was deployed on the island and imploded, killing most of the inhabiting soldiers and as a result, creating thousands upon thousands of Infernals from the blood left in their wake. The surviving humans and Infernals built the island up and established it as a port for wandering sailors and Infernal alike. It is considered the only known hub for Infernal across Pannotia as Infernals themselves usually dislike civilization and prefer a nomadic lifestyle, apart from this anomaly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Infernals are never known to shy away from a battle and often become cocky in the face of danger. As a result, the race has become infamous for instigating tavern brawls and will often be turned away from high class establishments due to their belligerent nature.&lt;br /&gt;
*Infernals have a secondary voice box. When they speak, it mimics the sound of their primary voice box and lowers it by an octave, creating a raspy, demonic trill that sounds more bestial than human. They use this secondary voice box to speak their native tongue which can’t be mimicked or understood by anyone but Infernals.&lt;br /&gt;
*Infernals bond with their party members through teasing, though they’re not so fond of being on the receiving end themselves. This is in part why Infernals are considered ‘solitary’ creatures. While they enjoy socializing and are considered quite extroverted, they actually find each other intolerable, which is why you will only find one Infernal in any given social circle outside of Qallns based in Tanrytiq.&lt;br /&gt;
*Infernals have an innate hatred for domestic cats and vice versa. This phenomenon has been mulled over by scholars for decades to no avail. Within their presence, a cat will hiss at an Infernal and to the amusement of those around them, the Infernal will hiss back.&lt;br /&gt;
&lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = Rion&lt;br /&gt;
|Writers = Kirishark&lt;br /&gt;
|Processors =  BillyTheScruffy, BattleBrawn&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Infernals&amp;diff=1758</id>
		<title>Infernals</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Infernals&amp;diff=1758"/>
		<updated>2025-10-06T03:24:01Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image= Infernalpic.png&lt;br /&gt;
|pronunciation = In-fur-nulls&lt;br /&gt;
|population = 15,000 - 20,000&lt;br /&gt;
|nicknames =  Devils, Imps, Demonspawn&lt;br /&gt;
|languages = Common, Infernal&lt;br /&gt;
|naming =  Demonic inflections; common use of Z, K, L, B, A, V in starting, often ending in ‘el’, ‘aes’, ‘ael’, ‘us’ &amp;amp; ‘al’ as a reference&lt;br /&gt;
|magic = Yes&lt;br /&gt;
|minmaxage = Immortal, Max age is 200&lt;br /&gt;
|minmaxheight =  5'8 - 6'7&lt;br /&gt;
|eye = Glowing eyes of all colors&lt;br /&gt;
|hair = All hair colors are possible for this race.&lt;br /&gt;
|skin = All skin colors are possible for this race.&lt;br /&gt;
|halfbreed = None&lt;br /&gt;
|Credit = Rion&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Infernals are a hellish race shrouded in mystery and intrigue. Resembling demons, their lives are dedicated to the pursuit of glory to mark their place in the world. Their creation means they have no concept of a traditional family but are fond of blood sports, fights, and competitions, which is where their closest bonds are formed. Otherwise, their outlook on life and interpretation of the Infernal code largely comes from the “Qalnn”, or fraternity, that they were raised in. Their unique culture and appearance sets them apart from the other races, though they actually prefer spending time with them compared to socializing with other Infernals. They tend to stand out from the crowd and may oppose authority figures if it can gain them a reputation. Infernals believe in the importance of defining their own path in life whilst living each day to the fullest.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
The birthplace of all Infernals is a little island off the coast of the X Isles known as Tanrytiq. Before the age of scholars, a weapon utilizing a great amount of Potentia was deployed on the island amidst a skirmish between the natives and an invading force, killing nearly all life from coast to coast. Once the dust settled and the soldiers’ blood had seeped into the scorched soil, full-grown Infernals clawed their way through the dirt and so were born. Scholars speculate that the blood of a fallen soldier in an area of great Potentia is the perfect recipe for Infernals. Scientists have attempted to prove this hypothesis through experiments both in Ironhurst and Potentia, but to no avail.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
[[File:LekkuLordInfernalZayremir.png|thumb|Some Infernal have flames in their hair.]]&lt;br /&gt;
Infernals are varied in appearance, ranging from vaguely human-looking to a tailed demonic beast with glowing eyes and ram horns. Their smooth, dolphin-like skin carry the most varied palette of skin tones across Pennotia from humanesque shades to any wedge on the colour wheel. While it’s evident that most Infernals are entirely unique in appearance, one consistency remains across all Infernals, which is their horns. They only seem to come in certain shapes, these being; gazelle horns, bull horns, buffalo horns, antelope horns, and the most common of all, ram horns. Infernals also have a wide variety of tails; sometimes, one, two or none at all, though they are usually spaded.&lt;br /&gt;
&lt;br /&gt;
The tallest of Infernals stand at a towering 6 '7, while the shortest caps at 5’8”, making them one of the tallest races in all of Pannotia. Their builds tend to be athletic and mostly proportionate to humans, though often lankier in comparison. Infernals are one of few races to possess sequential hermaphroditism, a unique trait to their species that allows them to change their sex and gender presentation at will through Potentia. The painless process can be performed in an instant and has no limit to its capabilities.&lt;br /&gt;
&lt;br /&gt;
==Mentality and Creed==&lt;br /&gt;
Infernals are few and far between, meaning a general synopsis of the race’s mentality has been hard for scholars to truly encapsulate until recent years. While little is known about them, Infernals are notoriously glory-driven and much of their lives are spent seeking renown by any means necessary. Their life philosophy is to leave a mark on the world in the name of their race and make memories with those they hold dear so they can live on through legend and storytelling once their time is up. Cowardice in any form is repugnant to them as it contradicts their cause so they often find themselves aligned with ambitious leaders and warriors, ever seeking their next opportunity to make a name for themselves. This, however, is subject to change. As always, blind ambition feeds the Infernals’ innate need for glory so in the case that they find a figure they are following lacking in ability or can no longer provide a service, they are prone to betrayal. In addition, Infernals reject authority at every turn so when they are presented with an opportunity to ridicule someone to be in a ‘false position of power’, they have no qualms with following through unless it directly impacts their goal.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that Infernals, while broadly known for their proficiency in war and combat-related pursuits, do not always follow this path. Renown can be achieved through many walks of life and while one might earn chiding comments for choosing differently, all Infernals respect a remarkable life and if that is found through an alternate course, their judgement takes a backseat to admiring their achievements. For example, an Infernal shepherd rearing prized sheep would be considered a valued Infernal, as they’ve made a significant achievement in their field. On the other hand, an Infernal soldier who cleans latrines for the duration of their deployment and shies away from combat, would be shameful.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Infernals are broadly agnostic and deem all known deities insufficient to their cause as their specific goal of honor and glory “for the Infernal, by the Infernal” isn’t explicitly stated in any known religious scriptures. However, this is not to say an Infernal can’t be religious or believe in a religion as many conform to their core beliefs, though not without severe judgment and skepticism from their peers. Infernals adhering to organized religion are seen as weak and subservient to ‘the man’, which could be any given authority under the sun, and are often rejected by their peers for choosing to live in the shadow of their oppressors when Infernals were born to stand out from the crowd. These traitors are commonly referred to as ‘Bvahk’ which is a derogatory term used within their community borderlining a slur and if used, is usually the line crossed for a duel to the death. Notably, the afterlife is a foreign concept to Infernals as they believe the life they were given is the one life they have and so they should live it to the fullest. Regardless of religious following or lack thereof, Tieflings instinctually believe that the afterlife is non-existent with no outliers. Some theorize it to stem from an ancient survival instinct dating way back before recorded history and others attribute it to the beginning of their life cycle, how the blood of a fallen soldier symbolizes paying their bodies as tribute to death and perhaps, the end of existence.&lt;br /&gt;
&lt;br /&gt;
However, Infernals are deeply spiritual. For what they lack in religious piety, they make up for in a devotion to the people around them, the people they want to be and all they can see, hear, and touch. While they might not have the closest association to nature among all races known in Pannotia, they have a deep well of respect for the circle of life and treat the passing seasons not as one lost, but another gained. This profound and often, morbid, connection to the fragile weave of life further outlines their inner strength built out from an unbiased perspective of nature’s course, and how they smile in the face of death simply because it’s their time, and not because some false god has willed it so.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Infernal culture, by most civilizations, would hardly be considered a culture at all. The majority of their shared traditions include bloodsport, chest-puffing and even at times, mild torture but to them, it is sacred. Many would think their self-imposed cruelty stems from their fabled demonic ancestry but actually, it happens to be much more simple than that. As Infernals are born from the blood of a slain warrior, they have no parents, no siblings, no blood relatives and so, the concept of family is entirely alien to them. This doesn’t mean they cannot form family-like relationships but on the island of Tanrytiq where nearly all Infernal are born, they have no experience of what it must be to have a blood related family nor the capacity to understand it initially. The only thing that compares is their ‘Qalnn’ which is a co-ed fraternity that raises Infernals from ‘birth’ with their own teachings and rendition of the Infernal code. Each ‘Qalnn’ has a unique name in the Infernal tongue and competes with the other houses at social events for prestige. Funnily enough, most ‘Qalnn’ mascots are some rendition of a devil, making it difficult to distinguish them from each other for any non-Infernal. However, to these hellish fiends, the differences are clear as day.&lt;br /&gt;
&lt;br /&gt;
One of their favored traditions is called the ‘Taer’ which is for all intents and purposes, a fiery bloodbath. Essentially, a spiral is drawn in the dirt with a special paint made of Tanrytiq ash and set alight. Slowly but surely, the fire starts to spiral inwards towards the opponents, taking about five minutes to reach the centre. The goal is to force your opponent to concede or kill them and if it can’t be done, both opponents are burned alive in the process. The ‘Taer’ is not combat exclusive, opponents can choose any skill or game they’re both proficient in to set the match, all that matters is if it's entertaining to watch. In cases where neither contenders have a shared skill, knife fights become the default. Obviously, winners get bragging rights and while losing can bruise one’s ego, it is far more shameful to let it come to a tie. Losing means nothing if there is no Infernal left standing, resemblant of their code. The ‘Taer’ is often used to settle arguments or square scores with one another as it is understood that the better Infernal will win.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Infernals are androgynous in nature and are often found flipping between genders or even subscribing to none. Naturally, their fashion sense follows a similar trend where Infernals will dress to hide gender defining features to achieve an androgynous silhouette. As Infernals are generally non-conforming, they believe gender roles are pointless and advocate for equality through their dress. That being said, they do not judge those who prefer to dress themselves as particularly masculine or particularly feminine as an objection to gender norms means all can dress as they like, no questions asked.&lt;br /&gt;
&lt;br /&gt;
That being said, Infernals have a distinct style that can only be described as freer, choosing freedom of mobility over anything else. For base attire, breathable fabrics such as cotton and silk are preferred. Leather trench coats and wool shawls are also favored, often embellished with shiny medals or pins as a mark of their success or metaphorical wealth. Big boots are a staple for Infernals, typically made of leather or suede so their heavy footsteps can announce their arrival before they even speak.&lt;br /&gt;
&lt;br /&gt;
Wandering Infernals have curated a new form of dress in recent times, created by consuming foreign influences abroad. It’s fruitless to add descriptors to this sense of style, because it is dependent on the wanderer and what found cultures they’ve decided to adapt, so the limits are endless.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
Infernal food, to put it simply, is quite unpleasant. So much so that the Infernals don’t have a distinct food culture and instead befriend or persuade members of other races to cook for them. Some of their favorites are Dwarven foods, Human foods and particularly, Ferox foods.&lt;br /&gt;
&lt;br /&gt;
The gruel they sustain themselves on outside of pandering others for meals depend on their location. In Tanrytiq, the locals rely upon mutated creatures and plants for food, though their gross Potentia-ridden nature often strip much flavour, making the matter bland and tasteless, par from the vague tinge of charcoal. Elsewhere, since there is no established cultural cuisine other than roughing it, Infernals experiment with naturally occurring fauna and flora and make their own recipes over time though very few are shared culture-wide.&lt;br /&gt;
&lt;br /&gt;
Despite their odd lack of prowess in cuisine, the Infernals do have one significant dish though few would refer to it as an actual food and moreso a challenge. Infernals have an increased tolerance to spice and once that became known, they began challenging each other out of ego by creating the spiciest dish known to Pannotia and subjecting each other to the torture of eating as much as they possibly could stomach. This dish is named ‘Aaeaen’ which loosely translates to a curse word in the Infernal tongue, referring to how unbelievably intolerable this meal is. Competitive eaters who engage in this tradition routinely often wind up losing their sense of taste after prolonged use.&lt;br /&gt;
&lt;br /&gt;
==Arts==&lt;br /&gt;
Infernals have six color cones in their eyes meaning they can see double the color spectrum perceived by the human eye. This makes no difference to their everyday life as this is normal to them though it does leave other races awfully confused when confronted with Infernal art. Seeing as half of their color perception is beyond human (and most other race’s) capabilities, theirs appears either incredibly dark or incredibly light as the extra color cones are required to see the hidden shades within black and white.&lt;br /&gt;
&lt;br /&gt;
Even if it is difficult to interpret their art visually, it is popular for the subject matter to include depictions of existentialism and topics close to heart. Infernals don’t often voice their fear of the unknown, despite sharing an all encompassing belief of no afterlife and while it is commonplace for Infernals to tease one another for such omissions, artistic expression in all forms is immune to such judgement. Art, to them, is not a superficial demonstration of skill or a product made simply to be critiqued, it is an absolute expression of the self that reaches beyond common reservations of propriety, and in essence, acts as a projection of one’s soul. Critics aren’t welcome so far as art is concerned, but it is rare they will inform strangers of this interpretation as it is quietly shared among their own kin.&lt;br /&gt;
&lt;br /&gt;
Painting is most common among Infernal artists, but utilizing different mediums is equally appreciated. One founded by the Infernals is scorchpainting, a practice defined by the use of kinetic, flammable paint. The same kinetic ash used in ‘Taer’ is mixed into clay paint so it becomes a paste and is painted in layers to create a 3D effect. Once set alight, the saturation of soot to paint scorches the material deeper and adds variance in colour, texture and tone. The paint itself doesn’t create a flame, it only scorches the imprint into it’s canvas whether that is stone, paper, hide or even, sometimes, skin. The purpose is to leave a permanent effect, so it can never be washed away or ruined, scorched into the face of the surface forever.&lt;br /&gt;
&lt;br /&gt;
==Commerce==&lt;br /&gt;
Infernals have a weird relationship with money. While they understand the necessity, most see it as a barrier to their goals and consider it something of a nuisance. Between themselves and willing parties, they resolve to trade and manual labor, a skill they accredit value beyond currency. That being said, most civilizations, even Von’tel in Tanrytiq, rely on money because the universal chain of economic exchange reaches farther than their own reservations, and really, simplifies the matter of building their own system from the ground up. This suffices, because Infernals do not like math.&lt;br /&gt;
&lt;br /&gt;
Though, Infernals will show a preference for bartering outside of traditional compensation. Many become tradesmen or independent workers in hopes of finding like-minded folks who will trade a roof over their heads for labor so they might escape the vicious cycle. Their distaste likely stems from a long tenured history of pirates raiding their coastlines, laying waste to their people’s lives in the pursuit of coin, which was perceived as a disgraceful act considering they had never been confronted with the cold grip standard capitalism has on it’s subjects before. Being in debt to someone also compounds this fear, as it is contradictory to their endless drive for agency.&lt;br /&gt;
&lt;br /&gt;
==Notable Infernal anomalies==&lt;br /&gt;
Von’tel - Von’tel is a lawless pirate state tucked away on the isle of Tanrytiq known for its debaucherous and bloody company, heavily populated by pirates, criminals and of course, Infernals. Scholars theorize an ancient weapon that utilized a great amount of Potentia was deployed on the island and imploded, killing most of the inhabiting soldiers and as a result, creating thousands upon thousands of Infernals from the blood left in their wake. The surviving humans and Infernals built the island up and established it as a port for wandering sailors and Infernal alike. It is considered the only known hub for Infernal across Pannotia as Infernals themselves usually dislike civilization and prefer a nomadic lifestyle, apart from this anomaly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Infernals are never known to shy away from a battle and often become cocky in the face of danger. As a result, the race has become infamous for instigating tavern brawls and will often be turned away from high class establishments due to their belligerent nature.&lt;br /&gt;
*Infernals have a secondary voice box. When they speak, it mimics the sound of their primary voice box and lowers it by an octave, creating a raspy, demonic trill that sounds more bestial than human. They use this secondary voice box to speak their native tongue which can’t be mimicked or understood by anyone but Infernals.&lt;br /&gt;
*Infernals bond with their party members through teasing, though they’re not so fond of being on the receiving end themselves. This is in part why Infernals are considered ‘solitary’ creatures. While they enjoy socializing and are considered quite extroverted, they actually find each other intolerable, which is why you will only find one Infernal in any given social circle outside of Qallns based in Tanrytiq.&lt;br /&gt;
*Infernals have an innate hatred for domestic cats and vice versa. This phenomenon has been mulled over by scholars for decades to no avail. Within their presence, a cat will hiss at an Infernal and to the amusement of those around them, the Infernal will hiss back.&lt;br /&gt;
&lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = Rion&lt;br /&gt;
|Writers = Kirishark&lt;br /&gt;
|Processors =  BillyTheScruffy, BattleBrawn&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Progression_System&amp;diff=1757</id>
		<title>Progression System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Progression_System&amp;diff=1757"/>
		<updated>2025-10-04T18:28:15Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Pannotia is home not only to people of power, influence, and wealth, but also to those driven by initiative and a thirst for glory. To bring this concept into play, the Progression System exists.&lt;br /&gt;
&lt;br /&gt;
The progression system allows for players to make regional or even global actions, allowing players to interact with the ongoing story across the globe, embark on personal quests, build empires as business moguls and attempt to leave their mark on the Kingdom of Galudon—or even the wider world of Pannotia. Whether it be by the players own initiative or It provides opportunities to accomplish goals and uncover deep lore beyond the in-game map of Ironhurst. This occurs through the publishing of a World Progression, where the Narrative DM indicates changes in Galudon and the wider world, caused by the natural flow of events, player actions and also consequences of poor actions or even inaction. &lt;br /&gt;
&lt;br /&gt;
While players can make a considerable impact in World Progressions, at its core are the Magnates and Nobility—influential figures who serve on behalf of the Crown as Governors, each overseeing a region or provinces of the Galudonian Kingdom. For Magnates and Nobility, the Progression System operates like a strategic game, reminiscent of Risk, where characters or groups compete for control of Provinces. This struggle for territory drives roleplay in a dynamic, organic way. Naturally, these aforementioned groups have more power, authority, wealth and resources to draw upon.&lt;br /&gt;
&lt;br /&gt;
Gaining Provinces elevates a character’s prestige in the eyes of both the King and the populace, and may even open the path to Nobility. In this way, the Magnate System becomes a cornerstone of progression, shaping whether a character or group achieves affluence and unlocking the unique advantages and privileges that come with it.&lt;br /&gt;
&lt;br /&gt;
==What is a World Progression?== &lt;br /&gt;
A World Progression is a staff-authored narrative published at the conclusion of each progression submission cycle within the Gears of Galudon roleplaying setting. Its primary purpose is to record and communicate the ongoing developments in both the Kingdom of Galudon and the wider world of Pannotia, providing players with an evolving account of the setting's world.&lt;br /&gt;
&lt;br /&gt;
Each installment details the actions undertaken by non-player characters (NPCs) and political entities, as well as the outcomes of player-submitted actions. In addition, it describes the broader reactions of the world to these events, thereby situating individual contributions within the larger narrative framework. This ensures that both player agency and world dynamics are consistently represented.&lt;br /&gt;
&lt;br /&gt;
World Progressions may also introduce specific issues or challenges confronting Galudon or the wider world. These elements serve as narrative &amp;quot;hooks,&amp;quot; designed to encourage further engagement by offering players opportunities to react to, investigate, or resolve emerging problems.&lt;br /&gt;
&lt;br /&gt;
All World Progressions are released in the World Progressions channel, which is located under the Lore Information section of the Gears of Galudon Discord server. &lt;br /&gt;
&lt;br /&gt;
==Levels of Participation==&lt;br /&gt;
Players are able to engage with the Progression System at multiple levels, depending on their designated role within the setting. Broadly, participants fall into one of several categories: '''Non-Magnate''', '''Magnate''', '''Noble''', '''Affluent''', or '''Government Office Holder.'''&lt;br /&gt;
The category of Government Office Holder is a complementary designation rather than a standalone role. It may apply to members of any of the other groups, such as a Magnate, Noble, or Non-Magnate, who simultaneously occupy an official governmental position.&lt;br /&gt;
Each of these categories carries distinct expectations regarding participation in the Progression System. They determine the scope of influence a player character possesses, the manner in which they can submit actions, and the degree to which their decisions may affect the broader narrative. Detailed explanations of each role, along with guidance on how they interact with the Progression System, are provided in subsequent sections.&lt;br /&gt;
&lt;br /&gt;
===Non-Magnate===&lt;br /&gt;
'''Non-Magnates''' are player characters who are not formally the head of a Magnate, Affluent, or Noble group, and who do not hold a Government Office. This category encompasses the broadest range of participants within the Progression System, as Non-Magnates are not bound by institutional roles or structural limitations.&lt;br /&gt;
&lt;br /&gt;
For Non-Magnates, the scope of potential actions within the Progression is effectively unrestricted. Their primary purpose in the system is to advance personal story arcs—whether by initiating a new narrative thread, developing an existing one, or attempting to address issues within the world. Such endeavors may be motivated by a desire for recognition, influence, prestige, or intrigue.&lt;br /&gt;
&lt;br /&gt;
Although Non-Magnates are free to pursue any course of action, several common examples include: expanding or establishing a business to generate Progression currency, continuing a narrative hook introduced in a previous World Progression, or undertaking actions on behalf of a Magnate, Noble, or Government Office. Non-Magnates may also attempt to interfere with or sabotage the plans of Magnates if they are aware of them, or otherwise disrupt initiatives mentioned in published Progressions. Additional possibilities include exploration of the world, engagement with non-player character (NPC) groups, or simple camaraderie and interaction with fellow player characters.&lt;br /&gt;
&lt;br /&gt;
This list is not exhaustive, and Non-Magnates retain the freedom to attempt any action they wish within the framework of the Progression System.&lt;br /&gt;
&lt;br /&gt;
Progressions operate according to a logical framework that reflects the practical requirements of actions taken within the system. Certain endeavors—such as the construction of buildings, the acquisition of substantial supplies, or other large-scale projects—require appropriate funding to complete. Players who do not inherently possess such resources must secure them from those who do, typically Magnates or other figures with established progression wealth.&lt;br /&gt;
&lt;br /&gt;
For additional guidance, players are directed to the '''Province Acquisition and Development''' section, which outlines the various types of resources employed in Progressions. Furthermore, the '''Progression Process Considerations''' section provides important factors that should be evaluated before submitting an action.&lt;br /&gt;
&lt;br /&gt;
===Magnate Groups===&lt;br /&gt;
Magnates, as integral participants in the system, are individuals or groups characterized by wealth, power, and substantial influence. They hold significant sway in shaping the governance of specific regions designated as ‘Provinces’ within the Kingdom of Galudon. Essentially elevated above the common populace, these individuals or groups, whether as regional governors or through their influential status, possess the privilege of navigating the legal landscape with greater latitude, often exceeding the limits applicable to the average person. The more provinces a Magnate/Noble has control over, the more powerful, wealthy and notorious they are. Note, only one person per group can be designated as the ‘Magnate’ and not the group or family as a whole.&lt;br /&gt;
&lt;br /&gt;
Magnates are recognized as the '''primary governors''' of their provinces, holding full authority over their administration, development, and political direction. While a Magnate may choose to delegate authority, they must do so carefully. A Magnate has the option to '''appoint other members of their Magnate group as governors''' over specific provinces. This can be an effective way to share responsibilities, empower trusted allies, and expand the influence of their group across multiple territories. However, this arrangement carries an inherent risk. A governor who has been granted control over a province holds the potential to '''split away from the original Magnate''' and establish themselves as an independent ruler. A new governor under a Magnate must be one of the two other members of their group being evaluated under the Magnate/Noble Influence evaluations. They may place their own orders, but are not required to.&lt;br /&gt;
As a Magnate, it is essential to define the nature of your influence by selecting a specific Magnate type. These classifications not only symbolize the background that has propelled your Magnate into a position of power, but also carry with them specific benefits. Additionally, you have the option to designate dual roles. For instance, you could be a Mercantile Magnate due to a successful business in lore, while also adopting the role of a Crime Lord, reflecting the portion of your wealth derived from the Black Market or underworld activities.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the elevation of your Magnate's rank correlates with their growing power, primarily determined by the number of Provinces under their governance. The progression follows the specified format.&lt;br /&gt;
&lt;br /&gt;
*1 Province Owned - First Rank&lt;br /&gt;
*3 Provinces Owned - Second Rank&lt;br /&gt;
*6 Provinces Owned - Third Rank&lt;br /&gt;
*9 Provinces Owned - Fourth Rank&lt;br /&gt;
*12 Provinces Owned - Fifth Rank&lt;br /&gt;
&lt;br /&gt;
Each of these Ranks come with their own benefits that can be utilised both in progressions, and in game. Be aware that you will only gain the benefits of your primary Magnate type. If you signify a secondary Magnate type on your application, you will still only gain the benefits of the primary Magnate type selection. Below you will find a list of the benefits that come with each rank. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|+ Magnate Types and Ranking Benefits&lt;br /&gt;
! &lt;br /&gt;
! Mercantile&lt;br /&gt;
! Military&lt;br /&gt;
! Crime Lord&lt;br /&gt;
! Cursed&lt;br /&gt;
! Celebrity&lt;br /&gt;
! Naval/Aero&lt;br /&gt;
! Nobility&lt;br /&gt;
|- &lt;br /&gt;
! First Rank&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate.&lt;br /&gt;
Additional £250 per province. &lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate.&lt;br /&gt;
Additional 250 Manpower per province.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate.&lt;br /&gt;
Additional 12.5% reduced tax rate.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate. &lt;br /&gt;
Additional 6% less Manpower lost in battle.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate. &lt;br /&gt;
Additional 12.5% income from Province Tier bonuses.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate. &lt;br /&gt;
Additional ship &amp;amp; airship per 2 provinces.&lt;br /&gt;
|bgcolor=#fff2cc| Tier 1 Magnate Estate. &lt;br /&gt;
Tier 1 benefit mirrors original Magnate type. &lt;br /&gt;
|- &lt;br /&gt;
! Second Rank&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate gains a small bonus roll with advantage to bribery attempts. &lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate can send their manpower to the border of another province, directing pressure there to cause destabilization in said province. &lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate can send a squad of criminals to wreak havoc in a Province, reducing its stability.&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per Progression, the Magnate can cause a wave of infections in a Province, raising 500 manpower and reducing that Province’s income to zero for a week.&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate can make a public propaganda appearance in a Province, increasing its stability.&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Once per progression, the Magnate can send their fleet to blockade a Province, halving the income of the target and neighbouring provinces for that progression cycle.&lt;br /&gt;
|bgcolor=#fce5cd| Tier 2 Magnate Estate. &lt;br /&gt;
Tier 2 benefit mirrors original Magnate type. &lt;br /&gt;
|- &lt;br /&gt;
! Third Rank&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional £250 per province&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional 250 Manpower per province.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional 12.5% reduced tax rate.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional 6% less Manpower lost in battle.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional 12.5% income from Province Tier bonuses.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Additional ship &amp;amp; airship per 2 provinces.&lt;br /&gt;
|bgcolor=#d9ead3| Tier 3 Magnate Estate.&lt;br /&gt;
Tier 3 benefit mirrors original Magnate type. &lt;br /&gt;
|- &lt;br /&gt;
! Fourth Rank&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate may reduce upkeep costs for one unique building per province to £0.  &lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate gains a permanent 50% effectiveness boost across their manpower. &lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate. &lt;br /&gt;
The Magnate may make a ticket to learn of a random action from a chosen person’s Progression Order this cycle.&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate receives 50% of enemy casualties in conflict added to their own Manpower.&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate’s Provinces will never begin Rioting.&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
The Magnate gains a permanent 50% effectiveness boost across their navy and airships.&lt;br /&gt;
|bgcolor=#d9d2e9| Tier 4 Magnate Estate.&lt;br /&gt;
Tier 4 benefit mirrors original Magnate type. &lt;br /&gt;
|- &lt;br /&gt;
! Fifth Rank&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional £500 per province. &lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional 500 manpower per province. &lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional 25% reduced tax rate.&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional 13% less Manpower lost in battle.&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional 25% income from Province Tier bonuses.&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Additional ship &amp;amp; airship per province, with a further ship &amp;amp; airship per 2 provinces.&lt;br /&gt;
|bgcolor=#ead1dc| Tier 5 Magnate Estate.&lt;br /&gt;
Tier 5 benefit mirrors original Magnate type. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As indicated above, one of the available Magnate types is Nobility. However, direct application for Nobility is not possible; it is an accolade bestowed as a reward for sustained and active engagement in the system. Nobility is specifically granted to individuals and their family members, offering unique benefits if they consistently make efforts within the System, or have significant in-game/progression power that the King notices and raises them to Nobility. You can read more on nobility under the Nobility Groups section detailed further below. &lt;br /&gt;
&lt;br /&gt;
===Affluent Groups===&lt;br /&gt;
The '''Affluent''' role provides an option for individuals who wish to participate in the Progression system and benefit from progression-related wealth, without the additional responsibilities of political involvement or territorial management.&lt;br /&gt;
&lt;br /&gt;
Affluents function as a simplified counterpart to Magnates. While not as wealthy as full Magnates, they hold considerably greater resources than the average individual. Unlike Magnates, they do not possess provinces; instead, they exist primarily as financial entities within the system. Their role is to serve as potential sources of funding that Magnates, Nobles, or other characters may approach for monetary support.&lt;br /&gt;
&lt;br /&gt;
Affluents are entitled, at the discretion of the DM, to hold Estates and Manors at Tier 1 within the game world. They receive a fixed income of £1,500 per week, with no predetermined means of increasing this baseline amount. However, Affluents may submit actions within Progressions in an attempt to expand their wealth through independent schemes or ventures.&lt;br /&gt;
The process of applying to become an Affluent mirrors that of applying to become a Magnate. Prospective Affluents must use the same application template, with their status being defined by their chosen level of engagement and the scope of their resources.&lt;br /&gt;
&lt;br /&gt;
===Nobility Groups===&lt;br /&gt;
As previously established, individuals who successfully apply for '''Magnate''' status are not eligible to apply directly for '''Noble''' status. Nobility is not acquired through application, but rather conferred by the Crown. This distinction is reserved for Magnates who meet and exceed the established criteria of their station. Such recognition is typically awarded to those who demonstrate consistent activity within the Progression System, satisfy all participation requirements, engage meaningfully in political affairs, or accomplish extraordinary deeds that attract the Crown’s attention.&lt;br /&gt;
&lt;br /&gt;
While the general goals of Nobles remains the same as that of Magnates, Nobility is distinct from Magnate status, with privileges that remain consistent across all tiers of nobility. These benefits include the following:&lt;br /&gt;
&lt;br /&gt;
*Noble titled family heads are permanently granted '''three provinces''', which cannot be claimed by any other progression participant.&lt;br /&gt;
*Like Magnates, members of a Noble House may also be granted a noble title but must have at least one province to govern. Unlike a Noble family head, this province can be lost.&lt;br /&gt;
*They are entitled to maintain a '''House Guard''' organization, whose members are automatically permitted to bear arms while in official uniform.&lt;br /&gt;
*House Guards are authorized to '''detain individuals''' who cause physical harm to members of their respective Noble Houses.&lt;br /&gt;
*Nobles are empowered to '''enact by-laws''' within their lands, provided such laws do not conflict with overarching Galudonian law.&lt;br /&gt;
*A Noble title holder cannot be arrested without explicit '''permission from the Crown''', even in cases of alleged criminal activity.&lt;br /&gt;
*A Noble’s available manpower is treated as a '''standing army''', which performs '''50% more effectively''' than traditional Magnate manpower.&lt;br /&gt;
*Nobles and their family members, regardless of whether they personally hold titles, enjoy '''elevated prestige''', granting them access to freely commune with non-player characters (NPCs) throughout Pannotia.&lt;br /&gt;
&lt;br /&gt;
===Government Office Holders===&lt;br /&gt;
Government Office Holders are characters who occupy an official position within the Galudonian government, as listed on the Galudonian Government wiki page. This designation grants additional privileges within the Progression System, reflecting the responsibilities and authority associated with public office.&lt;br /&gt;
&lt;br /&gt;
Holders of government positions are entitled to submit one additional progression order per cycle, which may contain up to three government-related actions. These actions operate under the same rules as Magnate actions, meaning that most require appropriate funding to succeed. Unlike private wealth, however, government resources must be secured through the Council of Ministers. Evidence of Council approval and access to such funds must be explicitly included in the progression order for the action to be considered valid.&lt;br /&gt;
&lt;br /&gt;
==Important Information for Magnates/Nobles==&lt;br /&gt;
Before applying to enter the system as a '''Magnate''' or '''Noble''', it is important to understand the expectations associated with these roles. Participants at this level are required to actively engage with one another in order to drive the Progression System forward. A central aspect of this engagement involves political maneuvering, negotiation, and, at times, direct conflict with other Magnates and Nobles.&lt;br /&gt;
&lt;br /&gt;
While it is possible to adopt a largely peaceful approach, the system strongly rewards those who participate in intrigue, rivalry, and power plays. Such dynamics form the core of political life at this tier, and players should anticipate regular involvement in situations that may generate tension or competition.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the system is not designed for those who prefer to avoid conflict or who may find interpersonal rivalries overwhelming. By its nature, participation at the Magnate or Noble level is likely to involve moments of stress, loss, or pressure for a character. Nevertheless, safeguards do exist within the system to prevent total collapse of a participant’s position, ensuring that setbacks do not remove a player entirely from the narrative. Even so, caution is advised when considering entry into this tier.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Provinces== &lt;br /&gt;
For '''Magnates''' and '''Noble groups''', the Progression System functions as a dual-based framework that requires consistent participation both on the server and within in-world Progressions. This system is centered on '''regional geopolitics''', demanding active engagement in the affairs of the Kingdom of Galudon and, where applicable, the city of Ironhurst.&lt;br /&gt;
&lt;br /&gt;
At its core, the system emphasizes the pursuit of power and influence through the acquisition of '''Provinces'''. Each group is expected to expand its territorial control by securing new Provinces, which can be achieved through various strategies, including diplomacy, intrigue, and outright conflict. Certain Provinces marked in golden yellow on the Province Map represent established cities under the King’s protection. These locations cannot be claimed as initial holdings but may be targeted later with significant difficulty, requiring complex political maneuvering and careful planning. Note that if you do target an NPC city, you will actively engage in competition with a DM controlled character. &amp;lt;u&amp;gt;'''It will be a lot more difficult than engaging in conflict with another player.'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Accumulating Provinces provides tangible benefits to Magnates and Nobles, including increased wealth, manpower, war machines, and other resources. These advantages, in turn, allow participants to consolidate power, accelerate plans, and strengthen their position within the broader narrative. By default, all Magnates begin with at least one Province and may acquire additional holdings by cultivating influence within the system.&lt;br /&gt;
&lt;br /&gt;
New provinces are granted when the DM calculates Magnate/Noble Influence. '''Influence''' is evaluated every two months by the DM and published in the Lore Announcements section of the Gears of Galudon Discord Server. Note that only 3 players per Magnate or Noble group are evaluated as part of the evaluations, and all characters being evaluated in that group must be unique to only that group. The evaluation determines eligibility for new Provinces and reflects a group’s relative standing in the system. Influence can be increased through a variety of methods—such as political maneuvering, economic development, or military achievements—though the criteria outlined are not exhaustive, and creative approaches are encouraged.&lt;br /&gt;
&lt;br /&gt;
*'''In-Game Activity''': The number of roleplay lines a character has contributed in the two months prior to evaluation.&lt;br /&gt;
*'''Royal Prestige''': The degree of favor a character or group holds with the Crown.&lt;br /&gt;
*'''Event Hosting''': The number of events hosted by the character on the Gears of Galudon server.&lt;br /&gt;
*'''Judicial Successes''': Legal victories achieved against other Magnates or Nobles.&lt;br /&gt;
*'''Government Office''': Occupation of an official political office.&lt;br /&gt;
*'''Military Office''': Occupation of an official military position.&lt;br /&gt;
*'''Royal Court Office''': Occupation of an official position within the Royal Court.&lt;br /&gt;
*'''Copperguard Enlistment''': Holding a rank within the Copperguard Enforcers, especially Captain or Commissioner.&lt;br /&gt;
*'''Notoriety or Infamy''': The character’s renown, whether positive or negative; includes recognition by new players.&lt;br /&gt;
*'''Political Prowess''': Demonstrated ability to engage effectively in plots, intrigue, and political conflict.&lt;br /&gt;
*'''Active Group Leadership''': Leadership of a roleplay group involving other players.&lt;br /&gt;
*'''Active Business Leadership''': Management of an ongoing business within the server.&lt;br /&gt;
&lt;br /&gt;
Noble or Magnate players who have questions regarding how to improve their influence in upcoming evaluations may submit a ticket. The assigned DM will review the inquiry and provide tailored feedback and suggestions. This guidance is based on the raw data gathered during the relevant evaluation period, ensuring that players receive specific and actionable advice.&lt;br /&gt;
&lt;br /&gt;
===Methods of Increasing Notoriety and Political Prowess===&lt;br /&gt;
The following categories represent common ways in which Magnates and Nobles can enhance their notoriety and political strength within the Progression System. These factors are evaluated for the purpose of influence assessments. While not exhaustive, they provide a structured overview of the most significant avenues for advancement.&lt;br /&gt;
&lt;br /&gt;
===Intrigue===&lt;br /&gt;
Magnates are able to employ political strategies designed to strengthen their influence or destabilize rivals. These strategies may include:&lt;br /&gt;
&lt;br /&gt;
*Orchestrating internal conflicts within a Province to weaken or discredit its governor.&lt;br /&gt;
*Demonstrating superior governance by providing for the people of a Province, thereby presenting oneself as a more capable leader.&lt;br /&gt;
*Damaging the reputation of a governor through rumor-spreading, scandal exposure, or other manipulations, both in Progressions and in-game.&lt;br /&gt;
*Impressing the Crown through presence at Court or by demonstrating superior intellect and capability in political matters.&lt;br /&gt;
*Displaying strength, cunning, or resilience in interactions with other Magnates, whether by undermining rivals or supporting them for personal gain.&lt;br /&gt;
&lt;br /&gt;
===In-Game Activity===&lt;br /&gt;
Active engagement on the server significantly increases the likelihood of being awarded additional Provinces by the Crown. Examples of activity include:&lt;br /&gt;
&lt;br /&gt;
*Securing or sustaining political positions such as a Parliamentary seat.&lt;br /&gt;
*Establishing political parties, founding movements, or discrediting existing politicians.&lt;br /&gt;
*Hosting in-game events, with consistent event organization by a Magnate or their household/group carrying substantial weight.&lt;br /&gt;
*Building relationships with the populace and cultivating loyalty, either through direct interaction with residents or by fostering a dedicated base of supporters.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
Magnates may, under approved circumstances, declare territorial war against other Magnates. All wars require formal justification, known as a Casus Belli, and approval either from the Crown or from Parliament. To obtain approval, a Magnate must present their claim to Parliament, either during a sitting or via a Representative willing to bring the Casus Belli forward. If approved, the war may proceed but must adhere to restrictions: non-combatants cannot be harmed, undue destruction to civilian centers is forbidden, and actions must be limited to rival infrastructure, manpower, or armies. Please note, if a Magnate/Noble engages in an act of war against another Magnate/Noble, then all other Magnates gain a free casus belli of retribution against the Magnate/Noble who engaged in said act of war without a Casus Belli.&lt;br /&gt;
&lt;br /&gt;
Common examples of a valid Casus Belli include:&lt;br /&gt;
*Hostile actions against your Provinces.&lt;br /&gt;
*Retaliation for a failed prior attack.&lt;br /&gt;
*Established claims on rival Provinces.&lt;br /&gt;
*Disruption or aggressive taxation of trade routes.&lt;br /&gt;
*Ambitions for territorial expansion that benefit the Kingdom.&lt;br /&gt;
*Breach of tribute or contractual obligations.&lt;br /&gt;
*Preemptive action where imminent aggression from another Magnate can be proven.&lt;br /&gt;
&lt;br /&gt;
Once approved, wars are conducted through Progressions, using systems for troop placement, military-oriented characters, and rolls. Outcomes are determined by the quality of progression orders, tactical decisions, and character abilities.&lt;br /&gt;
&lt;br /&gt;
===Culture Bombing===&lt;br /&gt;
Culture bombing involves spreading a lifestyle, practice, or identity into another Province until it becomes associated with the Magnate responsible. Examples include:&lt;br /&gt;
*Funding the spread of fashion, art, or music aligned with one’s own Provinces.&lt;br /&gt;
*Hosting festivals, galas, or major cultural events that attract loyalty over time.&lt;br /&gt;
*Establishing a reputation as a cultural leader or role model admired by the local populace.&lt;br /&gt;
&lt;br /&gt;
===Trade and Economics===&lt;br /&gt;
Trade serves as the backbone of Galudon’s prosperity, and economic dominance is a critical path to influence. Magnates can increase their standing by:&lt;br /&gt;
*Building a powerful trade network through relationships with Aldermen of Galudonian cities.&lt;br /&gt;
*Accumulating significant in-game wealth.&lt;br /&gt;
*Promoting goods abroad through Progressions.&lt;br /&gt;
*Securing monopolies on specific products in select Provinces.&lt;br /&gt;
*Employing warlike or mercenary tactics to generate profit and secure Provinces.&lt;br /&gt;
*Disrupting rival Magnates’ trade by intercepting shipments or undermining illicit activities.&lt;br /&gt;
&lt;br /&gt;
===Fame and Notoriety===&lt;br /&gt;
Reputation—whether positive or negative—plays a significant role in securing additional Provinces. Fame may derive from admiration, while notoriety may stem from fear or scandal. Both avenues can prove effective.&lt;br /&gt;
Ways of building fame or notoriety include:&lt;br /&gt;
&lt;br /&gt;
*Achieving significant victories in World Progressions.&lt;br /&gt;
*Gaining in-game fame as a socialite, sports figure, or public official.&lt;br /&gt;
*Building infamy through criminal activity or villainous exploits.&lt;br /&gt;
*Exerting broad influence over other characters on the server.&lt;br /&gt;
*Producing transformative cultural works such as art, literature, music, or fashion.&lt;br /&gt;
*Courting scandal deliberately and maintaining public attention through controversy.&lt;br /&gt;
&lt;br /&gt;
===Province Map===&lt;br /&gt;
The '''province map of Galudon''' can be found below. For the most up-to-date version, including all current Magnate-controlled provinces, players should refer to the '''Progression Maps channel''' under the Lore Information section of the Gears of Galudon Discord server.&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/a/Q55qLPS Galudon Maps]&lt;br /&gt;
&lt;br /&gt;
In addition, the '''political ideology''' of each province is documented in the '''Logistics V2 Spreadsheet''', which serves as a key reference for understanding the cultural and political leanings of specific regions. This information is especially useful when planning progression actions that may be influenced by local sentiment.&lt;br /&gt;
&lt;br /&gt;
The '''Arlingcord Colonial Map''' can also be found in the '''Progression Maps channel''' under the Lore Information section of the Gears of Galudon Discord server.&lt;br /&gt;
&lt;br /&gt;
Arlingcord represents the '''colonial realm of Galudon''', a land situated beyond the mainland and offering fertile opportunities for Magnates seeking expansion. Unlike mainland provinces, Arlingcord is more flexible in its development. '''Political ideology''' within Arlingcord provinces is not predetermined. Instead, it may be shaped and set by the Magnate who successfully settles there, allowing for greater creative freedom and tailored narratives. In the past, Magnates could purchase a province in Arlingcord for '''£50,000'''. However, this mechanic has been '''revoked''' for both new and existing Magnates. Any Magnate that retains holdings in Arlingcord now does so solely by virtue of their Influence, not wealth. Additionally, any province in Arlingcord that lacks an existing name can be '''named by the player who secures it''', giving Magnates a personal stake in the shaping of the colonial frontier.&lt;br /&gt;
&lt;br /&gt;
===Developing Provinces===&lt;br /&gt;
When a Magnate or Noble group acquires a '''Province''', they gain access to a set of pre-existing resources used within World Progressions. The four primary resources of concern for these groups are:&lt;br /&gt;
&lt;br /&gt;
*'''Wealth''': The system’s currency, delivered weekly in Galudonian Pounds. This is distinct from in-game currency.&lt;br /&gt;
*'''Manpower''': The available workforce, which also represents the foundation of a group’s military strength.&lt;br /&gt;
*'''Naval Ships''': Maritime vessels equipped for naval warfare or trade.&lt;br /&gt;
*'''Airships''': Aerial vessels armed for battle or trade.&lt;br /&gt;
&lt;br /&gt;
Provinces can be developed through financial investment. To do so, a player must specify in their progression orders the amount of Wealth they wish to allocate to a particular Province. Each Province has a hidden investment threshold that must be reached before it advances to the next stage of development. Because of this, consistent and repeated investment is both recommended and encouraged.&lt;br /&gt;
&lt;br /&gt;
Provinces advance along the following tiered scale:&lt;br /&gt;
&lt;br /&gt;
*'''Tier 0''' – Hamlet (default province state)&lt;br /&gt;
**Tier 0 provinces provide no additional bonuses. Furthermore, the £2,000 base income per province diminishes for each province you have - your second province pays slightly less than your first, and so on!&lt;br /&gt;
*'''Tier 1''' – Villages&lt;br /&gt;
**At this tier, a Province provides an additional '''£1,000''' per week and '''500 manpower''. Tier bonuses are '''not''' subject to diminishing returns!&lt;br /&gt;
*'''Tier 2''' – Small Towns&lt;br /&gt;
**At this tier, a Province provides all previous benefits plus an additional '''£2,000''' per week and '''500 manpower''', for a total of £3,000 bonus income and 1,000 bonus manpower.&lt;br /&gt;
*'''Tier 3''' – Large Towns&lt;br /&gt;
**At this tier, a Province provides all previous benefits plus an additional '''£3,000''' per week and '''500 manpower''', for a total of £6,000 bonus income and 1,500 bonus manpower.&lt;br /&gt;
*'''Tier 4''' – Small City&lt;br /&gt;
**At this tier, a Province provides all previous benefits plus an additional '''£4,000''' per week and '''500 manpower''', for a total of £10,000 bonus income and 2,000 bonus manpower.&lt;br /&gt;
*'''Tier 5''' – Major City&lt;br /&gt;
**At this tier, a Province provides all previous benefits plus an additional '''£5,000''' per week and '''500 manpower''', for a total of £15,000 bonus income and 2,500 bonus manpower. Additionally, at this tier, your character is acknowledged as the founder, and the city is accorded its dedicated mention on the Gears of Galudon Wiki.&lt;br /&gt;
&lt;br /&gt;
For Magnates and Nobles, the development of Provinces is generally considered a primary objective within the Progression System as Magnates and Nobles are considered the King’s Governors of those provinces in his name. As settlements grow and infrastructure expands, so too do the associated resources available to the group. This progression strengthens economic, military, and political power, allowing participants to pursue increasingly ambitious goals.&lt;br /&gt;
&lt;br /&gt;
==System Relevant Resources==&lt;br /&gt;
Every province provides a baseline bonus, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Province Baseline Boon&lt;br /&gt;
|-&lt;br /&gt;
| Wealth|| Weekly Income of £2,000, with diminishing returns&lt;br /&gt;
|-&lt;br /&gt;
| Manpower || 2,000 combat and labor-ready individuals&lt;br /&gt;
|-&lt;br /&gt;
| Naval Ships || 5 Naval combat-ready ships&lt;br /&gt;
|-&lt;br /&gt;
| Airships || 5 Airships, armed for battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This system allows Magnates to leverage the growing resources granted for each province they acquire. What's more intriguing is the potential to increase these resource pools through the application of the right World Progression Orders and strategic investments. For example, a Magnate may invest in specific infrastructure within a Province that may increase the Weekly Wealth Income by a particular amount, or enforce conscription within their Provinces to increase Manpower Numbers. The sky is the limit when it comes to ideas on how to improve your Provinces, but be warned, every action has a potential consequence, so do fully think out your plan of action before putting it into effect! &lt;br /&gt;
&lt;br /&gt;
'''Additionally, you can use In-Game currency to purchase additional increases as a one time, non-weekly bonus. The prices are as follows:''' &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Cost !! One Time Boon&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || £1,000 in game pounds || £5,000 Magnate System Wealth&lt;br /&gt;
|-&lt;br /&gt;
| Manpower || £3,000 in game pounds || 5,000 additional Manpower&lt;br /&gt;
|-&lt;br /&gt;
| Naval Ships || £1,000 in game pounds || 5 Naval Ships&lt;br /&gt;
|-&lt;br /&gt;
| Airships || £1,500 in game pounds || 5 Airships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to resources and logistics, the current iteration of the Progression System introduces '''Intrigue Points'''. These function as an out-of-character (OOC) currency awarded to Magnates and Nobles when they undertake actions that demonstrate political or social acumen in progressions or at major Noble/Magnate events. Intrigue Points serve as a measure of a character’s perceived influence and popularity among the population of the Kingdom of Galudon. The higher the intrigue point accrual, the more politically savvy a particular Magnate/Noble family/group is.&lt;br /&gt;
&lt;br /&gt;
Intrigue Points may be expended to obtain one-time benefits within the Progression System but can only be spent by the Magnate/Noble group head. These benefits may be either practical, directly impacting progression  outcomes, or aesthetic, enhancing the narrative or presentation of a character’s role.&lt;br /&gt;
&lt;br /&gt;
A full list of available benefits, along with their associated costs, is provided in the following section. Any benefits marked with a * must be used in progressions as a free order. All others can be attained via ticket&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Intrigue Benefit !! Description !! Point Cost&lt;br /&gt;
|-&lt;br /&gt;
!Public Favor*&lt;br /&gt;
|Increase popularity with NPC citizens in a chosen owned Province, improving stability or influence.&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
!Scandal Sabotage*&lt;br /&gt;
|Quietly erase or discredit a rumor, reducing notoriety from a failed political move. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
!Estate Security Upgrade&lt;br /&gt;
|Your Magnate Estate gains increased security fortifications in game, as well as a permanent advantage against attempts to raid, burglarise or attack it. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
!Mercenary Contract*&lt;br /&gt;
|Acquire a limited force of 10,000 mercenaries for one Progression order. They can be used for any purpose but are tied to the Magnate/Noble. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
!Royal Audience&lt;br /&gt;
|Gain guaranteed access to the King or a high-ranking NPC nation leader for one Progression or in-game meeting.&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
!Troop Surge*&lt;br /&gt;
|Temporarily increase Manpower productivity and effectability by 100% for a specific action or conflict.&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
!Custom Moniker&lt;br /&gt;
|Acquire an honorary epithet title (e.g. The silver-tongued, the White Wolf) which can also be added to a Noble title if one is already owned (e.g. The Countess of Thorns). You may also assign a custom moniker to another character, either positive or negative!&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
!Convert Province Ideology*&lt;br /&gt;
|Instantly utilise all your influence to change the political ideology of one specific province that you control. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
!Espionage Network*&lt;br /&gt;
|Gain reliable intelligence on another Magnate/Noble’s plans before they are revealed. All Magnate/Noble orders for one specific Magnate/Noble are revealed to you for that submission cycle. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
!Assassination Attempt*&lt;br /&gt;
|Commission an attempt on a rival (success subject to rolls and DM discretion). High profile targets such as nation leaders have a 20% success rate and 50% probability of being caught. &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Province Influence Direction and Pressure===&lt;br /&gt;
Magnates and Nobles expand their holdings '''outward''' from their starting Province until they encounter the borders of another group’s territory.&lt;br /&gt;
&lt;br /&gt;
If a bordering Province is '''unclaimed''', a Magnate may begin the process of acquisition by investing resources into it. This is typically achieved by providing financial donations to the local aldermen, thereby directing the Province’s development and aligning it with the Magnate’s sphere of control. If this occurs, and if the Magnate’s province influence count increases in the next evaluation, the Magnate will secure the provinces they have exerted the most influence over using this method '''first''' before any others.&lt;br /&gt;
&lt;br /&gt;
When expansion reaches the border of another Magnate’s territory, the process becomes '''competitive'''. At this point, the Magnate begins exerting influence '''against''' the rival’s Provinces. Success in this contest depends on both the degree of investment directed toward the contested Province and the stability of the Magnate’s existing holdings. A strong, stable base and consistent investment significantly increase the likelihood of securing control of a rival Province.&lt;br /&gt;
&lt;br /&gt;
===Tracking Magnate/Noble Progress===&lt;br /&gt;
Found here is the current logistics sheet:&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1m2aOkLjps_H1xjKhi2ROy7hlNPaNk8-PJH34nubKesA/edit?gid=1574397489#gid=1574397489 Logistics V2]&lt;br /&gt;
&lt;br /&gt;
This sheet provides an overview of the current status of all actors within the Progression System, split across several tabs you can access from the landing page. While not all are relevant to Magnates, the most important are:&lt;br /&gt;
&lt;br /&gt;
*The '''Magnates Overview''', where a quick reference of current numerical performance can be found. Magnate names here also act as links to Magnate-specific tabs, with much more information such as specific Noble titles. This is the primary resource Magnates are likely to reference, and familiarising yourself with it is strongly encouraged! For each Magnate, this shows:&lt;br /&gt;
**The expected income in the following week, &lt;br /&gt;
**How much money they have ready to spend, &lt;br /&gt;
**The provinces under their governance, &lt;br /&gt;
**The manpower they have available, &lt;br /&gt;
**Their combined air &amp;amp; sea navy, &lt;br /&gt;
**Intrigue points stored, &lt;br /&gt;
**And noble status. &lt;br /&gt;
*The '''State &amp;amp; Royal Overview''', where the current Royal Court members, Ministers, and resources available to the State and Crown can be found. This tab is very dense with notes! Any cell with a black corner can be hovered for additional information.&lt;br /&gt;
*The '''Parliamentary Records''', with a record of bills submitted to Parliament and their outcomes, as well as the political parties with current seats in Parliament.&lt;br /&gt;
*The '''Non-Magnate Finances''', where those Non-Magnates with progression funds have their finances tracked.&lt;br /&gt;
*The '''Province Information''', with detailed information on the status and ownership of every province on the map.&lt;br /&gt;
*And lastly, the '''Backend Data'''. While familiarising yourself with this is by no means necessary or even entirely advisable, it contains full detailed information; it can however be quite opaque and difficult to parse, so information can be requested freely via ticket. Please '''ping @Iseval''' for queries relating to the data or other elements of the logistics sheet!&lt;br /&gt;
&lt;br /&gt;
==Progression Process Considerations==&lt;br /&gt;
When preparing a progression order, players are expected to carefully weigh a variety of factors. These considerations range from logistical details—such as available resources or funding—to logical reasoning regarding how an action may realistically unfold within the world of Galudon. It is strongly recommended that players reflect on these elements prior to submitting their orders to ensure that their actions are coherent, feasible, and well thought out.&lt;br /&gt;
&lt;br /&gt;
The following section outlines several key considerations that should be kept in mind before submission. This list is not exhaustive, and players are encouraged to think beyond it when evaluating their choices.&lt;br /&gt;
If uncertainty arises regarding the appropriateness, feasibility, or likely outcome of a progression order, players are advised to seek clarification before submission. This can be done either by '''opening a ticket on the Gears of Galudon Discord server''' or by contacting '''BillyTheScruffy''' directly. Doing so ensures that progression orders remain aligned with the system’s expectations while minimizing misunderstandings.&lt;br /&gt;
&lt;br /&gt;
===What should I be mindful of in progressions?===&lt;br /&gt;
When submitting a progression order, players should keep the following factors in mind. These considerations help ensure that actions are both plausible and appropriately aligned with the world of Galudon.&lt;br /&gt;
&lt;br /&gt;
'''1. Cost of an Order'''&lt;br /&gt;
&lt;br /&gt;
Determine whether your action requires funding. Minor actions may not, but large-scale undertakings—such as constructing a building, hosting a major gathering, or gaining access to an important site—almost certainly will. A general guideline is to apply common sense: if an action would realistically cost significant money in real life, it will likely require funding in the progression system as well.&lt;br /&gt;
&lt;br /&gt;
'''2. Character Talents'''&lt;br /&gt;
&lt;br /&gt;
Consider whether the action relies on specific skill sets. The talents system plays a key role in determining outcomes, so review the Character Talents section of the wiki when planning. If your own character lacks the necessary expertise, collaboration with others may be beneficial. For example:&lt;br /&gt;
*Investigating a magical anomaly may require the assistance of someone with arcane knowledge.&lt;br /&gt;
*Searching for a hidden object might benefit from a wayfarer or a character with high perception.&lt;br /&gt;
&lt;br /&gt;
'''3. Security of Targeted Areas'''&lt;br /&gt;
&lt;br /&gt;
Take into account the security of locations where the action will occur. High-value or sensitive sites—such as noble estates, government buildings, fortresses, or Copperguard headquarters—are heavily guarded. Attempting to act in these areas will require careful planning and may face significant resistance.&lt;br /&gt;
&lt;br /&gt;
'''4. Political Ideology of the Target Area'''&lt;br /&gt;
&lt;br /&gt;
Be mindful of the political leanings of the province or settlement where your action takes place. Actions aligned with local ideology are more likely to succeed, while those that run contrary may provoke hostility. For example, hosting a magical rally in a staunchly traditionalist province would likely incite resentment. Political ideologies of provinces can be checked via the Logistics Spreadsheet.&lt;br /&gt;
&lt;br /&gt;
'''5. Recent History of the Target Area'''&lt;br /&gt;
&lt;br /&gt;
Assess whether recent events in a province might affect your action. For instance, in the province of Eklofjord, a devastating lycan rebellion occurred the previous year, leaving the population scarred. Attempting any cursed-related activities there could be perceived as highly provocative. If unsure about a province’s recent history, consult the World Progressions or open a ticket on the Gears of Galudon Discord Server for clarification.&lt;br /&gt;
&lt;br /&gt;
'''6. Risk'''&lt;br /&gt;
&lt;br /&gt;
Recognize that all actions carry some degree of risk. Plans may fail due to poor design, unfavorable rolls, or unexpected resistance. Characters may also be caught attempting illicit activities. Players are encouraged to apply common sense and acknowledge that actions with high stakes or opposition have a realistic chance of failing.&lt;br /&gt;
&lt;br /&gt;
===Difference between Actions and Logistical Orders===&lt;br /&gt;
When processing World Progression submissions, the DM evaluates whether each order qualifies as an '''Action''' or a '''Logistical Order'''. Understanding the difference between the two is essential, as it determines how many submissions a player may make per cycle.&lt;br /&gt;
&lt;br /&gt;
Logistical Orders&lt;br /&gt;
&lt;br /&gt;
A logistical order refers exclusively to the '''transfer of funds'''. This may include:&lt;br /&gt;
&lt;br /&gt;
*Paying another character within the system.&lt;br /&gt;
*Sending money to a Magnate or Noble.&lt;br /&gt;
*Making a donation to a business.&lt;br /&gt;
*Investing directly into a province to develop its infrastructure.&lt;br /&gt;
&lt;br /&gt;
In essence, logistical orders are financial transactions, orders that move money without creating additional effects beyond resource redistribution or provincial investment. Players may submit an unlimited number of logistical orders in each progression cycle.&lt;br /&gt;
&lt;br /&gt;
An action encompasses any order that is '''not''' purely financial and typically results in a tangible benefit, consequence, or narrative development. Examples include:&lt;br /&gt;
&lt;br /&gt;
*'''Construction Projects''': Building structures such as hospitals, harbors, theatres, or fortifications. These are considered actions because they can yield ongoing effects, such as morale boosts, increased trade, or new opportunities for resolving problems.&lt;br /&gt;
*'''Cultural or Social Events''': Hosting celebrations, galas, festivals, or rallies.&lt;br /&gt;
*'''Investigations and Explorations''': Researching anomalies, scouting provinces, or uncovering hidden threats.&lt;br /&gt;
*'''Political Maneuvers''': Enacting by-laws, negotiating alliances, or pushing policies.&lt;br /&gt;
&lt;br /&gt;
It is important to note that constructing a building and subsequently hosting an event for its opening count as two separate actions, not one. Players are limited to three actions per progression submission, so care must be taken when drafting orders to avoid exceeding this limit.&lt;br /&gt;
In summary: &lt;br /&gt;
&lt;br /&gt;
*'''Logistical Orders''': Unlimited; purely financial (fund transfers, donations, investments).&lt;br /&gt;
*'''Actions''': Maximum of three per submission; all other activities that produce effects, changes, or benefits.&lt;br /&gt;
&lt;br /&gt;
===Construction of Unique Buildings===&lt;br /&gt;
As outlined above, the '''construction of specific buildings does not qualify as a logistical order'''. Instead, these are classified as '''unique buildings''', which grant a province distinct benefits depending on their type and function.&lt;br /&gt;
&lt;br /&gt;
Each province may contain '''a maximum of five unique buildings''' at any given time. If a Magnate or Noble wishes to construct a new unique building beyond this limit, one of the existing structures must first be demolished to make space.&lt;br /&gt;
&lt;br /&gt;
'''Examples of Unique Buildings and Effects'''&lt;br /&gt;
&lt;br /&gt;
*'''Hospital''': Improves public morale, increases stability, and may assist in resolving medical crises during progressions.&lt;br /&gt;
*'''Harbor''': Boosts trade revenue, enables greater naval capacity, and strengthens maritime influence.&lt;br /&gt;
*'''Theatre''': Enhances cultural prestige, attracts visiting NPCs, and may provide opportunities for social intrigue and rumors.&lt;br /&gt;
*'''Fortress''': Strengthens military defense, provides secure storage for resources, and deters hostile actions in the region.&lt;br /&gt;
*'''Market Hall''': Generates additional Wealth each week and promotes inter-provincial trade.&lt;br /&gt;
*'''Library or Academy''': Increases access to knowledge, expedites research-related actions, and supports arcane or scientific endeavors.&lt;br /&gt;
&lt;br /&gt;
The benefits of unique buildings come with an ongoing price. Once constructed, each building incurs operating expenses that are deducted automatically from a Magnate’s or Noble’s coffers, regardless of whether the building is actively used during a given progression. These expenses are tracked and updated on the Logistics V2 spreadsheet and are withdrawn at each turnover.&lt;br /&gt;
&lt;br /&gt;
===Action Costs===&lt;br /&gt;
As previously discussed, '''certain actions may carry an associated monetary cost'''. While not all actions require funding, many—particularly construction projects, large-scale events, or specialized endeavors—do.&lt;br /&gt;
&lt;br /&gt;
To illustrate how costs are applied, consider '''factories''' as an example of a high-investment action. The table below can be used as a guideline to estimate the potential expense of similar actions within the progression system. By referencing this example, players can gauge the scale of resources required for their own intended actions and plan their logistical support accordingly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Structure Type !! Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Factory&lt;br /&gt;
|£2,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium Sized Factory&lt;br /&gt;
|£4,000&lt;br /&gt;
|-&lt;br /&gt;
|Large Factory &lt;br /&gt;
|£7,000&lt;br /&gt;
|-&lt;br /&gt;
|Very Large Factory &lt;br /&gt;
|£12,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is important to note that the previous table provides guidance for '''generic or standard factories'''. If a player intends to construct a factory with '''lavish features, unique capabilities, or specialized functions''', additional funding beyond the guideline may be required to account for the increased complexity or prestige.&lt;br /&gt;
&lt;br /&gt;
As always, if there is any uncertainty regarding the appropriate cost of an action, players are encouraged to '''submit a ticket''' for clarification! This ensures that progression submissions remain accurate and feasible while preventing disputes or misunderstandings regarding resource allocation.&lt;br /&gt;
&lt;br /&gt;
==How do I become a Magnate in the System?==&lt;br /&gt;
Participation in the Magnate System is subject to Special Permission. To apply, utilize the detailed application template provided below. Submit your completed application by opening a ticket on the Gears of Galudon Discord. The staff will review and respond to your application promptly.&lt;br /&gt;
&lt;br /&gt;
Before applying, please consider the following criteria, which should ideally be met before initiating your application.&lt;br /&gt;
*Your Magnate character '''must''' be an active character on the server.&lt;br /&gt;
*Your Magnate character '''must''' have an accepted character application.&lt;br /&gt;
*Your Magnate character '''must not''' be an infamous, outed criminal.&lt;br /&gt;
*Ideally, your Magnate character '''should''' be associated with a group or family. While not mandatory, having a group enhances your application, emphasizing the significance of System entities as being a collaborative effort rather than solo endeavors.&lt;br /&gt;
*Additionally, it's '''preferable''' for your Magnate character to have a corresponding group, business, or family page. Although this can be created after the application, it should be submitted to the Magnate System entities chat on the Gears of Galudon Discord.&lt;br /&gt;
&lt;br /&gt;
===Magnate Application===&lt;br /&gt;
*'''Minecraft Username''': (Your Minecraft in-game username)&lt;br /&gt;
*'''Character Name''': (Your character’s full name)&lt;br /&gt;
*'''Approved Character Sheet link''': (Link your approved character application sheet)&lt;br /&gt;
*'''Family/Group Character Sheets''': (Provide the links to anyone within your character’s Magnate family/group, if any)&lt;br /&gt;
*'''Full Magnate or Affluent?''': (Whether you wish to enter the system as a Magnate for Affluent entity)&lt;br /&gt;
*'''Preferred Magnate Type/Types''': (Your preferred Magnate Aesthetic, for example, Mercantile. You can dual type)&lt;br /&gt;
*'''Magnate Industry Name''': (Your Magnate’s business, general claim to fame. If your character has a business, please provide the name for this business as well)&lt;br /&gt;
*'''Preferred Starting Province''': (What province on the map would you like to claim first)&lt;br /&gt;
*'''Preferred Peddleston Park Estate''': (This is optional. If you choose not to pick one, one will be picked for you.)&lt;br /&gt;
*'''Why should we consider you for the Magnate System?''': (Detail what you intend to do as part of the Magnate System, and how your participation can be for the benefit of other players)&lt;br /&gt;
&lt;br /&gt;
==Important Final DM Notes==&lt;br /&gt;
The Progression System is designed as a complementary feature to in-game roleplay, not as a standalone activity. While it provides a structured framework for interacting with the wider world of Galudon and Pannotia, it is important to understand that the system exists to enhance and support character-driven roleplay on the server.&lt;br /&gt;
&lt;br /&gt;
The majority of factors influencing Magnate/Noble evaluations are determined primarily by in-game activity and engagement. Server-based roleplay—whether political, social, economic, or military—remains the foundation upon which progression outcomes are built. Actions within the Progression System should therefore be viewed as extensions of a player’s in-game narrative rather than substitutes for it.&lt;br /&gt;
&lt;br /&gt;
At its core, the Progression System exists to allow players to expand their stories by interacting with the larger universe beyond immediate roleplay circles. The results of progression actions—be they victories, setbacks, or unforeseen consequences—are intended to feed directly back into in-game interactions, creating opportunities for new plots, conflicts, alliances, and developments.&lt;br /&gt;
&lt;br /&gt;
In short, the Progression System is not about accumulating points or resources in isolation. Its purpose is to enrich roleplay, advance character arcs, and provide meaningful connections between the player and the wider world of the Gears of Galudon Universe. We hope you enjoy what the Progression System can do for you. &lt;br /&gt;
&lt;br /&gt;
==How to submit a Progression Submission==&lt;br /&gt;
All progression orders must be submitted using the official '''Progression Submission Form'''. These forms are released approximately '''one week before the submission deadline''', giving players a full week to prepare and submit their orders.&lt;br /&gt;
&lt;br /&gt;
The forms can be found in the '''World Progressions section of the Gears of Galudon Discord''' for that specific progression number and announcements are made server-wide when a new form is published. Players are encouraged to monitor the server closely to ensure they do not miss the release.&lt;br /&gt;
&lt;br /&gt;
Each form contains detailed instructions on how to complete and submit a progression order. Players should '''read these instructions carefully''' to avoid errors or omissions. If any questions or uncertainties arise during the process, it is recommended to '''submit a ticket on the Gears of Galudon Discord Server''' for clarification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SystemDirectory}}&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = BillyTheScruffy, Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Main_Page&amp;diff=1756</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Main_Page&amp;diff=1756"/>
		<updated>2025-10-04T02:47:55Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;margin: left;text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 10px;font-size: 20px;background-color:#b96500;color:lightgrey;&amp;quot;|Welcome to the Gears of Galudon Wiki&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:New Logo.png|frameless|450x450px|left]]''' Welcome to the world of Pannotia, a world caught between technological advancement and the ancient arcane ways of life in the current Age of Steam and Scepter!'''&lt;br /&gt;
&lt;br /&gt;
Your journey commences in the Human-dominated Kingdom of Galudon, a society whose insatiable thirst for progress is matched only by its devotion to decadence. Above, airships glide through the skies, manned by the brave and adventurous, while tycoons of fortune delve deep into the earth, seeking treasures untold. They extract coal to fuel the fires, iron to craft ingenious devices, and magically fuelled crystalised Potentia in order to unveil the mysteries of the universe. Within its borders lie wonders of the latest in steam-powered technology, where innovation and ambition intertwine amidst a backdrop of opulence and ambition. Within this bustling city lies a world-class university, where esteemed professors impart knowledge to starry-eyed young engineers, alchemists, healers, and academics alike. This bastion of learning stands in stark contrast to the ever-churning cauldron of intrigue that is the Parliament, where Senators vie for power in a city that venerates wealth and spectacle. Amidst the opulence, elegant luminaries of the Kingdom orchestrate lavish entertainments, drawing politicians and crime lords alike through the doors of bawdy establishments. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here, fortunes are made and spent with equal fervor, for every farthing finds its place in the hands of the city's artisans. Yet, beneath the veneer of prosperity lies the shadowy underbelly of Rattletrap, where cutthroats lurk in wait for the jingle of coin or the heavy tread of the Ironhurst's Copperguard Enforcers. In this precarious dance of wealth and danger, survival hinges on wit, cunning, and perhaps a touch of luck. The city is a haven for world-class engineers, each mastering various forms of technological prowess. They call this vibrant metropolis home, dedicating their expertise to the construction and maintenance of the majestic airships that grace the skies above and the extravagant steam-powered infrastructure that defines the Kingdom of Galudon. These engineers are the custodians of Galudon's core ideals—progress and vanity—and they spare no effort in ensuring that these principles are upheld to the highest standards. In this bustling hub of innovation, the opportunities are endless for those seeking to immerse themselves in the various industries that thrive within its borders. Whether it be the intricate mechanics of airship propulsion, the refinement of magical Potentia for arcane technologies, or the meticulous design of grand architectural marvels, there's a place for every aspiring artisan or inventor to leave their mark on the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why not don your top hat and engineer's belt and step into the Kingdom of Galudon? Welcome to our steampunk roleplay server, exclusively for adults, where quality roleplay meets a safe and understanding 18+ setting. Join us to immerse yourself in a world of intrigue, politics, crime, and romance! Experience the thrill of University roleplay, engage in political machinations, navigate the underworld of crime, or explore the mysteries of magic. Indulge in industrial expansionism and delve into the intricacies of economics in our immersive environment, where every detail is meticulously crafted to provide you with an unforgettable roleplaying experience. Join us and let your imagination soar in the Kingdom of Galudon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;margin: auto;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |'''Official Discord'''&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |'''Logistics'''&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |'''Server Rules'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[https://discord.gg/kzKYqPMhXb Gears of Galudon Discord]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[https://docs.google.com/spreadsheets/d/1m2aOkLjps_H1xjKhi2ROy7hlNPaNk8-PJH34nubKesA Logistics Sheet]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Rules]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;width:80%;margin:auto&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;vertical-align:top;width:70%;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:left;text-align:left&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 10px;background-color:white;color:black&amp;quot; |Gears of Galudon is a 18+ Steampunk Minecraft roleplay server with a focus on giving players a freeform way to explore the city of Ironhurst, Galudon's capital city. Below you will find directories to the servers lore which is updated as new lore is released. We pride ourselves on only adding to existing lore, working alongside players to ensure character longevity and roleplay avenues, and work to ensure our community has a say in how the server's lore continues to progress!&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#7B68EE;color:gold;&amp;quot; |Official Lore Directory&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#D8BFD8;color:brown;&amp;quot; |Important Lore&lt;br /&gt;
! style=&amp;quot;background-color:#D8BFD8;color:brown;&amp;quot; |The World of Pannotia&lt;br /&gt;
! style=&amp;quot;background-color:#D8BFD8;color:brown;&amp;quot; |Roleplay Mechanics&lt;br /&gt;
! style=&amp;quot;background-color:#D8BFD8;color:brown;&amp;quot; |Server Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot; |&lt;br /&gt;
* [[Dictionary]]&lt;br /&gt;
* [[Galudonian Law]]&lt;br /&gt;
* [[History Timeline]]&lt;br /&gt;
* [[World Overview]]&lt;br /&gt;
* [[Character Resurrection]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot; |&lt;br /&gt;
* [[Diseases]]&lt;br /&gt;
* [[Geography]]&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Organisations]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[Fauna]]&lt;br /&gt;
* [[Flora]]&lt;br /&gt;
* [[Important NPCs]]&lt;br /&gt;
* [[Literary Works]]&lt;br /&gt;
* [[Belief Systems]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot; |&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
*[[Character Creation]]&lt;br /&gt;
*[[Combat System]]&lt;br /&gt;
*[[Curses]]&lt;br /&gt;
* [[Progression System]]&lt;br /&gt;
* [[Mystic]]&lt;br /&gt;
*[[Special Permissions]]&lt;br /&gt;
* [[Technology]]&lt;br /&gt;
* [[War System]]&lt;br /&gt;
| style=&amp;quot;text-align:left;color:lightgrey;padding:10px;vertical-align:top;&amp;quot; |&lt;br /&gt;
* [[Plugin Guides]]&lt;br /&gt;
* [[Server Ranks]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1699</id>
		<title>Special Permissions</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1699"/>
		<updated>2025-08-21T18:32:24Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When crafting a character, you may encounter a creative impasse or feel that the character could benefit from additional elements to enhance their role in the general roleplay scene. Special Permissions are designed to provide these extra features, though not without certain conditions. They aim to facilitate the creation of unique characters based on a player's vision for their design and purpose.&lt;br /&gt;
&lt;br /&gt;
Special Permissions vary in complexity. Some Special Permissions can be as simple as a backstory attachment, which would allow a character to include deep lore or some kind of unique historical inclusion in a character’s life story that would not usually be accessible to most players. On the other hand, other Special Permissions can permit the creation of custom spells for a magic-using character, adding a layer of uniqueness to their roleplay. However, each permission comes with its own set of conditions that must be met for approval, detailed below. If this has already caught your attention, please see Special Permission Types on this page to see what Special Permissions can be applied for. &lt;br /&gt;
&lt;br /&gt;
==What are the prerequisites?== &lt;br /&gt;
&lt;br /&gt;
Due to the nature of Special Permissions and the additional perks and benefits that come with them over that of any other regular player character, Gears of Galudon Staff expect certain conditions to be met to firstly earn the right to use them and then secondly, to maintain in the long term. At a baseline, Gears of Galudon Staff would like applicants to note the following universal conditions that have to be met: &lt;br /&gt;
&lt;br /&gt;
#Your character must be an active, approved character. &lt;br /&gt;
#Your character must actively engage with other characters or within a group. &lt;br /&gt;
#You must have a general plan as to what you wish to do with your special permission, if granted.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following factors will be taken into consideration by Gears of Galudon Staff when reviewing your Special Permission Application. &lt;br /&gt;
&lt;br /&gt;
#All previously mentioned conditions laid out above. &lt;br /&gt;
#Does the player have a good community standing and roleplay history on Gears of Galudon. &lt;br /&gt;
&lt;br /&gt;
Depending on the Special Permission, mandatory conditions will be required to continuously use that permission. They may be any or all of the above or additional elements implemented by Staff for that specific tier of special permission. In some cases, Staff may impose a custom upkeep requirement on your special permission where Staff believe additional elements must be considered for its continuous use. &lt;br /&gt;
&lt;br /&gt;
Moreover, please note that the upkeep requirements for multiple special permissions is greater than if you only hold one. For each special permission after your initial special permission approval, the line count increases by 50%. Additionally, the number of groups you need to be involved with also increases, as are staff expectations for the character's involvement in the progression stories. &lt;br /&gt;
&lt;br /&gt;
Special Permissions are reviewed every 2 months to ensure their prerequisites and upkeep requirements are met. You will be notified if you are no longer meeting the special permission requirements and be given a timeframe in which you can attempt to fulfil their requirements. You can of course always choose to revoke your special permission if you no longer play the character or if you feel the upkeep or prerequisites are becoming too difficult to manage. &lt;br /&gt;
&lt;br /&gt;
Additionally, you can apply via discord ticket to have your permission re-reviewed. This is especially useful in situations whereby you feel you aren't getting enough mileage out of your permission, and want parts or all of the permission redone to better fit your playstyle. Note however, Staff have the final say in what goes into your special permission. If Staff believe that the permission is balanced and is adequate for the character, you may be told to continue with your current permission. &lt;br /&gt;
&lt;br /&gt;
==Special Permission Tiers and Types==&lt;br /&gt;
===Tier 0 Special Permissions===&lt;br /&gt;
Tier 0 Special Permissions are on server benefits that require the least amount of pre-requisite attainment. Having one of these permissions does not impact any further special permissions, meaning that the upkeep requirements do not stack, as there are no upkeep requirements for Tier 0 permissions. These permissions are solely one time benefits to players that satisfy the following criteria: &lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet a 600 roleplay line requirement for the past two months, or have first joined the Gears of Galudon server at least a month prior to the application. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rental Region Decoration''' - When granted, Gameplay staff will decorate your rental region to specifications requested insofar as is possible. There is no requirement to upkeep this permission, and once the region is decorated, changes can be requested down the line with another application.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Special Permissions===&lt;br /&gt;
Tier 1 Special Permissions are basic permissions that require only a small amount of upkeep. The pre-requisites and upkeep requirements can be read below:&lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet the 1,500 roleplay line requirement every two months to be considered active.&lt;br /&gt;
*Player Longevity: The player must have had their character approved for at least one month before applying. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, and rules, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or toxic behavior towards other players,  else they risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Backstory Attachments''' - When granted, the Backstory Attachment special permission, allows players greater flexibility in incorporating details into their character's backstory that might typically be restricted. This permission allows for elements such as being the illegitimate child of an NPC foreign dignitary, having a lifespan extended to 1,000 years due to a curse, or other unconventional details. It opens the door to various possibilities, including but not limited to extended ages, elaborate family histories, and participation in exceptional in-character historical events. Backstory attachments can sometimes have special impact conditions that may assist you in progressions.&lt;br /&gt;
&lt;br /&gt;
'''Foreign Notoriety''' - Players may wish to write into their character application that they have particular influence, sway, and power in another country in Lore. The details are not limited, so you can be as creative as you wish provided it does not break established, Staff written Lore. &lt;br /&gt;
&lt;br /&gt;
'''Special Building Rentals''' - Certain buildings on the server are accessed not through the rental process but by application.  These include all factory builds, the bar on Meridian Street, the brothels in Paradise Court, offices in the media building, homes and businesses at the docks and the northern mining camp,  and farm buildings on the outskirts of town.  &lt;br /&gt;
&lt;br /&gt;
There are many larger factories and lumber mills dotted around the city of Ironhurst. These are not rentable - rather, they are assigned on an application basis, with a one-time sum to be paid for the lease agreement. These buildings are meant to be used for businesses such as; coal processing, iron working, copperworks, clay and brick manufacturing, food production, weapons production, lumber sales, mining sales, or another similar business venture.  &lt;br /&gt;
&lt;br /&gt;
Please note that any alterations to the exterior are not allowed and will result in the forfeit of the building.  Any interior things that come prebuilt and that you'd like to change should be discussed with Staff. Players who have not found a building suitable for what they want it for should make a ticket and discuss this with Staff. Note that the location, aesthetic, and purpose should be devised prior to application. Staff will not entertain huge makeovers of a building if another one is already suited to the purpose. Interior design and help designing working processes will be given to all those accepted. A list of ready-built buildings for application can be found [https://docs.google.com/document/d/1qMuJX3xmHOsdZNswRB0hJWyE6D5dU5886yLhpqOdLvY/edit HERE]. &lt;br /&gt;
&lt;br /&gt;
===Tier 2 Special Permissions===&lt;br /&gt;
*Activity: The player must meet the 1,500 roleplay line requirement every two months to be considered active.&lt;br /&gt;
*Player Longevity: The player must have had their character approved for at least one month before applying. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree.  These groups must be server recognised, meaning that a social circle of a few friends that roleplay with one another does not count toward this. A group is one that is open to most to join, or at the very least apply to, and holds frequent gatherings and/or events as well as public notices. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Custom Magic Grimoires''' - Some players may wish to have a custom spell kit outside of the written magic schools. You can apply for such here, but you must include the type of aesthetic you want, some ideas for some of the spells, and some general backstory as to how they can to utilize this custom magic. &lt;br /&gt;
&lt;br /&gt;
'''Character “Level Ups”''' - The Character ‘Level Up’ special permission gives a player additional Talent Points to spend on their Character Application. This is reserved for characters who have proven themselves to excel within their field. This means that the character has worked towards improving their skill and has the roleplay to back it. A level up is for characters with history and not those fresh into Ironhurst.&lt;br /&gt;
&lt;br /&gt;
'''Character Virtuoso''' - This Special Permission allows a player to bypass 3 Point per 1 Talent Subcategory cap to allow for 2 Talents at 3 points. A Virtuoso is a character who has mastered two talents. They have put all their time and effort into mastering their talents of choice and are now rewarded with an exceptional level of expertise. The difference between a Virtuoso and a Level Up is that a Virtuoso is more focused on what you can assign your points into,  while a Level Up can be more generalist, like a proficiency point increase in D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
'''Criminal Gang Bases:'''  Criminal Gang Bases are intended to house gangs as they complete their nefarious deeds. Criminal bases are available in both Shademire Tunnels and The Maw. Gangs wishing to claim a base should have a minimum of three players in their gang and intend to not only utilize it for crime-related roleplay but also as a way to carve out territory and control it in their respective locations. Please make a ticket with the base you would like to occupy and tag @build in your ticket.  &lt;br /&gt;
&lt;br /&gt;
===Tier 3 Special Permissions===&lt;br /&gt;
&lt;br /&gt;
* Activity: The player must meet the 1,500 roleplay line requirement every two months to be considered active.&lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree.  These groups must be server recognised, meaning that a social circle of a few friends that roleplay with one another does not count toward this. A group is one that is open to most to join, or at the very least apply to, and holds frequent gatherings and/or events as well as public notices. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base.&lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Player Interaction: The player must make reasonable efforts to interact with the general playerbase. Permission holders must not brickwall roleplay, or otherwise engage in ‘clique’ like behavior, so as to ensure that the permission is used for the benefit of the larger roleplay community. Moreover, the player must keep their interactions with other members of the community pleasant and non-toxic.&lt;br /&gt;
&lt;br /&gt;
*Player Longevity: The player must have been on the server and actively playing for at least 3 months. Because of the nature of these types of permissions, they award considerable character boons, powers and abilities. As a result, we ask that those who are applying for these permissions have been on the server for a reasonable amount of time and have met the activity quotas for the previous 3 months (750 roleplay lines per month.)&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Cursed Being''' - With this special permission, you can further empower your Cursed character by gaining new, unique mutations, powers, and aesthetics that are not common for the Cursed Affliction you play. These characters have consistently stood out and kept strong in Ironhurst. These characters can benefit from custom abilities based on your wishes and Staff’s approval or compromises. Furthermore, your Cursed Being will be considered a ‘Sovereign Beast’, the highest in the food chain for your respective Cursed Affliction.&lt;br /&gt;
&lt;br /&gt;
'''Folk Hero''' - A folk hero special permission empowers a “good” character,who has illustrated good virtue and moral values with additional combat skills, tantamount to an excellent fighter or soldier. Folk Heroes, however, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Folk Heroes cannot become ‘evil’ or ‘morally ambiguous’ characters at any time. They are intended to act as the ‘good guys’ in roleplay, fighting for justice for the people. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia. &lt;br /&gt;
&lt;br /&gt;
'''Outlander''' - Outlanders are the polar opposite of Folk Heroes. Outlanders are fighters considered ‘evil’ or ‘chaotic’ characters, who are mostly disliked or outcasted for their brutish combat habits but are still excellent fighters and/or soldiers. Outlanders, like Folk Heroes, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Outlanders cannot at any time become ‘good’ characters and must remain either ’evil’ or ‘morally ambiguous’ but always self-serving. They are intended to act as the ‘bad guys’ in roleplay or those that cannot be easily trusted. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia, but also extremely outcasted and disliked for being dishonorable fighters.&lt;br /&gt;
&lt;br /&gt;
'''Luminarch''' - Luminarchs are devotees of a specific Fey Lord or [REDACTED] who are elevated to serve as that being’s chosen avatar. Becoming a Luminarch means sacrificing part of your character’s freedom, as they act as a vessel for their patron’s will. Each Luminarch is bound by a Maxim—a set of tenets dictated by their chosen being. Should they break these tenets, they risk losing all their power and becoming cursed by their chosen being. However, those who uphold their Maxims gain the ability to commune directly with their patron, receiving guidance and commands to enact on Pannotia. The Luminarch permission is a slightly upgraded form of the Custom Grimoire special permission, reserved only for select characters devoted to a specific Fey.&lt;br /&gt;
&lt;br /&gt;
==How Do You Apply For A Special Permission==&lt;br /&gt;
Applicants should make a ticket on the Gears of Galudon Discord through our Ticket Bot (Ticket Tool). The following application template should be filled out and posted for Staff review. It is advisable to be as detailed as possible in these sections to give Staff a clear understanding of what granting you a Special Permission is likely to achieve.&lt;br /&gt;
&lt;br /&gt;
Please note that you are not to write these abilities yourself for some permissions, such as those allowing for custom skills, spells, or abilities. Instead, only provide general vibes or baseline ideas you may have for certain abilities. Staff reserve the right to alter parts of your special permission anytime. They may require that some of your ideas or general guidelines be altered for balancing reasons or if the ability does not fit within the realm of lore compliance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minecraft Username''': (Include your Minecraft Username here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Character Name''': (Your character’s full name)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Approved Character Application Sheet''': (Link your character’s approved character application here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Application Type''': (For example, Backstory Attachment, Custom Magic Grimoire etc)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Details''': (Include as many paragraphs as you like on the details of the permission you want. For example, what sort of backstory attachment do you want? What does it include? If you want a custom magic kit, what kind of spells are you looking for)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Intent''': (Outline what you intend to do with the permission, and why we should approve it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon delivery of a special permission, the player must include the details of the special permission in their Character Applications, under the Basic Information Section of their App. Simply denote a new heading called ‘Special Permission’ and link your Special Permission document there, and designate what Special Permission it is you have.&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1698</id>
		<title>Special Permissions</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1698"/>
		<updated>2025-08-21T18:13:44Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When crafting a character, you may encounter a creative impasse or feel that the character could benefit from additional elements to enhance their role in the general roleplay scene. Special Permissions are designed to provide these extra features, though not without certain conditions. They aim to facilitate the creation of unique characters based on a player's vision for their design and purpose.&lt;br /&gt;
&lt;br /&gt;
Special Permissions vary in complexity. Some Special Permissions can be as simple as a backstory attachment, which would allow a character to include deep lore or some kind of unique historical inclusion in a character’s life story that would not usually be accessible to most players. On the other hand, other Special Permissions can permit the creation of custom spells for a magic-using character, adding a layer of uniqueness to their roleplay. However, each permission comes with its own set of conditions that must be met for approval, detailed below. If this has already caught your attention, please see Special Permission Types on this page to see what Special Permissions can be applied for. &lt;br /&gt;
&lt;br /&gt;
==What are the prerequisites?== &lt;br /&gt;
&lt;br /&gt;
Due to the nature of Special Permissions and the additional perks and benefits that come with them over that of any other regular player character, Gears of Galudon Staff expect certain conditions to be met to firstly earn the right to use them and then secondly, to maintain in the long term. At a baseline, Gears of Galudon Staff would like applicants to note the following universal conditions that have to be met: &lt;br /&gt;
&lt;br /&gt;
#Your character must be an active, approved character. &lt;br /&gt;
#Your character must actively engage with other characters or within a group. &lt;br /&gt;
#You must have a general plan as to what you wish to do with your special permission, if granted.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following factors will be taken into consideration by Gears of Galudon Staff when reviewing your Special Permission Application. &lt;br /&gt;
&lt;br /&gt;
#All previously mentioned conditions laid out above. &lt;br /&gt;
#Does the player have a good community standing and roleplay history on Gears of Galudon. &lt;br /&gt;
&lt;br /&gt;
Depending on the Special Permission, mandatory conditions will be required to continuously use that permission. They may be any or all of the above or additional elements implemented by Staff for that specific tier of special permission. In some cases, Staff may impose a custom upkeep requirement on your special permission where Staff believe additional elements must be considered for its continuous use. &lt;br /&gt;
&lt;br /&gt;
Moreover, please note that the upkeep requirements for multiple special permissions is greater than if you only hold one. For each special permission after your initial special permission approval, the line count increases by 50%. Additionally, the number of groups you need to be involved with also increases, as are staff expectations for the character's involvement in the progression stories. &lt;br /&gt;
&lt;br /&gt;
Special Permissions are reviewed every 2 months to ensure their prerequisites and upkeep requirements are met. You will be notified if you are no longer meeting the special permission requirements and be given a timeframe in which you can attempt to fulfil their requirements. You can of course always choose to revoke your special permission if you no longer play the character or if you feel the upkeep or prerequisites are becoming too difficult to manage. &lt;br /&gt;
&lt;br /&gt;
Additionally, you can apply via discord ticket to have your permission re-reviewed. This is especially useful in situations whereby you feel you aren't getting enough mileage out of your permission, and want parts or all of the permission redone to better fit your playstyle. Note however, Staff have the final say in what goes into your special permission. If Staff believe that the permission is balanced and is adequate for the character, you may be told to continue with your current permission. &lt;br /&gt;
&lt;br /&gt;
==Special Permission Tiers and Types==&lt;br /&gt;
===Tier 0 Special Permissions===&lt;br /&gt;
Tier 0 Special Permissions are on server benefits that require the least amount of pre-requisite attainment. Having one of these permissions does not impact any further special permissions, meaning that the upkeep requirements do not stack, as there are no upkeep requirements for Tier 0 permissions. These permissions are solely one time benefits to players that satisfy the following criteria: &lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet a 600 roleplay line requirement for the past two months, or have first joined the Gears of Galudon server at least a month prior to the application. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rental Region Decoration''' - When granted, Gameplay staff will decorate your rental region to specifications requested insofar as is possible. There is no requirement to upkeep this permission, and once the region is decorated, changes can be requested down the line with another application.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Special Permissions===&lt;br /&gt;
Tier 1 Special Permissions are basic permissions that require only a small amount of upkeep. The pre-requisites and upkeep requirements can be read below:&lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet the 1,500 roleplay line requirement every two months to be considered active.&lt;br /&gt;
*Player Longevity: The player must have had their character approved for at least one month before applying. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, and rules, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or toxic behavior towards other players,  else they risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Backstory Attachments''' - When granted, the Backstory Attachment special permission, allows players greater flexibility in incorporating details into their character's backstory that might typically be restricted. This permission allows for elements such as being the illegitimate child of an NPC foreign dignitary, having a lifespan extended to 1,000 years due to a curse, or other unconventional details. It opens the door to various possibilities, including but not limited to extended ages, elaborate family histories, and participation in exceptional in-character historical events. Backstory attachments can sometimes have special impact conditions that may assist you in progressions.&lt;br /&gt;
&lt;br /&gt;
'''Foreign Notoriety''' - Players may wish to write into their character application that they have particular influence, sway, and power in another country in Lore. The details are not limited, so you can be as creative as you wish provided it does not break established, Staff written Lore. &lt;br /&gt;
&lt;br /&gt;
'''Special Building Rentals''' - Certain buildings on the server are accessed not through the rental process but by application.  These include all factory builds, the bar on Meridian Street, the brothels in Paradise Court, offices in the media building, homes and businesses at the docks and the northern mining camp,  and farm buildings on the outskirts of town.  &lt;br /&gt;
&lt;br /&gt;
There are many larger factories and lumber mills dotted around the city of Ironhurst. These are not rentable - rather, they are assigned on an application basis, with a one-time sum to be paid for the lease agreement. These buildings are meant to be used for businesses such as; coal processing, iron working, copperworks, clay and brick manufacturing, food production, weapons production, lumber sales, mining sales, or another similar business venture.  &lt;br /&gt;
&lt;br /&gt;
Please note that any alterations to the exterior are not allowed and will result in the forfeit of the building.  Any interior things that come prebuilt and that you'd like to change should be discussed with Staff. Players who have not found a building suitable for what they want it for should make a ticket and discuss this with Staff. Note that the location, aesthetic, and purpose should be devised prior to application. Staff will not entertain huge makeovers of a building if another one is already suited to the purpose. Interior design and help designing working processes will be given to all those accepted. A list of ready-built buildings for application can be found [https://docs.google.com/document/d/1qMuJX3xmHOsdZNswRB0hJWyE6D5dU5886yLhpqOdLvY/edit HERE]. &lt;br /&gt;
&lt;br /&gt;
===Tier 2 Special Permissions===&lt;br /&gt;
*Activity: The player must meet the 1,500 roleplay line requirement every two months to be considered active.&lt;br /&gt;
*Player Longevity: The player must have had their character approved for at least one month before applying. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree.  These groups must be server recognised, meaning that a social circle of a few friends that roleplay with one another does not count toward this. A group is one that is open to most to join, or at the very least apply to, and holds frequent gatherings and/or events as well as public notices. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Custom Magic Grimoires''' - Some players may wish to have a custom spell kit outside of the written magic schools. You can apply for such here, but you must include the type of aesthetic you want, some ideas for some of the spells, and some general backstory as to how they can to utilize this custom magic. &lt;br /&gt;
&lt;br /&gt;
'''Character “Level Ups”''' - The Character ‘Level Up’ special permission gives a player additional Talent Points to spend on their Character Application. This is reserved for characters who have proven themselves to excel within their field. This means that the character has worked towards improving their skill and has the roleplay to back it. A level up is for characters with history and not those fresh into Ironhurst.&lt;br /&gt;
&lt;br /&gt;
'''Character Virtuoso''' - This Special Permission allows a player to bypass 3 Point per 1 Talent Subcategory cap to allow for 2 Talents at 3 points. A Virtuoso is a character who has mastered two talents. They have put all their time and effort into mastering their talents of choice and are now rewarded with an exceptional level of expertise. The difference between a Virtuoso and a Level Up is that a Virtuoso is more focused on what you can assign your points into,  while a Level Up can be more generalist, like a proficiency point increase in D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
'''Criminal Gang Bases:'''  Criminal Gang Bases are intended to house gangs as they complete their nefarious deeds. Criminal bases are available in both Shademire Tunnels and The Maw. Gangs wishing to claim a base should have a minimum of three players in their gang and intend to not only utilize it for crime-related roleplay but also as a way to carve out territory and control it in their respective locations. Please make a ticket with the base you would like to occupy and tag @build in your ticket.  &lt;br /&gt;
&lt;br /&gt;
===Tier 3 Special Permissions===&lt;br /&gt;
&lt;br /&gt;
* Activity: The player must meet the 1,500 roleplay line requirement every two months to be considered active.&lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree.  These groups must be server recognised, meaning that a social circle of a few friends that roleplay with one another does not count toward this. A group is one that is open to most to join, or at the very least apply to, and holds frequent gatherings and/or events as well as public notices. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base.&lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Player Interaction: The player must make reasonable efforts to interact with the general playerbase. Permission holders must not brickwall roleplay, or otherwise engage in ‘clique’ like behavior, so as to ensure that the permission is used for the benefit of the larger roleplay community. Moreover, the player must keep their interactions with other members of the community pleasant and non-toxic.&lt;br /&gt;
&lt;br /&gt;
*Player Longevity: The player must have been on the server and actively playing for at least 3 months. Because of the nature of these types of permissions, they award considerable character boons, powers and abilities. As a result, we ask that those who are applying for these permissions have been on the server for a reasonable amount of time and have met the activity quotas for the previous 3 months (750 roleplay lines per month.)&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Cursed Being''' - With this special permission, you can further empower your Cursed character by gaining new, unique mutations, powers, and aesthetics that are not common for the Cursed Affliction you play. These characters have consistently stood out and kept strong in Ironhurst. These characters can benefit from custom abilities based on your wishes and Staff’s approval or compromises. Furthermore, your Cursed Being will be considered a ‘Sovereign Beast’, the highest in the food chain for your respective Cursed Affliction.&lt;br /&gt;
&lt;br /&gt;
'''Folk Hero''' - A folk hero special permission empowers a “good” character,who has illustrated good virtue and moral values with additional combat skills, tantamount to an excellent fighter or soldier. Folk Heroes, however, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Folk Heroes cannot become ‘evil’ or ‘morally ambiguous’ characters at any time. They are intended to act as the ‘good guys’ in roleplay, fighting for justice for the people. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia. &lt;br /&gt;
&lt;br /&gt;
'''Outlander''' - Outlanders are the polar opposite of Folk Heroes. Outlanders are fighters considered ‘evil’ or ‘chaotic’ characters, who are mostly disliked or outcasted for their brutish combat habits but are still excellent fighters and/or soldiers. Outlanders, like Folk Heroes, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Outlanders cannot at any time become ‘good’ characters and must remain either ’evil’ or ‘morally ambiguous’ but always self-serving. They are intended to act as the ‘bad guys’ in roleplay or those that cannot be easily trusted. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia, but also extremely outcasted and disliked for being dishonorable fighters.&lt;br /&gt;
&lt;br /&gt;
==How Do You Apply For A Special Permission==&lt;br /&gt;
Applicants should make a ticket on the Gears of Galudon Discord through our Ticket Bot (Ticket Tool). The following application template should be filled out and posted for Staff review. It is advisable to be as detailed as possible in these sections to give Staff a clear understanding of what granting you a Special Permission is likely to achieve.&lt;br /&gt;
&lt;br /&gt;
Please note that you are not to write these abilities yourself for some permissions, such as those allowing for custom skills, spells, or abilities. Instead, only provide general vibes or baseline ideas you may have for certain abilities. Staff reserve the right to alter parts of your special permission anytime. They may require that some of your ideas or general guidelines be altered for balancing reasons or if the ability does not fit within the realm of lore compliance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minecraft Username''': (Include your Minecraft Username here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Character Name''': (Your character’s full name)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Approved Character Application Sheet''': (Link your character’s approved character application here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Application Type''': (For example, Backstory Attachment, Custom Magic Grimoire etc)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Details''': (Include as many paragraphs as you like on the details of the permission you want. For example, what sort of backstory attachment do you want? What does it include? If you want a custom magic kit, what kind of spells are you looking for)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Intent''': (Outline what you intend to do with the permission, and why we should approve it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon delivery of a special permission, the player must include the details of the special permission in their Character Applications, under the Basic Information Section of their App. Simply denote a new heading called ‘Special Permission’ and link your Special Permission document there, and designate what Special Permission it is you have.&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1697</id>
		<title>Special Permissions</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1697"/>
		<updated>2025-08-21T18:07:57Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When crafting a character, you may encounter a creative impasse or feel that the character could benefit from additional elements to enhance their role in the general roleplay scene. Special Permissions are designed to provide these extra features, though not without certain conditions. They aim to facilitate the creation of unique characters based on a player's vision for their design and purpose.&lt;br /&gt;
&lt;br /&gt;
Special Permissions vary in complexity. Some Special Permissions can be as simple as a backstory attachment, which would allow a character to include deep lore or some kind of unique historical inclusion in a character’s life story that would not usually be accessible to most players. On the other hand, other Special Permissions can permit the creation of custom spells for a magic-using character, adding a layer of uniqueness to their roleplay. However, each permission comes with its own set of conditions that must be met for approval, detailed below. If this has already caught your attention, please see Special Permission Types on this page to see what Special Permissions can be applied for. &lt;br /&gt;
&lt;br /&gt;
==What are the prerequisites?== &lt;br /&gt;
&lt;br /&gt;
Due to the nature of Special Permissions and the additional perks and benefits that come with them over that of any other regular player character, Gears of Galudon Staff expect certain conditions to be met to firstly earn the right to use them and then secondly, to maintain in the long term. At a baseline, Gears of Galudon Staff would like applicants to note the following universal conditions that have to be met: &lt;br /&gt;
&lt;br /&gt;
#Your character must be an active, approved character. &lt;br /&gt;
#Your character must actively engage with other characters or within a group. &lt;br /&gt;
#You must have a general plan as to what you wish to do with your special permission, if granted.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following factors will be taken into consideration by Gears of Galudon Staff when reviewing your Special Permission Application. &lt;br /&gt;
&lt;br /&gt;
#All previously mentioned conditions laid out above. &lt;br /&gt;
#Does the player have a good community standing and roleplay history on Gears of Galudon. &lt;br /&gt;
&lt;br /&gt;
Depending on the Special Permission, mandatory conditions will be required to continuously use that permission. They may be any or all of the above or additional elements implemented by Staff for that specific tier of special permission. In some cases, Staff may impose a custom upkeep requirement on your special permission where Staff believe additional elements must be considered for its continuous use. &lt;br /&gt;
&lt;br /&gt;
Moreover, please note that the upkeep requirements for multiple special permissions is greater than if you only hold one. For each special permission after your initial special permission approval, the line count increases by 50%. Additionally, the number of groups you need to be involved with also increases, as are staff expectations for the character's involvement in the progression stories. &lt;br /&gt;
&lt;br /&gt;
Special Permissions are reviewed every 2 months to ensure their prerequisites and upkeep requirements are met. You will be notified if you are no longer meeting the special permission requirements and be given a timeframe in which you can attempt to fulfil their requirements. You can of course always choose to revoke your special permission if you no longer play the character or if you feel the upkeep or prerequisites are becoming too difficult to manage. &lt;br /&gt;
&lt;br /&gt;
Additionally, you can apply via discord ticket to have your permission re-reviewed. This is especially useful in situations whereby you feel you aren't getting enough mileage out of your permission, and want parts or all of the permission redone to better fit your playstyle. Note however, Staff have the final say in what goes into your special permission. If Staff believe that the permission is balanced and is adequate for the character, you may be told to continue with your current permission. &lt;br /&gt;
&lt;br /&gt;
==Special Permission Tiers and Types==&lt;br /&gt;
===Tier 0 Special Permissions===&lt;br /&gt;
Tier 0 Special Permissions are on server benefits that require the least amount of pre-requisite attainment. Having one of these permissions does not impact any further special permissions, meaning that the upkeep requirements do not stack, as there are no upkeep requirements for Tier 0 permissions. These permissions are solely one time benefits to players that satisfy the following criteria: &lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet a 600 roleplay line requirement for the past two months, or have first joined the Gears of Galudon server at least a month prior to the application. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rental Region Decoration''' - When granted, Gameplay staff will decorate your rental region to specifications requested insofar as is possible. There is no requirement to upkeep this permission, and once the region is decorated, changes can be requested down the line with another application.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Special Permissions===&lt;br /&gt;
Tier 1 Special Permissions are basic permissions that require only a small amount of upkeep. The pre-requisites and upkeep requirements can be read below:&lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Backstory Attachments''' - When granted, the Backstory Attachment special permission, allows players greater flexibility in incorporating details into their character's backstory that might typically be restricted. This permission allows for elements such as being the illegitimate child of an NPC foreign dignitary, having a lifespan extended to 1,000 years due to a curse, or other unconventional details. It opens the door to various possibilities, including but not limited to extended ages, elaborate family histories, and participation in exceptional in-character historical events. Backstory attachments can sometimes have special impact conditions that may assist you in progressions.&lt;br /&gt;
&lt;br /&gt;
'''Foreign Notoriety''' - Players may wish to write into their character application that they have particular influence, sway, and power in another country in Lore. The details are not limited, so you can be as creative as you wish provided it does not break established, Staff written Lore. &lt;br /&gt;
&lt;br /&gt;
'''Special Building Rentals''' - Certain buildings on the server are accessed not through the rental process but by application.  These include all factory builds, the bar on Meridian Street, the brothels in Paradise Court, offices in the media building, homes and businesses at the docks and the northern mining camp,  and farm buildings on the outskirts of town.  &lt;br /&gt;
&lt;br /&gt;
There are many larger factories and lumber mills dotted around the city of Ironhurst. These are not rentable - rather, they are assigned on an application basis, with a one-time sum to be paid for the lease agreement. These buildings are meant to be used for businesses such as; coal processing, iron working, copperworks, clay and brick manufacturing, food production, weapons production, lumber sales, mining sales, or another similar business venture.  &lt;br /&gt;
&lt;br /&gt;
Please note that any alterations to the exterior are not allowed and will result in the forfeit of the building.  Any interior things that come prebuilt and that you'd like to change should be discussed with Staff. Players who have not found a building suitable for what they want it for should make a ticket and discuss this with Staff. Note that the location, aesthetic, and purpose should be devised prior to application. Staff will not entertain huge makeovers of a building if another one is already suited to the purpose. Interior design and help designing working processes will be given to all those accepted. A list of ready-built buildings for application can be found [https://docs.google.com/document/d/1qMuJX3xmHOsdZNswRB0hJWyE6D5dU5886yLhpqOdLvY/edit HERE]. &lt;br /&gt;
&lt;br /&gt;
===Tier 2 Special Permissions===&lt;br /&gt;
*Activity: The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Custom Magic Grimoires''' - Some players may wish to have a custom spell kit outside of the written magic schools. You can apply for such here, but you must include the type of aesthetic you want, some ideas for some of the spells, and some general backstory as to how they can to utilize this custom magic. &lt;br /&gt;
&lt;br /&gt;
'''Character “Level Ups”''' - The Character ‘Level Up’ special permission gives a player additional Talent Points to spend on their Character Application. This is reserved for characters who have proven themselves to excel within their field. This means that the character has worked towards improving their skill and has the roleplay to back it. A level up is for characters with history and not those fresh into Ironhurst.&lt;br /&gt;
&lt;br /&gt;
'''Character Virtuoso''' - This Special Permission allows a player to bypass 3 Point per 1 Talent Subcategory cap to allow for 2 Talents at 3 points. A Virtuoso is a character who has mastered two talents. They have put all their time and effort into mastering their talents of choice and are now rewarded with an exceptional level of expertise. The difference between a Virtuoso and a Level Up is that a Virtuoso is more focused on what you can assign your points into,  while a Level Up can be more generalist, like a proficiency point increase in D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
'''Criminal Gang Bases:'''  Criminal Gang Bases are intended to house gangs as they complete their nefarious deeds. Criminal bases are available in both Shademire Tunnels and The Maw. Gangs wishing to claim a base should have a minimum of three players in their gang and intend to not only utilize it for crime-related roleplay but also as a way to carve out territory and control it in their respective locations. Please make a ticket with the base you would like to occupy and tag @build in your ticket.  &lt;br /&gt;
&lt;br /&gt;
===Tier 3 Special Permissions===&lt;br /&gt;
'''Activity''': The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Player Interaction: The player must make reasonable efforts to interact with the general playerbase. Permission holders must not brickwall roleplay, or otherwise engage in ‘clique’ like behavior, so as to ensure that the permission is used for the benefit of the larger roleplay community. &lt;br /&gt;
&lt;br /&gt;
*Player Longevity: The player must have been on the server and actively playing for at least 3 months. Because of the nature of these types of permissions, they award considerable character boons, powers and abilities. As a result, we ask that those who are applying for these permissions have been on the server for a reasonable amount of time and have met the activity quotas for the previous 3 months (600 roleplay lines per month.)&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Cursed Being''' - With this special permission, you can further empower your Cursed character by gaining new, unique mutations, powers, and aesthetics that are not common for the Cursed Affliction you play. These characters have consistently stood out and kept strong in Ironhurst. These characters can benefit from custom abilities based on your wishes and Staff’s approval or compromises. Furthermore, your Cursed Being will be considered a ‘Sovereign Beast’, the highest in the food chain for your respective Cursed Affliction.&lt;br /&gt;
&lt;br /&gt;
'''Folk Hero''' - A folk hero special permission empowers a “good” character,who has illustrated good virtue and moral values with additional combat skills, tantamount to an excellent fighter or soldier. Folk Heroes, however, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Folk Heroes cannot become ‘evil’ or ‘morally ambiguous’ characters at any time. They are intended to act as the ‘good guys’ in roleplay, fighting for justice for the people. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia. &lt;br /&gt;
&lt;br /&gt;
'''Outlander''' - Outlanders are the polar opposite of Folk Heroes. Outlanders are fighters considered ‘evil’ or ‘chaotic’ characters, who are mostly disliked or outcasted for their brutish combat habits but are still excellent fighters and/or soldiers. Outlanders, like Folk Heroes, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Outlanders cannot at any time become ‘good’ characters and must remain either ’evil’ or ‘morally ambiguous’ but always self-serving. They are intended to act as the ‘bad guys’ in roleplay or those that cannot be easily trusted. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia, but also extremely outcasted and disliked for being dishonorable fighters.&lt;br /&gt;
&lt;br /&gt;
==How Do You Apply For A Special Permission==&lt;br /&gt;
Applicants should make a ticket on the Gears of Galudon Discord through our Ticket Bot (Ticket Tool). The following application template should be filled out and posted for Staff review. It is advisable to be as detailed as possible in these sections to give Staff a clear understanding of what granting you a Special Permission is likely to achieve.&lt;br /&gt;
&lt;br /&gt;
Please note that you are not to write these abilities yourself for some permissions, such as those allowing for custom skills, spells, or abilities. Instead, only provide general vibes or baseline ideas you may have for certain abilities. Staff reserve the right to alter parts of your special permission anytime. They may require that some of your ideas or general guidelines be altered for balancing reasons or if the ability does not fit within the realm of lore compliance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minecraft Username''': (Include your Minecraft Username here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Character Name''': (Your character’s full name)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Approved Character Application Sheet''': (Link your character’s approved character application here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Application Type''': (For example, Backstory Attachment, Custom Magic Grimoire etc)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Details''': (Include as many paragraphs as you like on the details of the permission you want. For example, what sort of backstory attachment do you want? What does it include? If you want a custom magic kit, what kind of spells are you looking for)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Intent''': (Outline what you intend to do with the permission, and why we should approve it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon delivery of a special permission, the player must include the details of the special permission in their Character Applications, under the Basic Information Section of their App. Simply denote a new heading called ‘Special Permission’ and link your Special Permission document there, and designate what Special Permission it is you have.&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1695</id>
		<title>Copperguard</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1695"/>
		<updated>2025-08-17T13:25:56Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is now known throughout the Kingdom of Galudon as the Copperguard Enforcers—a prestigious and storied law enforcement body—is the culmination of over a thousand years of tradition, service, and royal mandate. Few remember that this institution began in Ortim as the '''Order of the Verdigris''', an ancient brotherhood sworn to defend the early Humans of Pannotia from both internal unrest and the dangers of the wilds. The Order of the Verdigris followed early Galudonian settlers to what is now Ironhurst almost 700 years ago. In 1124 AE, the Order was formally restructured by royal decree into the Ironhurst Metropolitan Enforcers, becoming a vital shield against civil disorder and a sword against the dangerous fauna and lingering arcane threats that plagued the region. However, over centuries this name has fluctuated with each new monarch.&lt;br /&gt;
&lt;br /&gt;
Under the modern reign of King Frederick Caelock, the force was reimagined and renamed the ''Copperguard Enforcers''—a title that honors its origins, with “verdigris” referring to the green patina on aged copper, embracing the name by which it’s commonly known: ''The Copperguard''. In 1825 AE, just a few years later, King Frederick reinstated its Royal Charter following extensive discussions with his brother, Prince Ambrose Caelock—a former Commissioner of the Order and a highly respected figure within the Order of the Verdigris. This marked a complete restructuring of the organization, merging its traditional roots with its modern identity, while the public continued to refer to it simply as ''The Copperguard''. Still overseen by a Lord Commissioner, the central Copperguard structure has been broken into various Departments, each with its own Commander and all under the umbrella authority of the Order’s Lord Commissioner.&lt;br /&gt;
 &lt;br /&gt;
Though modernized, the Copperguard retains its historic role as the Kingdom’s primary force for law and order. Once revered as a pillar of stability in Ironhurst, it now faces a deepening recruitment crisis, with declining numbers weakening its presence. Crime festers in the city’s Maw and impoverished districts, presenting again the recurring threat, not of monsters, but of neglect and growing disillusionment. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the wake of the Great Equilibrium in the year 11AE, the Order of the Verdigris emerged as a stabilizing force amid the chaos that followed. The world beyond was still reeling—shattered ecosystems, arcane turbulence, and fractured nations left humanity’s future uncertain. Within the human homeland of Ortim, however, a flicker of order remained. It was under the leadership of the legendary soldier Aedan Varinhold that the Order was born. Elevated to the newly-forged title of High Custodian, Varinhold laid the foundation for a lawkeeping brotherhood steeped in valor, discipline, and sacred duty. The Order’s purpose was threefold: to uphold the laws of the nascent Ortimic governments, to combat rising threats—both mortal and monstrous—to humankind, and to defend the borders against the dark unknowns pressing in from beyond.&lt;br /&gt;
&lt;br /&gt;
Wearing copper-inlaid armor that tarnished to green, the Order’s name—Verdigris—became symbolic of resilience through time and corrosion. Their role quickly expanded from city watch to national safeguard, evolving into a revered institution across Ortim’s many nations.&lt;br /&gt;
&lt;br /&gt;
By 50AE however, the cracks in Ortim’s stability deepened once more. Signs of ecological and arcane collapse began to resurface. Harvests failed beneath sickly, starless skies. Waters frothed with unnatural tides. Sea creatures—twisted, unrecognizable—washed ashore in droves. Whispers spread that the Great Equilibrium had not truly held; its balance merely delayed the inevitable. It was clear that the events had left a marking effect that still lingered, decades after its conclusion. &lt;br /&gt;
&lt;br /&gt;
As fear took hold, the Order of the Verdigris once again stepped into the breach. Charged with defending crumbling Kingdoms, they stood as bulwarks against escalating threats. In the face of this encroaching ruin, many of Ortim's sages, nobles, and its surviving citizenry came to a fateful conclusion: the homeland must be abandoned to better handle the threats plaguing them from Aesox itself. With little power to prevent this, the Kingdoms of Ortim could only stand helpless as it watched the majority of its population prepare to leave the country.  Thus began the Great Migration—a desperate, unprecedented exodus of humanity across the seas to the distant and largely unknown continent of Aesox.&lt;br /&gt;
&lt;br /&gt;
The Order, now fractured into regional cohorts, served as guardian-legates, fleet marshals, and protectors aboard the massive flotillas. Their centuries of experience—especially in surviving arcane anomalies and wild incursions—proved instrumental in establishing footholds upon Aesox’s shores. These early settlements would some day flourish to become the major Human nations we know today, all thanks to the stalwart protection of the Order. &lt;br /&gt;
&lt;br /&gt;
Between 488AE and 522AE, the Order undertook what would later be termed the Twilight Marches—a series of long-range expeditions into the interior regions of Aesox. The objectives of these marches were threefold: to explore and chart uncolonized territory, to establish diplomatic or defensive buffers with non-human polities, and to identify new resources necessary for the sustainability of emerging kingdoms.&lt;br /&gt;
&lt;br /&gt;
Among the most notable figures of this era was High Custodian Theryn Fernmourne, whose successful defense of the frontier valley now known as the city of Saltzpyre-upon-Barrow  is widely credited with securing the location of the future Kingdom of Fernmourne. His leadership marked a turning point in the Order’s evolution from a migratory defense force to special regional policing forces, before his retirement to become the first King of Fernmourne. &lt;br /&gt;
&lt;br /&gt;
In the centuries following, the Order of the Verdigris endured—but in steadily diminishing numbers. With the completion of the Great Migration and the stabilization of early human settlements across Aesox, the Order found itself without the unifying mission that had once defined its purpose. Many of its members, inspired by the example of High Custodian Theryn Fernmourne, chose to lay down their roaming arms and establish themselves as localized peacekeeping forces, evolving from continent-spanning protectors into more static enforcers of law and civic order.&lt;br /&gt;
&lt;br /&gt;
This transition was in many respects both inevitable and necessary. The Dwarven Incursions—a series of frequent and violent raids from subterranean and mountain strongholds during the 8th century AE—required experienced warriors to remain stationed in growing human nations. These regions, birthed from the settlement period of the Migration, now required permanent protection rather than itinerant defenders.&lt;br /&gt;
&lt;br /&gt;
Many former members of the Order, disillusioned or drawn by the opportunity for autonomy, formally severed ties and established new guilds and martial orders, adapted to the political and geographical realities of their respective regions. This fragmentation marked the first true schism in the history of the Order of the Verdigris and initiated a long decline in its influence, resources, and unified identity. By the turn of the 11th century AE, the Order had become increasingly regarded as a relic—respected for its foundational role in the survival of humankind, but functionally obsolete in a world that had moved beyond the trials of exodus and exploration. Its role in active governance and defense had largely been supplanted by regionally organized forces.&lt;br /&gt;
&lt;br /&gt;
The fortunes of the Order began to shift in the early 1070s AE, when the remaining adherents—those who still upheld the original tenets of service, vigilance, and expedition—were approached by three of the most powerful aristocratic houses in western Aesox: House Caelock, House Abberton, and House Credge. These aristocratic families, seeking to expand their influence and populate a strategically significant but as yet uninhabited island off the western coast of Aesox, proposed a joint venture. The surviving leadership of the Order, recognizing both the peril and potential of the mission, entered into extensive negotiations with the families. A formal accord was eventually reached: in exchange for committing to the colonization and protection of the island, the Order would receive substantial financial and logistical support.&lt;br /&gt;
&lt;br /&gt;
The agreement was more than a mere transaction. For the Order, it represented a final opportunity—perhaps even a last chance—to restore its relevance, renew its founding purpose, and demonstrate that the virtues of vigilance, adaptability, and sacrifice remained vital, even in a world no longer defined by mass migration or existential peril.&lt;br /&gt;
&lt;br /&gt;
The first major hurdle for the Order came in the form of the evacuation or destruction of dangerous native fauna in the South-West, where the great ships had made landfall. These creatures posed a significant threat to the fragile early settlers, and their removal was essential to ensure the safety and viability of the burgeoning colony. Only after this was accomplished could the foundations of the first permanent settlement, Ironhurst, be laid.&lt;br /&gt;
&lt;br /&gt;
Shortly after disembarkation, a new crisis emerged: an outbreak of Collopox, a virulent and little-understood disease. The Order was swiftly tasked with enforcing strict quarantine measures. All inbound ships were ordered to remain moored offshore for forty days to prevent the illness from spreading like wildfire among the vulnerable settler population. During this period, healers and apothecaries worked feverishly to develop a cure using samples from those already affected on land. It was amid this turbulence that Ironhurst’s first immigration and health laws were drafted and ratified by the Triumvirate families of Caelock, Credge, and Abberton. These founding laws empowered the Verdigris Order with legal authority to oversee enforcement. Once the worst of the infection was contained, the Order began patrolling the settlement’s streets under Triumvirate directive, ensuring that the fragile order of the new society held firm.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed, the Verdigris Order remained steadfast in its duties, evolving into a central pillar of Ironhurst's civic life. They became both wardens of justice and bulwarks against external threats, adapting to a world in which crises became more political than survivalist. Their presence, once provisional, became expected—woven into the everyday rhythms of Ironhurst. This continued until the rise of Bernard Abberton, who was crowned the first King of Galudon. It was under his son, Prince Liam Abberton, that significant reform took place: in 1124 AE, Liam championed legislation that formally codified the Verdigris into the Ironhurst Metropolitan Police Force. The move was controversial and widely opposed within the Order. Many of the older members, disillusioned by what they saw as a betrayal of their ancient traditions and a subjugation to royal bureaucracy, returned to Aesox in protest. Yet those who remained within the newly minted Metropolitan continued to uphold the Order’s original tenets—vigilance, adaptability, and sacrifice—despite the change in name and structure. Tradition endured, even as the institution evolved.&lt;br /&gt;
&lt;br /&gt;
In the inaugural year of the Police Force, crime was a surging problem within the Capital of Galudon. The first year of founding was a treacherous one, with riots that almost caused an earthquake across Galudon over policies passed by the founding families of Galudon. The police were tasked with quelling riots across the city for months across the summer seasons. The winter rolled in, and so did more unrest as famine ravaged through the city, killing 7,500 citizens within the poor districts of Ironhurst. Within hours aristocratic families within the city reported having bottles, rocks, and bricks thrown at their luxurious estates of wealth. Soon those rocks turned to burning objects which caused several tragedies. Overall just in the ruckus of the riot, 25 citizens were killed. A major boost to the legitimacy of the Metropolitan was their handling of this situation. The inaugural Commissioner, Prince Liam Caelock dispatched forces to several homes to break up the crowds of riots, arresting and notably not escalating tensions with the roaring crowds. No people were injured aside from guardsmen in this incursion. This occasion would go down in Galudonian history as the Evening of Serenity After The Storm. &lt;br /&gt;
&lt;br /&gt;
Years after this incursion, as the industry began to develop within Galudon and Ironhurst respectively, so too did trust within the city's localized police force, former buyers remorse from the families who incurred the founding soon faded as a calm populace presided within the city's walls. &lt;br /&gt;
&lt;br /&gt;
However, decades of peace seemingly fell to a close when in 1197AE, a criminal uprising within Rattletrap threatened the city's absolute safety. The mounting growth of several gangs in Rattletrap led to a tricky power balance between the city's rich and poor. The Police had grown complacent with their jobs, this mounting pressure blowing to a head when hundreds of gang-affiliated members flooded the streets toward the legacy parliament building, where they intended to surround the parliament until a negotiation was had between the current governance and the leaders of several Criminal Organizations within the city. Most notably, infamous Crime Lord Sage Westhorn was at the head of this uprising.&lt;br /&gt;
&lt;br /&gt;
The newly elected Commissioner Reimar von Ichk was tasked to deal with the chaos, with him all available guardsmen to parliament for defence. It was here a battle of blood ensued for a little under an hour, several Metropolitan forces being wounded on the day, with two passing from the brutal confrontation. The insurrection attempt in the end proved futile. The Copperguard with relatively superior equipment and tactics from their Commander seemed to shine through. Wariness crept into the poor districts of Rattletrap and the Underground, reverberating like an echo throughout the brick walls. The police in the months following would clamp down harshly on the growing Criminal base within the city, openly raiding Rattletrap on numerous occasions throughout the year 1197AE and even into the following year.&lt;br /&gt;
&lt;br /&gt;
The next couple of centuries passed with relative calm. Though major crimes did occur from time to time, the Ironhurst Metropolitan Police—descended from the old Verdigris Order—handled each one with swiftness, discipline, and tact. Their quiet competence helped ensure that the peace endured, and the authority of the monarchy remained largely unchallenged.&lt;br /&gt;
&lt;br /&gt;
That stability was shaken in 1346AE when the last male heir of House Abberton succumbed to a rare cymrinite-related illness. With no direct successor to inherit the crown, the balance of power shifted decisively. House Caelock, long relegated to matters of regional governance and often the administrative backbone of Galudon, seized the opportunity. Although technically subordinate to the monarch, the Caelocks had, in practice, wielded immense influence across the Kingdom, particularly in the northern provinces where royal presence was historically light. Their popularity among the people was considerable—largely earned through their pivotal role in unifying the disparate former Four Kingdoms into one solid Galudonian Kingdom. Many still credited them with securing victory in the wars of consolidation, a legacy that resonated incredibly deeply with the populace.&lt;br /&gt;
&lt;br /&gt;
When civil unrest erupted—spurred by factions still loyal to the now-defunct crowns of the old kingdoms—newly crowned King Wilhelm Caelock moved swiftly. Recognizing the fragility of his claim and the need for an institution both respected and feared, he conferred a new Royal Charter upon the Metropolitan Order. This charter not only reaffirmed their role as guardians of the realm but also restored and codified many of their ancient Verdigris traditions, long neglected under the Abberton reign.&lt;br /&gt;
&lt;br /&gt;
Under this renewed mandate, the Metropolitan was revitalized. Over the course of six tense months, they joined forces with loyalist Caelock troops to quell the uprisings, dismantle insurgent cells, and re-establish order. Their campaign was methodical and relentless—but also tempered by the institutional memory of the Order’s original values. By year’s end, peace had returned, and the Caelock transition of power was secured, smooth in its final execution and widely accepted by a weary but reassured public.&lt;br /&gt;
&lt;br /&gt;
In 1578AE, a masked individual was thought to have broken into several wealthy estates throughout Irronhurst. It was much later in the evening, hours teetering toward Midnight when Captain George Farrack received a letter in strange handwriting. Reddish coloration appeared to be written within the blood, the individual in the letter claimed to have kidnapped members of both the government and Royal Family in Princess Anika Caelock, who had been to the city for a tour of the city’s annual summer festival.&lt;br /&gt;
&lt;br /&gt;
The individual in question would go on to be identified as Sylas Markeson, an infamous Galudonian serial killer who reigned with terror from 1557AE until his inevitable demise in 1580. The Captain urgently rang the alarms and bells, however a notable loss was the absence of the Commissioner, who was in the midst of a hearty battle with a disease. No interim Commissioner had been established. Captain Farrack rallied all available to the parlay location mentioned within the letter, however, he only brought a small contingent force, ordering the rest to stay a mile off of the location to not cause things to go awry.&lt;br /&gt;
&lt;br /&gt;
It was here where absolute heroic ability took over. Whilst approaching from a distance, alongside his other Captain Alistair Kirk, being an archer himself and seeing an easily accessible flank, Captain Farrack would go on to propose to his fellow policeman to approach the figure. While a former member of the military's reconnaissance unit, from which he garnered many skills, Captain Farrack only narrowly managed to sneak to a flank position, where he readied his arrow. He waited calmly, until a signal was provided by his fellow guardsman. On the shot, he took out the leg and knee of Sylas Markeson, causing him to fall to the ground, where he was promptly arrested.&lt;br /&gt;
&lt;br /&gt;
The main force a mile off was given the signal to roll in and raid the house where Markeson had held the notable members of Galudonian society. Only after freeing the women did the men discover the absolute horrors of a serial killer, and the national story took off from there as whispers of bodies being pulled from the house by the handful swept the city like wildfire. Markeson would go on to face trial for the murder of 12 citizens, as well as the kidnapping and endangerment of a member of the Royal Family. He was sentenced to death in 1580AE, on June 15th.&lt;br /&gt;
&lt;br /&gt;
Most recently, after the rebranding under Commissioner Sibyllad Lykke, the Metropolitan Police Force was re-marketed into the Copperguard Enforcers in 1824 AE by King Fredrick Caelock. In one of Galudon’s most trifling years in centuries, members soon found themselves at the head of one of the biggest scandals in the kingdom's history.&lt;br /&gt;
&lt;br /&gt;
After the sounds of a gunshot were heard at the Parliament, the city sat on the edge of their seats. Soon, a radio broadcast of Alexandre Silva rang throughout all of the city's active speakers, citing that the Field Marshal had been shot by the then Prime Minister Bilbur Brumsfield. Copperguards were quickly dispatched to oversee the investigation of the assassination of such a notable figure of Galudonian society and statehood. The resolution for this event would be solved in the long term.&lt;br /&gt;
&lt;br /&gt;
However, what came were riots that shook all through Ironhurst. Political dissidents and people from impoverished and plagued quarters of the cities stormed public buildings, destroying them and wreaking absolute havoc, some buildings going up in flames from the unrest. Dozens were arrested for these actions as Copperguard members slowly combated the rioting amongst the populace.&lt;br /&gt;
&lt;br /&gt;
Since then, the Copperguard has cycled through a succession of Commissioners, each bringing their own approach, but none able to fully adapt to the Kingdom’s evolving challenges. In mid-1825 AE, Prince Ambrose Caelock—a former and devoted member of the original Order of the Verdigris—successfully petitioned his brother, the reigning King, to fully disband the Copperguard and restore the Order of the Verdigris.&lt;br /&gt;
&lt;br /&gt;
Ambrose’s proposal was bold: to reconstitute the Order not as a single-purpose enforcement body, but as a network of specialized divisions. Each division would share equal authority to uphold peace and law, yet possess a unique operational focus tailored to counter the rising tide of modern crime. The aim was to blend tradition with innovation—reviving the Order’s ancient virtues while addressing the complexities of a changing world.&lt;br /&gt;
&lt;br /&gt;
Despite concerns from Princess Lyra Caelock, who feared the disruption such a dramatic reshuffle might bring, the King ultimately agreed. Thus, the Order of the Verdigris—still referred to as the Copperguard Enforcers—was reborn into the form recognized today.&lt;br /&gt;
&lt;br /&gt;
==General Structural Hierarchy==&lt;br /&gt;
The Order of the Verdigris retains most of its present day hierarchy however with formal titles from the previous order still being recognised as well. Departments are permitted to create informal titles for their own ranks up to the rank of Captain however the Lord Commissioner and Commander titles must remain the same. The Order follows the following hierarchy in respect of overall authority: &lt;br /&gt;
&lt;br /&gt;
*Lord Commissioner [High Custodian of the Verdigris] - The Lord Commissioner is tasked with oversight of the Copperguard, managing day-to-day tasks and paperwork capacities of the city's guard force. The Commissioner is also tasked with processing cases and maintaining a record of all cases taken by the Copperguard. The Commissioner is also the primary discipline within the Copperguard and holds authority over all Departments. The Lord Commissioner also convenes the Council of Commanders at Cannonade prison and holds a veto over all decisions made by other Commanders save for when the Council itself is unanimous on a decision. The Lord Commissioner can only be replaced by the Mayor and holds tenure for 3 months only. &lt;br /&gt;
&lt;br /&gt;
* The Royal Executioner - The Royal Executioner is a staff played NPC responsible for approving, denying and carrying out of advanced punishments such as maims or executions. The Royal Executioner may be contacted by a Commander of the Copperguard Enforcers whereby the Commander believes that the punishment for a crime fits that of the Royal Executioner’s duties. &lt;br /&gt;
&lt;br /&gt;
* Commanders [Verdigris Marshals]  - Commanders are the major authority over their specific department. Commanders are responsible for rank ups and rank downs within their own Departments as well as disciplining unruly Copperguards within their ranks, managing their department’s arrest reports, and issuing patrol routes. They are expected to hold fortnightly gatherings of their forces, keep the Department updated with goings on within the Commanders Council, and ensure that the Lord Commissioner’s will is carried out. &lt;br /&gt;
&lt;br /&gt;
*Verdigran Sentinels [aka Captains] - The Captains of the Copperguard are tasked with several things. Secondary in the line of command within their department, the Captain is tasked with maintaining order over other groups of Guards beneath them within their respective Department. The Captains are also primary detectives within the Copperguard, tasked with overseeing cases. &lt;br /&gt;
&lt;br /&gt;
* Copperwarden [aka Officers]- Officers are fully-fledged, tenured members of the Guard force. Officers are permitted to patrol alone as they choose. Officers are afforded basic day-to-day Policing duties, defined below. &lt;br /&gt;
&lt;br /&gt;
* Oathlings [aka Cadets] - The lowest rank within the Copperguard Order, Cadets are permitted official Law Enforcement powers so long as they patrol with a member of the Copperguard with the rank of Officer or above.&lt;br /&gt;
&lt;br /&gt;
==Previous High Custodians of the Verdigris [Lord Commissioners]==&lt;br /&gt;
'''11AE–58AE''': ''Aedan Varinhold'' – Founder and First High Custodian. Led settlers' defense during the Faunal Convergences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''58AE–122AE''': ''Mira of the Bronze Helm'' – One of the few female High Custodians in early history; known for taming the landscape in Eastern Aesox which would then become modern day Salytern and Wybrera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''122AE–174AE''': ''Orric Hansen''– Known for brutal efficiency, expanded rural enforcement posts across Aesox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''174AE–231AE''': ''Caelen Durren'' – Instituted the Oath of Seven Vows, still recited by new inductees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''231AE–294AE''': ''Seris Thornhall'' – Oversaw the quashing of the first Vampiric raids on what is now modern day Holzweald.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''294AE–343AE''': ''Theobald Graymark'' – Noted for his severe anti-magic reforms after the Vampiric Raiding Incidents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''450AE–488AE''': ''Theryn Fernmourne'' – Architect of the first Verdigris Divisions; restructured regional command, High Custodian of the Verdigris during the Twilight Marches and first crowned King of Fernmourne.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''488AE–558AE''': ''Jareth Quindle'' – Known for his “Silent War” with northern Aesoxian bandit kings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''558AE–626AE''': ''Elenya Wyrdglass'' – First Custodian to allow mages within the Guard ranks, overturning Theobald Graymarks legacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''626AE–682AE''': ''Harrow Fairfax'' – Instituted use of Copperbadges; gave the force its iconic symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''682AE–758AE''': ''Thomund the Ironchest'' – Famous for dual-wielding shields in battle. Memorialized in Solgardsborgs capital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''758AE–882AE''': ''Lira Sunshade'' – First Venyra High Custodian. Known for brokering peace with Outercliff tribes of the Kingdom of Salytern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''882AE–950AE''': ''Damon Suthraen'' – Oversaw early bureaucratic bloat; paved way for further reformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''950AE–1024AE''': ''Garrick Volenheim'' – Initiated the transition into Ironhurst Metropolitan Enforcers (1124AE).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1024AE–1089AE''': ''Isember Hollowborne'' – Famous for overseeing the first central command structure for the Order in Galudon, Cannonade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1089AE–1160AE''': ''Liam Abberton'' – Son of the first King of Galudon Bernard Abberton; cemented Royal control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1160AE–1201AE''': ''Reimar von Ichk'' – Formed the first beast-response division after the Eastern Breach of Galudon’s first defensive walls by Lycanthropes, put down a notable insurrection against Parliament by Crime Lord Sage Westhorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1201AE–1250AE''': ''Viera Dalmure'' – Celebrated for rooting out corruption in the force’s elite ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1250AE–1322AE''': ''Rufin Talebar'' – Expanded precincts into Rattletrap, known for a war-like approach to crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1322AE–1381AE''': ''Helra Windmoor'' – A reformist; beloved by lower ranks, assassinated under suspicious circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1381AE–1429AE''': ''Dovren Tallowgrave'' – Reversed many reforms; oversaw years of unrest and harsh suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1429AE–1490AE''': ''Selwyn Edrast'' – Rebuilt the force's image after decades of brutality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1490AE–1543AE''': ''Maera of the Three Vows'' – Instituted psychological and magical screening for recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1543AE–1602AE''': ''Jorund de Tarbora'' – Rumored to have been a Keldwikean agent; never confirmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1602AE–1650AE''': ''Sardun Draegur'' – The “Silent Custodian,” rarely seen, feared for internal purges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1650AE–1701AE''': ''Luthien Stonebranch'' – Restructured the force into new divisions based on aptitude for specific forms of city defence..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1701AE–1755AE''': ''Ansel Crowley'' – Introduced formal military hierarchy and new recruitment systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1755AE–1800AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard &amp;quot;Strike Wards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1800AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by the King halfway through his final term. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1818AE–1822AE''': ''Archibald Himmelsby'' – Attempted to have the Copperguard officially integrated into the Galudonian Military. This attempt failed. Instituted 3 month term limits for Lord Commissioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1822AE–1823AE''': ''Bilbur Brumsfield'' – Thought to have been elected due to a bureaucratic error, Brumsfield’s tenure was marked with a sizable uptick in corruption and stagnation amongst the Copperguard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE-1823AE''': ''Charles Verlice'' – Rarely seen, his rise to office’s only true note is the full delegation of authority to Captain Sybillad Lykke before he opted to resume military duties elsewhere. Tenure lasted 3 months. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE–1824AE''': ''Sybillad Lykke'' – First Orcish Lord Commissioner. Spearheaded recruitment processes during a significant downward spiral of Copperguard members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1824AE–1825AE''': ''Alistair Churchthorn'' – First undead Lord Commissioner. Alistair headed the Order for a lengthy spell, and was responsible for taking charge of city defences during the Dwarven bombings of Ironhurst in 1825AE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–1825AE''': ''Alexandre Silva'' – Known for ruthless interrogation techniques and for heading the Order during a period of severe unrest in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–Present''': ''Calibur Ashford'' – The first openly registered Cursed Lord Commissioner.&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
&lt;br /&gt;
*'''The Oath of the Seven Vows:''' While this tradition was briefly passed over, High Custodian Caelen Durren instituted it over a thousand years ago, and it has since been revived as a means to pay homage to the Order of the Verdigris’ ancestral roots. All new cadets of the Copperguard Enforcers are legally required to take this oath upon joining the order, as a means to show their dedication to being the sword and the shield of the Kingdom of Galudon. The Oath itself is split into Seven distinct vows. These are as follows:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;'''The Vow of the Path'''&lt;br /&gt;
''I shall go where others dare not, from mountain vale to broken coast, I walk the forgotten and the feared, that others may follow in safety. I shall keep vigil where others sleep.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Watch'''&lt;br /&gt;
&lt;br /&gt;
''Through Darkness, hunger, and the howl of things unknown, I remain unmoved, unblinking and unafraid.'' &lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Shield'''&lt;br /&gt;
&lt;br /&gt;
''I shall place myself between danger and the defenseless. Let my body break before theirs, and my name fall into silence, so that others may endure.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Word'''&lt;br /&gt;
&lt;br /&gt;
''I shall speak truth in courts and camps alike. No tyrant, no kin, nor commander shall silence what justice demands be said.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Lineage'''&lt;br /&gt;
&lt;br /&gt;
''I shall honor those who came before, and prepare the way for those yet to come. Their stories are my strength; my steps, a promise to the future.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Flame'''&lt;br /&gt;
&lt;br /&gt;
''I shall not retreat from the fire. In calamity or chaos, in war or wandering, I will remain when others scatter, and rise when others fall.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of Verdigris'''&lt;br /&gt;
''I shall bear the weight of time. As copper endures and changes, so too shall I be weathered, but unbroken; changed, but never faithless.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Coppersignets''' are a vital piece of identification for members of the Order, dating back to the founding of the Order of the Verdigris. Reinforced with Ferrovita, these signets are essential for activating and operating the Copperguards' Advanced Armory Equipment, ensuring it functions only for its rightful bearer. Historically, the copper component of each ring also serves as a visual indicator of seniority. A bright, shiny orange hue signifies a newly initiated oathling—often called a &amp;quot;shiny&amp;quot;—while the deepening green patina from natural oxidation reveals a long-serving veteran of the Order.&lt;br /&gt;
&lt;br /&gt;
*'''The Recognition Before the Verdigris Flame''' is a formal award ceremony conducted to honor members of the Order for acts of valor, distinguished service, significant contribution to the stability and safety of Galudonian society, or more commonly, to initiate new members of the Order formally. The event is held within the Hall of Oaths, a ceremonial chamber housed in the Order's central stronghold of Cannonade Prison. At the center of the Hall burns the Verdigris Flame, a symbolic brazier believed to have been continuously lit since the Order’s founding in the 1st century AE. The flame represents the enduring vigilance of the Order. Recipients are formally presented by their commanding officer, after which the Oath of the Seven Vows are read aloud by the honorees to assembled peers. The honoree then approaches the flame, placing their hand above its heat (without making contact) to symbolically accept their newfound oath. This process is repeated each time an honoree is also presented with a new accolade or reward.&lt;br /&gt;
&lt;br /&gt;
*'''The Elevation of the Shield''' is the official promotion ceremony within the Order of the Verdigris. It marks the formal advancement of a member to a higher rank and is regarded as both a practical and spiritual reaffirmation of one’s commitment to the Order’s ideals. The ceremony begins in the Hall of Oaths with the Summons of Merit (A recognised writ by the Lord Commissioner summoning a member to Cannonade for reward), wherein the candidate is called forward and publicly recognized for their service record. The commanding officer delivers a testimonial, and symbolic tokens may be presented—these often include medals or letters of witness of great deeds from comrades. At the core of the ceremony, a ceremonial copper shield is placed before the kneeling candidate. The presiding officer, often a Commander or the Lord Commissioner, strikes the shield three times with a sword, each strike corresponding to a formal declaration of the new rank. The candidate then rises and repeats an abridged version of the Seven Vows to affirm continued loyalty.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
Departments within the Copperguard Enforcers operate as distinct units, each led by its own Commander and functioning independently from one another. Despite this autonomy, all Departments fall under the overarching authority of the Lord Commissioner and the Council of Commanders. While they share the same core law enforcement powers, certain Departments are granted additional rights specific to their roles.&lt;br /&gt;
&lt;br /&gt;
Cooperation between Departments is allowed but not mandatory, as each reports directly to the Lord Commissioner. Every Department with four members or more has its own headquarters and issues unique uniforms, though all enforcers are identifiable by their chestnut-colored scarves and Copperbadges and Coppersignets, which must be worn at all times.&lt;br /&gt;
&lt;br /&gt;
Although each Department may use different titles within its internal hierarchy, all must follow the standard Copperguard rank structure recognisable to the public—typically including Cadet, Officer, and Captain, with all Commanders simply referred to as “Commander.” Rank distinctions may be visually reflected through minor uniform details such as colored trimmings or linings.&lt;br /&gt;
&lt;br /&gt;
Departments all share the same jurisdiction, however some departments may be granted additional rights that provide them with certain privileges over particular districts that other departments may not have. Notwithstanding, all Copperguards must transport prisoners to Cannonade Prison. While all Departments may have their own holding cells, all prisoners must be transported to Cannonade within 12 hours. All Departments also require their own Group Page on the Gears of Galudon Discord, which will list their Departmental aesthetic, lore, uniform identifiers as well as their rights and current members (Listed in order of hierarchy). &lt;br /&gt;
&lt;br /&gt;
The Lord Commissioner also has their own contingent of Copperguards. These are Copperguards who are not formally part of any Department or lack the numbers to create their own. Moreover, if a Department drops to two members or lower, they will automatically divert back to being part of the Lord Commissioner’s Copperguard Contingent with the same basic rights and privileges as all other Copperguards, but will be required to wear the standard Copperguard uniform and will operate directly out of Cannonade Prison.&lt;br /&gt;
&lt;br /&gt;
==How to become a Copperguard==&lt;br /&gt;
So you want to become a Copperguard? If you do, there are a number of ways you can do so. If you are starting out solo, you may apply to join an existing department. Each Department will have its own group thread on the Gears of Galudon discord server, which will have its own application template and will be reviewed by its respective Commander. You can apply in said thread, and tag the Commander of that department to review your application. If it is accepted, you are then formally made a member of the Copperguard!&lt;br /&gt;
&lt;br /&gt;
Moreover, you can also apply directly to the current Lord Commissioner of the Copperguard to operate as a Departmentless Copperguard Enforcer. This means you will wear the standard Copperguard uniform and operate directly under the Lord Commissioner. You must contact the Lord Commissioner in-game or over discord to commence this process. If you are unaware who the current Lord Commissioner is, please make a ticket and staff will provide their discord username.&lt;br /&gt;
&lt;br /&gt;
If you have more than four players that want to be part of the Order as its own separate Department, you may apply to create your own via Discord Ticket. You must follow the below application Template to make a Department, and this is true even for Copperguards who already belong to an existing Department. &lt;br /&gt;
&lt;br /&gt;
'''Username of Applicant:''' The Minecraft username of the applicant.&lt;br /&gt;
&lt;br /&gt;
'''Character name/sheet of Applicant:''' The Character name and approved character application of the individual applying.&lt;br /&gt;
&lt;br /&gt;
'''Department Name:''' The preferred title of your Copperguard Department.&lt;br /&gt;
&lt;br /&gt;
'''List of all members:''' A full list of all members usernames, character names and approved Character applications.&lt;br /&gt;
&lt;br /&gt;
'''Existing Criminal offences of any members:''' Names of characters with descriptions of any arrests/warrants made against them.&lt;br /&gt;
&lt;br /&gt;
'''Aesthetic:''' The overall aesthetic of the Department you would like. This can be as detailed as you please.&lt;br /&gt;
&lt;br /&gt;
'''Requested Rights:''' These are your preferred additional rights. You may list up to 3 but Staff have the final say on what rights you will get.&lt;br /&gt;
&lt;br /&gt;
'''Uniform Design:''' Describe what your uniform will look like and/or provide a minecraft skin base for it.&lt;br /&gt;
&lt;br /&gt;
'''Preferred District to Base:''' Which district would you like for your base to be made in. This may have to change depending on Gameplay staff’s input.&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement Powers==&lt;br /&gt;
''All members of the Copperguard regardless of their Department have the following rights:''&lt;br /&gt;
&lt;br /&gt;
* Copperguard members above their respective Cadet rank are permitted to arrest and process those who are actively breaking the Ironhursts’ Law. &lt;br /&gt;
* Copperguard members are permitted to use as much force as is reasonable to detain a person suspected of committing a crime. Reasonability can be determined by a Magistrate of Galudon’s Judiciary. &lt;br /&gt;
* The right to open and maintain investigations into peoples and organizations suspected to be engaged in criminal conduct. &lt;br /&gt;
* The right to openly carry police equipment and weapons while on active duty and patrol. &lt;br /&gt;
* The right to seize any personal belongings of an individual deemed to be evidence of their criminal offenses.&lt;br /&gt;
&lt;br /&gt;
''The Lord Commissioner of the Copperguard Enforcers has the following rights, in addition to the previously mentioned ones:''&lt;br /&gt;
*The right to cordon off entire districts of the city for the purpose of investigating criminal activity and anti-crown sentiments. &lt;br /&gt;
*The right to issue cease and desists to businesses suspected of engaging in criminal conduct pending criminal investigation. &lt;br /&gt;
*Is charged with issuing and managing weapon permits to the citizens of the capital. &lt;br /&gt;
*The right to issue radio broadcasting permits to individuals wishing to broadcast within the confines of Galudonian Law. &lt;br /&gt;
*The ability to, upon agreement with the Lord Protector of the Galudonian Military, enforce military lockdown and Marshal Law in emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The Copperguard provides all its enforcers with general standard issue equipment. All Enforcers, regardless of Department or rank are issued with the following equipment below:&lt;br /&gt;
&lt;br /&gt;
*'''Class VI Revolver:''' A six-shot revolver, finished in silver and black, issued as the standard sidearm. Reliable and durable, it is designed to assist in law enforcement operations and the protection of civilians. Should the Copperguard not have Firearm Proficiency, this grants immediate knowledge of Firearms, allowing them to roll normally. Upon a successful strike, deal 1d8 Damage.&lt;br /&gt;
&lt;br /&gt;
*'''Departmental Uniform:''' Each officer is issued a uniform bearing the distinct colors and insignia of their respective Copperguard Department. Accompanying the uniform is a chestnut-colored scarf, marked with a unique identification number woven along its length for individual tracking and ceremonial distinction. &lt;br /&gt;
&lt;br /&gt;
*'''Copperbadge''': A metallic identification badge affixed to the chest of the uniform. It serves as the officer’s legal proof of authority and rank, recognized throughout the Kingdom of Galudon. &lt;br /&gt;
&lt;br /&gt;
*'''Coppersignet Ring:''' A finely wrought copper-lined signet ring embedded with Ferrovita, a reactive alloy attuned to its wearer. This ring is essential for activating and synchronizing Advanced Armory Equipment, and doubles as a symbol of sworn duty to the Order.&lt;br /&gt;
&lt;br /&gt;
*'''Standard Restraints:''' A pair of Ferrovita handcuffs to conduct arrests of those who violate Galudonian Law. These cuffs adapt to fit all size wrists and are indestructible. Additionally, if it detects the restrained individual attempting to cast magic, it will emit a shock of electricity to incapacitate the caster. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Baton:''' Specially engineered electrical batons capable of both blunt force application and controlled electrical discharge. Designed for safe subdual of suspects in volatile situations. See the Galvan Surge Unique Combat Skill further below. &lt;br /&gt;
&lt;br /&gt;
*'''Field Journal &amp;amp; Stylus:''' A waterproof field log for case notes, reports, and witness statements. Some versions double as coded ledgers readable only by authorized signet rings.&lt;br /&gt;
&lt;br /&gt;
*'''Lumencrank:''' A compact, wrist-mounted light source powered by low-grade Steamtech. Emits adjustable beams of soft or piercing light—crucial for patrols in unlit quarters or subterranean routes.&lt;br /&gt;
&lt;br /&gt;
*'''Filter Mask:''' A lightweight respirator for protection against chemical agents, airborne toxins, or arcane pollution. Often deployed during riot control, quarantine, or thaumaturgic disturbances.&lt;br /&gt;
&lt;br /&gt;
*'''Signal Whistle:''' Known informally as the Brasscry, this is a finely crafted copper whistle designed to emit a piercing, triphonic tone that can cut through city fog, riot noise, and industrial clamor. &lt;br /&gt;
&lt;br /&gt;
*'''Triage Box:''' Compact first-aid pack including bandages, antiseptics, antitoxins, and an emergency Collopox inoculation vial—standard for officers in high-risk districts. Designed purely for emergency aid to facilitate the transport of the injured to more well equipped medical facilities, this Triage Box is able to heal a person as an action from Incapacitated to 3 Hit Points. Can be used on one individual per day.&lt;br /&gt;
 &lt;br /&gt;
*'''Enforcers Primer:''' A pocket-sized legal compendium containing summaries of Galudonian law, jurisdictional boundaries, and protocols—frequently updated by the Galudonian Legislature.&lt;br /&gt;
&lt;br /&gt;
==Advanced Armory Equipment==&lt;br /&gt;
The Copperguard have access to unique armory equipment. These are staff made lore items, which only Copperguards may use. These items can be withdrawn from the Cannonade Prison armory at any time, but every requisition must be recorded in the armory's logbook.&lt;br /&gt;
Equipment is limited—what remains in the armory is all the Copperguard can access and they will not be restocked. If an item is lost or stolen, it is gone permanently. Criminals who defeat a Copperguard can steal these items and trade them for rewards in the Crime System. As such, requisitions should be made with care, used wisely and logged in the armory logbook. These items have unique boons that can be used in combat, and often also have effects that can assist in combat against Magic and those with Curses. &lt;br /&gt;
  &lt;br /&gt;
When using Copperguard advanced armory equipment, the Copperguard must include the item in their rp/emotes by ensuring the item is in their hand and typing [i] to reveal the item in the chat. For example Mattigan Wrayburn: &amp;quot;Stop there, hands up!&amp;quot; The man exclaimed, aiming his [i] at the feeling criminals. The [i] will be replaced with the item name and description of whatever is in your main hand at that time.  &lt;br /&gt;
==Unique Combat Skills== &lt;br /&gt;
Similar to other Combat Skills available to certain Talent Point investments, members of the Copperguard Enforcers are granted 3 additional Combat Skills unique to their Order. These may only be used by current members of the Copperguard Enforcers and only while in uniform. Only one of these Skills can be used per Copperguard, per combat encounter. &lt;br /&gt;
&lt;br /&gt;
*'''Verdigris Hailcry''' - Nearby Copperguard within a 5x5 block square centered on the user can take one hit that turn without taking any damage. This Skill can be used in reaction to a successful attack against another Copperguard. This Skill cannot be used on the character using it. A Copperguard can only benefit from this Ability once per Combat.&lt;br /&gt;
&lt;br /&gt;
*'''Chain of Command''' - The Copperguard overwhelms a target within a 5x5 block square centered on the user with rapid fire shots to the sky causing all non Copperguard targets within to fall prone for one turn. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Surge''' - The Copperguard strikes out against an opponent within melee range with their Galvan Baton set to full voltage. The Copperguard must roll their Strength Ability Total against the target's Dexterity Ability Total for it to hit. If successful, the attack does 4 points of damage only but also disrupts the target's magic or cursed race abilities until the start of the user’s next turn  If the target is in any Transformation, it instantly reverts them back. &lt;br /&gt;
&lt;br /&gt;
==Membership Benefits==&lt;br /&gt;
The Copperguard is a well respected institution within the Kingdom of Galudon. As such, members enjoy special benefits for their work within the Order. Below you will find a list of said benefits. &lt;br /&gt;
&lt;br /&gt;
===Magnate Benefits===&lt;br /&gt;
&lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are granted a significant influence boon that will reward additional provinces. &lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are permitted to list their Copperguard family member in their progression orders to provide additional protection and investigative power to an order relevant to those traits. &lt;br /&gt;
&lt;br /&gt;
===Progression Benefits===&lt;br /&gt;
*Characters that are members of the Order may utilise Copperguard contacts in progressions to access additional information and secrets regarding a particular topic.&lt;br /&gt;
*Characters that are members of the Order generally are awarded more sway and leeway with the NPC population of the Kingdom, and can even gain access to notable NPC’s where their reason for doing so is well explained. &lt;br /&gt;
*Characters that are members of the Order may, once per progression, investigate a particular province for criminal activity. If any criminal activity is occuring within that province at the time of the progression, the information regarding that activity will be made public in the progression. &lt;br /&gt;
&lt;br /&gt;
===In-Game Benefits=== &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of Progression currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of In-Game currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Copperguards who achieve an accolade, such as completing a high profile investigation or succeeding in defending/recovering a district from Criminals through raids, may receive custom Lore items as trophies for their actions. &lt;br /&gt;
&lt;br /&gt;
===The Quartermaster &amp;amp; Bounty Master Reward System===&lt;br /&gt;
As a part of the Crime &amp;amp; Justice system itself, the Copperguard have their own reward system and individuals that give them tasks to compete for higher boons and rewards itself. There will be two individuals that work with the Copperguard itself, that being The Quartermaster and the Bounty Master. &lt;br /&gt;
&lt;br /&gt;
See here for the full list of rewards as part of the [https://docs.google.com/document/d/16LqeU_eEIGNqDCNTHsm3C40Z_oOHRSPmo4eq3YBSpnA/edit?usp=sharing Quartermaster and Bounty Reward System]. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n, BillyTheScruffy&lt;br /&gt;
|Processors = Ashurism, BillyTheScruffy, Vegemiite, Bimberi, Marytha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Full Name	The Order of the Verdigris&lt;br /&gt;
Pronunciation	Or-dah of the Ver-dee-gree&lt;br /&gt;
Colloquial name The Copperguard&lt;br /&gt;
Leader 	Calibur Ashford&lt;br /&gt;
Force Size	150,000&lt;br /&gt;
&lt;br /&gt;
[[category:Combat Organizations]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Humans&amp;diff=1693</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Humans&amp;diff=1693"/>
		<updated>2025-08-17T01:53:28Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image = Vyrixine1.png|600px&lt;br /&gt;
|pronunciation = Hue-man&lt;br /&gt;
|population = 328 Million&lt;br /&gt;
|naming = Any Irl Customs&lt;br /&gt;
|magic = Yes&lt;br /&gt;
|minmaxage = 110&lt;br /&gt;
|minmaxheight = 5ft - 6'7&lt;br /&gt;
|weight = 168&lt;br /&gt;
|eye = Black, Blue, Green, Orange&lt;br /&gt;
|hair = Black, Blonde, Brown, Ginger,&lt;br /&gt;
|skin = Any IRL Colours&lt;br /&gt;
|halfbreed = Dwarves, All Elves, Ferox.&lt;br /&gt;
|Credit = none&lt;br /&gt;
|}}Unlike the Elves who are renowned for mastering the arcane or the orcs who lead the technological field, humans are instead known for their abundance and adaptability in the known World. Believed by many to have first established themselves on the continent of Ortim, Humans have gradually, over thousands of years, colonized lone landmasses untouched by the pre-existing races and have established themselves as a powerhouse in their own right by sheer numbers alone. Humans that were native to Ortim, were historically often forced to become indentured servants to the long-established Dwarven Kingdoms, but have since evolved and grown into controlling their own, the likes of which even rival the ancient Elven ruling families and Orcish Chieftains. Due to aggressive expansion and exploration, Humans have adapted to form distinct cultures and governments -- all differing in worldview, class structure and goals and for that reason, it's not too surprising that the Humans that inhabit the Kingdom of Galudon range from all sorts of sizes and skin color, creed and beliefs. [[File:Humans2.png|thumb|Rivalled only by Elves in terms of their numbers, Humans are considered to be some of the most resilient peoples in the world, championing technology Pannotia-wide. ]]&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Humans have been categorized by other significant races such as the Elves and Orcs as being simple ‘inferior’ versions of themselves. This is due to the fact that when you place an Elf and a human side by side, the only true distinctions that can be made for a human in contrast to an elf are the lack of pointed ears, a shorter stature and that humans can be far more muscular than their traditionally lean elven cohorts. In truth, Humans are the most versatile in terms of phenotype as they can be a wide array of different body types, hair lengths, heights, weights, and skin colors. They are bipedal, standing on two legs and possessing two arms. They are able to reach heights of up to 6 foot 7 inches, though this is rare for the vast majority of the Human race but there are some offshoot peoples who have an innate ability for such, such as the women of the [[Istis Clans]]. Humans can be incredibly strong, but always dwarf in comparison to the Orcs that inhabit the workhouses, factories, and engineering companies. Humans are not born with tapped magical abilities, so mutations are uncommon, but rather the capacity to use magic is deeply occluded and requires decades of training to fully tap into a person’s [[Potentia]]; though never quite rivalling the innate talent of the Elven race. &lt;br /&gt;
&lt;br /&gt;
==Mentality and Creed==&lt;br /&gt;
&lt;br /&gt;
Due to the sheer number of humans and their prolific versatility to integrate themselves among other races and adapt to their environment, Humans have a vast array of different cultural offshoots, a great number of which are still waiting to be discovered. That said, Humans are attuned enough to hierarchy that it's practically become a subconscious need for them to integrate into one, or create one from nothing. This stems naturally from thousands of years of tribal mentality, where one or two people are recognized as the de facto head or heads of a group whose word is law and must be followed until challenged and leadership passes to another. This is however not to say that Humans do not have the mind for individuality, in fact, quite the opposite. Challenge to leadership, even within a stable status quo hierarchy, is a constant with people wishing to press their own rule of law and moral code. This is where Humans excel. Fundamentally, their want for societal advancement will always dictate a need to question authority where necessary and this helps to further promote their own mental individuality and pursuits. Humans are loyal to those whom they believe warrant their loyalty, making their hierarchies very prone to turbulence. &lt;br /&gt;
&lt;br /&gt;
Humans as a consequence are very opinionated. Whether it be political, moral or quandaries surrounding personal dogma, each and every human is never truly a hundred percent the same. This is because Humans, despite the hierarchical structures in place, operate more to appease one's own self and dogma than to blindly follow any particular leader or central figure save for the rare occasions that their dogma and moral values line up in a manner deemed satisfactory to them. Even then, Human nature will eventually take over, reflection and evaluation setting in to probe the viability of the hierarchy established and whether change ought to be pressed. This is the inevitable by-product of the metaphorical safety net that hierarchy provides and the need for self evaluation and personal dogma spawns, so naturally, Human society can often be described as turbulent by scholars from other races when contrasting them to their own. Human governments rise and fall, Kingdoms are built from nothing but are just as easily reduced to rubble but it's this freedom and the lack of a true figurehead or central ideal that really sets the Human race apart from others. &lt;br /&gt;
&lt;br /&gt;
When compared to other races, humans can be classed as extremely mundane. As a result, most if not all Human societies have taken to steam-powered technology to give them the much needed edge to match the might and intimidating strengths of the other known Races. A reliance on steam-powered machinery is deemed necessary by humans to establish themselves as a global power in Pannotia and, as a result of being one of the most mundane of Pannotia’s races, critical for the functioning of their society as Humans lack the innate ability to utilize magic in the same way as the Elves, the immense strength of the Orcs or the sheer wealth of the Dwarven race. In a sense, their technology and social advancement, complete with the decadence and opulence that comes with it, make Humans a distinct and less feeble, more difficult-to-conquer species, so much so that they have managed to over time garner the respect and friendship with the equally as technologically focused Orcish race.&lt;br /&gt;
&lt;br /&gt;
With the primary focus on advancement and progress, Humans award themselves ample room for freedom of expression, sexuality, marry who they want, to conglomerate, and so on, provided none of these freedoms are exercised in a manner that obstructs the overall productivity of the Human population. This as a result has created a huge melting pot in the capital of Galudon with different races calling it home and working in unison. Family dynamics are mixed and its not uncommon in the slightest to see same-sex partnerships or marriages between the different races of Pannotia expressing themselves however they please. Parliament, the legislative body of the Humans in Galudon, and government bodies elsewhere across the known world are naturally cautious about hindering these freedoms, for fear of inciting rebellious intent, especially among the working class that enjoys these freedoms, though there is an extensive lawbook in each of these nations regulating certain behaviors that infringe upon others personal freedoms, such as assault, murder, theft and the like; though these often only apply to certain areas of Human settlements while others are left free for groups to run on their own; more often the less industrialized, run-down areas. Here, the Human law enforcement steer clear, never truly wishing to impose their enforcement at the behest of the Human governments, never wanting to overstep boundaries that have been established for decades. Despite this, the system works. Most of the people are happy, even if questioning their governing bodies intent, all thanks to the copious amount of liberties awarded to Human settlements. &lt;br /&gt;
&lt;br /&gt;
==History== &lt;br /&gt;
&lt;br /&gt;
The origins of the Human race is a widely debated mystery. While the Humans themselves believe that they were the first race to ever exist in Pannotia, having descended from a deity unknown to them, the Elves of Ellewren have a more logical basis for Human inception. The Elves have legends of sects of their kind abandoning magic usage and splitting away from Ellawren thousands of years ago. They believe that these sects, generation over generation, bred out their inherent potentia abilities, their ears and other physical traits mutating and changing until they became distinct from their own kind. They firmly believe that Humans are the descendants of these ‘traitors’. Still, the exact origins of the Human race, to this day remains unknown.  &lt;br /&gt;
&lt;br /&gt;
What is known is that despite how the Humans came to be, they made the Island North of Aesox; Ortim, their native home. Relics found on the Island corroborate this evidence, and ruins of primitive structures dated over two thousand years ago, unearthed from the West of the region indicate that these clans or tribes of Humans fought intense and bloody battles between one another. This would be a trend that all of Pannotia would observe even to this present day, albeit far larger and more brutal. The native Humans appear to have operated on a primitive form of feudalism with a single elected leader, a co-leader and some form of inheritance system. These would vary group to group and naturally was often the cause of many skirmishes and wars. Naturally, with so many tribes and constant struggles over power and land, the quickly expanding number of Humans sought elsewhere to populate, and where better than the vast landscape to their immediate South; Aesox. &lt;br /&gt;
&lt;br /&gt;
The earliest known reliable records stem from this era. Notably, parchments recovered from the Geldar Treasure Horde in South Ortim, a large collection of early currency, gemstones and artifacts, show that mass migration of Humans began as early as 50AE, primarily to Aesox, but also to places like the Seigniory of Za'had, and even to Ellawren. The Elves of the latter, despite finding Humans beneath them, permitted Human immigrants to settle amongst them with the caveat of taking up modest, humble occupations such as farming. Some Humans were not so lucky. Those that found their ships encroached upon by Dwarven warships were often captured and returned to the Dwarven Empire as slaves, never to return to their families again. &lt;br /&gt;
&lt;br /&gt;
For those who managed to make these new, uninhabited lands their own, prosperity and social advancement followed their arrival. The following three to four hundred years passed largely peacefully, save for minor petty land disputes and insignificant occupation of lesser known towns and hamlets. It wasn't until 824AE that the Human race faced its first major threat; raids from the Dwarven Empire. By this time, the Dwarves had accurately recognised that their rivalry with the Elves required more technological feats for any sort of victory over Ellawren, and for technological advancement, they would need an amble and adaptable workforce of slaves and who better than the “proto-elves” that were allegedly ostracized from their own homeland. The attacks began from the West of Aesox (Galudon was left as it was assumed the Island remained uninhabited) targeting the Port Town of Keldwike. The Dwarves swept through the town with simple ease, killing defenders wielding pikes and longswords with their more advanced Dwarven steel, which was more often than not enchanted for magic wielding. Months of daily raids netted the Dwarves a considerable number of Human slaves and, once Keldwike was evacuated, they pushed in toward the then Petty Kingdom of Holzweald (named aptly from the expansive forest it had been founded upon) to reap more reward. &lt;br /&gt;
&lt;br /&gt;
It&amp;lt;nowiki&amp;gt;'s important to note at this point that Aesox was split into many, many territories each with its own ruler or “Petty King'', with the term petty only being prescribed as many of these Petty Kingdoms would, overtime, either be absorbed by other Kingdoms into fully recognised Kingdoms by its surrounding nations or simply fall apart. This was not the case for Holzweald which still stands to this day. Months turned to years and the Dwarves would continue to raid along the Western Coastline. At this point the Humans knew something had to be done and thus the Petty King Walter Durchdenwald convinced the Petty Kings North, West and South of him to reinforce his army with tens of thousands of soldiers in order to ambush the Dwarven raiders when they made shore near Keldwike once more. Using guerrilla tactics, the Human soldiers ambushed the Dwarves near the edge of the Holzweald forest, muddying the ground with blood and pushing the Dwarves back out to sea. It'&amp;lt;/nowiki&amp;gt;s not entirely known why the Dwarves did not retaliate in force, but academics believe that the venture was neither worth the risk any longer as the Humans had, at least in the eyes of the Dwarves, banded completely together as one, formidable army and also because they may have found a more suitable body of slaves elsewhere. &lt;br /&gt;
&lt;br /&gt;
The victory over the Dwarves was seen across the Human led nations as a massive triumph and turning point for their people, but it was not without its tribulations. It was clear now more than ever that they were vastly outmatched against the Dwarves when it came to technology and general organization, and although this should have been a giant warning sign, the Petty Kingdoms returned to their own internal squabbles. There were a handful of Human nations that acknowledged this misfeasance and began organizing themselves into proper, recognised Kingdoms with better leadership hierarchies, governments and structures; though many of these were vastly differing. For example, after the Dwarven Raids, Keldwike established itself as a full Republic, complete with a Senatorial Government, while Holzweald garnered the support of its neighbouring Kingdoms into recognising it as a fully fledged, respected Kingdom. This trend of hierarchical attention would continue for the next two hundred years, all the while a brand new Kingdom was establishing itself quickly off Aesox’s West Coast; Galudon. &lt;br /&gt;
&lt;br /&gt;
As the Kingdoms of Aesox busied themselves with territorial expansion, migrants to Galudon established a base in the country's South. At this point in time, whatever Human population that was already on the Island were absorbed either into the Ironhurst Petty Kingdom to the regions South or by one of the three other Petty Kingdoms that had formed; Acrafort, Vorith and Kithage. Coastline defenses soon became the norm for the Human race, still fearing another assault by Dwarven revengers, but also to ensure that Ellawren, homeland of the Elves and directly to the South of the Dwarven Empire also recognised that the Human race was one quickly evolving into a force to be reckoned with. Decades and centuries pass and despite trebuchets, scorpion turrets and all manner of sea and coast bastions being constructed, the Human race saw no sign of the Dwarves yet to return, at least as a war party. By the 1500’s, most of the Human Kingdoms had opened themselves up for tourism, travel and trade. Droves of Elves, Ferox, freed or escaped Orcs and all manner of other races travelled freely (save for some taxes of course) over the Human lands. Much to the surprise of many foreign races, the Human race was no longer uniform in a multitude of different ways. Centuries of border wars, territorial isolation, hierarchical differences and secular belief systems had caused the once primitive Human species to split into innumerable cultures; each distinct from the rest. &lt;br /&gt;
&lt;br /&gt;
The mid-1500’s however saw a huge increase in war and hostility. The Royal House of Caelock had by this point unified the Kingdom of Galudon and had busied itself with aggravating the Dwarves by openly supporting the Orcs in open rebellion against their Dwarven captors. It should be noted that Galudon had luxury in the form of isolation, being a coastal landmass off the West of Aesox, which allowed them ample time, without much interference, to invest resources and money into technological feats, some of which were centuries ahead of the other Kingdoms, which meant they could not only provide the Orcs fleeing the Dwarven Empire with Naval protection, but they could also provide state-of-the-art weaponry to the rebels themselves. In 1579AE, the Kingdom of Holzweald in Aesox had declared war against the Northern Kingdom of Solgardsborg over lands encroached upon and annexed by them directly to their South. Thousands perished in the ongoing skirmishes and attacks, until peace was finally achieved after agents of Solgardsborg captured the Crown Princess of Holzweald. The Kingdom of Fernmourne, a neutral party and the Easternmost Kingdom acted as neutral ground for both parties, drawing up agreements and terms for Holzweald and Solgardsborg. The Crown Princess would return unharmed and lands were seceded in favor of Solgardsborg in what would become as the Treaty of Saltzpyre-upon-Barrow, named after the major trade city of Fernmourne, as signed. Despite agreement between the parties, a brutal rivalry between Solgardsborg and Holzweald remains to this day. &lt;br /&gt;
&lt;br /&gt;
In present times, the Human race rests upon a rickety peace. The Human Kingdoms battle amongst themselves over land, each with their own reasons for war be it faith, cultural differences or self-proclaimed land ownership, but very few wars have lasted more than a few months before peace is once again reinstated through diplomacy. Holzweald stands as the largest and most populous of the Human kingdoms, but certainly is not the most powerful. That accolade is awarded and recognised as the Kingdom of Galudons, whose technological achievements see them as the masters of air and sea, with their mechanical, steampowered airships and war vessels holding superiority over all other Human nations. The aggressive ambitiousness remains still, but with tensions reigniting with the Elves over the persecution of magic users in Human lands and the desecration of natural landscapes, and the Dwarves who seek recompense for Galudon’s involvement in their Empire Wide rebellion at the hands of the Orcs, most Humans now eagerly await, no matter which nation they are apart of, retaliation in some manner or form in a Pannotia that stands on the edge of the brink. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
One might think that with centuries of progress, something that the Human race places at the forefront of their pursuits, Religion to some deity or theological ideology would have been naturally established, similar to that of the Elves, however, this is not the case. Instead, Humans will establish their own ‘micro faiths’ almost cult-like in worship to follow. For example, in the Kingdom of Galudon, the vast majority of the population, including other races, worship “[[The Philosophy of Bartleby]]”, a contemporary text with a large following that champions the technological advancement of Humankind by implementing it into all facets of Human life, be it work, relationships, the family unit. Shrines to the tome are often found inside of factories and workplaces but are not an uncommon sight to see makeshift in alleyways and poorer areas in the Kingdom. That said, the number of faiths and cults Humans follow are enumerable and just as many makeshift areas of worship crop up in worship to other ideologies and religious ideals as those to the Philosophy of Bartleby. This is widely accepted within Human society, as Humanity believes strongly in freedom of personal will, with scorn only coming to those faiths that appear to seek obstruction to their race’s technological and social advancement. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
Human culture is largely influenced by the race’s mentality and creed. As such, hierarchical structures and the idea of personal freedoms coupled with technological progress remains stalwartly at the vanguard of most Human society’s cultural standards. Naturally, given the incalculable number of Human Kingdoms, settlements, hamlets and villages, the more niche cultural norms tend to differ, but most of the key Human traits remain constant throughout.&lt;br /&gt;
&lt;br /&gt;
===Fashion===&lt;br /&gt;
&lt;br /&gt;
Human fashion is as varied as the rest of the population.  However, certain trends and accepted societal norms persist across class structures. &lt;br /&gt;
&lt;br /&gt;
For grown men; trousers that reach the ground are the most accepted covering on the bottom. The working class may tuck a corduroy, leather, or thick broadcloth trouser into a pair of low working boots. They might usually pair it with a button down shirt, vest, and jacket. Upper class gentlemen tend to wear a well-tailored and fine-cloth trouser to the leather shoe, and their shirts, vests, and jackets are often equally fine.  For theatre performances, or gatherings after dark, elegant, tight trousers of full length with polished shoes in a rich black are accepted. Top hats are accepted for men during the evenings, but working class men may wear a sunhat or other profession appropriate gear. Evening wear for men include very form fitting black trousers in rich fabrics, a black coat with tails, white vest and shirt, and colorful cravat. A hat is appropriate to wear outside, as are gloves.&lt;br /&gt;
&lt;br /&gt;
Women generally speaking wear dresses, although the style can vary greatly depending on class and profession.  Working class women’s skirts are worn a few inches above their ankle in order to navigate urban streets or countryside soil without dirtying their hems. For the wealthier ladies, hems above the ankle are only worn during the day, with full hems during the evening hours. Corsets are often worn, and necklines generally lower as the day progresses. Hats are worn during the day by women of leisure, although during the evening hours the hair is trimmed with jewels, flowers, and ribbons. Evening wear for women include ballgowns that always reveal the neck and shoulders as well as have hems sweeping the ground, often including a train. These are made from rich fabrics and are trimmed with ribbons, flowers, jewels, and lace. For both women and men, the more colors, layers, and rich fabrics you can add to an ensemble the better. While the wealthy generally do this through expensive trim, jewels, and other insignia of their political affiliations or other prestigious companies, the working classes will often add contrasting colors in the way of vibrant hats, sashes, gloves, and stockings/shoes. Leather harnesses worn to carry weapons, various gadgets or tools of the trade are seen on men and women of every social caste. You may also see mechanized accessories, eyeglasses, or other helpful gadgets worn freely about that person.  Those able to afford these things usually flaunt them as a symbol of their status.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
&lt;br /&gt;
Galudon, as a large urban centre, thrives from trade from all over the known world. With this influx of new peoples and ideas comes spices and the recipes to showcase them. Humans, especially, are an inquisitive bunch, and are always looking for rare spices and unknown delicacies which they can use to show off their wealth and commitment to progress. Early mornings at cafes are where the most news is learned, and being seen from the street in the most fashionable cafes give many social clout with a certain group. Coffee is considered a mainstay of every level of society. You can also see taverns delivering food to the working class in factories or warehouses. Street food is everywhere, with humans embracing fish, meat, and vegetables in their meals. Fish and chips is extremely popular, as are chophouses as gathering spots for late night suppers.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Humans are one of the most conflict centric races on Pannotia due to their immensely diverse cultures and ambitious tendencies. As such, Humans are often found at the center of most conflicts, though equally they are well versatile in the areas of diplomacy, forming alliances between different Human nations and even other races. &lt;br /&gt;
*Humans possess a profound inclination towards superstition, readily embracing beliefs in omens, bad luck, and prophecies. In Pannotia, many prophecies originate from the utterances of aspiring human soothsayers and clerics. Despite humanity's strides in technological advancement and faith in science, there persists a conviction among some that certain occurrences defy rational explanation, transcending the boundaries of mortal comprehension.&lt;br /&gt;
*Humans have established more cities and townlands than any other race in the world and have established innumerable amounts of different cultures. &lt;br /&gt;
&lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = Rizky&lt;br /&gt;
|Writers = BillyTheScroffy&lt;br /&gt;
|Processors = BattleBrawn, Jonificus&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Humans&amp;diff=1692</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Humans&amp;diff=1692"/>
		<updated>2025-08-17T01:50:57Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image = Vyrixine1.png|600px&lt;br /&gt;
|pronunciation = Hue-man&lt;br /&gt;
|population = 328 Million&lt;br /&gt;
|naming = Any Irl Customs&lt;br /&gt;
|magic = Yes&lt;br /&gt;
|minmaxage = 110&lt;br /&gt;
|minmaxheight = 5ft - 6'7&lt;br /&gt;
|weight = 168&lt;br /&gt;
|eye = Black, Blue, Green, Orange&lt;br /&gt;
|hair = Black, Blonde, Brown, Ginger,&lt;br /&gt;
|skin = Any IRL Colours&lt;br /&gt;
|halfbreed = Dwarves, All Elves, Ferox.&lt;br /&gt;
|Credit = none&lt;br /&gt;
|}}Unlike the Elves who are renowned for mastering the arcane or the orcs who lead the technological field, humans are instead known for their abundance and adaptability in the known World. Believed by many to have first established themselves on the continent of Ortim, Humans have gradually, over thousands of years, colonized lone landmasses untouched by the pre-existing races and have established themselves as a powerhouse in their own right by sheer numbers alone. Humans that were native to Ortim, were historically often forced to become indentured servants to the long-established Dwarven Kingdoms, but have since evolved and grown into controlling their own, the likes of which even rival the ancient Elven ruling families and Orcish Chieftains. Due to aggressive expansion and exploration, Humans have adapted to form distinct cultures and governments -- all differing in worldview, class structure and goals and for that reason, it's not too surprising that the Humans that inhabit the Kingdom of Galudon range from all sorts of sizes and skin color, creed and beliefs. [[File:Humans2.png|thumb|Rivalled only by Elves in terms of their numbers, Humans are considered to be some of the most resilient peoples in the world, championing technology Pannotia-wide. ]]&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Humans have been categorized by other significant races such as the Elves and Orcs as being simple ‘inferior’ versions of themselves. This is due to the fact that when you place an Elf and a human side by side, the only true distinctions that can be made for a human in contrast to an elf are the lack of pointed ears, a shorter stature and that humans can be far more muscular than their traditionally lean elven cohorts. In truth, Humans are the most versatile in terms of phenotype as they can be a wide array of different body types, hair lengths, heights, weights, and skin colors. They are bipedal, standing on two legs and possessing two arms. They are able to reach heights of up to 6 foot 7 inches, though this is rare for the vast majority of the Human race but there are some offshoot peoples who have an innate ability for such, such as the women of the [[Istis Clans]]. Humans can be incredibly strong, but always dwarf in comparison to the Orcs that inhabit the workhouses, factories, and engineering companies. Humans are not born with tapped magical abilities, so mutations are uncommon, but rather the capacity to use magic is deeply occluded and requires decades of training to fully tap into a person’s [[Potentia]]; though never quite rivalling the innate talent of the Elven race. &lt;br /&gt;
&lt;br /&gt;
==Mentality and Creed==&lt;br /&gt;
&lt;br /&gt;
Due to the sheer number of humans and their prolific versatility to integrate themselves among other races and adapt to their environment, Humans have a vast array of different cultural offshoots, a great number of which are still waiting to be discovered. That said, Humans are attuned enough to hierarchy that it's practically become a subconscious need for them to integrate into one, or create one from nothing. This stems naturally from thousands of years of tribal mentality, where one or two people are recognized as the de facto head or heads of a group whose word is law and must be followed until challenged and leadership passes to another. This is however not to say that Humans do not have the mind for individuality, in fact, quite the opposite. Challenge to leadership, even within a stable status quo hierarchy, is a constant with people wishing to press their own rule of law and moral code. This is where Humans excel. Fundamentally, their want for societal advancement will always dictate a need to question authority where necessary and this helps to further promote their own mental individuality and pursuits. Humans are loyal to those whom they believe warrant their loyalty, making their hierarchies very prone to turbulence. &lt;br /&gt;
&lt;br /&gt;
Humans as a consequence are very opinionated. Whether it be political, moral or quandaries surrounding personal dogma, each and every human is never truly a hundred percent the same. This is because Humans, despite the hierarchical structures in place, operate more to appease one's own self and dogma than to blindly follow any particular leader or central figure save for the rare occasions that their dogma and moral values line up in a manner deemed satisfactory to them. Even then, Human nature will eventually take over, reflection and evaluation setting in to probe the viability of the hierarchy established and whether change ought to be pressed. This is the inevitable by-product of the metaphorical safety net that hierarchy provides and the need for self evaluation and personal dogma spawns, so naturally, Human society can often be described as turbulent by scholars from other races when contrasting them to their own. Human governments rise and fall, Kingdoms are built from nothing but are just as easily reduced to rubble but it's this freedom and the lack of a true figurehead or central ideal that really sets the Human race apart from others. &lt;br /&gt;
&lt;br /&gt;
When compared to other races, humans can be classed as extremely mundane. As a result, most if not all Human societies have taken to steam-powered technology to give them the much needed edge to match the might and intimidating strengths of the other known Races. A reliance on steam-powered machinery is deemed necessary by humans to establish themselves as a global power in Pannotia and, as a result of being one of the most mundane of Pannotia’s races, critical for the functioning of their society as Humans lack the innate ability to utilize magic in the same way as the Elves, the immense strength of the Orcs or the sheer wealth of the Dwarven race. In a sense, their technology and social advancement, complete with the decadence and opulence that comes with it, make Humans a distinct and less feeble, more difficult-to-conquer species, so much so that they have managed to over time garner the respect and friendship with the equally as technologically focused Orcish race.&lt;br /&gt;
&lt;br /&gt;
With the primary focus on advancement and progress, Humans award themselves ample room for freedom of expression, sexuality, marry who they want, to conglomerate, and so on, provided none of these freedoms are exercised in a manner that obstructs the overall productivity of the Human population. This as a result has created a huge melting pot in the capital of Galudon with different races calling it home and working in unison. Family dynamics are mixed and its not uncommon in the slightest to see same-sex partnerships or marriages between the different races of Pannotia expressing themselves however they please. Parliament, the legislative body of the Humans in Galudon, and government bodies elsewhere across the known world are naturally cautious about hindering these freedoms, for fear of inciting rebellious intent, especially among the working class that enjoys these freedoms, though there is an extensive lawbook in each of these nations regulating certain behaviors that infringe upon others personal freedoms, such as assault, murder, theft and the like; though these often only apply to certain areas of Human settlements while others are left free for groups to run on their own; more often the less industrialized, run-down areas. Here, the Human law enforcement steer clear, never truly wishing to impose their enforcement at the behest of the Human governments, never wanting to overstep boundaries that have been established for decades. Despite this, the system works. Most of the people are happy, even if questioning their governing bodies intent, all thanks to the copious amount of liberties awarded to Human settlements. &lt;br /&gt;
&lt;br /&gt;
==History== &lt;br /&gt;
&lt;br /&gt;
The origins of the Human race is a widely debated mystery. While the Humans themselves believe that they were the first race to ever exist in Pannotia, having descended from a deity unknown to them, the Elves of Ellewren have a more logical basis for Human inception. The Elves have legends of sects of their kind abandoning magic usage and splitting away from Ellawren thousands of years ago. They believe that these sects, generation over generation, bred out their inherent potentia abilities, their ears and other physical traits mutating and changing until they became distinct from their own kind. They firmly believe that Humans are the descendants of these ‘traitors’. Still, the exact origins of the Human race, to this day remains unknown.  &lt;br /&gt;
&lt;br /&gt;
What is known is that despite how the Humans came to be, they made the Island North of Aesox; Ortim, their native home. Relics found on the Island corroborate this evidence, and ruins of primitive structures dated over two thousand years ago, unearthed from the West of the region indicate that these clans or tribes of Humans fought intense and bloody battles between one another. This would be a trend that all of Pannotia would observe even to this present day, albeit far larger and more brutal. The native Humans appear to have operated on a primitive form of feudalism with a single elected leader, a co-leader and some form of inheritance system. These would vary group to group and naturally was often the cause of many skirmishes and wars. Naturally, with so many tribes and constant struggles over power and land, the quickly expanding number of Humans sought elsewhere to populate, and where better than the vast landscape to their immediate South; Aesox. &lt;br /&gt;
&lt;br /&gt;
The earliest known reliable records stem from this era. Notably, parchments recovered from the Geldar Treasure Horde in South Ortim, a large collection of early currency, gemstones and artifacts, show that mass migration of Humans began as early as 50AE, primarily to Aesox, but also to places like the Seigniory of Za'had, and even to Ellawren. The Elves of the latter, despite finding Humans beneath them, permitted Human immigrants to settle amongst them with the caveat of taking up modest, humble occupations such as farming. Some Humans were not so lucky. Those that found their ships encroached upon by Dwarven warships were often captured and returned to the Dwarven Empire as slaves, never to return to their families again. &lt;br /&gt;
&lt;br /&gt;
For those who managed to make these new, uninhabited lands their own, prosperity and social advancement followed their arrival. The following three to four hundred years passed largely peacefully, save for minor petty land disputes and insignificant occupation of lesser known towns and hamlets. It wasn't until 824AE that the Human race faced its first major threat; raids from the Dwarven Empire. By this time, the Dwarves had accurately recognised that their rivalry with the Elves required more technological feats for any sort of victory over Ellawren, and for technological advancement, they would need an amble and adaptable workforce of slaves and who better than the “proto-elves” that were allegedly ostracized from their own homeland. The attacks began from the West of Aesox (Galudon was left as it was assumed the Island remained uninhabited) targeting the Port Town of Keldwike. The Dwarves swept through the town with simple ease, killing defenders wielding pikes and longswords with their more advanced Dwarven steel, which was more often than not enchanted for magic wielding. Months of daily raids netted the Dwarves a considerable number of Human slaves and, once Keldwike was evacuated, they pushed in toward the then Petty Kingdom of Holzweald (named aptly from the expansive forest it had been founded upon) to reap more reward. &lt;br /&gt;
&lt;br /&gt;
It&amp;lt;nowiki&amp;gt;'s important to note at this point that Aesox was split into many, many territories each with its own ruler or “Petty King'', with the term petty only being prescribed as many of these Petty Kingdoms would, overtime, either be absorbed by other Kingdoms into fully recognised Kingdoms by its surrounding nations or simply fall apart. This was not the case for Holzweald which still stands to this day. Months turned to years and the Dwarves would continue to raid along the Western Coastline. At this point the Humans knew something had to be done and thus the Petty King Walter Durchdenwald convinced the Petty Kings North, West and South of him to reinforce his army with tens of thousands of soldiers in order to ambush the Dwarven raiders when they made shore near Keldwike once more. Using guerrilla tactics, the Human soldiers ambushed the Dwarves near the edge of the Holzweald forest, muddying the ground with blood and pushing the Dwarves back out to sea. It'&amp;lt;/nowiki&amp;gt;s not entirely known why the Dwarves did not retaliate in force, but academics believe that the venture was neither worth the risk any longer as the Humans had, at least in the eyes of the Dwarves, banded completely together as one, formidable army and also because they may have found a more suitable body of slaves elsewhere (Likely the Orcs as their homeland was considerably much closer than Aesox). &lt;br /&gt;
&lt;br /&gt;
The victory over the Dwarves was seen across the Human led nations as a massive triumph and turning point for their people, but it was not without its tribulations. It was clear now more than ever that they were vastly outmatched against the Dwarves when it came to technology and general organization, and although this should have been a giant warning sign, the Petty Kingdoms returned to their own internal squabbles. There were a handful of Human nations that acknowledged this misfeasance and began organizing themselves into proper, recognised Kingdoms with better leadership hierarchies, governments and structures; though many of these were vastly differing. For example, after the Dwarven Raids, Keldwike established itself as a full Republic, complete with a Senatorial Government, while Holzweald garnered the support of its neighbouring Kingdoms into recognising it as a fully fledged, respected Kingdom. This trend of hierarchical attention would continue for the next two hundred years, all the while a brand new Kingdom was establishing itself quickly off Aesox’s West Coast; Galudon. &lt;br /&gt;
&lt;br /&gt;
As the Kingdoms of Aesox busied themselves with territorial expansion, migrants to Galudon established a base in the country's South. At this point in time, whatever Human population that was already on the Island were absorbed either into the Ironhurst Petty Kingdom to the regions South or by one of the three other Petty Kingdoms that had formed; Acrafort, Vorith and Kithage. Coastline defenses soon became the norm for the Human race, still fearing another assault by Dwarven revengers, but also to ensure that Ellawren, homeland of the Elves and directly to the South of the Dwarven Empire also recognised that the Human race was one quickly evolving into a force to be reckoned with. Decades and centuries pass and despite trebuchets, scorpion turrets and all manner of sea and coast bastions being constructed, the Human race saw no sign of the Dwarves yet to return, at least as a war party. By the 1500’s, most of the Human Kingdoms had opened themselves up for tourism, travel and trade. Droves of Elves, Ferox, freed or escaped Orcs and all manner of other races travelled freely (save for some taxes of course) over the Human lands. Much to the surprise of many foreign races, the Human race was no longer uniform in a multitude of different ways. Centuries of border wars, territorial isolation, hierarchical differences and secular belief systems had caused the once primitive Human species to split into innumerable cultures; each distinct from the rest. &lt;br /&gt;
&lt;br /&gt;
The mid-1500’s however saw a huge increase in war and hostility. The Royal House of Caelock had by this point unified the Kingdom of Galudon and had busied itself with aggravating the Dwarves by openly supporting the Orcs in open rebellion against their Dwarven captors. It should be noted that Galudon had luxury in the form of isolation, being a coastal landmass off the West of Aesox, which allowed them ample time, without much interference, to invest resources and money into technological feats, some of which were centuries ahead of the other Kingdoms, which meant they could not only provide the Orcs fleeing the Dwarven Empire with Naval protection, but they could also provide state-of-the-art weaponry to the rebels themselves. In 1579AE, the Kingdom of Holzweald in Aesox had declared war against the Northern Kingdom of Solgardsborg over lands encroached upon and annexed by them directly to their South. Thousands perished in the ongoing skirmishes and attacks, until peace was finally achieved after agents of Solgardsborg captured the Crown Princess of Holzweald. The Kingdom of Fernmourne, a neutral party and the Easternmost Kingdom acted as neutral ground for both parties, drawing up agreements and terms for Holzweald and Solgardsborg. The Crown Princess would return unharmed and lands were seceded in favor of Solgardsborg in what would become as the Treaty of Saltzpyre-upon-Barrow, named after the major trade city of Fernmourne, as signed. Despite agreement between the parties, a brutal rivalry between Solgardsborg and Holzweald remains to this day. &lt;br /&gt;
&lt;br /&gt;
In present times, the Human race rests upon a rickety peace. The Human Kingdoms battle amongst themselves over land, each with their own reasons for war be it faith, cultural differences or self-proclaimed land ownership, but very few wars have lasted more than a few months before peace is once again reinstated through diplomacy. Holzweald stands as the largest and most populous of the Human kingdoms, but certainly is not the most powerful. That accolade is awarded and recognised as the Kingdom of Galudons, whose technological achievements see them as the masters of air and sea, with their mechanical, steampowered airships and war vessels holding superiority over all other Human nations. The aggressive ambitiousness remains still, but with tensions reigniting with the Elves over the persecution of magic users in Human lands and the desecration of natural landscapes, and the Dwarves who seek recompense for Galudon’s involvement in their Empire Wide rebellion at the hands of the Orcs, most Humans now eagerly await, no matter which nation they are apart of, retaliation in some manner or form in a Pannotia that stands on the edge of the brink. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
One might think that with centuries of progress, something that the Human race places at the forefront of their pursuits, Religion to some deity or theological ideology would have been naturally established, similar to that of the Elves, however, this is not the case. Instead, Humans will establish their own ‘micro faiths’ almost cult-like in worship to follow. For example, in the Kingdom of Galudon, the vast majority of the population, including other races, worship “[[The Philosophy of Bartleby]]”, a contemporary text with a large following that champions the technological advancement of Humankind by implementing it into all facets of Human life, be it work, relationships, the family unit. Shrines to the tome are often found inside of factories and workplaces but are not an uncommon sight to see makeshift in alleyways and poorer areas in the Kingdom. That said, the number of faiths and cults Humans follow are enumerable and just as many makeshift areas of worship crop up in worship to other ideologies and religious ideals as those to the Philosophy of Bartleby. This is widely accepted within Human society, as Humanity believes strongly in freedom of personal will, with scorn only coming to those faiths that appear to seek obstruction to their race’s technological and social advancement. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
Human culture is largely influenced by the race’s mentality and creed. As such, hierarchical structures and the idea of personal freedoms coupled with technological progress remains stalwartly at the vanguard of most Human society’s cultural standards. Naturally, given the incalculable number of Human Kingdoms, settlements, hamlets and villages, the more niche cultural norms tend to differ, but most of the key Human traits remain constant throughout.&lt;br /&gt;
&lt;br /&gt;
===Fashion===&lt;br /&gt;
&lt;br /&gt;
Human fashion is as varied as the rest of the population.  However, certain trends and accepted societal norms persist across class structures. &lt;br /&gt;
&lt;br /&gt;
For grown men; trousers that reach the ground are the most accepted covering on the bottom. The working class may tuck a corduroy, leather, or thick broadcloth trouser into a pair of low working boots. They might usually pair it with a button down shirt, vest, and jacket. Upper class gentlemen tend to wear a well-tailored and fine-cloth trouser to the leather shoe, and their shirts, vests, and jackets are often equally fine.  For theatre performances, or gatherings after dark, elegant, tight trousers of full length with polished shoes in a rich black are accepted. Top hats are accepted for men during the evenings, but working class men may wear a sunhat or other profession appropriate gear. Evening wear for men include very form fitting black trousers in rich fabrics, a black coat with tails, white vest and shirt, and colorful cravat. A hat is appropriate to wear outside, as are gloves.&lt;br /&gt;
&lt;br /&gt;
Women generally speaking wear dresses, although the style can vary greatly depending on class and profession.  Working class women’s skirts are worn a few inches above their ankle in order to navigate urban streets or countryside soil without dirtying their hems. For the wealthier ladies, hems above the ankle are only worn during the day, with full hems during the evening hours. Corsets are often worn, and necklines generally lower as the day progresses. Hats are worn during the day by women of leisure, although during the evening hours the hair is trimmed with jewels, flowers, and ribbons. Evening wear for women include ballgowns that always reveal the neck and shoulders as well as have hems sweeping the ground, often including a train. These are made from rich fabrics and are trimmed with ribbons, flowers, jewels, and lace. For both women and men, the more colors, layers, and rich fabrics you can add to an ensemble the better. While the wealthy generally do this through expensive trim, jewels, and other insignia of their political affiliations or other prestigious companies, the working classes will often add contrasting colors in the way of vibrant hats, sashes, gloves, and stockings/shoes. Leather harnesses worn to carry weapons, various gadgets or tools of the trade are seen on men and women of every social caste. You may also see mechanized accessories, eyeglasses, or other helpful gadgets worn freely about that person.  Those able to afford these things usually flaunt them as a symbol of their status.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
&lt;br /&gt;
Galudon, as a large urban centre, thrives from trade from all over the known world. With this influx of new peoples and ideas comes spices and the recipes to showcase them. Humans, especially, are an inquisitive bunch, and are always looking for rare spices and unknown delicacies which they can use to show off their wealth and commitment to progress. Early mornings at cafes are where the most news is learned, and being seen from the street in the most fashionable cafes give many social clout with a certain group. Coffee is considered a mainstay of every level of society. You can also see taverns delivering food to the working class in factories or warehouses. Street food is everywhere, with humans embracing fish, meat, and vegetables in their meals. Fish and chips is extremely popular, as are chophouses as gathering spots for late night suppers.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Humans are one of the most conflict centric races on Pannotia due to their immensely diverse cultures and ambitious tendencies. As such, Humans are often found at the center of most conflicts, though equally they are well versatile in the areas of diplomacy, forming alliances between different Human nations and even other races. &lt;br /&gt;
*Humans possess a profound inclination towards superstition, readily embracing beliefs in omens, bad luck, and prophecies. In Pannotia, many prophecies originate from the utterances of aspiring human soothsayers and clerics. Despite humanity's strides in technological advancement and faith in science, there persists a conviction among some that certain occurrences defy rational explanation, transcending the boundaries of mortal comprehension.&lt;br /&gt;
*Humans have established more cities and townlands than any other race in the world and have established innumerable amounts of different cultures. &lt;br /&gt;
&lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = Rizky&lt;br /&gt;
|Writers = BillyTheScroffy&lt;br /&gt;
|Processors = BattleBrawn, Jonificus&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Humans&amp;diff=1691</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Humans&amp;diff=1691"/>
		<updated>2025-08-17T01:40:47Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image = Vyrixine1.png|600px&lt;br /&gt;
|pronunciation = Hue-man&lt;br /&gt;
|population = 328 Million&lt;br /&gt;
|naming = Any Irl Customs&lt;br /&gt;
|magic = Yes&lt;br /&gt;
|minmaxage = 110&lt;br /&gt;
|minmaxheight = 5ft - 6'7&lt;br /&gt;
|weight = 168&lt;br /&gt;
|eye = Black, Blue, Green, Orange&lt;br /&gt;
|hair = Black, Blonde, Brown, Ginger,&lt;br /&gt;
|skin = Any IRL Colours&lt;br /&gt;
|halfbreed = Dwarves, All Elves, Ferox.&lt;br /&gt;
|Credit = none&lt;br /&gt;
|}}Unlike the Elves who are renowned for mastering the arcane or the orcs who lead the technological field, humans are instead known for their abundance and adaptability in the known World. Believed by many to have first established themselves on the continent of Ortim, Humans have gradually, over thousands of years, colonized lone landmasses untouched by the pre-existing races and have established themselves as a powerhouse in their own right by sheer numbers alone. Humans that were native to Ortim, were historically often forced to become indentured servants to the long-established Dwarven Kingdoms, but have since evolved and grown into controlling their own, the likes of which even rival the ancient Elven ruling families and Orcish Chieftains. Due to aggressive expansion and exploration, Humans have adapted to form distinct cultures and governments -- all differing in worldview, class structure and goals and for that reason, it's not too surprising that the Humans that inhabit the Kingdom of Galudon range from all sorts of sizes and skin color, creed and beliefs. [[File:Humans2.png|thumb|Rivalled only by Elves in terms of their numbers, Humans are considered to be some of the most resilient peoples in the world, championing technology Pannotia-wide. ]]&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Humans have been categorized by other significant races such as the Elves and Orcs as being simple ‘inferior’ versions of themselves. This is due to the fact that when you place an Elf and a human side by side, the only true distinctions that can be made for a human in contrast to an elf are the lack of pointed ears, a shorter stature and that humans can be far more muscular than their traditionally lean elven cohorts. In truth, Humans are the most versatile in terms of phenotype as they can be a wide array of different body types, hair lengths, heights, weights, and skin colors. They are bipedal, standing on two legs and possessing two arms. They are able to reach heights of up to 6 foot 7 inches, though this is rare for the vast majority of the Human race but there are some offshoot peoples who have an innate ability for such, such as the women of the [[Istis Clans]]. Humans can be incredibly strong, but always dwarf in comparison to the Orcs that inhabit the workhouses, factories, and engineering companies. Humans are not born with tapped magical abilities, so mutations are uncommon, but rather the capacity to use magic is deeply occluded and requires decades of training to fully tap into a person’s [[Potentia]]; though never quite rivalling the innate talent of the Elven race. &lt;br /&gt;
&lt;br /&gt;
==Mentality and Creed==&lt;br /&gt;
&lt;br /&gt;
Due to the sheer number of humans and their prolific versatility to integrate themselves among other races and adapt to their environment, Humans have a vast array of different cultural offshoots, a great number of which are still waiting to be discovered. That said, Humans are attuned enough to hierarchy that it's practically become a subconscious need for them to integrate into one, or create one from nothing. This stems naturally from thousands of years of tribal mentality, where one or two people are recognized as the de facto head or heads of a group whose word is law and must be followed until challenged and leadership passes to another. This is however not to say that Humans do not have the mind for individuality, in fact, quite the opposite. Challenge to leadership, even within a stable status quo hierarchy, is a constant with people wishing to press their own rule of law and moral code. This is where Humans excel. Fundamentally, their want for societal advancement will always dictate a need to question authority where necessary and this helps to further promote their own mental individuality and pursuits. Humans are loyal to those whom they believe warrant their loyalty, making their hierarchies very prone to turbulence. &lt;br /&gt;
&lt;br /&gt;
Humans as a consequence are very opinionated. Whether it be political, moral or quandaries surrounding personal dogma, each and every human is never truly a hundred percent the same. This is because Humans, despite the hierarchical structures in place, operate more to appease one's own self and dogma than to blindly follow any particular leader or central figure save for the rare occasions that their dogma and moral values line up in a manner deemed satisfactory to them. Even then, Human nature will eventually take over, reflection and evaluation setting in to probe the viability of the hierarchy established and whether change ought to be pressed. This is the inevitable by-product of the metaphorical safety net that hierarchy provides and the need for self evaluation and personal dogma spawns, so naturally, Human society can often be described as turbulent by scholars from other races when contrasting them to their own. Human governments rise and fall, Kingdoms are built from nothing but are just as easily reduced to rubble but it's this freedom and the lack of a true figurehead or central ideal that really sets the Human race apart from others. &lt;br /&gt;
&lt;br /&gt;
When compared to other races, humans can be classed as extremely mundane. As a result, most if not all Human societies have taken to steam-powered technology to give them the much needed edge to match the might and intimidating strengths of the other known Races. A reliance on steam-powered machinery is deemed necessary by humans to establish themselves as a global power in Pannotia and, as a result of being one of the most mundane of Pannotia’s races, critical for the functioning of their society as Humans lack the innate ability to utilize magic in the same way as the Elves, the immense strength of the Orcs or the sheer wealth of the Dwarven race. In a sense, their technology and social advancement, complete with the decadence and opulence that comes with it, make Humans a distinct and less feeble, more difficult-to-conquer species, so much so that they have managed to over time garner the respect and friendship with the equally as technologically focused Orcish race.&lt;br /&gt;
&lt;br /&gt;
With the primary focus on advancement and progress, Humans award themselves ample room for freedom of expression, sexuality, marry who they want, to conglomerate, and so on, provided none of these freedoms are exercised in a manner that obstructs the overall productivity of the Human population. This as a result has created a huge melting pot in the capital of Galudon with different races calling it home and working in unison. Family dynamics are mixed and its not uncommon in the slightest to see same-sex partnerships or marriages between the different races of Pannotia expressing themselves however they please. Parliament, the legislative body of the Humans in Galudon, and government bodies elsewhere across the known world are naturally cautious about hindering these freedoms, for fear of inciting rebellious intent, especially among the working class that enjoys these freedoms, though there is an extensive lawbook in each of these nations regulating certain behaviors that infringe upon others personal freedoms, such as assault, murder, theft and the like; though these often only apply to certain areas of Human settlements while others are left free for groups to run on their own; more often the less industrialized, run-down areas. Here, the Human law enforcement steer clear, never truly wishing to impose their enforcement at the behest of the Human governments, never wanting to overstep boundaries that have been established for decades. Despite this, the system works. Most of the people are happy, even if questioning their governing bodies intent, all thanks to the copious amount of liberties awarded to Human settlements. &lt;br /&gt;
&lt;br /&gt;
==History== &lt;br /&gt;
&lt;br /&gt;
The origins of the Human race is a widely debated mystery. While the Humans themselves believe that they were the first race to ever exist in Pannotia, having descended from a deity unknown to them, the Elves of Ellewren have a more logical basis for Human inception. The Elves have legends of sects of their kind abandoning magic usage and splitting away from Ellawren thousands of years ago. They believe that these sects, generation over generation, bred out their inherent potentia abilities, their ears and other physical traits mutating and changing until they became distinct from their own kind. They firmly believe that Humans are the descendants of these ‘traitors’. Still, the exact origins of the Human race, to this day remains unknown.  &lt;br /&gt;
&lt;br /&gt;
What is known is that despite how the Humans came to be, they made the Island North of Aesox; Ortim, their native home. Relics found on the Island corroborate this evidence, and ruins of primitive structures dated over two thousand years ago, unearthed from the West of the region indicate that these clans or tribes of Humans fought intense and bloody battles between one another. This would be a trend that all of Pannotia would observe even to this present day, albeit far larger and more brutal. The native Humans appear to have operated on a primitive form of feudalism with a single elected leader, a co-leader and some form of inheritance system. These would vary group to group and naturally was often the cause of many skirmishes and wars. Naturally, with so many tribes and constant struggles over power and land, the quickly expanding number of Humans sought elsewhere to populate, and where better than the vast landscape to their immediate South; Aesox. &lt;br /&gt;
&lt;br /&gt;
The earliest known reliable records stem from this era. Notably, parchments recovered from the Geldar Treasure Horde in South Ortim, a large collection of early currency, gemstones and artifacts, show that mass migration of Humans began as early as 50AE, primarily to Aesox, but also to places like the Seigniory of Za'had, and even to Ellawren. The Elves of the latter, despite finding Humans beneath them, permitted Human immigrants to settle amongst them with the caveat of taking up modest, humble occupations such as farming. Some Humans were not so lucky. Those that found their ships encroached upon by Dwarven warships were often captured and returned to the Dwarven Empire as slaves, never to return to their families again. &lt;br /&gt;
&lt;br /&gt;
For those who managed to make these new, uninhabited lands their own, prosperity and social advancement followed their arrival. The following three to four hundred years passed largely peacefully, save for minor petty land disputes and insignificant occupation of lesser known towns and hamlets. It wasn't until 824AE that the Human race faced its first major threat; raids from the Dwarven Empire. By this time, the Dwarves had accurately recognised that their rivalry with the Elves required more technological feats for any sort of victory over Ellawren, and for technological advancement, they would need an amble and adaptable workforce of slaves and who better than the “proto-elves” that were allegedly ostracized from their own homeland. The attacks began from the West of Aesox (Galudon was left as it was assumed the Island remained uninhabited) targeting the Port Town of Keldwike. The Dwarves swept through the town with simple ease, killing defenders wielding pikes and longswords with their more advanced Dwarven steel, which was more often than not enchanted for magic wielding. Months of daily raids netted the Dwarves a considerable number of Human slaves and, once Keldwike was evacuated, they pushed in toward the then Petty Kingdom of Holzweald (named aptly from the expansive forest it had been founded upon) to reap more reward. &lt;br /&gt;
&lt;br /&gt;
It&amp;lt;nowiki&amp;gt;'s important to note at this point that Aesox was split into many, many territories each with its own ruler or “Petty King'', with the term petty only being prescribed as many of these Petty Kingdoms would, overtime, either be absorbed by other Kingdoms into fully recognised Kingdoms by its surrounding nations or simply fall apart. This was not the case for Holzweald which still stands to this day. Months turned to years and the Dwarves would continue to raid along the Eastern Coastline. At this point the Humans knew something had to be done and thus the Petty King Walter Durchdenwald convinced the Petty Kings North, West and South of him to reinforce his army with tens of thousands of soldiers in order to ambush the Dwarven raiders when they made shore near Keldwike once more. Using guerrilla tactics, the Human soldiers ambushed the Dwarves near the edge of the Holzweald forest, muddying the ground with blood and pushing the Dwarves back out to sea. It'&amp;lt;/nowiki&amp;gt;s not entirely known why the Dwarves did not retaliate in force, but academics believe that the venture was neither worth the risk any longer as the Humans had, at least in the eyes of the Dwarves, banded completely together as one, formidable army and also because they may have found a more suitable body of slaves elsewhere (Likely the Orcs as their homeland was considerably much closer than Aesox). &lt;br /&gt;
&lt;br /&gt;
The victory over the Dwarves was seen across the Human led nations as a massive triumph and turning point for their people, but it was not without its tribulations. It was clear now more than ever that they were vastly outmatched against the Dwarves when it came to technology and general organization, and although this should have been a giant warning sign, the Petty Kingdoms returned to their own internal squabbles. There were a handful of Human nations that acknowledged this misfeasance and began organizing themselves into proper, recognised Kingdoms with better leadership hierarchies, governments and structures; though many of these were vastly differing. For example, after the Dwarven Raids, Keldwike established itself as a full Republic, complete with a Senatorial Government, while Holzweald garnered the support of its neighbouring Kingdoms into recognising it as a fully fledged, respected Kingdom. This trend of hierarchical attention would continue for the next two hundred years, all the while a brand new Kingdom was establishing itself quickly off Aesox’s West Coast; Galudon. &lt;br /&gt;
&lt;br /&gt;
As the Kingdoms of Aesox busied themselves with territorial expansion, migrants to Galudon established a base in the country's South. At this point in time, whatever Human population that was already on the Island were absorbed either into the Ironhurst Petty Kingdom to the regions South or by one of the three other Petty Kingdoms that had formed; Acrafort, Vorith and Kithage. Coastline defenses soon became the norm for the Human race, still fearing another assault by Dwarven revengers, but also to ensure that Ellawren, homeland of the Elves and directly to the South of the Dwarven Empire also recognised that the Human race was one quickly evolving into a force to be reckoned with. Decades and centuries pass and despite trebuchets, scorpion turrets and all manner of sea and coast bastions being constructed, the Human race saw no sign of the Dwarves yet to return, at least as a war party. By the 1500’s, most of the Human Kingdoms had opened themselves up for tourism, travel and trade. Droves of Elves, Ferox, freed or escaped Orcs and all manner of other races travelled freely (save for some taxes of course) over the Human lands. Much to the surprise of many foreign races, the Human race was no longer uniform in a multitude of different ways. Centuries of border wars, territorial isolation, hierarchical differences and secular belief systems had caused the once primitive Human species to split into innumerable cultures; each distinct from the rest. &lt;br /&gt;
&lt;br /&gt;
The mid-1500’s however saw a huge increase in war and hostility. The Royal House of Caelock had by this point unified the Kingdom of Galudon and had busied itself with aggravating the Dwarves by openly supporting the Orcs in open rebellion against their Dwarven captors. It should be noted that Galudon had luxury in the form of isolation, being a coastal landmass off the West of Aesox, which allowed them ample time, without much interference, to invest resources and money into technological feats, some of which were centuries ahead of the other Kingdoms, which meant they could not only provide the Orcs fleeing the Dwarven Empire with Naval protection, but they could also provide state-of-the-art weaponry to the rebels themselves. In 1579AE, the Kingdom of Holzweald in Aesox had declared war against the Northern Kingdom of Solgardsborg over lands encroached upon and annexed by them directly to their South. Thousands perished in the ongoing skirmishes and attacks, until peace was finally achieved after agents of Solgardsborg captured the Crown Princess of Holzweald. The Kingdom of Fernmourne, a neutral party and the Easternmost Kingdom acted as neutral ground for both parties, drawing up agreements and terms for Holzweald and Solgardsborg. The Crown Princess would return unharmed and lands were seceded in favor of Solgardsborg in what would become as the Treaty of Saltzpyre-upon-Barrow, named after the major trade city of Fernmourne, as signed. Despite agreement between the parties, a brutal rivalry between Solgardsborg and Holzweald remains to this day. &lt;br /&gt;
&lt;br /&gt;
In present times, the Human race rests upon a rickety peace. The Human Kingdoms battle amongst themselves over land, each with their own reasons for war be it faith, cultural differences or self-proclaimed land ownership, but very few wars have lasted more than a few months before peace is once again reinstated through diplomacy. Holzweald stands as the largest and most populous of the Human kingdoms, but certainly is not the most powerful. That accolade is awarded and recognised as the Kingdom of Galudons, whose technological achievements see them as the masters of air and sea, with their mechanical, steampowered airships and war vessels holding superiority over all other Human nations. The aggressive ambitiousness remains still, but with tensions reigniting with the Elves over the persecution of magic users in Human lands and the desecration of natural landscapes, and the Dwarves who seek recompense for Galudon’s involvement in their Empire Wide rebellion at the hands of the Orcs, most Humans now eagerly await, no matter which nation they are apart of, retaliation in some manner or form in a Pannotia that stands on the edge of the brink. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
One might think that with centuries of progress, something that the Human race places at the forefront of their pursuits, Religion to some deity or theological ideology would have been naturally established, similar to that of the Elves, however, this is not the case. Instead, Humans will establish their own ‘micro faiths’ almost cult-like in worship to follow. For example, in the Kingdom of Galudon, the vast majority of the population, including other races, worship “[[The Philosophy of Bartleby]]”, a contemporary text with a large following that champions the technological advancement of Humankind by implementing it into all facets of Human life, be it work, relationships, the family unit. Shrines to the tome are often found inside of factories and workplaces but are not an uncommon sight to see makeshift in alleyways and poorer areas in the Kingdom. That said, the number of faiths and cults Humans follow are enumerable and just as many makeshift areas of worship crop up in worship to other ideologies and religious ideals as those to the Philosophy of Bartleby. This is widely accepted within Human society, as Humanity believes strongly in freedom of personal will, with scorn only coming to those faiths that appear to seek obstruction to their race’s technological and social advancement. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
Human culture is largely influenced by the race’s mentality and creed. As such, hierarchical structures and the idea of personal freedoms coupled with technological progress remains stalwartly at the vanguard of most Human society’s cultural standards. Naturally, given the incalculable number of Human Kingdoms, settlements, hamlets and villages, the more niche cultural norms tend to differ, but most of the key Human traits remain constant throughout.&lt;br /&gt;
&lt;br /&gt;
===Fashion===&lt;br /&gt;
&lt;br /&gt;
Human fashion is as varied as the rest of the population.  However, certain trends and accepted societal norms persist across class structures. &lt;br /&gt;
&lt;br /&gt;
For grown men; trousers that reach the ground are the most accepted covering on the bottom. The working class may tuck a corduroy, leather, or thick broadcloth trouser into a pair of low working boots. They might usually pair it with a button down shirt, vest, and jacket. Upper class gentlemen tend to wear a well-tailored and fine-cloth trouser to the leather shoe, and their shirts, vests, and jackets are often equally fine.  For theatre performances, or gatherings after dark, elegant, tight trousers of full length with polished shoes in a rich black are accepted. Top hats are accepted for men during the evenings, but working class men may wear a sunhat or other profession appropriate gear. Evening wear for men include very form fitting black trousers in rich fabrics, a black coat with tails, white vest and shirt, and colorful cravat. A hat is appropriate to wear outside, as are gloves.&lt;br /&gt;
&lt;br /&gt;
Women generally speaking wear dresses, although the style can vary greatly depending on class and profession.  Working class women’s skirts are worn a few inches above their ankle in order to navigate urban streets or countryside soil without dirtying their hems. For the wealthier ladies, hems above the ankle are only worn during the day, with full hems during the evening hours. Corsets are often worn, and necklines generally lower as the day progresses. Hats are worn during the day by women of leisure, although during the evening hours the hair is trimmed with jewels, flowers, and ribbons. Evening wear for women include ballgowns that always reveal the neck and shoulders as well as have hems sweeping the ground, often including a train. These are made from rich fabrics and are trimmed with ribbons, flowers, jewels, and lace. For both women and men, the more colors, layers, and rich fabrics you can add to an ensemble the better. While the wealthy generally do this through expensive trim, jewels, and other insignia of their political affiliations or other prestigious companies, the working classes will often add contrasting colors in the way of vibrant hats, sashes, gloves, and stockings/shoes. Leather harnesses worn to carry weapons, various gadgets or tools of the trade are seen on men and women of every social caste. You may also see mechanized accessories, eyeglasses, or other helpful gadgets worn freely about that person.  Those able to afford these things usually flaunt them as a symbol of their status.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
&lt;br /&gt;
Galudon, as a large urban centre, thrives from trade from all over the known world. With this influx of new peoples and ideas comes spices and the recipes to showcase them. Humans, especially, are an inquisitive bunch, and are always looking for rare spices and unknown delicacies which they can use to show off their wealth and commitment to progress. Early mornings at cafes are where the most news is learned, and being seen from the street in the most fashionable cafes give many social clout with a certain group. Coffee is considered a mainstay of every level of society. You can also see taverns delivering food to the working class in factories or warehouses. Street food is everywhere, with humans embracing fish, meat, and vegetables in their meals. Fish and chips is extremely popular, as are chophouses as gathering spots for late night suppers.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Humans are one of the most conflict centric races on Pannotia due to their immensely diverse cultures and ambitious tendencies. As such, Humans are often found at the center of most conflicts, though equally they are well versatile in the areas of diplomacy, forming alliances between different Human nations and even other races. &lt;br /&gt;
*Humans possess a profound inclination towards superstition, readily embracing beliefs in omens, bad luck, and prophecies. In Pannotia, many prophecies originate from the utterances of aspiring human soothsayers and clerics. Despite humanity's strides in technological advancement and faith in science, there persists a conviction among some that certain occurrences defy rational explanation, transcending the boundaries of mortal comprehension.&lt;br /&gt;
*Humans have established more cities and townlands than any other race in the world and have established innumerable amounts of different cultures. &lt;br /&gt;
&lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = Rizky&lt;br /&gt;
|Writers = BillyTheScroffy&lt;br /&gt;
|Processors = BattleBrawn, Jonificus&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Dwarf&amp;diff=1674</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Dwarf&amp;diff=1674"/>
		<updated>2025-08-10T17:09:31Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image = Glasscanondwarf.jpg&lt;br /&gt;
|pronunciation = Duh-worf&lt;br /&gt;
|population = 100 Million&lt;br /&gt;
|naming = Any Irl Customs&lt;br /&gt;
|magic = No&lt;br /&gt;
|minmaxage = Immortal, an average of 600-700.&lt;br /&gt;
|minmaxheight = 3'6- 4'7 &lt;br /&gt;
|weight = 200lbs&lt;br /&gt;
|eye = Any Natural Colour&lt;br /&gt;
|hair = White to Brown, Black is Rare&lt;br /&gt;
|skin = Any IRL Colours&lt;br /&gt;
|halfbreed = Humans&lt;br /&gt;
|Credit = none&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Dwarven civilization of Pannotia dots the rugged landscapes of every continent in the known world. In sprawling mountain cities climbing up the sides of imposing peaks or humble fortresses tucked around outposts, you’ll find the enduring sons and daughters of the very stones themselves. Among the most ancient of races, they’ve had enough time to leave a mark on every living creature in Pannotia. Directly or indirectly. As long as the obsession with wealth grips dwarven culture, the world will hold its breath in anticipation of the next great war. Their numbers may be smaller in comparison to the other great races of Pannotia, but when unified under a common cause, they are a threat to all who oppose them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance and Biology==&lt;br /&gt;
&lt;br /&gt;
Dwarves are no great mystery in terms of physique and appearance. The the common dwarf height varies between 3’6 - 4’7. They are thick-bodied beings who more often than not have a burly disposition, naturally built to survive the hard labor so abundant within their territories and to withstand the dangers they so typically had to face in their race’s youth. They are long-lived, with the oldest recorded dwarf having seen twelve and a half centuries. Though this is an exceptionable age. Most dwarves will live upwards to six or seven hundred years, reaching maturity at the age of 18. They may keep a youthful appearance for approximately two hundred years before growing more gray and wrinkly with every decade hence, sharing the looks of a centenarian human around their sixth century.&lt;br /&gt;
&lt;br /&gt;
As hairy as they are stout, dwarves place a great deal of importance on personal grooming. Men and women alike are known to grow facial hair, though current trends have seen the women keep themselves clean-shaven to stay closer to the fashionable Ironhurst look. The men, on the other hand, take pride in both hair and beard, with even the poorest of male dwarves finding ways to never leave for work without a thorough brushing of hairs and teeth.  These luscious locks the dwarves are so prideful of come in colors ranging from white as paper to dark browns. Black is an uncommon color, those with it prefer to live bald due to superstition. This is considered a less shameful option, and their bravery is usually treated with respect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
&lt;br /&gt;
===Clothing=== &lt;br /&gt;
&lt;br /&gt;
Dwarven fashion is not necessarily anything to write home about. It is considered uninspired and tasteless for the most part, a random hodgepodge of whatever articles of clothing or accessories display their personal wealth. Middle-class dwarves are those who tend to be seen as the best dressed as they can afford to purchase imported fashion from foreign cities, unlike the upper class who think themselves above it. Furs and animal skins are a common sight in every stratum of dwarven society, the rarity of the source being the only separator between the classes. Not much thought goes through most dwarves’ heads when it comes to the arrangement of their clothes, the ‘flex’ being the more important factor to them.&lt;br /&gt;
&lt;br /&gt;
One aspect of dwarven fashion that cannot easily be frowned upon is their jewelry. With such a great abundance of metals, minerals, and gems to experiment with, dwarven jewelers excel at crafting some of the most beautiful jewelry to grace the world. The quality of the work is highly sought after outside of dwarven cities, as the majority of the products get bought up by the native dwarves before any surplus might be snatched up by thrifty merchants who’ll resell it in foreign cities for great profit. Designs vary wildly, only the imagination of the jeweler or commissioner being the limit.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
&lt;br /&gt;
Nothing is as filling as a dwarven meal, for a dwarf’s appetite cannot be underestimated. With their race most often based in hostile environments where hard labour is demanded of them every day, their food has to do its fair share of the work too. Their cuisine is born from the dishes and meals prepared for the labourers and soldiers of generations past, consisting mostly of hearty stews and coarse bread. Goat milk is an essential part of any dwarven cook’s pantry, being a key ingredient in several meals ranging from brown cheeses to thick, gravy-like soups. No kitchen goes without it.&lt;br /&gt;
&lt;br /&gt;
Dwarven ale, more commonly nicknamed Mountain Breakfast, is capable of keeping hunger at bay throughout the day. This hearty drink is a staple of their very lifestyle and so important to the work effort that there are several laws ensuring a steady, constant supply of it to workers, soldiers, and even slaves. Though they consume several pints a day, they are not troubled by intoxication, as their hardy bodies deal with the alcohol so rapidly that the most common side effect is particularly jovial dining. Singing is simply a fact of life you must endure if you are to ever work or live with a dwarf.&lt;br /&gt;
&lt;br /&gt;
===Arts=== &lt;br /&gt;
&lt;br /&gt;
Dwarves are master builders, their buildings made to withstand the wear and tear of the centuries. Their architecture is exclusively of stone and metal, with every brick, slab, and tile laid with utmost care and dedication to their undying craft. Their cities may not reach the same size as the other population centres in the world, but what they lack in numbers they certainly make up for with imposing structures and marvelous feats of engineering only recently matched by a select few cities such as Ironhurst. On the inside, the buildings can become surprisingly warm, as their people have had thousands of winters to learn how to keep their harsh breath out of their homes. &lt;br /&gt;
&lt;br /&gt;
Brass adorns the linings of the vast majority of dwarven architecture, as a cheaper alternative to the rich man’s gold that sits atop the towering homes of the grand merchants, judges, and the rest of their civilization’s upper crust. Their large palaces sit just as crowded as any of the other houses in their cities, gleaming with golden doors, golden windowsills, and personal sigils made of pure silver on the walls so all may know who earned such privilege.&lt;br /&gt;
&lt;br /&gt;
The brazen homes are significantly less extravagant, often clustered together into neighborhoods within neighborhoods, similar to that of apartment complexes in human cities. These residences will see the wealthier living on the upper floors, where they may enjoy the shine of sunlight and suite-like conditions with all the space a middle-ranking dwarven officer or court official might need. Practically, as a rule, the lower you go down in these clusters, the more dwarves will live together and the more poverty you’ll encounter. Though it is a quaint fairytale that the dwarves are immensely rich, the sour truth is that upwards to forty percent of city-dwelling dwarves live in cramped basements with the stench of the upper levels’ waste flying down the chutes just mere inches from where they sleep.&lt;br /&gt;
&lt;br /&gt;
There are also villages and outposts for agricultural and less-than-ideal industries such as leather tanning, found a day’s ride at the least from the cities. Here you’ll find a rare luxury to the city-dwellers. Homesteads. Truly private. Small stone huts peppered around fields and animal enclosures, with no need to worry about nosy neighbours. The trade-off is a more dangerous living, with bandits being well aware of the army’s patrol schedules and routes. Out on the frontier, they must fend for themselves unless a garrison has been afforded to them, which can be just as much of a curse with how much the soldiers eat. Nevertheless, this is the life they chose, and there seems to be no sign of the life going out of style any time soon.&lt;br /&gt;
&lt;br /&gt;
==Mentality and Creed==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a fascinating ambivalence of strong, raw emotion and rigid adherence to the word of law and the rule of bureaucracy. They deem it to be in poor character to hide one’s emotions from another, a kind of dishonesty that could just brand you a traitor in even your closest friend’s eyes. Honeyed words and beating around the bush is behavior best kept away from their kind, as it will only serve to greatly upset them or in the worst cases create loud, verbal altercations with a stout man or woman who will gladly die on whatever hill they’re on. Matters of honesty, emotional or otherwise, are in fact taken so seriously by the dwarves that in most dwarven nations the practice of sarcasm between dwarves is outlawed and punishable by public branding.&lt;br /&gt;
&lt;br /&gt;
This naturally brings us to the dwarven view of their governance. The dwarven political systems are lauded across the world for their intricacies and lack of widespread corruption. A fact that the dwarves are rightfully proud of, and see it as a matter of great importance to the livelihood of not only their civilization but themselves as individuals. The masterfully crafted dwarven bureaucracy and the laws they’ve forged are widely viewed as the true strength of their race, and thus it must be respected and protected at all costs. This strict adherence does not mean that crime is a thing of the ancient past, though. The rigidity of bureaucracy often leaves loopholes for perceptive crooks to take advantage of, and due to the nature of their law enforcement, these individuals will not be apprehended unless a law is passed to make it a crime. And among a race of such emotionally rich individuals, there is plenty of room for crimes born in the heat of passion or delusions of injustice.&lt;br /&gt;
&lt;br /&gt;
Though foreign races may frequently bear an ill perception of the dwarves, this just as often comes from gross misunderstandings of the dwarven mindset. They are by no means a naturally cruel race of people, but rather a race of long-lived people with plans for futures, entire human lifetimes ahead, and memories stretching back as long as recorded history allows. With emotions at their level, it is hard for them to let go of even the smallest of slights without some form of compensation. It can be difficult to understand, accept, or simply tolerate the conclusions that can come from dwarven mentalities, but you are always certain they will be upfront about whatever their disagreement may be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Religion within dwarven society is hard to define, as there is no organized faith found among their nations or settlements that can be considered uniquely dwarven. Though individuals or clans may follow certain world religions or something of their own making, there is no faith that is recognized to be a state religion of any dwarven realm. Instead of gods and spirits, they are more commonly drawn to worshipping the political systems of their homeland, viewing it as a structure built by their forebears that provides them with safety and prosperity. This phenomenon is even seen among dwarves born and raised in the nations of other races, though rarely with the same fervor as one might expect to see in any dwarven hold. &lt;br /&gt;
&lt;br /&gt;
These systems can make dwarves very rich if they know how to navigate their Byzantine bureaucracy, leading some zealots to wrongly view wealth itself as a virtue. This has brought forth an ugly subculture within dwarven kind that praises the rich for their righteous paths and will turn a blind eye to wrongdoings and unethical practices, professing a blind loyalty to these ‘prophets’ in the delusion that they simply know what is right. Always.&lt;br /&gt;
&lt;br /&gt;
This worship of riches is a trend that is worrying more conservative elements within dwarven society, as the seeds of greed have grown strong within the heads of these select few false prophets, challenging the very integrity of dwarven politics that makes them so uniquely steadfast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Despite technically being ruled by them, kings and queens have never been allowed into the lawmaking process at any level. Dwarven nobility is excluded from the bureaucracy as part of an ancient pact struck between the commoners and bluebloods. The nobility will often fill the ranks of the military instead of finding political influence.&lt;br /&gt;
*Dwarves are completely incapable of yielding Potentia, Pannotia’s magical current which allows those knowledgeable in the arts to perform acts of sorcery. It is widely unknown why Dwarves cannot participate in this, with it being one of the world's greatest mysteries, which many have tried and failed to unravel.&lt;br /&gt;
*Dwarves are inherently scared of water. Few are taught to swim due to their lacking connection to the seas. Because of this, there are almost no dwarves found to be living in harbor districts of foreign cities.&lt;br /&gt;
*“Your mother” jokes are considered extremely offensive to dwarves. One of the longest trials in dwarven history came about from a goblin engineer calling a dwarven foreman’s mother dumb in playful jest. The foreman broke the goblin’s hands for the transgression, which led the goblin’s employer to file a lawsuit. The legal battle lasted for decades after the goblin had passed away, as both parties simply wouldn’t give up and would continue to sue one another for increasingly petty things.&lt;br /&gt;
&lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Jonificus&lt;br /&gt;
|Processors = Woodwork, AnxiousMouse&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1668</id>
		<title>Special Permissions</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1668"/>
		<updated>2025-08-04T17:44:18Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When crafting a character, you may encounter a creative impasse or feel that the character could benefit from additional elements to enhance their role in the general roleplay scene. Special Permissions are designed to provide these extra features, though not without certain conditions. They aim to facilitate the creation of unique characters based on a player's vision for their design and purpose.&lt;br /&gt;
&lt;br /&gt;
Special Permissions vary in complexity. Some Special Permissions can be as simple as a backstory attachment, which would allow a character to include deep lore or some kind of unique historical inclusion in a character’s life story that would not usually be accessible to most players. On the other hand, other Special Permissions can permit the creation of custom spells for a magic-using character, adding a layer of uniqueness to their roleplay. However, each permission comes with its own set of conditions that must be met for approval, detailed below. If this has already caught your attention, please see Special Permission Types on this page to see what Special Permissions can be applied for. &lt;br /&gt;
&lt;br /&gt;
==What are the prerequisites?== &lt;br /&gt;
&lt;br /&gt;
Due to the nature of Special Permissions and the additional perks and benefits that come with them over that of any other regular player character, Gears of Galudon Staff expect certain conditions to be met to firstly earn the right to use them and then secondly, to maintain in the long term. At a baseline, Gears of Galudon Staff would like applicants to note the following universal conditions that have to be met: &lt;br /&gt;
&lt;br /&gt;
#Your character must be an active, approved character. &lt;br /&gt;
#Your character must actively engage with other characters or within a group. &lt;br /&gt;
#You must have a general plan as to what you wish to do with your special permission, if granted.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following factors will be taken into consideration by Gears of Galudon Staff when reviewing your Special Permission Application. &lt;br /&gt;
&lt;br /&gt;
#All previously mentioned conditions laid out above. &lt;br /&gt;
#Does the player have a good community standing and roleplay history on Gears of Galudon. &lt;br /&gt;
&lt;br /&gt;
Depending on the Special Permission, mandatory conditions will be required to continuously use that permission. They may be any or all of the above or additional elements implemented by Staff for that specific tier of special permission. In some cases, Staff may impose a custom upkeep requirement on your special permission where Staff believe additional elements must be considered for its continuous use. &lt;br /&gt;
&lt;br /&gt;
Special Permissions are reviewed every 2 months to ensure their prerequisites and upkeep requirements are met. You will be notified if you are no longer meeting the special permission requirements and be given a timeframe in which you can attempt to fulfill their requirements. You can of course always choose to revoke your special permission if you no longer play the character or if you feel the upkeep or prerequisites are becoming too difficult to manage. &lt;br /&gt;
&lt;br /&gt;
Additionally, you can apply via discord ticket to have your permission re-reviewed. This is especially useful in situations whereby you feel you aren't getting enough mileage out of your permission, and want parts or all of the permission redone to better fit your playstyle. Note however, Staff have the final say in what goes into your special permission. If Staff believe that the permission is balanced and is adequate for the character, you may be told to continue with your current permission. &lt;br /&gt;
&lt;br /&gt;
==Special Permission Tiers and Types==&lt;br /&gt;
===Tier 0 Special Permissions===&lt;br /&gt;
Tier 0 Special Permissions are on server benefits that require the least amount of pre-requisite attainment. Having one of these permissions does not impact any further special permissions, meaning that the upkeep requirements do not stack, as there are no upkeep requirements for Tier 0 permissions. These permissions are solely one time benefits to players that satisfy the following criteria: &lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet a 600 roleplay line requirement for the past two months, or have first joined the Gears of Galudon server at least a month prior to the application. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rental Region Decoration''' - When granted, Gameplay staff will decorate your rental region to specifications requested insofar as is possible. There is no requirement to upkeep this permission, and once the region is decorated, changes can be requested down the line with another application.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Special Permissions===&lt;br /&gt;
Tier 1 Special Permissions are basic permissions that require only a small amount of upkeep. The pre-requisites and upkeep requirements can be read below:&lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Backstory Attachments''' - When granted, the Backstory Attachment special permission, allows players greater flexibility in incorporating details into their character's backstory that might typically be restricted. This permission allows for elements such as being the illegitimate child of an NPC foreign dignitary, having a lifespan extended to 1,000 years due to a curse, or other unconventional details. It opens the door to various possibilities, including but not limited to extended ages, elaborate family histories, and participation in exceptional in-character historical events. Backstory attachments can sometimes have special impact conditions that may assist you in progressions.&lt;br /&gt;
&lt;br /&gt;
'''Foreign Notoriety''' - Players may wish to write into their character application that they have particular influence, sway, and power in another country in Lore. The details are not limited, so you can be as creative as you wish provided it does not break established, Staff written Lore. &lt;br /&gt;
&lt;br /&gt;
'''Special Building Rentals''' - Certain buildings on the server are accessed not through the rental process but by application.  These include all factory builds, the bar on Meridian Street, the brothels in Paradise Court, offices in the media building, homes and businesses at the docks and the northern mining camp,  and farm buildings on the outskirts of town.  &lt;br /&gt;
&lt;br /&gt;
There are many larger factories and lumber mills dotted around the city of Ironhurst. These are not rentable - rather, they are assigned on an application basis, with a one-time sum to be paid for the lease agreement. These buildings are meant to be used for businesses such as; coal processing, iron working, copperworks, clay and brick manufacturing, food production, weapons production, lumber sales, mining sales, or another similar business venture.  &lt;br /&gt;
&lt;br /&gt;
Please note that any alterations to the exterior are not allowed and will result in the forfeit of the building.  Any interior things that come prebuilt and that you'd like to change should be discussed with Staff. Players who have not found a building suitable for what they want it for should make a ticket and discuss this with Staff. Note that the location, aesthetic, and purpose should be devised prior to application. Staff will not entertain huge makeovers of a building if another one is already suited to the purpose. Interior design and help designing working processes will be given to all those accepted. A list of ready-built buildings for application can be found [https://docs.google.com/document/d/1qMuJX3xmHOsdZNswRB0hJWyE6D5dU5886yLhpqOdLvY/edit HERE]. &lt;br /&gt;
&lt;br /&gt;
===Tier 2 Special Permissions===&lt;br /&gt;
*Activity: The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Custom Magic Grimoires''' - Some players may wish to have a custom spell kit outside of the written magic schools. You can apply for such here, but you must include the type of aesthetic you want, some ideas for some of the spells, and some general backstory as to how they can to utilize this custom magic. &lt;br /&gt;
&lt;br /&gt;
'''Character “Level Ups”''' - The Character ‘Level Up’ special permission gives a player additional Talent Points to spend on their Character Application. This is reserved for characters who have proven themselves to excel within their field. This means that the character has worked towards improving their skill and has the roleplay to back it. A level up is for characters with history and not those fresh into Ironhurst.&lt;br /&gt;
&lt;br /&gt;
'''Character Virtuoso''' - This Special Permission allows a player to bypass 3 Point per 1 Talent Subcategory cap to allow for 2 Talents at 3 points. A Virtuoso is a character who has mastered two talents. They have put all their time and effort into mastering their talents of choice and are now rewarded with an exceptional level of expertise. The difference between a Virtuoso and a Level Up is that a Virtuoso is more focused on what you can assign your points into,  while a Level Up can be more generalist, like a proficiency point increase in D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
'''Criminal Gang Bases:'''  Criminal Gang Bases are intended to house gangs as they complete their nefarious deeds. Criminal bases are available in both Shademire Tunnels and The Maw. Gangs wishing to claim a base should have a minimum of three players in their gang and intend to not only utilize it for crime-related roleplay but also as a way to carve out territory and control it in their respective locations. Please make a ticket with the base you would like to occupy and tag @build in your ticket.  &lt;br /&gt;
&lt;br /&gt;
===Tier 3 Special Permissions===&lt;br /&gt;
'''Activity''': The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Player Interaction: The player must make reasonable efforts to interact with the general playerbase. Permission holders must not brickwall roleplay, or otherwise engage in ‘clique’ like behavior, so as to ensure that the permission is used for the benefit of the larger roleplay community. &lt;br /&gt;
&lt;br /&gt;
*Player Longevity: The player must have been on the server and actively playing for at least 3 months. Because of the nature of these types of permissions, they award considerable character boons, powers and abilities. As a result, we ask that those who are applying for these permissions have been on the server for a reasonable amount of time and have met the activity quotas for the previous 3 months (600 roleplay lines per month.)&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Cursed Being''' - With this special permission, you can further empower your Cursed character by gaining new, unique mutations, powers, and aesthetics that are not common for the Cursed Affliction you play. These characters have consistently stood out and kept strong in Ironhurst. These characters can benefit from custom abilities based on your wishes and Staff’s approval or compromises. Furthermore, your Cursed Being will be considered a ‘Sovereign Beast’, the highest in the food chain for your respective Cursed Affliction.&lt;br /&gt;
&lt;br /&gt;
'''Folk Hero''' - A folk hero special permission empowers a “good” character,who has illustrated good virtue and moral values with additional combat skills, tantamount to an excellent fighter or soldier. Folk Heroes, however, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Folk Heroes cannot become ‘evil’ or ‘morally ambiguous’ characters at any time. They are intended to act as the ‘good guys’ in roleplay, fighting for justice for the people. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia. &lt;br /&gt;
&lt;br /&gt;
'''Outlander''' - Outlanders are the polar opposite of Folk Heroes. Outlanders are fighters considered ‘evil’ or ‘chaotic’ characters, who are mostly disliked or outcasted for their brutish combat habits but are still excellent fighters and/or soldiers. Outlanders, like Folk Heroes, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Outlanders cannot at any time become ‘good’ characters and must remain either ’evil’ or ‘morally ambiguous’ but always self-serving. They are intended to act as the ‘bad guys’ in roleplay or those that cannot be easily trusted. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia, but also extremely outcasted and disliked for being dishonorable fighters.&lt;br /&gt;
&lt;br /&gt;
==How Do You Apply For A Special Permission==&lt;br /&gt;
Applicants should make a ticket on the Gears of Galudon Discord through our Ticket Bot (Ticket Tool). The following application template should be filled out and posted for Staff review. It is advisable to be as detailed as possible in these sections to give Staff a clear understanding of what granting you a Special Permission is likely to achieve.&lt;br /&gt;
&lt;br /&gt;
Please note that you are not to write these abilities yourself for some permissions, such as those allowing for custom skills, spells, or abilities. Instead, only provide general vibes or baseline ideas you may have for certain abilities. Staff reserve the right to alter parts of your special permission anytime. They may require that some of your ideas or general guidelines be altered for balancing reasons or if the ability does not fit within the realm of lore compliance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minecraft Username''': (Include your Minecraft Username here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Character Name''': (Your character’s full name)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Approved Character Application Sheet''': (Link your character’s approved character application here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Application Type''': (For example, Backstory Attachment, Custom Magic Grimoire etc)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Details''': (Include as many paragraphs as you like on the details of the permission you want. For example, what sort of backstory attachment do you want? What does it include? If you want a custom magic kit, what kind of spells are you looking for)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Intent''': (Outline what you intend to do with the permission, and why we should approve it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon delivery of a special permission, the player must include the details of the special permission in their Character Applications, under the Basic Information Section of their App. Simply denote a new heading called ‘Special Permission’ and link your Special Permission document there, and designate what Special Permission it is you have.&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1667</id>
		<title>Special Permissions</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Special_Permissions&amp;diff=1667"/>
		<updated>2025-08-04T17:43:53Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When crafting a character, you may encounter a creative impasse or feel that the character could benefit from additional elements to enhance their role in the general roleplay scene. Special Permissions are designed to provide these extra features, though not without certain conditions. They aim to facilitate the creation of unique characters based on a player's vision for their design and purpose.&lt;br /&gt;
&lt;br /&gt;
Special Permissions vary in complexity. Some Special Permissions can be as simple as a backstory attachment, which would allow a character to include deep lore or some kind of unique historical inclusion in a character’s life story that would not usually be accessible to most players. On the other hand, other Special Permissions can permit the creation of custom spells for a magic-using character, adding a layer of uniqueness to their roleplay. However, each permission comes with its own set of conditions that must be met for approval, detailed below. If this has already caught your attention, please see Special Permission Types on this page to see what Special Permissions can be applied for. &lt;br /&gt;
&lt;br /&gt;
==What are the prerequisites?== &lt;br /&gt;
&lt;br /&gt;
Due to the nature of Special Permissions and the additional perks and benefits that come with them over that of any other regular player character, Gears of Galudon Staff expect certain conditions to be met to firstly earn the right to use them and then secondly, to maintain in the long term. At a baseline, Gears of Galudon Staff would like applicants to note the following universal conditions that have to be met: &lt;br /&gt;
&lt;br /&gt;
#Your character must be an active, approved character. &lt;br /&gt;
#Your character must actively engage with other characters or within a group. &lt;br /&gt;
#You must have a general plan as to what you wish to do with your special permission, if granted.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following factors will be taken into consideration by Gears of Galudon Staff when reviewing your Special Permission Application. &lt;br /&gt;
&lt;br /&gt;
#All previously mentioned conditions laid out above. &lt;br /&gt;
#Does the player have a good community standing and roleplay history on Gears of Galudon. &lt;br /&gt;
&lt;br /&gt;
Depending on the Special Permission, mandatory conditions will be required to continuously use that permission. They may be any or all of the above or additional elements implemented by Staff for that specific tier of special permission. In some cases, Staff may impose a custom upkeep requirement on your special permission where Staff believe additional elements must be considered for its continuous use. &lt;br /&gt;
&lt;br /&gt;
Special Permissions are reviewed every 2 months to ensure their prerequisites and upkeep requirements are met. You will be notified if you are no longer meeting the special permission requirements and be given a timeframe in which you can attempt to fulfill their requirements. You can of course always choose to revoke your special permission if you no longer play the character or if you feel the upkeep or prerequisites are becoming too difficult to manage. &lt;br /&gt;
&lt;br /&gt;
Additionally, you can apply via discord ticket to have your permission re-reviewed. This is especially useful in situations whereby you feel you aren't getting enough mileage out of your permission, and want parts or all of the permission redone to better fit your playstyle. Note however, Staff have the final say in what goes into your special permission. If Staff believe that the permission is balanced and is adequate for the character, you may be told to continue with your current permission. &lt;br /&gt;
&lt;br /&gt;
==Special Permission Tiers and Types==&lt;br /&gt;
===Tier 0 Special Permissions===&lt;br /&gt;
Tier 0 Special Permissions are on server benefits that require the least amount of pre-requisite attainment. Having one of these permissions does not impact any further special permissions, meaning that the upkeep requirements do not stack, as there are no upkeep requirements for Tier 0 permissions. These permissions are solely one time benefits to players that satisfy the following criteria: &lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet a 600 roleplay line requirement for the past two months, or have first joined the Gears of Galudon server at least a month prior to the application. &lt;br /&gt;
&lt;br /&gt;
'''Rental Region Decoration''' - When granted, Gameplay staff will decorate your rental region to specifications requested insofar as is possible. There is no requirement to upkeep this permission, and once the region is decorated, changes can be requested down the line with another application.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Special Permissions===&lt;br /&gt;
Tier 1 Special Permissions are basic permissions that require only a small amount of upkeep. The pre-requisites and upkeep requirements can be read below:&lt;br /&gt;
&lt;br /&gt;
*Activity: The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Backstory Attachments''' - When granted, the Backstory Attachment special permission, allows players greater flexibility in incorporating details into their character's backstory that might typically be restricted. This permission allows for elements such as being the illegitimate child of an NPC foreign dignitary, having a lifespan extended to 1,000 years due to a curse, or other unconventional details. It opens the door to various possibilities, including but not limited to extended ages, elaborate family histories, and participation in exceptional in-character historical events. Backstory attachments can sometimes have special impact conditions that may assist you in progressions.&lt;br /&gt;
&lt;br /&gt;
'''Foreign Notoriety''' - Players may wish to write into their character application that they have particular influence, sway, and power in another country in Lore. The details are not limited, so you can be as creative as you wish provided it does not break established, Staff written Lore. &lt;br /&gt;
&lt;br /&gt;
'''Special Building Rentals''' - Certain buildings on the server are accessed not through the rental process but by application.  These include all factory builds, the bar on Meridian Street, the brothels in Paradise Court, offices in the media building, homes and businesses at the docks and the northern mining camp,  and farm buildings on the outskirts of town.  &lt;br /&gt;
&lt;br /&gt;
There are many larger factories and lumber mills dotted around the city of Ironhurst. These are not rentable - rather, they are assigned on an application basis, with a one-time sum to be paid for the lease agreement. These buildings are meant to be used for businesses such as; coal processing, iron working, copperworks, clay and brick manufacturing, food production, weapons production, lumber sales, mining sales, or another similar business venture.  &lt;br /&gt;
&lt;br /&gt;
Please note that any alterations to the exterior are not allowed and will result in the forfeit of the building.  Any interior things that come prebuilt and that you'd like to change should be discussed with Staff. Players who have not found a building suitable for what they want it for should make a ticket and discuss this with Staff. Note that the location, aesthetic, and purpose should be devised prior to application. Staff will not entertain huge makeovers of a building if another one is already suited to the purpose. Interior design and help designing working processes will be given to all those accepted. A list of ready-built buildings for application can be found [https://docs.google.com/document/d/1qMuJX3xmHOsdZNswRB0hJWyE6D5dU5886yLhpqOdLvY/edit HERE]. &lt;br /&gt;
&lt;br /&gt;
===Tier 2 Special Permissions===&lt;br /&gt;
*Activity: The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Custom Magic Grimoires''' - Some players may wish to have a custom spell kit outside of the written magic schools. You can apply for such here, but you must include the type of aesthetic you want, some ideas for some of the spells, and some general backstory as to how they can to utilize this custom magic. &lt;br /&gt;
&lt;br /&gt;
'''Character “Level Ups”''' - The Character ‘Level Up’ special permission gives a player additional Talent Points to spend on their Character Application. This is reserved for characters who have proven themselves to excel within their field. This means that the character has worked towards improving their skill and has the roleplay to back it. A level up is for characters with history and not those fresh into Ironhurst.&lt;br /&gt;
&lt;br /&gt;
'''Character Virtuoso''' - This Special Permission allows a player to bypass 3 Point per 1 Talent Subcategory cap to allow for 2 Talents at 3 points. A Virtuoso is a character who has mastered two talents. They have put all their time and effort into mastering their talents of choice and are now rewarded with an exceptional level of expertise. The difference between a Virtuoso and a Level Up is that a Virtuoso is more focused on what you can assign your points into,  while a Level Up can be more generalist, like a proficiency point increase in D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
'''Criminal Gang Bases:'''  Criminal Gang Bases are intended to house gangs as they complete their nefarious deeds. Criminal bases are available in both Shademire Tunnels and The Maw. Gangs wishing to claim a base should have a minimum of three players in their gang and intend to not only utilize it for crime-related roleplay but also as a way to carve out territory and control it in their respective locations. Please make a ticket with the base you would like to occupy and tag @build in your ticket.  &lt;br /&gt;
&lt;br /&gt;
===Tier 3 Special Permissions===&lt;br /&gt;
'''Activity''': The player must meet the 1,200 roleplay line requirement every two months to be considered active. &lt;br /&gt;
&lt;br /&gt;
*Group Engagement: The player is expected to make reasonable efforts to establish some form of roleplay group or interact frequently with existing roleplay groups to some degree. This is to promote good standing with other players within the roleplay community, and allow the permission to be experienced by the wider server player base. &lt;br /&gt;
&lt;br /&gt;
*Good Behavior: The player themselves must exhibit good behavior and conduct both on and off of the server. In line with Gears of Galudon’s community mission statement, the player must avoid meta gaming, power gaming or engaging in otherwise offensive roleplay or risk perm revocation. Special Permission holders are expected to be representatives of good roleplay, and must act accordingly. &lt;br /&gt;
&lt;br /&gt;
*Player Interaction: The player must make reasonable efforts to interact with the general playerbase. Permission holders must not brickwall roleplay, or otherwise engage in ‘clique’ like behavior, so as to ensure that the permission is used for the benefit of the larger roleplay community. &lt;br /&gt;
&lt;br /&gt;
*Player Longevity: The player must have been on the server and actively playing for at least 3 months. Because of the nature of these types of permissions, they award considerable character boons, powers and abilities. As a result, we ask that those who are applying for these permissions have been on the server for a reasonable amount of time and have met the activity quotas for the previous 3 months (600 roleplay lines per month.)&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Cursed Being''' - With this special permission, you can further empower your Cursed character by gaining new, unique mutations, powers, and aesthetics that are not common for the Cursed Affliction you play. These characters have consistently stood out and kept strong in Ironhurst. These characters can benefit from custom abilities based on your wishes and Staff’s approval or compromises. Furthermore, your Cursed Being will be considered a ‘Sovereign Beast’, the highest in the food chain for your respective Cursed Affliction.&lt;br /&gt;
&lt;br /&gt;
'''Folk Hero''' - A folk hero special permission empowers a “good” character,who has illustrated good virtue and moral values with additional combat skills, tantamount to an excellent fighter or soldier. Folk Heroes, however, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Folk Heroes cannot become ‘evil’ or ‘morally ambiguous’ characters at any time. They are intended to act as the ‘good guys’ in roleplay, fighting for justice for the people. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia. &lt;br /&gt;
&lt;br /&gt;
'''Outlander''' - Outlanders are the polar opposite of Folk Heroes. Outlanders are fighters considered ‘evil’ or ‘chaotic’ characters, who are mostly disliked or outcasted for their brutish combat habits but are still excellent fighters and/or soldiers. Outlanders, like Folk Heroes, are not permitted to use magic, and their permission kits will be written with the same number of combat abilities (non-magical) as that of a custom magic grimoire. Outlanders cannot at any time become ‘good’ characters and must remain either ’evil’ or ‘morally ambiguous’ but always self-serving. They are intended to act as the ‘bad guys’ in roleplay or those that cannot be easily trusted. Your character will be considered a ‘famous warrior’, one of the highest skilled fighters in Pannotia, but also extremely outcasted and disliked for being dishonorable fighters.&lt;br /&gt;
&lt;br /&gt;
==How Do You Apply For A Special Permission==&lt;br /&gt;
Applicants should make a ticket on the Gears of Galudon Discord through our Ticket Bot (Ticket Tool). The following application template should be filled out and posted for Staff review. It is advisable to be as detailed as possible in these sections to give Staff a clear understanding of what granting you a Special Permission is likely to achieve.&lt;br /&gt;
&lt;br /&gt;
Please note that you are not to write these abilities yourself for some permissions, such as those allowing for custom skills, spells, or abilities. Instead, only provide general vibes or baseline ideas you may have for certain abilities. Staff reserve the right to alter parts of your special permission anytime. They may require that some of your ideas or general guidelines be altered for balancing reasons or if the ability does not fit within the realm of lore compliance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Minecraft Username''': (Include your Minecraft Username here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Character Name''': (Your character’s full name)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Approved Character Application Sheet''': (Link your character’s approved character application here)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Application Type''': (For example, Backstory Attachment, Custom Magic Grimoire etc)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Details''': (Include as many paragraphs as you like on the details of the permission you want. For example, what sort of backstory attachment do you want? What does it include? If you want a custom magic kit, what kind of spells are you looking for)‎&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Special Permission Intent''': (Outline what you intend to do with the permission, and why we should approve it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon delivery of a special permission, the player must include the details of the special permission in their Character Applications, under the Basic Information Section of their App. Simply denote a new heading called ‘Special Permission’ and link your Special Permission document there, and designate what Special Permission it is you have.&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Magnate_System&amp;diff=1659</id>
		<title>Magnate System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Magnate_System&amp;diff=1659"/>
		<updated>2025-07-26T23:41:12Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Pannotia is ripe with people of power, influence and wealth. In order to facilitate this as a playable concept, the Magnate System exists. This system introduces Magnates; influential figures actively engaged in the King's Royal Court as Governors overseeing specific regions in the Galudonian Kingdom. The Magnate System operates akin to a strategic game, reminiscent of Risk, where characters or groups vie for control over designated 'Provinces' within the Kingdom, and as a measure, drives RP in a dynamic, organic way. The acquisition of these territories enhances a character's prestige in the eyes of both the King and the general populace and can even lead to the attainment of Nobility. Consequently, the Magnate System plays a pivotal role in determining whether a character or their group is deemed affluent, bringing with it unique advantages and privileges. Further details can be found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What are Magnates?==&lt;br /&gt;
Magnates, as integral participants in the system, are individuals or groups characterized by wealth, power, and substantial influence. They hold significant sway in shaping the governance of specific regions designated as ‘Provinces’ within the Kingdom of Galudon. Essentially elevated above the common populace, these individuals or groups, whether as regional governors or through their influential status, possess the privilege of navigating the legal landscape with greater latitude, often exceeding the limits applicable to the average person. Note, only one person per group can be designated as the ‘Magnate’ and not the group or family as a whole. The Magnates themselves also able to avail of additional benefits, such as: &lt;br /&gt;
&lt;br /&gt;
Each Magnate can choose a residence in Peddleston Park, the area of Ironhurst exclusive to Magnate System participants. The first couple of months rent is free. &lt;br /&gt;
Magnates have the exclusive right to declare themselves as exceedingly wealthy in character applications, setting them apart from the traditional backstory wealth based characters. (Note. Magnate Wealth is considered separate from In-Game wealth, as In-Game Wealth holds more value than Magnate System Wealth.)&lt;br /&gt;
Magnates may request the construction of Rural Estates, Castles, Palaces and Manors within the In-Game Map. These however come at the cost of in game money, and the price varies depending on the size and complexity of the structure. Make a ticket and detail the type of Estate you are looking for and Staff can give you a ballpark figure as to what the cost may be. &lt;br /&gt;
Magnates receive preferential treatment from the Crown. This may afford the Magnates additional benefits, such as preferential treatment when it comes to Government and Royal Court position applications within the Kingdom’s Government, some minor legal protection for minor crimes and additional sway when making specific requests to the King either via letter correspondence or at Royal Audiences.  &lt;br /&gt;
Magnates may, after some time, various IC means or from active participation in the system, be elevated to Nobility within the Kingdom. More details on Nobility can be found below. &lt;br /&gt;
Magnates can choose to have always been Magnates (Old Money) or newly elevated Magnates (New Money) however this is purely aesthetical. &lt;br /&gt;
==Magnate Types==&lt;br /&gt;
As a Magnate, it is essential to define the nature of your influence by selecting a specific Magnate type. These classifications are purely aesthetic, symbolizing the background that has propelled your Magnate into a position of power. While default options are available, the aesthetic choice is flexible, allowing you to create your own Magnate type. Additionally, you have the option to designate dual roles. For instance, you could be a Mercantile Magnate due to a successful business in lore, while also adopting the role of a Crime Lord, reflecting the portion of your wealth derived from the Black Market or underworld activities.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the elevation of your Magnate's rank correlates with their growing power, primarily determined by the number of Provinces under their governance. The progression follows the specified format.&lt;br /&gt;
&lt;br /&gt;
* 1 Province Owned - First Rank&lt;br /&gt;
* 3 Provinces Owned - Second Rank&lt;br /&gt;
* 6 Provinces Owned - Third Rank&lt;br /&gt;
* 9 Provinces Owned - Fourth Rank&lt;br /&gt;
&lt;br /&gt;
Each of these Ranks come with their own aesthetic titles that can be used. That said, there are a couple of rules relating to some of the ranks that I will detail below. &lt;br /&gt;
&lt;br /&gt;
A person need not use your Magnate’s title if the Magnate permits them to disregard it. If the Magnate wishes for their title to be used and a person opts to not use it, the Ironhurst Metropolitan can enforce the title be used. &lt;br /&gt;
If you opt to use one of the Criminal related Magnate Types (Such as Crime Lord, Cursed or Pirate), you may wish to have no title used at all. Moreover, it can be assumed that, unless proven in progression to the contrary, your character is in fact, perfectly legal. For example, a Pirate aesthetic may wish to opt that their public image is that of a privateer working on behalf of the Galudonian Government/Crown, a Cursed Aesthetic may wish to discredit any notion that they are a cursed and act as if their rank title is simply a negative term folk use against them, and a Crime Lord may wish to act as if the business they operate is purely legal. That said, any of these aesthetics can simply be a secondary aesthetic, and a Magnate can instead use the rank title of their primary aesthetic. &lt;br /&gt;
Nobility is NOT a default Magnate type you can choose from. Nobility is granted by the Crown under specific conditions as a reward for exemplary Magnate System participation, and these conditions will be set out and made apparent further below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magnate Types and Rankings&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Mercantile!! Military !! Crime Lord !! Cursed !! Celebrity !! Pirate !! Nobility&lt;br /&gt;
|-&lt;br /&gt;
| First Rank || Benefice|| Arbiter || Racket || Revenant || Personality || Plunderer || Lordship&lt;br /&gt;
|-&lt;br /&gt;
| Second Rank || Trade Master || Legionnaire || Conglomerate || Harbinger || Luminary || Marauder || Earl/Count/Arless/Countessr&lt;br /&gt;
|-&lt;br /&gt;
| Third Rank || Aristocrat || Sentinel|| Cartel || Dreadspawn || Celebutante || Reaver || Duke/Duchess/Dux&lt;br /&gt;
|-&lt;br /&gt;
| Fourth Rank || Tycoon || Grand Warden || Syndicate || Dark Lord/Lady/Shadow Sovereign|| Mogul || Pirate King/ Queen/Sovereign || Grand Duke/Duchess/Dux&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nobility==&lt;br /&gt;
As indicated above, one of the available Magnate types is Nobility. However, direct application for Nobility is not possible; it is an accolade bestowed as a reward for sustained and active engagement in the system. Nobility is specifically granted to individuals and their family members, offering unique benefits if they consistently make efforts within the System, or have significant in-game/progression power that the King notices and raises them to Nobility.&lt;br /&gt;
&lt;br /&gt;
Nobles enjoy greater autonomy over their regions and are to be addressed by their titles at all times. They also possess increased legal freedoms and can only be found guilty of crimes by the King personally. Moreover, Nobles have far less difficulty interacting with dignitaries and other foreign governments than most Magnates. Consequently, Nobility is an aspirational status within the system, granted exclusively to those who consistently participate, and participation remains entirely optional.&lt;br /&gt;
&lt;br /&gt;
More information relating to Nobility will come in time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acquiring Provinces==&lt;br /&gt;
&lt;br /&gt;
The Magnate System is a dual based system that requires active participation on the server, and in world progressions. It centers entirely around regional geopolitics, and as such, the Magnates themselves are required to actively participate in the goings on around the Kingdom where applicable. The concept around the Magnate system relies heavily on the Magnate’s individual desire to grow more powerful and influential by securing new Provinces to govern, which can be done through numerous means. Note. Some Provinces on the Magnate Province Map, marked in a Goldish Yellow, are established Cities under the Kings protection. You cannot claim these cities as a starting point, but you can attempt to capture them later on, albeit with difficulty. By collecting more Provinces under your Magnate’s influence, you also will be granted additional Wealth in the System, Manpower, War Machines, etc, which can greatly assist your Magnate in securing even more Provinces.  By default, all Magnates start with at least one Province. They then can begin acquiring more provinces through some of the methods listed below, though this is not an exhaustive list but rather gives you an example of what can be done. &lt;br /&gt;
&lt;br /&gt;
===Intrigue===&lt;br /&gt;
Magnates possess the ability to employ specific political strategies aimed at either securing support from a newly acquired province or undermining the credibility of another province's governor through political maneuvering. These tactics encompass a range of possibilities, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
Orchestrating internal conflicts within a region to politically sabotage the incumbent governor.&lt;br /&gt;
Demonstrating superior governance by providing for the people of an already governed province, thereby showcasing themselves as more capable leaders.&lt;br /&gt;
Damaging a governor's reputation through various means, such as spreading rumors, embellishing facts, or exposing scandals, both within the overarching World Progressions and in-game.&lt;br /&gt;
Impressing the Galudonian King either by participation at Court or by showcasing superior intellect when engaging with other Magnates. &lt;br /&gt;
Various acts in-game which showcase your Magnate’s overall strength, power and fortitude, be it by degrading other Magnates or helping them succeed to your own benefit. &lt;br /&gt;
&lt;br /&gt;
===In-Game Activity=== &lt;br /&gt;
Active participation on the server significantly enhances the likelihood of being granted additional unoccupied provinces by the King. While mere presence may result in the award of a province or two, proactive engagement in various ways can further attract the King's attention.&lt;br /&gt;
*Participating in the political arena proves fruitful, whether by securing and sustaining a political position such as a Senatorial role, establishing an active political party, initiating a movement, or successfully discrediting existing politicians.&lt;br /&gt;
*Events play a crucial role in this endeavor. Hosting occasional in-game events increases the prospects of receiving a Province award. Furthermore, a Magnate, the Magnate's family/group that consistently organizes and hosts events stands to gain even more Provinces.&lt;br /&gt;
*Establishing connections with the populace and cultivating a 'manpower base' can also be pivotal. Actively interacting with city residents, even casually, elevates the likelihood of Province awards. Additionally, if a character can effectively convey an in-character, played-out loyalty from a group aligned with the Magnate, it substantially boosts the chances of receiving additional Provinces.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
Under specific circumstances, a Magnate has the authority to declare a territorial war against another Magnate. However, such declarations are subject to strict conditions, as all wars necessitate approval either from the Crown or the Senate, known as a 'Casus Belli.' This can be done by simply approaching the Senate either at a sitting and declaring your intent, or by approaching a Senator to bring the Casus Belli to the Senate floor for consideration. If approved, your war can go ahead. Numerous reasons may serve as a Casus Belli, and while the following list provides examples, it is by no means exhaustive.&lt;br /&gt;
*A Magnate has acted hostile toward you or your provinces, and you have proof of such. &lt;br /&gt;
*A Magnate has attempted to attack you before but failed, and now you want to wage a counter-war in their Provinces. &lt;br /&gt;
*You have a ‘claim’ on their Provinces that can be backed up with proof. &lt;br /&gt;
*A Province is subduing or aggressively taxing your trade routes and goods and you wish to seize control over those routes again. &lt;br /&gt;
*You have expansion ambitions and are pursuing territorial growth, and your occupancy of the territory by military means can be prosperous for the whole Kingdom. &lt;br /&gt;
*A Magnate has promised your Magnate tribute of some sort, or failed to uphold part of an important contract, so you wish to occupy them until the agreed-upon terms are met. &lt;br /&gt;
*You wish to pre-emptively engage in war because you can prove that it's likely that the Magnate you are targeting is likely going to declare war on you first soon. &lt;br /&gt;
&lt;br /&gt;
Once your Casus Belli is approved, you can begin invading the Province in World Progressions, which will act similarly to larger war progressions, with troop placement, the requirement for military-inclined characters, etc. These battles will be decided based on the general competency of the Progression Order, rolls, and the character’s abilities involved. &lt;br /&gt;
&lt;br /&gt;
===Culture Bombing===&lt;br /&gt;
Culture bombing is the act of facilitating the widespread dissemination of a particular lifestyle into another Province, so much so that it becomes synonymous with your own. This can occur through various means and does not have to be restricted to actual in-lore cultures, but rather the culture your character wishes to create or employ. This can occur through the following means, however, this is not an exhaustive list. &lt;br /&gt;
*By funding and facilitating the expansion of fashion, art, music, etc in an area similar to the sort you have fostered in your own provinces. &lt;br /&gt;
*Hosting festivals, galas, and other related major events in another province that garner significant support for your Magnate over time. &lt;br /&gt;
*Become well looked up to and idolized by the people of that Province through whatever means. &lt;br /&gt;
&lt;br /&gt;
===Trade and Economics===&lt;br /&gt;
Trade is the lifeblood of the Galudonian Kingdom.  Because of that, it is expected that all members of the Magnate System will be focused on growing their economic powerhouse. There are multiple ways that players can do this - dependent upon, but not solely limited to;&lt;br /&gt;
*Building a significant trade empire in Progressions by wooing the Galudonian Cities Aldermen. &lt;br /&gt;
*Attaining a significant amount of in-game currency. &lt;br /&gt;
*Promoting your Magnates products successfully abroad through progressions.&lt;br /&gt;
*Attaining monopolies in your Magnates' goods within certain Provinces.&lt;br /&gt;
*Warhawk maneuvers using their own military as mercenary forces for others can net you more Provinces.&lt;br /&gt;
*Intercepting shipments/criminal activities to undermine existing magnates can also clandestinely get you more Provinces.&lt;br /&gt;
&lt;br /&gt;
===Fame and Notoriety===&lt;br /&gt;
This is probably the most subjective of all categories. Players here will be famous on the server through a variety of avenues. Note that ill deeds can make someone infamous, and positive vibes can make them famous.  The two can be combined for their own type of fame - however please plan on the system admin contacting you for future guidance regarding which avenue you’d like your character to eventually take. &lt;br /&gt;
World Progression victories by completing a significant goal, or triumphing over another can assist in garnering more Provinces.&lt;br /&gt;
&lt;br /&gt;
*In-game fame such as becoming a notable socialite, sports figure, attaining and fostering a successful public office, etc can greatly help in garnering more Provinces.&lt;br /&gt;
*Creating an image of Infamy for your Magnate In-Game by becoming a famous criminal or villain with impunity can help facilitate the garnering of more Provinces.&lt;br /&gt;
*Your Magnate’s overall influence over players can help with snagging you more Provinces.&lt;br /&gt;
*The creation of transformative works such as music, literature, fashion (skins), or art and becoming known for such a cultural success can net you Provinces.&lt;br /&gt;
*Scandal-courting public figures with impunity can also get you more Provinces.&lt;br /&gt;
&lt;br /&gt;
The approach to these political practices is flexible, allowing for a wide array of strategies to be employed based on individual preferences and objectives within the dynamic game environment. There is no specific ‘right’ way to play the System, only that you create goals for yourself and you succeed in them. &lt;br /&gt;
&lt;br /&gt;
==Developing Provinces==  &lt;br /&gt;
Upon acquiring a Province, your Magnate gains access to a set of pre-existing resources applicable in World Progressions. The four primary resources of concern for a Magnate are Wealth (the system currency that is delivered weekly, denominated in Galudonian Pounds, distinct from in-game currency), Manpower (the available workforce and potential army), Naval Ships (maritime vessels equipped for naval warfare), and Airships (aerial vessels armed for battle).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Province Baseline Boon&lt;br /&gt;
|-&lt;br /&gt;
| Wealth|| Weekly Income of £5,000&lt;br /&gt;
|-&lt;br /&gt;
| Manpower || 2,000 combat and labor-ready individuals&lt;br /&gt;
|-&lt;br /&gt;
| Naval Ships || 5 Naval combat-ready ships&lt;br /&gt;
|-&lt;br /&gt;
| Airships || 5 Airships, armed for battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This structured system allows Magnates to strategically leverage the unique advantages associated with each province they acquire. Naturally, these benefits accumulate as a Magnate acquires more provinces. What's more intriguing is the potential to increase these baseline advantages per province through the application of the right World Progression Orders and strategic investments. For example, a Magnate may invest in specific infrastructure within a Province that may increase the Weekly Wealth Income by a particular amount, or enforce conscription within their Provinces to increase Manpower Numbers. The skies the limit when it comes to ideas on how to improve your Provinces, but be warned, every action has a potential consequence, so do fully think out your plan of action before putting it into effect. &lt;br /&gt;
&lt;br /&gt;
Moreover, you can use In-Game currency to purchase additional increases as a one-time, non-weekly bonus. The prices are as follows: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Cost !! One Time Boon&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || £1,000 in game pounds || £5,000 Magnate System Wealth&lt;br /&gt;
|-&lt;br /&gt;
| Manpower || £3,000 in game pounds || 5,000 additional Manpower&lt;br /&gt;
|-&lt;br /&gt;
| Naval Ships || £1,250 in game pounds || 1 Naval Ship&lt;br /&gt;
|-&lt;br /&gt;
| Airships || £2,000 in game pounds || 1 Airships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After substantial investment and development, a Province may reach a point where it transforms into a city. At this juncture, your character is acknowledged as the founder, and the city is accorded its dedicated mention on the Gears of Galudon Wiki. However, achieving this status is a challenging and demanding journey.&lt;br /&gt;
Provinces &lt;br /&gt;
&lt;br /&gt;
The Provinces, along with their current Magnates/Governors, are depicted in the map below. Please note that you may need to zoom in on this page for a clearer view. Additionally, an Imgur gallery link has been included in the Magnate System Resources section, offering various Galudon maps relevant to the Magnates, including the one presented below. Please note that some  Provinces on the Magnate Province Map, marked in a Goldish Yellow, are established Cities under the King's protection. You cannot claim these cities as a starting point, but you can attempt to capture them later on, albeit with difficulty.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Magnate Thumbnail.png| Current map of the magnates and their provinces&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magnate Resources==&lt;br /&gt;
&lt;br /&gt;
Below you will find two useful links that will help you better understand what Magnates have to work with. The first is an imgur album of Magnate System relevant maps. &lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/a/Q55qLPS Magnate System Relevant Maps] &lt;br /&gt;
&lt;br /&gt;
The second is the Master Spreadsheet for Magnate Finances, Provinces, Titles etc. These will be updated after each week, starting the 8th of January 2024&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1GAiY3DpPsUoak_UKZVmZIYemjOZqT3uNfed79I2u6ng/edit#gid=0 Magnate System Spreadsheet for Provinces and Resources]&lt;br /&gt;
&lt;br /&gt;
If you have any questions or queries about either of these resources, please open a ticket on the Discord and we’ll be happy to help. This document will be updated with FAQ’s later down the line. &lt;br /&gt;
&lt;br /&gt;
==Affluents==&lt;br /&gt;
&lt;br /&gt;
For individuals who want to take part in the Magnate system and have progression related wealth but not have to concern yourselves with deeply ingraining yourself in politics or land acquisition, you can also apply to be an 'Affluent'. &lt;br /&gt;
&lt;br /&gt;
An Affluent is similar to a Magnate but at a lower level. They aren't as rich, but are still far more wealthy than the average individual. They have no province, and simply exist as money entities in the system that full Magnates and other characters can approach for financial support. Affluents are entitled to Estates and Manors in game, but at the discretion of the DM. Affluents accrue £1,500 per week in income, with no set method in increasing such. They can however attempt actions in the progressions to increase their income through their own schemes. Applying to be an Affluent is exactly the same as if applying to be a Magnate, using the exact same template. &lt;br /&gt;
&lt;br /&gt;
==How do I join the Magnate System?== &lt;br /&gt;
&lt;br /&gt;
Participation in the Magnate System is subject to Special Permission. To apply, utilize the detailed application template provided below. Submit your completed application by opening a ticket on the Gears of Galudon Discord. The staff will review and respond to your application promptly.&lt;br /&gt;
&lt;br /&gt;
Before applying, please consider the following criteria, which should ideally be met before initiating your application.&lt;br /&gt;
&lt;br /&gt;
* Your Magnate character must be an active character on the server. &lt;br /&gt;
* Your Magnate character must have an accepted character application. &lt;br /&gt;
* Your Magnate character must not be an infamous, outed criminal. &lt;br /&gt;
* Ideally, your Magnate character should be associated with a group or family. While not mandatory, having a group enhances your application, emphasizing the significance of System entities as being a collaborative effort rather than solo endeavors.&lt;br /&gt;
* Additionally, it's preferable for your Magnate character to have a corresponding group, business, or family page. Although this can be created after the application, it should be submitted to the Magnate System entities page on Discord.&lt;br /&gt;
&lt;br /&gt;
===Application Template===&lt;br /&gt;
* '''Minecraft Username''': (Your Minecraft in-game username)&lt;br /&gt;
* Character Name: (Your character’s full name)&lt;br /&gt;
* '''Approved Character Sheet link''': (Link your approved character application sheet)&lt;br /&gt;
* '''Family/Group Character Sheets''': (Provide the links to anyone within your character’s Magnate family/group, if any)&lt;br /&gt;
* '''Preferred Magnate Type/Types''': (Your preferred Magnate Aesthetic, for example, Mercantile. You can dual type)&lt;br /&gt;
* '''Magnate Industry Name''': (Your Magnate’s business, general claim to fame. If your character has a business, please provide the name for this business as well) &lt;br /&gt;
* '''Preferred Starting Province''': (What province on the map would you like to claim first) &lt;br /&gt;
* '''Preferred Peddleston Park Estate''': (This is optional. If you choose not to pick one, one will be picked for you.)&lt;br /&gt;
* '''Why should we consider you for the Magnate System?''': (Detail what you intend to do as part of the Magnate System, and how your participation can be for the benefit of other players)&lt;br /&gt;
&lt;br /&gt;
{{SystemDirectory}}&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = BillyTheScruffy&lt;br /&gt;
|Writers = BillyTheScruffy&lt;br /&gt;
|Processors = BillyTheScruffy&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1619</id>
		<title>The Galudonian Government</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1619"/>
		<updated>2025-07-02T23:09:36Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Galudonian government has seen many iterations over the centuries. Whether it be noble rule or the senatorial government of recent times, the Kingdom has been consistently managed by an elite political force tasked with overseeing its day-to-day operations without executive oversight of the Galudonian Monarch. Nowadays, the Government is split into four distinct separate executives, each with their own powers and authority. &lt;br /&gt;
&lt;br /&gt;
==The Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Monarch of Galudon, whether it be King, Queen or other, has full executive authority in all matters within the Kingdom. Since the enactment of the Accord of the Freeborn, most of this authority is relatively withheld to allow for the Parliament and/or Senatorial Government to legislate on the Monarch’s behalf. Only note that, in times of dire circumstance, the Monarch will step in to provide oversight and enact rulings where necessary for the sake of the people of Galudon. The Monarch has full legal immunity. This position is currently held by King Frederick Caelock&lt;br /&gt;
&lt;br /&gt;
Outside of the Monarch themselves, the Royal family, namely any Princes or Princesses have little to no authority unless granted such by the Monarch himself. They do however have legal protections, and are treated as an extension of the Monarch under the Kingdom’s various treason laws. Do note however, that unlike the Monarch, the Princes and Princesses are not protected by the disobedience of royal orders law, and can be taken to task on any order given by their person. The Princes and Princesses have full legal immunity, unless otherwise revoked by the Monarch retroactively. These positions are currently held by Prince Ambrose Caelock and Princess Lyra Caelock. &lt;br /&gt;
&lt;br /&gt;
==The Royal Court==&lt;br /&gt;
The Royal Court encompasses the many courtiers and attendants that work for and on behalf of the Galudonian Monarch. The Royal Court has a number of official positions, each possessing their own individual powers and authority separate from that of the Galudonian Ministries, Parliament, Marshalry and Judiciary. They answer directly to the Monarch, and are expected to carry out their roles dutifully and encompass the values of the Monarch by not intentionally bringing harm to the Kingdom or disrupting the concept of Galudonian progress. Additionally, individuals are appointed directly to these positions by the ruling Monarch. There is no set procedure on acquiring these positions, only that the Monarch must bestow the office upon them. They can be applied for by petition to the Monarch via letter, or by appealing to the Monarch via interaction in game such as a royal audience. &lt;br /&gt;
&lt;br /&gt;
===Emissary to the Interior===&lt;br /&gt;
The Emissary to the Interior is the chief advisor to the Galudonian Monarch. They are expected to liaise with the Monarch and advise on all matters in the Kingdom, but are primarily concerned with advising the Monarch in relation to the welfare of the common citizenry and the happenings of the nations various nobles, magnates, the other government branches etc. The Emissary of the Interior is also expected to govern the Monarch’s written communications, and acts as a direct line between all members of the public, regardless of station, and the Monarch. The Emissary of the Interior’s main powers are: &lt;br /&gt;
* Are expected to hold a meeting bi-weekly with the Monarch to advise him on the current happenings within the Kingdom. &lt;br /&gt;
* Deals with letters and pleas to the Monarch from members of the public. All letters must go through the Emissary to the Interior, who will then choose whether the matter is important enough to pass onto the Monarch. &lt;br /&gt;
* Host monthly exhibits on the health of the Kingdom, such as showcasing various flora and fauna exhibits, holding lectures about the current political climate, hold lectures regarding the natural wonders in Galudon and generally hold events specifically aimed at informing the King, the Court and other attendees about what is happening in the world. &lt;br /&gt;
&lt;br /&gt;
===Crown Custodian===&lt;br /&gt;
The Crown Curator is charged with the Monarch’s cultural and historical collection. The Crown Curator provides displays of music, the arts, fashion, entertainments and historical artifact shows on behalf of the Monarch. Moreover, they are charged with the opening and closing of royal balls of the season, announcing the presence of the Royal Family as they arrive, advising the Royal Court on cultural trends, emerging artists and social happenings. The Crown Custodian’s main powers are: &lt;br /&gt;
*Holding cultural royal galas showcasing significant works of fashion, history, music, the arts and entertainment. &lt;br /&gt;
*Managing the Monarch’s collection of artifacts, tomes, royal library and fashion. &lt;br /&gt;
*Utilizing a monthly royal stipend for the purpose of advancing culture and history within the Kingdom of £50,000. &lt;br /&gt;
*Setting the seasonal fashion trends and expected habits. &lt;br /&gt;
*Funding businesses with significant contribution to the people of the capital using a monthly royal stipend of £50,000.&lt;br /&gt;
&lt;br /&gt;
===Royal Plenipotentiary===&lt;br /&gt;
The Royal Plenipotentiary is responsible for hosting the Monarch’s diplomatic parties. This includes coordinating with the other members of the Royal Court to best entertain the dignitaries as well as provide guidance for Galudon’s elite. They also set the diplomat’s social calendars for the duration of their stay. The Royal Plenipotentiary conveys all necessary information to the Royal Court for the diplomat’s stay, as well as provides feedback on diplomatic visits and any detrimental incidents. Importantly though, the Royal Plenipotentiary has Monarch authority to call upon dignitaries without the Monarch’s direct approval, and can engage in diplomatic arrangements and sign diplomatic agreements on behalf of the Monarch in conjunction and with bi-lateral approval with the Galudonian Minister for Foreign Relations. The Royal Plenipotentiary’s main powers are: &lt;br /&gt;
*Can summon a foreign dignitary from a non-hostile state to Galudon for the purpose of a diplomatic visit. &lt;br /&gt;
*Sets the dignitaries meeting schedule, including with non-royal family members, and are tasked with ensuring the dignitaries comfort during their stay. &lt;br /&gt;
*Hosts a public gathering/gala for the dignitary during their stay for the purpose of allowing the citizens of Galudon to interact with the dignitary. &lt;br /&gt;
*Has diplomatic authority to enter into treaties, agreements and contracts with foreign states on behalf of the Monarch, provided there is unilateral approval between the Royal Plenipotentiary and the Minister for Foreign Relations. &lt;br /&gt;
&lt;br /&gt;
===Premier of Progress===&lt;br /&gt;
The Premier of Progress is responsible for heading research and sponsoring the latest in technological advancement. They are granted a Royal Stipend of £50,000 a month to invest into future proprietary technologies and patents that best benefit the needs of the nation. They are responsible for briefing the royal court on all technological movements, of both Galudon and nations abroad, and are expected to research these advancements and investigate foreign technology where possible. The Premier of Progress’ main powers are: &lt;br /&gt;
*Using the monthly stipend to direct and invest into new public technologies, or those that benefit the Kingdom in some way. &lt;br /&gt;
*Advising the Royal Court and Monarch on the current technological advancements of the world. &lt;br /&gt;
*Organizing research ventures into new technologies with additional royal funding (pending discussion with the Monarch.)&lt;br /&gt;
*Organizing tech related conferences with relevant engineers for the Monarch to attend. &lt;br /&gt;
*Visiting foreign nations’ engineering and technology centers for the purpose of viewing and investigating foreign tech. &lt;br /&gt;
&lt;br /&gt;
===Royal Marshal of the Sovereign Army===&lt;br /&gt;
The Royal Marshal not only advises the Monarch and the Royal Court on the overall health of the Galudonian Marshalry and those of foreign armies, but also commands the Monarch’s own Royal Army in official Galudon wars where necessary. The Royal Marshal also organizes the defense of the Royal Palace, the Monarch’s royal guard and security detail for Royal events. They also are the Monarch’s representative at all meetings of the Galudonian Marshalry, military ceremonies and presentations. The Royal Marshal’s main powers are: &lt;br /&gt;
*Leading the Monarch’s royal army during a time of war. &lt;br /&gt;
*Organizing and maintaining a Royal Guard. &lt;br /&gt;
*Attend Marshalry meetings as the Monarch’s representative. &lt;br /&gt;
*Relaying Marshalry information back to the Monarch and Royal Court. &lt;br /&gt;
*Provide insight and advise the Monarch on all matters regarding the military. &lt;br /&gt;
&lt;br /&gt;
==The Executive Branch==&lt;br /&gt;
The Executive Branch is an arm of the Galudonian Government that is awarded executive authority to carry out tasks and execute orders without the explicit approval of Parliament. Formerly, the Executive Branch was made up of a number of independent ministries - however, in the wake of recent reforms, the Council of Ministers took over most of those roles. Now, all Ministers are collectively responsible for undertaking the responsibilities of those former offices. The only Offices that remain currently are the Speaker of the House and that of the Prime Minister, which are separate from the Council of Ministers. &lt;br /&gt;
&lt;br /&gt;
===Prime Minister===&lt;br /&gt;
The Prime Minister is the de-facto head of the legislative Parliament and its representatives. Typically, the Prime Minister is voted in by majority vote, beginning a 3 month term in office before ceding power back to Parliament and allowing the Parliament to vote again on which representative should be Prime Minister. Additionally, the Prime Minister is charged with ensuring that each of the other Ministries are performing their duties adequately. The current Prime Minister is: Rinnoka Eilheen. In order to carry out these tasks, the following powers are bestowed upon the Prime Minister: &lt;br /&gt;
*The Prime Minister is responsible for setting overarching Ministerial policy and what particular areas of governance need to be focused on by the other Ministries. &lt;br /&gt;
*The Prime Minister is responsible for calling to order bi-weekly (minimum) Government sittings. &lt;br /&gt;
*The Prime Minister can veto any proposal per Parliament sitting if at least 20% of the attending representatives oppose the proposal. Overuse of the Veto may result in a Royal Summons to the Royal Palace depending on the circumstances.&lt;br /&gt;
*The Prime Minister can suspend entire Ministerial offices to call for an investigation into impropriety, corruption or stagnancy. &lt;br /&gt;
*The Prime Minister has all time access to meetings with the King for Government related affairs, and can bypass the need for approval with the Royal Court’s Emissary of the Interior. &lt;br /&gt;
*The Prime Minister is expected to communicate frequently with the public at large about the current state of the Kingdom and the government’s actions affecting them. &lt;br /&gt;
*The Prime Minister may dismiss any Minister, regardless of whether a vote of no confidence has been carried out, whereby it can be shown that the Minister is unable to perform their role. The Minister in question may then appeal this decision to the Royal Household if they so wish, but must prove that they were adequately acting within the Ministerial Council. &lt;br /&gt;
*The Prime Minister may suspend the governance of any Magnate or Noble, pending investigation, over one of their respective provinces where it is believed they are harming the integrity of its citizens, or merely hoarding funds for personal gain.  &lt;br /&gt;
*The Prime Minister may prorogue Parliament at any time where they believe that the Government is failing to carry out its duties effectively for the benefit of the Kingdom. Proroguing Parliament stalls Parliament for 1 month or until either the Prime Minister or the Monarch opts to lift the Prorogue. Ministers will continue to carry out their duties as normal during that time. &lt;br /&gt;
&lt;br /&gt;
===Speaker of the House===&lt;br /&gt;
The Speaker of the House isn’t a minister per-se, but rather a conductor who is expected to keep the decorum of Parliament throughout its proceedings. The Speaker has unilateral authority to quell a member of Parliament who is misbehaving or is acting in a way that is unbecoming of the democratic process, and can remove them from proceedings after a warning. The Speaker also advises and informs the house of information that may be pertinent to a particular proposal, and orders the proposals for vote accordingly. The Speaker initiates proposal votes once the proposal and any amendments have been outlined. This position is currently held by Duke Mattigan Wrayburn. The powers of the Speaker are: &lt;br /&gt;
*They can call to order the Parliamentary proceedings and remove a misbehaving representative after warnings. &lt;br /&gt;
*Initiating the voting procedure in Parliament. &lt;br /&gt;
*Tallying the votes and declaring whether they pass or fail. &lt;br /&gt;
*Advising the representatives of any information pertinent to an ongoing proposal. &lt;br /&gt;
&lt;br /&gt;
===The Council of Ministers===&lt;br /&gt;
The Council of Ministers is the executive branch of the Galudonian Government headed by the Prime Minister, wielding a significant degree of executive authority. Ministers, those individuals appointed to the Council, are expected to carry out their duties diligently and regularly, ensuring Parliament remains informed about the Kingdom's current needs and necessities. They play a crucial role in briefing legislative representatives, providing essential information and context before voting begins on any particular matter. Their responsibilities include presenting detailed reports, proposing actionable solutions, and advising on the potential impacts of legislative decisions, thus bridging the gap between executive action and legislative deliberation. That said, the Ministers have a vast number of executive powers, and those powers will be detailed fully below in different categories. &lt;br /&gt;
&lt;br /&gt;
Ministers are appointed by attaining at least two approvals from three possible sources. These are: &lt;br /&gt;
*Majority vote of Parliament. &lt;br /&gt;
*Successful interview for aptitude by Emissary of the Interior Vyrixine Craith. &lt;br /&gt;
*Successful interview for aptitude by King Frederick Caelock. &lt;br /&gt;
The Ministers themselves need not be a representative in Parliament. They do however need to be part of a representative political party, and may be proposed to a Ministry at any sitting of the Galudonian Parliament. &lt;br /&gt;
&lt;br /&gt;
====Executive Social Authority====&lt;br /&gt;
&lt;br /&gt;
*Oversees social programs and welfare schemes by directing Government funds to specific areas of the Kingdom deemed to be needing improvement. This can also be utilised to construct necessary municipal structures in provinces lacking such but will need to be maintained at the expense of the governing Magnate of said province. &lt;br /&gt;
*The Ministers are also responsible for safeguarding and enriching the Kingdom’s diverse cultures through funding for their continued development. Additionally, the Ministers can hold progression-related cultural events in specific provinces and regions, which may temporarily bolster stability in those areas and even attract NPC dignitaries to the region by proxy. &lt;br /&gt;
*The Ministers may approve and abolish State regulated guilds and organizations, and set up Guild Accounts as well as provide funding for them if they so wish. &lt;br /&gt;
*The Ministers can cordon off entire provinces from outside influence from other Magnate entities by law where there is an ongoing crisis.  &lt;br /&gt;
*The Ministers are responsible for registering all illegal contraband and manage a register for such. &lt;br /&gt;
*The Ministers can bar an individual from acting as trial Justiciars.&lt;br /&gt;
*The Ministers can set the punishment regulations for prison sentences for those who waive their right to trial for the Copperguard Enforcers. &lt;br /&gt;
*The Ministers can pardon individuals of their crimes where they feel satisfied that in doing so there is an inherent benefit to the Kingdom at large.&lt;br /&gt;
*The Ministers can set public health standards for the hospital to operate from during the course of their duties.  &lt;br /&gt;
*The Ministers are responsible for overseeing education initiatives by directing Government funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*The Ministers can hold cultural festivals in the city highlighting any particular culture for the enrichment of all members of the public. &lt;br /&gt;
*The Ministers can direct the Ironhurst University to research into a specific scientific, arcane, or engineering question to be answered, by funding such an initiative with Government Funds.&lt;br /&gt;
*The Ministers can appoint and create an Order to manage a register of all legalized curse afflicted individuals.&lt;br /&gt;
*The Ministers manage a register of all active doctors performing out of the Galudonian hospital, and appoint one of them as a director over the others. &lt;br /&gt;
*The Ministers can cordon off an entire district or province if there is a reasonably suspected health danger outbreak.&lt;br /&gt;
*The Ministers can manage a register of approved medical practices to be performed across all of the Kingdom's medical centers. &lt;br /&gt;
*The Ministers can engage with mercenary companies for the purpose of capturing an individual in violation of the curse laws. &lt;br /&gt;
*The Ministers can establish their own taskforce or group for the purpose of capturing an individual or individuals in violation of the curse laws. &lt;br /&gt;
&lt;br /&gt;
====Executive Foreign Policy Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can hire and appoint diplomats/ambassadors to foreign nations on behalf of the Government. &lt;br /&gt;
*The Ministers can set government foreign policy toward other nations, and can appoint a Ministerial figurehead for all foreign affairs. By default, this is the Prime Minister. Government Foreign Policy should include whether or not a nation should be treated as a friend, neutral or enemy of the state. &lt;br /&gt;
*The Ministers can dispatch diplomats to foreign nations for the purpose of bettering relations/creating treaties/agreements. &lt;br /&gt;
*The Ministers can summon friendly nations’ foreign diplomats and dignitaries to the Kingdom. &lt;br /&gt;
*The Ministers can summon dignitaries from within the Kingdom (such as NPC Magnates) to the capital. &lt;br /&gt;
*The Ministers can declare any citizen or nation’s citizens “persona non grata” and unwelcome in the state, which strips that individual of all citizenship rights.&lt;br /&gt;
&lt;br /&gt;
====Executive Military Authority====&lt;br /&gt;
&lt;br /&gt;
*Unanimously, the Ministers may declare war on another nation or state. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates manpower up to 50% of their total manpower pool. &lt;br /&gt;
*The Ministers can designate any number of conscripted manpower to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates naval and air vessels up to 30% of each. &lt;br /&gt;
*The Ministers can utilize government military resources, such as manpower, naval and air vessels and designate them to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can revoke any number of troops, manpower or otherwise, naval and air vessels from the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can ban certain individuals, a group of individuals or all individuals of a particular nationality, curse, or otherwise from serving in the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
====Executive Financial Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can freely manage the government’s finances and accounts, and can move finances around to whatever accounts at will. &lt;br /&gt;
*The Ministers can set overarching taxes on individual Magnates, all magnates as a group, civilians and organizations. &lt;br /&gt;
*The Ministers set the overarching tariffs on imports and exports. &lt;br /&gt;
*The Ministers are responsible for levying fines against Magnates in the case of impropriety or stagnation in governance in their areas of influence. &lt;br /&gt;
*The Ministers can freeze any individual’s account, save for royal coffers, for investigation purposes for a particular crime. &lt;br /&gt;
*The Ministers can purchase more naval and airships for the Government with government finances. &lt;br /&gt;
*The Ministers can designate a stipend of any amount to any particular ministry. &lt;br /&gt;
*The Ministers can borrow money at an agreed interest rate from other nations. &lt;br /&gt;
&lt;br /&gt;
==The Parliament== &lt;br /&gt;
The Parliament is the main legislative authority in the Kingdom. It supersedes all other executive apparatus’ save for the Monarchy and is responsible primarily with making, changing and revoking laws. The Parliament is awarded a significant amount of authority due to its diverse representatives who are charged with policing one another’s policies and proposals. There is little Parliament cannot do, provided the representatives are able to pass a motion by a 50.01% majority (quorum.) Parliament is also responsible for policing the various ministries, and can remove a Minister from power (the Prime Minister’s veto is considered null in this respect) by a vote of no confidence, requiring a 66% majority of at least 80% of the sitting representatives at that Parliamentary session. More details on Parliamentary representatives and membership can be seen below. &lt;br /&gt;
&lt;br /&gt;
===Parliamentary Representatives===&lt;br /&gt;
Parliamentary representatives are individuals who are elected to, and are responsible for, the law making practices of the Kingdom. All Parliamentary representatives are required to be a member of a political party with a published manifesto. There is only one rule prejudicing against who can and cannot be a member of Parliament, that being that they have to be a Galudonian citizen. One need only qualify under the regulations set out below under Galudonian Parliament membership. This means that any person of any race, gender, creed or even curse can be a member of Parliament, provided they meet the aforementioned criteria.&lt;br /&gt;
&lt;br /&gt;
There are only ten representative seats in Parliament. &lt;br /&gt;
&lt;br /&gt;
Parliamentary Representatives have no specific title, such as Senator for the senators of old. Instead, it's customary, but not mandatory, to simply refer to them as ‘Representative’. For example, a PParliamentary Representative named Spungo Bob would simply be referred to as Representative Bob. It's rare that you would call a Representative by their first name during a Parliamentary sitting, and such is seen as a mark of disrespect. The only time this is considered permissible is if two sitting representatives share the same surname, at which point a distinction can be made. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliament Membership===&lt;br /&gt;
To be represented in Parliament, you must be a member of a Political Party. These parties can stand for any ideology—whether conservative, centrist, liberal, pro-magic, pro-technology, or values that oppose those positions. However, every party is required to maintain a group thread in the Roleplay Groups channel of the Gears of Galudon Discord. This thread should detail the party’s manifesto, goals, and overall vision. It must also include a list of members, with each character’s name and their player’s Minecraft username.&lt;br /&gt;
&lt;br /&gt;
For example, Duke Mattigan Wrayburn is the chairman of the Galudonian Technological Supremacy Party, a group that supports centrist ideals, is pro-monarchy, advocates for a stronger nobility, and is firmly anti-magic, anti-cursed, and pro-war with Galudon’s enemies. On the other hand, Prudence Steelspire is part of The Luminary Coalition, a liberal-leaning party that supports undocumented inclusion of some curses, favors relaxed trade and tariff laws, opposes military expansion, and prioritizes entertainment and business development. The direction your party takes is entirely up to you, and the more detailed your manifesto, the more material you’ll have to engage in meaningful debate in Parliament.&lt;br /&gt;
&lt;br /&gt;
Once a party is created, it must compete in elections, which occur every three months. Individual characters do not run—only the party itself does. During each election, players vote for the top three parties they’d like to see in Parliament. The system is proportional representation, first past the post. A party can hold a maximum of three seats. If a party receives more first-place votes than it has seats available, the extra votes transfer to the party listed second on those ballots.&lt;br /&gt;
&lt;br /&gt;
If your party secures seats in Parliament, you may send up to that number of party members to any Parliamentary sitting as official Representatives for that seating. Once chosen, these representatives are logged in the master spreadsheet as in attendance, and may vote and debate on the Parliament floor. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliamentary Procedure===&lt;br /&gt;
The Galudonian Parliament has a strict code of conduct attached to it known as Galudonian Parliamentary procedure. All representatives are expected to comply with Parliamentary procedure during their tenure as representatives. The procedure is as follows: &lt;br /&gt;
&lt;br /&gt;
*The Speaker of the House will call the Parliament to order at the beginning of each sitting, after which, any absentee representatives will be noted. &lt;br /&gt;
*The Speaker will then require all Parties to announce their representatives for that sitting.&lt;br /&gt;
*Any individual acting in place of an absent representative will then make themselves known to the Parliamentary floor. &lt;br /&gt;
*All Parliamentary replacement representatives are required to follow the same rules as regular Parliamentary representatives when sitting in Parliament. &lt;br /&gt;
*Representatives are required to be seated by the call to order. Those late will not be allowed to join the sitting until the first recess is called, if any. &lt;br /&gt;
*No weapons of any kind can be brought into the Parliamentary sitting. Those found bearing weapons in Parliament will be found in violation of Galudonian law and be imprisoned and fined. &lt;br /&gt;
*Representatives must submit any proposals or bills that they wish to bring to the floor by at minimum, 24 hours before the scheduled sitting. All proposed bills will be logged in the logistics spreadsheet master document 24 hours before the scheduled sitting. Any last minute proposals/bills can be brought up at the end of the sitting, provided the speaker allows them. Note, these last minute proposals/bills must be minor to be permitted. &lt;br /&gt;
*All proposals save for votes of no confidence pass with a 50.01% majority. &lt;br /&gt;
*Representatives must wait to be recognised by the speaker before addressing the Parliament. Outbursts of any kind without being permitted to openly debate by the speaker may result in expulsion from the Parliamentary floor. &lt;br /&gt;
*Representatives are expected to conduct themselves with behavior fitting of their station. Vulgarity, personal insults or physical threats of/or violence during Parliamentary proceedings will result in expulsion from Parliament and possible incarceration by members of the Copperguard Enforcers. &lt;br /&gt;
*Parliamentary sittings are set to operate at a maximum of 2 hours. Any additional time required is at the discretion of the speaker. &lt;br /&gt;
*The speaker can call to close any proposal if it is suspected of being a filibuster. Representatives are expected not to waste Parliament's time. &lt;br /&gt;
*Members of the public are permitted to speak at the Parliamentary floor, if called upon by a representative or the speaker, however the speaker must permit such. &lt;br /&gt;
*Members of the public are expected to act with decorum and behave during Parliamentary proceedings and can be ejected from Parliament Hall if they are being disruptive to proceedings. &lt;br /&gt;
*Representatives are permitted to call for a vote of no confidence on any Minister. The vote must be carried with a minimum of 66% of at least 80% of all representatives, whether they are there during that sitting or not. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Government]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1616</id>
		<title>The Galudonian Government</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1616"/>
		<updated>2025-06-22T01:52:08Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Galudonian government has seen many iterations over the centuries. Whether it be noble rule or the senatorial government of recent times, the Kingdom has been consistently managed by an elite political force tasked with overseeing its day-to-day operations without executive oversight of the Galudonian Monarch. Nowadays, the Government is split into four distinct separate executives, each with their own powers and authority. &lt;br /&gt;
&lt;br /&gt;
==The Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Monarch of Galudon, whether it be King, Queen or other, has full executive authority in all matters within the Kingdom. Since the enactment of the Accord of the Freeborn, most of this authority is relatively withheld to allow for the Parliament and/or Senatorial Government to legislate on the Monarch’s behalf. Only note that, in times of dire circumstance, the Monarch will step in to provide oversight and enact rulings where necessary for the sake of the people of Galudon. The Monarch has full legal immunity. This position is currently held by King Frederick Caelock&lt;br /&gt;
&lt;br /&gt;
Outside of the Monarch themselves, the Royal family, namely any Princes or Princesses have little to no authority unless granted such by the Monarch himself. They do however have legal protections, and are treated as an extension of the Monarch under the Kingdom’s various treason laws. Do note however, that unlike the Monarch, the Princes and Princesses are not protected by the disobedience of royal orders law, and can be taken to task on any order given by their person. The Princes and Princesses have full legal immunity, unless otherwise revoked by the Monarch retroactively. These positions are currently held by Prince Ambrose Caelock and Princess Lyra Caelock. &lt;br /&gt;
&lt;br /&gt;
==The Royal Court==&lt;br /&gt;
The Royal Court encompasses the many courtiers and attendants that work for and on behalf of the Galudonian Monarch. The Royal Court has a number of official positions, each possessing their own individual powers and authority separate from that of the Galudonian Ministries, Parliament, Marshalry and Judiciary. They answer directly to the Monarch, and are expected to carry out their roles dutifully and encompass the values of the Monarch by not intentionally bringing harm to the Kingdom or disrupting the concept of Galudonian progress. Additionally, individuals are appointed directly to these positions by the ruling Monarch. There is no set procedure on acquiring these positions, only that the Monarch must bestow the office upon them. They can be applied for by petition to the Monarch via letter, or by appealing to the Monarch via interaction in game such as a royal audience. &lt;br /&gt;
&lt;br /&gt;
===Emissary to the Interior===&lt;br /&gt;
The Emissary to the Interior is the chief advisor to the Galudonian Monarch. They are expected to liaise with the Monarch and advise on all matters in the Kingdom, but are primarily concerned with advising the Monarch in relation to the welfare of the common citizenry and the happenings of the nations various nobles, magnates, the other government branches etc. The Emissary of the Interior is also expected to govern the Monarch’s written communications, and acts as a direct line between all members of the public, regardless of station, and the Monarch. The Emissary of the Interior’s main powers are: &lt;br /&gt;
* Are expected to hold a meeting bi-weekly with the Monarch to advise him on the current happenings within the Kingdom. &lt;br /&gt;
* Deals with letters and pleas to the Monarch from members of the public. All letters must go through the Emissary to the Interior, who will then choose whether the matter is important enough to pass onto the Monarch. &lt;br /&gt;
* Host monthly exhibits on the health of the Kingdom, such as showcasing various flora and fauna exhibits, holding lectures about the current political climate, hold lectures regarding the natural wonders in Galudon and generally hold events specifically aimed at informing the King, the Court and other attendees about what is happening in the world. &lt;br /&gt;
&lt;br /&gt;
===Crown Custodian===&lt;br /&gt;
The Crown Curator is charged with the Monarch’s cultural and historical collection. The Crown Curator provides displays of music, the arts, fashion, entertainments and historical artifact shows on behalf of the Monarch. Moreover, they are charged with the opening and closing of royal balls of the season, announcing the presence of the Royal Family as they arrive, advising the Royal Court on cultural trends, emerging artists and social happenings. The Crown Custodian’s main powers are: &lt;br /&gt;
*Holding cultural royal galas showcasing significant works of fashion, history, music, the arts and entertainment. &lt;br /&gt;
*Managing the Monarch’s collection of artifacts, tomes, royal library and fashion. &lt;br /&gt;
*Utilizing a monthly royal stipend for the purpose of advancing culture and history within the Kingdom of £50,000. &lt;br /&gt;
*Setting the seasonal fashion trends and expected habits. &lt;br /&gt;
*Funding businesses with significant contribution to the people of the capital using a monthly royal stipend of £50,000.&lt;br /&gt;
&lt;br /&gt;
===Royal Plenipotentiary===&lt;br /&gt;
The Royal Plenipotentiary is responsible for hosting the Monarch’s diplomatic parties. This includes coordinating with the other members of the Royal Court to best entertain the dignitaries as well as provide guidance for Galudon’s elite. They also set the diplomat’s social calendars for the duration of their stay. The Royal Plenipotentiary conveys all necessary information to the Royal Court for the diplomat’s stay, as well as provides feedback on diplomatic visits and any detrimental incidents. Importantly though, the Royal Plenipotentiary has Monarch authority to call upon dignitaries without the Monarch’s direct approval, and can engage in diplomatic arrangements and sign diplomatic agreements on behalf of the Monarch in conjunction and with bi-lateral approval with the Galudonian Minister for Foreign Relations. The Royal Plenipotentiary’s main powers are: &lt;br /&gt;
*Can summon a foreign dignitary from a non-hostile state to Galudon for the purpose of a diplomatic visit. &lt;br /&gt;
*Sets the dignitaries meeting schedule, including with non-royal family members, and are tasked with ensuring the dignitaries comfort during their stay. &lt;br /&gt;
*Hosts a public gathering/gala for the dignitary during their stay for the purpose of allowing the citizens of Galudon to interact with the dignitary. &lt;br /&gt;
*Has diplomatic authority to enter into treaties, agreements and contracts with foreign states on behalf of the Monarch, provided there is unilateral approval between the Royal Plenipotentiary and the Minister for Foreign Relations. &lt;br /&gt;
&lt;br /&gt;
===Premier of Progress===&lt;br /&gt;
The Premier of Progress is responsible for heading research and sponsoring the latest in technological advancement. They are granted a Royal Stipend of £50,000 a month to invest into future proprietary technologies and patents that best benefit the needs of the nation. They are responsible for briefing the royal court on all technological movements, of both Galudon and nations abroad, and are expected to research these advancements and investigate foreign technology where possible. The Premier of Progress’ main powers are: &lt;br /&gt;
*Using the monthly stipend to direct and invest into new public technologies, or those that benefit the Kingdom in some way. &lt;br /&gt;
*Advising the Royal Court and Monarch on the current technological advancements of the world. &lt;br /&gt;
*Organizing research ventures into new technologies with additional royal funding (pending discussion with the Monarch.)&lt;br /&gt;
*Organizing tech related conferences with relevant engineers for the Monarch to attend. &lt;br /&gt;
*Visiting foreign nations’ engineering and technology centers for the purpose of viewing and investigating foreign tech. &lt;br /&gt;
&lt;br /&gt;
===Royal Marshal of the Sovereign Army===&lt;br /&gt;
The Royal Marshal not only advises the Monarch and the Royal Court on the overall health of the Galudonian Marshalry and those of foreign armies, but also commands the Monarch’s own Royal Army in official Galudon wars where necessary. The Royal Marshal also organizes the defense of the Royal Palace, the Monarch’s royal guard and security detail for Royal events. They also are the Monarch’s representative at all meetings of the Galudonian Marshalry, military ceremonies and presentations. The Royal Marshal’s main powers are: &lt;br /&gt;
*Leading the Monarch’s royal army during a time of war. &lt;br /&gt;
*Organizing and maintaining a Royal Guard. &lt;br /&gt;
*Attend Marshalry meetings as the Monarch’s representative. &lt;br /&gt;
*Relaying Marshalry information back to the Monarch and Royal Court. &lt;br /&gt;
*Provide insight and advise the Monarch on all matters regarding the military. &lt;br /&gt;
&lt;br /&gt;
==The Executive Branch==&lt;br /&gt;
The Executive Branch is an arm of the Galudonian Government that is awarded executive authority to carry out tasks and execute orders without the explicit approval of Parliament. Formerly, the Executive Branch was made up of a number of independent ministries - however, in the wake of recent reforms, the Council of Ministers took over most of those roles. Now, all Ministers are collectively responsible for undertaking the responsibilities of those former offices. The only Offices that remain currently are the Speaker of the House and that of the Prime Minister, which are separate from the Council of Ministers. &lt;br /&gt;
&lt;br /&gt;
===Prime Minister===&lt;br /&gt;
The Prime Minister is the de-facto head of the legislative Parliament and its representatives. Typically, the Prime Minister is voted in by majority vote, beginning a 3 month term in office before ceding power back to Parliament and allowing the Parliament to vote again on which representative should be Prime Minister. Additionally, the Prime Minister is charged with ensuring that each of the other Ministries are performing their duties adequately. The current Prime Minister is: Rinnoka Eilheen. In order to carry out these tasks, the following powers are bestowed upon the Prime Minister: &lt;br /&gt;
*The Prime Minister is responsible for setting overarching Ministerial policy and what particular areas of governance need to be focused on by the other Ministries. &lt;br /&gt;
*The Prime Minister is responsible for calling to order bi-weekly (minimum) Government sittings. &lt;br /&gt;
*The Prime Minister can veto any proposal per Parliament sitting if at least 20% of the attending representatives oppose the proposal. Overuse of the Veto may result in a Royal Summons to the Royal Palace depending on the circumstances.&lt;br /&gt;
*The Prime Minister can suspend entire Ministerial offices to call for an investigation into impropriety, corruption or stagnancy. &lt;br /&gt;
*The Prime Minister has all time access to meetings with the King for Government related affairs, and can bypass the need for approval with the Royal Court’s Emissary of the Interior. &lt;br /&gt;
*The Prime Minister is expected to communicate frequently with the public at large about the current state of the Kingdom and the government’s actions affecting them. &lt;br /&gt;
*The Prime Minister may dismiss any Minister, regardless of whether a vote of no confidence has been carried out, whereby it can be shown that the Minister is unable to perform their role. The Minister in question may then appeal this decision to the Royal Household if they so wish, but must prove that they were adequately acting within the Ministerial Council. &lt;br /&gt;
*The Prime Minister may suspend the governance of any Magnate or Noble, pending investigation, over one of their respective provinces where it is believed they are harming the integrity of its citizens, or merely hoarding funds for personal gain.  &lt;br /&gt;
*The Prime Minister may prorogue Parliament at any time where they believe that the Government is failing to carry out its duties effectively for the benefit of the Kingdom. Proroguing Parliament stalls Parliament for 1 month or until either the Prime Minister or the Monarch opts to lift the Prorogue. Ministers will continue to carry out their duties as normal during that time. &lt;br /&gt;
&lt;br /&gt;
===Speaker of the House===&lt;br /&gt;
The Speaker of the House isn’t a minister per-se, but rather a conductor who is expected to keep the decorum of Parliament throughout its proceedings. The Speaker has unilateral authority to quell a member of Parliament who is misbehaving or is acting in a way that is unbecoming of the democratic process, and can remove them from proceedings after a warning. The Speaker also advises and informs the house of information that may be pertinent to a particular proposal, and orders the proposals for vote accordingly. The Speaker initiates proposal votes once the proposal and any amendments have been outlined. This position is currently held by Duke Mattigan Wrayburn. The powers of the Speaker are: &lt;br /&gt;
*They can call to order the Parliamentary proceedings and remove a misbehaving representative after warnings. &lt;br /&gt;
*Initiating the voting procedure in Parliament. &lt;br /&gt;
*Tallying the votes and declaring whether they pass or fail. &lt;br /&gt;
*Advising the representatives of any information pertinent to an ongoing proposal. &lt;br /&gt;
&lt;br /&gt;
===The Council of Ministers===&lt;br /&gt;
The Council of Ministers is the executive branch of the Galudonian Government headed by the Prime Minister, wielding a significant degree of executive authority. Ministers, those individuals appointed to the Council, are expected to carry out their duties diligently and regularly, ensuring Parliament remains informed about the Kingdom's current needs and necessities. They play a crucial role in briefing legislative representatives, providing essential information and context before voting begins on any particular matter. Their responsibilities include presenting detailed reports, proposing actionable solutions, and advising on the potential impacts of legislative decisions, thus bridging the gap between executive action and legislative deliberation. That said, the Ministers have a vast number of executive powers, and those powers will be detailed fully below in different categories. &lt;br /&gt;
&lt;br /&gt;
Ministers are appointed by attaining at least two approvals from three possible sources. These are: &lt;br /&gt;
*Majority vote of Parliament. &lt;br /&gt;
*Successful interview for aptitude by Emissary of the Interior Vyrixine Craith. &lt;br /&gt;
*Successful interview for aptitude by King Frederick Caelock. &lt;br /&gt;
The Ministers themselves need not be a representative in Parliament. They do however need to be part of a representative political party, and may be proposed to a Ministry at any sitting of the Galudonian Parliament. &lt;br /&gt;
&lt;br /&gt;
====Executive Social Authority====&lt;br /&gt;
&lt;br /&gt;
*Oversees social programs and welfare schemes by directing Government funds to specific areas of the Kingdom deemed to be needing improvement. This can also be utilised to construct necessary municipal structures in provinces lacking such but will need to be maintained at the expense of the governing Magnate of said province. &lt;br /&gt;
*The Ministers are also responsible for safeguarding and enriching the Kingdom’s diverse cultures through funding for their continued development. Additionally, the Ministers can hold progression-related cultural events in specific provinces and regions, which may temporarily bolster stability in those areas and even attract NPC dignitaries to the region by proxy. &lt;br /&gt;
*The Ministers may approve and abolish State regulated guilds and organizations, and set up Guild Accounts as well as provide funding for them if they so wish. &lt;br /&gt;
*The Ministers can cordon off entire provinces from outside influence from other Magnate entities by law where there is an ongoing crisis.  &lt;br /&gt;
*The Ministers are responsible for registering all illegal contraband and manage a register for such. &lt;br /&gt;
*The Ministers can bar an individual from acting as trial Justiciars.&lt;br /&gt;
*The Ministers can set the punishment regulations for prison sentences for those who waive their right to trial for the Copperguard Enforcers. &lt;br /&gt;
*The Ministers can pardon individuals of their crimes where they feel satisfied that in doing so there is an inherent benefit to the Kingdom at large.&lt;br /&gt;
*The Ministers can set public health standards for the hospital to operate from during the course of their duties.  &lt;br /&gt;
*The Ministers are responsible for overseeing education initiatives by directing Government funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*The Ministers can hold cultural festivals in the city highlighting any particular culture for the enrichment of all members of the public. &lt;br /&gt;
*The Ministers can direct the Ironhurst University to research into a specific scientific, arcane, or engineering question to be answered, by funding such an initiative with Interior Ministry Funds. &lt;br /&gt;
*The Ministers can appoint and create an Order to manage a register of all legalized curse afflicted individuals.&lt;br /&gt;
*The Ministers manage a register of all active doctors performing out of the Galudonian hospital, and appoint one of them as a director over the others. &lt;br /&gt;
*The Ministers can cordon off an entire district or province if there is a reasonably suspected health danger outbreak.&lt;br /&gt;
*The Ministers can manage a register of approved medical practices to be performed across all of the Kingdom's medical centers. &lt;br /&gt;
*The Ministers can engage with mercenary companies for the purpose of capturing an individual in violation of the curse laws. &lt;br /&gt;
*The Ministers can establish their own taskforce or group for the purpose of capturing an individual or individuals in violation of the curse laws. &lt;br /&gt;
&lt;br /&gt;
====Executive Foreign Policy Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can hire and appoint diplomats/ambassadors to foreign nations on behalf of the Government. &lt;br /&gt;
*The Ministers can set government foreign policy toward other nations, and can appoint a Ministerial figurehead for all foreign affairs. By default, this is the Prime Minister. Government Foreign Policy should include whether or not a nation should be treated as a friend, neutral or enemy of the state. &lt;br /&gt;
*The Ministers can dispatch diplomats to foreign nations for the purpose of bettering relations/creating treaties/agreements. &lt;br /&gt;
*The Ministers can summon friendly nations’ foreign diplomats and dignitaries to the Kingdom. &lt;br /&gt;
*The Ministers can summon dignitaries from within the Kingdom (such as NPC Magnates) to the capital. &lt;br /&gt;
*The Ministers can declare any citizen or nation’s citizens “persona non grata” and unwelcome in the state, which strips that individual of all citizenship rights.&lt;br /&gt;
&lt;br /&gt;
====Executive Military Authority====&lt;br /&gt;
&lt;br /&gt;
*Unanimously, the Ministers may declare war on another nation or state. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates manpower up to 50% of their total manpower pool. &lt;br /&gt;
*The Ministers can designate any number of conscripted manpower to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates naval and air vessels up to 30% of each. &lt;br /&gt;
*The Ministers can utilize government military resources, such as manpower, naval and air vessels and designate them to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can revoke any number of troops, manpower or otherwise, naval and air vessels from the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can ban certain individuals, a group of individuals or all individuals of a particular nationality, cursed race being or otherwise from serving in the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
====Executive Financial Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can freely manage the government’s finances and accounts, and can move finances around to whatever accounts at will. &lt;br /&gt;
*The Ministers can set overarching taxes on individual Magnates, all magnates as a group, civilians and organizations. &lt;br /&gt;
*The Ministers set the overarching tariffs on imports and exports. &lt;br /&gt;
*The Ministers are responsible for levying fines against Magnates in the case of impropriety or stagnation in governance in their areas of influence. &lt;br /&gt;
*The Ministers can freeze any individual’s account, save for royal coffers, for investigation purposes for a particular crime. &lt;br /&gt;
*The Ministers can purchase more naval and airships for the Government with government finances. &lt;br /&gt;
*The Ministers can designate a stipend of any amount to any particular ministry. &lt;br /&gt;
*The Ministers can borrow money at an agreed interest rate from other nations. &lt;br /&gt;
&lt;br /&gt;
==The Parliament== &lt;br /&gt;
The Parliament is the main legislative authority in the Kingdom. It supersedes all other executive apparatus’ save for the Monarchy and is responsible primarily with making, changing and revoking laws. The Parliament is awarded a significant amount of authority due to its diverse representatives who are charged with policing one another’s policies and proposals. There is little Parliament cannot do, provided the representatives are able to pass a motion by a 50.01% majority (quorum.) Parliament is also responsible for policing the various ministries, and can remove a Minister from power (the Prime Minister’s veto is considered null in this respect) by a vote of no confidence, requiring a 66% majority of at least 80% of the sitting representatives at that Parliamentary session. More details on Parliamentary representatives and membership can be seen below. &lt;br /&gt;
&lt;br /&gt;
===Parliamentary Representatives===&lt;br /&gt;
Parliamentary representatives are individuals who are elected to, and are responsible for, the law making practices of the Kingdom. All Parliamentary representatives are required to be a member of a political party with a published manifesto. There is only one rule prejudicing against who can and cannot be a member of Parliament, that being that they have to be a Galudonian citizen. One need only qualify under the regulations set out below under Galudonian Parliament membership. This means that any person of any race, gender, creed or even cursed race can be a member of Parliament, provided they meet the aforementioned criteria.&lt;br /&gt;
&lt;br /&gt;
There are only ten representative seats in Parliament. &lt;br /&gt;
&lt;br /&gt;
Parliamentary Representatives have no specific title, such as Senator for the senators of old. Instead, it's customary, but not mandatory, to simply refer to them as ‘Representative’. For example, a PParliamentary Representative named Spungo Bob would simply be referred to as Representative Bob. It's rare that you would call a Representative by their first name during a Parliamentary sitting, and such is seen as a mark of disrespect. The only time this is considered permissible is if two sitting representatives share the same surname, at which point a distinction can be made. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliament Membership===&lt;br /&gt;
To be represented in Parliament, you must be a member of a Political Party. These parties can stand for any ideology—whether conservative, centrist, liberal, pro-magic, pro-technology, or values that oppose those positions. However, every party is required to maintain a group thread in the Roleplay Groups channel of the Gears of Galudon Discord. This thread should detail the party’s manifesto, goals, and overall vision. It must also include a list of members, with each character’s name and their player’s Minecraft username.&lt;br /&gt;
&lt;br /&gt;
For example, Duke Mattigan Wrayburn is the chairman of the Galudonian Technological Supremacy Party, a group that supports centrist ideals, is pro-monarchy, advocates for a stronger nobility, and is firmly anti-magic, anti-cursed race, and pro-war with Galudon’s enemies. On the other hand, Prudence Steelspire is part of The Luminary Coalition, a liberal-leaning party that supports undocumented inclusion of some cursed races, favors relaxed trade and tariff laws, opposes military expansion, and prioritizes entertainment and business development. The direction your party takes is entirely up to you, and the more detailed your manifesto, the more material you’ll have to engage in meaningful debate in Parliament.&lt;br /&gt;
&lt;br /&gt;
Once a party is created, it must compete in elections, which occur every three months. Individual characters do not run—only the party itself does. During each election, players vote for the top three parties they’d like to see in Parliament. The system is proportional representation, first past the post. A party can hold a maximum of three seats. If a party receives more first-place votes than it has seats available, the extra votes transfer to the party listed second on those ballots.&lt;br /&gt;
&lt;br /&gt;
If your party secures seats in Parliament, you may send up to that number of party members to any Parliamentary sitting as official Representatives for that seating. Once chosen, these representatives are logged in the master spreadsheet as in attendance, and may vote and debate on the Parliament floor. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliamentary Procedure===&lt;br /&gt;
The Galudonian Parliament has a strict code of conduct attached to it known as Galudonian Parliamentary procedure. All representatives are expected to comply with Parliamentary procedure during their tenure as representatives. The procedure is as follows: &lt;br /&gt;
&lt;br /&gt;
*The Speaker of the House will call the Parliament to order at the beginning of each sitting, after which, any absentee representatives will be noted. &lt;br /&gt;
*The Speaker will then require all Parties to announce their representatives for that sitting.&lt;br /&gt;
*Any individual acting in place of an absent representative will then make themselves known to the Parliamentary floor. &lt;br /&gt;
*All Parliamentary replacement representatives are required to follow the same rules as regular Parliamentary representatives when sitting in Parliament. &lt;br /&gt;
*Representatives are required to be seated by the call to order. Those late will not be allowed to join the sitting until the first recess is called, if any. &lt;br /&gt;
*No weapons of any kind can be brought into the Parliamentary sitting. Those found bearing weapons in Parliament will be found in violation of Galudonian law and be imprisoned and fined. &lt;br /&gt;
*Representatives must submit any proposals or bills that they wish to bring to the floor by at minimum, 24 hours before the scheduled sitting. All proposed bills will be logged in the logistics spreadsheet master document 24 hours before the scheduled sitting. Any last minute proposals/bills can be brought up at the end of the sitting, provided the speaker allows them. Note, these last minute proposals/bills must be minor to be permitted. &lt;br /&gt;
*All proposals save for votes of no confidence pass with a 50.01% majority. &lt;br /&gt;
*Representatives must wait to be recognised by the speaker before addressing the Parliament. Outbursts of any kind without being permitted to openly debate by the speaker may result in expulsion from the Parliamentary floor. &lt;br /&gt;
*Representatives are expected to conduct themselves with behavior fitting of their station. Vulgarity, personal insults or physical threats of/or violence during Parliamentary proceedings will result in expulsion from Parliament and possible incarceration by members of the Copperguard Enforcers. &lt;br /&gt;
*Parliamentary sittings are set to operate at a maximum of 2 hours. Any additional time required is at the discretion of the speaker. &lt;br /&gt;
*The speaker can call to close any proposal if it is suspected of being a filibuster. Representatives are expected not to waste Parliament's time. &lt;br /&gt;
*Members of the public are permitted to speak at the Parliamentary floor, if called upon by a representative or the speaker, however the speaker must permit such. &lt;br /&gt;
*Members of the public are expected to act with decorum and behave during Parliamentary proceedings and can be ejected from Parliament Hall if they are being disruptive to proceedings. &lt;br /&gt;
*Representatives are permitted to call for a vote of no confidence on any Minister. The vote must be carried with a minimum of 66% of at least 80% of all representatives, whether they are there during that sitting or not. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Government]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1615</id>
		<title>The Galudonian Government</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1615"/>
		<updated>2025-06-22T01:51:35Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Galudonian government has seen many iterations over the centuries. Whether it be noble rule or the senatorial government of recent times, the Kingdom has been consistently managed by an elite political force tasked with overseeing its day-to-day operations without executive oversight of the Galudonian Monarch. Nowadays, the Government is split into four distinct separate executives, each with their own powers and authority. &lt;br /&gt;
&lt;br /&gt;
==The Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Monarch of Galudon, whether it be King, Queen or other, has full executive authority in all matters within the Kingdom. Since the enactment of the Accord of the Freeborn, most of this authority is relatively withheld to allow for the Parliament and/or Senatorial Government to legislate on the Monarch’s behalf. Only note that, in times of dire circumstance, the Monarch will step in to provide oversight and enact rulings where necessary for the sake of the people of Galudon. The Monarch has full legal immunity. This position is currently held by King Frederick Caelock&lt;br /&gt;
&lt;br /&gt;
Outside of the Monarch themselves, the Royal family, namely any Princes or Princesses have little to no authority unless granted such by the Monarch himself. They do however have legal protections, and are treated as an extension of the Monarch under the Kingdom’s various treason laws. Do note however, that unlike the Monarch, the Princes and Princesses are not protected by the disobedience of royal orders law, and can be taken to task on any order given by their person. The Princes and Princesses have full legal immunity, unless otherwise revoked by the Monarch retroactively. These positions are currently held by Prince Ambrose Caelock and Princess Lyra Caelock. &lt;br /&gt;
&lt;br /&gt;
==The Royal Court==&lt;br /&gt;
The Royal Court encompasses the many courtiers and attendants that work for and on behalf of the Galudonian Monarch. The Royal Court has a number of official positions, each possessing their own individual powers and authority separate from that of the Galudonian Ministries, Parliament, Marshalry and Judiciary. They answer directly to the Monarch, and are expected to carry out their roles dutifully and encompass the values of the Monarch by not intentionally bringing harm to the Kingdom or disrupting the concept of Galudonian progress. Additionally, individuals are appointed directly to these positions by the ruling Monarch. There is no set procedure on acquiring these positions, only that the Monarch must bestow the office upon them. They can be applied for by petition to the Monarch via letter, or by appealing to the Monarch via interaction in game such as a royal audience. &lt;br /&gt;
&lt;br /&gt;
===Emissary to the Interior===&lt;br /&gt;
The Emissary to the Interior is the chief advisor to the Galudonian Monarch. They are expected to liaise with the Monarch and advise on all matters in the Kingdom, but are primarily concerned with advising the Monarch in relation to the welfare of the common citizenry and the happenings of the nations various nobles, magnates, the other government branches etc. The Emissary of the Interior is also expected to govern the Monarch’s written communications, and acts as a direct line between all members of the public, regardless of station, and the Monarch. The Emissary of the Interior’s main powers are: &lt;br /&gt;
* Are expected to hold a meeting bi-weekly with the Monarch to advise him on the current happenings within the Kingdom. &lt;br /&gt;
* Deals with letters and pleas to the Monarch from members of the public. All letters must go through the Emissary to the Interior, who will then choose whether the matter is important enough to pass onto the Monarch. &lt;br /&gt;
* Host monthly exhibits on the health of the Kingdom, such as showcasing various flora and fauna exhibits, holding lectures about the current political climate, hold lectures regarding the natural wonders in Galudon and generally hold events specifically aimed at informing the King, the Court and other attendees about what is happening in the world. &lt;br /&gt;
&lt;br /&gt;
===Crown Custodian===&lt;br /&gt;
The Crown Curator is charged with the Monarch’s cultural and historical collection. The Crown Curator provides displays of music, the arts, fashion, entertainments and historical artifact shows on behalf of the Monarch. Moreover, they are charged with the opening and closing of royal balls of the season, announcing the presence of the Royal Family as they arrive, advising the Royal Court on cultural trends, emerging artists and social happenings. The Crown Custodian’s main powers are: &lt;br /&gt;
*Holding cultural royal galas showcasing significant works of fashion, history, music, the arts and entertainment. &lt;br /&gt;
*Managing the Monarch’s collection of artifacts, tomes, royal library and fashion. &lt;br /&gt;
*Utilizing a monthly royal stipend for the purpose of advancing culture and history within the Kingdom of £50,000. &lt;br /&gt;
*Setting the seasonal fashion trends and expected habits. &lt;br /&gt;
*Funding businesses with significant contribution to the people of the capital using a monthly royal stipend of £50,000.&lt;br /&gt;
&lt;br /&gt;
===Royal Plenipotentiary===&lt;br /&gt;
The Royal Plenipotentiary is responsible for hosting the Monarch’s diplomatic parties. This includes coordinating with the other members of the Royal Court to best entertain the dignitaries as well as provide guidance for Galudon’s elite. They also set the diplomat’s social calendars for the duration of their stay. The Royal Plenipotentiary conveys all necessary information to the Royal Court for the diplomat’s stay, as well as provides feedback on diplomatic visits and any detrimental incidents. Importantly though, the Royal Plenipotentiary has Monarch authority to call upon dignitaries without the Monarch’s direct approval, and can engage in diplomatic arrangements and sign diplomatic agreements on behalf of the Monarch in conjunction and with bi-lateral approval with the Galudonian Minister for Foreign Relations. The Royal Plenipotentiary’s main powers are: &lt;br /&gt;
*Can summon a foreign dignitary from a non-hostile state to Galudon for the purpose of a diplomatic visit. &lt;br /&gt;
*Sets the dignitaries meeting schedule, including with non-royal family members, and are tasked with ensuring the dignitaries comfort during their stay. &lt;br /&gt;
*Hosts a public gathering/gala for the dignitary during their stay for the purpose of allowing the citizens of Galudon to interact with the dignitary. &lt;br /&gt;
*Has diplomatic authority to enter into treaties, agreements and contracts with foreign states on behalf of the Monarch, provided there is unilateral approval between the Royal Plenipotentiary and the Minister for Foreign Relations. &lt;br /&gt;
&lt;br /&gt;
===Premier of Progress===&lt;br /&gt;
The Premier of Progress is responsible for heading research and sponsoring the latest in technological advancement. They are granted a Royal Stipend of £50,000 a month to invest into future proprietary technologies and patents that best benefit the needs of the nation. They are responsible for briefing the royal court on all technological movements, of both Galudon and nations abroad, and are expected to research these advancements and investigate foreign technology where possible. The Premier of Progress’ main powers are: &lt;br /&gt;
*Using the monthly stipend to direct and invest into new public technologies, or those that benefit the Kingdom in some way. &lt;br /&gt;
*Advising the Royal Court and Monarch on the current technological advancements of the world. &lt;br /&gt;
*Organizing research ventures into new technologies with additional royal funding (pending discussion with the Monarch.)&lt;br /&gt;
*Organizing tech related conferences with relevant engineers for the Monarch to attend. &lt;br /&gt;
*Visiting foreign nations’ engineering and technology centers for the purpose of viewing and investigating foreign tech. &lt;br /&gt;
&lt;br /&gt;
===Royal Marshal of the Sovereign Army===&lt;br /&gt;
The Royal Marshal not only advises the Monarch and the Royal Court on the overall health of the Galudonian Marshalry and those of foreign armies, but also commands the Monarch’s own Royal Army in official Galudon wars where necessary. The Royal Marshal also organizes the defense of the Royal Palace, the Monarch’s royal guard and security detail for Royal events. They also are the Monarch’s representative at all meetings of the Galudonian Marshalry, military ceremonies and presentations. The Royal Marshal’s main powers are: &lt;br /&gt;
*Leading the Monarch’s royal army during a time of war. &lt;br /&gt;
*Organizing and maintaining a Royal Guard. &lt;br /&gt;
*Attend Marshalry meetings as the Monarch’s representative. &lt;br /&gt;
*Relaying Marshalry information back to the Monarch and Royal Court. &lt;br /&gt;
*Provide insight and advise the Monarch on all matters regarding the military. &lt;br /&gt;
&lt;br /&gt;
==The Executive Branch==&lt;br /&gt;
The Executive Branch is an arm of the Galudonian Government that is awarded executive authority to carry out tasks and execute orders without the explicit approval of Parliament. Formerly, the Executive Branch was made up of a number of independent ministries - however, in the wake of recent reforms, the Council of Ministers took over most of those roles. Now, all Ministers are collectively responsible for undertaking the responsibilities of those former offices. The only Offices that remain currently are the Speaker of the House and that of the Prime Minister, which are separate from the Council of Ministers. &lt;br /&gt;
&lt;br /&gt;
===Prime Minister===&lt;br /&gt;
The Prime Minister is the de-facto head of the legislative Parliament and its representatives. Typically, the Prime Minister is voted in by majority vote, beginning a 3 month term in office before ceding power back to Parliament and allowing the Parliament to vote again on which representative should be Prime Minister. Additionally, the Prime Minister is charged with ensuring that each of the other Ministries are performing their duties adequately. The current Prime Minister is: Rinnoka Eilheen. In order to carry out these tasks, the following powers are bestowed upon the Prime Minister: &lt;br /&gt;
*The Prime Minister is responsible for setting overarching Ministerial policy and what particular areas of governance need to be focused on by the other Ministries. &lt;br /&gt;
*The Prime Minister is responsible for calling to order bi-weekly (minimum) Government sittings. &lt;br /&gt;
*The Prime Minister can veto any proposal per Parliament sitting if at least 20% of the attending representatives oppose the proposal. Overuse of the Veto may result in a Royal Summons to the Royal Palace depending on the circumstances.&lt;br /&gt;
*The Prime Minister can suspend entire Ministerial offices to call for an investigation into impropriety, corruption or stagnancy. &lt;br /&gt;
*The Prime Minister has all time access to meetings with the King for Government related affairs, and can bypass the need for approval with the Royal Court’s Emissary of the Interior. &lt;br /&gt;
*The Prime Minister is expected to communicate frequently with the public at large about the current state of the Kingdom and the government’s actions affecting them. &lt;br /&gt;
*The Prime Minister may dismiss any Minister, regardless of whether a vote of no confidence has been carried out, whereby it can be shown that the Minister is unable to perform their role. The Minister in question may then appeal this decision to the Royal Household if they so wish, but must prove that they were adequately acting within the Ministerial Council. &lt;br /&gt;
*The Prime Minister may suspend the governance of any Magnate or Noble, pending investigation, over one of their respective provinces where it is believed they are harming the integrity of its citizens, or merely hoarding funds for personal gain.  &lt;br /&gt;
*The Prime Minister may prorogue Parliament at any time where they believe that the Government is failing to carry out its duties effectively for the benefit of the Kingdom. Proroguing Parliament stalls Parliament for 1 month or until either the Prime Minister or the Monarch opts to lift the Prorogue. Ministers will continue to carry out their duties as normal during that time. &lt;br /&gt;
&lt;br /&gt;
===Speaker of the House===&lt;br /&gt;
The Speaker of the House isn’t a minister per-se, but rather a conductor who is expected to keep the decorum of Parliament throughout its proceedings. The Speaker has unilateral authority to quell a member of Parliament who is misbehaving or is acting in a way that is unbecoming of the democratic process, and can remove them from proceedings after a warning. The Speaker also advises and informs the house of information that may be pertinent to a particular proposal, and orders the proposals for vote accordingly. The Speaker initiates proposal votes once the proposal and any amendments have been outlined. This position is currently held by Duke Mattigan Wrayburn. The powers of the Speaker are: &lt;br /&gt;
*They can call to order the Parliamentary proceedings and remove a misbehaving representative after warnings. &lt;br /&gt;
*Initiating the voting procedure in Parliament. &lt;br /&gt;
*Tallying the votes and declaring whether they pass or fail. &lt;br /&gt;
*Advising the representatives of any information pertinent to an ongoing proposal. &lt;br /&gt;
&lt;br /&gt;
===The Council of Ministers===&lt;br /&gt;
The Council of Ministers is the executive branch of the Galudonian Government headed by the Prime Minister, wielding a significant degree of executive authority. Ministers, those individuals appointed to the Council, are expected to carry out their duties diligently and regularly, ensuring Parliament remains informed about the Kingdom's current needs and necessities. They play a crucial role in briefing legislative representatives, providing essential information and context before voting begins on any particular matter. Their responsibilities include presenting detailed reports, proposing actionable solutions, and advising on the potential impacts of legislative decisions, thus bridging the gap between executive action and legislative deliberation. That said, the Ministers have a vast number of executive powers, and those powers will be detailed fully below in different categories. &lt;br /&gt;
&lt;br /&gt;
Ministers are appointed by attaining at least two approvals from three possible sources. These are: &lt;br /&gt;
*Majority vote of Parliament. &lt;br /&gt;
*Successful interview for aptitude by Emissary of the Interior Vyrixine Craith. &lt;br /&gt;
*Successful interview for aptitude by King Frederick Caelock. &lt;br /&gt;
The Ministers themselves need not be a representative in Parliament. They do however need to be part of a representative political party, and may be proposed to a Ministry at any sitting of the Galudonian Parliament. &lt;br /&gt;
&lt;br /&gt;
====Executive Social Authority====&lt;br /&gt;
&lt;br /&gt;
*Oversees social programs and welfare schemes by directing Government funds to specific areas of the Kingdom deemed to be needing improvement. This can also be utilised to construct necessary municipal structures in provinces lacking such but will need to be maintained at the expense of the governing Magnate of said province. &lt;br /&gt;
*The Ministers are also responsible for safeguarding and enriching the Kingdom’s diverse cultures through funding for their continued development. Additionally, the Ministers can hold progression-related cultural events in specific provinces and regions, which may temporarily bolster stability in those areas and even attract NPC dignitaries to the region by proxy. &lt;br /&gt;
*The Ministers may approve and abolish State regulated guilds and organizations, and set up Guild Accounts as well as provide funding for them if they so wish. &lt;br /&gt;
*The Ministers can cordon off entire provinces from outside influence from other Magnate entities by law where there is an ongoing crisis.  &lt;br /&gt;
*The Ministers are responsible for registering all illegal contraband and manage a register for such. &lt;br /&gt;
The Ministers can bar an individual from acting as trial Justiciars.&lt;br /&gt;
*The Ministers can set the punishment regulations for prison sentences for those who waive their right to trial for the Copperguard Enforcers. &lt;br /&gt;
*The Ministers can pardon individuals of their crimes where they feel satisfied that in doing so there is an inherent benefit to the Kingdom at large.&lt;br /&gt;
*The Ministers can set public health standards for the hospital to operate from during the course of their duties.  &lt;br /&gt;
*The Ministers are responsible for overseeing education initiatives by directing Government funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*The Ministers can hold cultural festivals in the city highlighting any particular culture for the enrichment of all members of the public. &lt;br /&gt;
*The Ministers can direct the Ironhurst University to research into a specific scientific, arcane, or engineering question to be answered, by funding such an initiative with Interior Ministry Funds. &lt;br /&gt;
*The Ministers can appoint and create an Order to manage a register of all legalized curse afflicted individuals.&lt;br /&gt;
*The Ministers manage a register of all active doctors performing out of the Galudonian hospital, and appoint one of them as a director over the others. &lt;br /&gt;
*The Ministers can cordon off an entire district or province if there is a reasonably suspected health danger outbreak.&lt;br /&gt;
*The Ministers can manage a register of approved medical practices to be performed across all of the Kingdom's medical centers. &lt;br /&gt;
*The Ministers can engage with mercenary companies for the purpose of capturing an individual in violation of the curse laws. &lt;br /&gt;
*The Ministers can establish their own taskforce or group for the purpose of capturing an individual or individuals in violation of the curse laws. &lt;br /&gt;
&lt;br /&gt;
====Executive Foreign Policy Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can hire and appoint diplomats/ambassadors to foreign nations on behalf of the Government. &lt;br /&gt;
*The Ministers can set government foreign policy toward other nations, and can appoint a Ministerial figurehead for all foreign affairs. By default, this is the Prime Minister. Government Foreign Policy should include whether or not a nation should be treated as a friend, neutral or enemy of the state. &lt;br /&gt;
*The Ministers can dispatch diplomats to foreign nations for the purpose of bettering relations/creating treaties/agreements. &lt;br /&gt;
*The Ministers can summon friendly nations’ foreign diplomats and dignitaries to the Kingdom. &lt;br /&gt;
*The Ministers can summon dignitaries from within the Kingdom (such as NPC Magnates) to the capital. &lt;br /&gt;
*The Ministers can declare any citizen or nation’s citizens “persona non grata” and unwelcome in the state, which strips that individual of all citizenship rights.&lt;br /&gt;
&lt;br /&gt;
====Executive Military Authority====&lt;br /&gt;
&lt;br /&gt;
*Unanimously, the Ministers may declare war on another nation or state. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates manpower up to 50% of their total manpower pool. &lt;br /&gt;
*The Ministers can designate any number of conscripted manpower to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates naval and air vessels up to 30% of each. &lt;br /&gt;
*The Ministers can utilize government military resources, such as manpower, naval and air vessels and designate them to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can revoke any number of troops, manpower or otherwise, naval and air vessels from the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can ban certain individuals, a group of individuals or all individuals of a particular nationality, cursed race being or otherwise from serving in the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
====Executive Financial Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can freely manage the government’s finances and accounts, and can move finances around to whatever accounts at will. &lt;br /&gt;
*The Ministers can set overarching taxes on individual Magnates, all magnates as a group, civilians and organizations. &lt;br /&gt;
*The Ministers set the overarching tariffs on imports and exports. &lt;br /&gt;
*The Ministers are responsible for levying fines against Magnates in the case of impropriety or stagnation in governance in their areas of influence. &lt;br /&gt;
*The Ministers can freeze any individual’s account, save for royal coffers, for investigation purposes for a particular crime. &lt;br /&gt;
*The Ministers can purchase more naval and airships for the Government with government finances. &lt;br /&gt;
*The Ministers can designate a stipend of any amount to any particular ministry. &lt;br /&gt;
*The Ministers can borrow money at an agreed interest rate from other nations. &lt;br /&gt;
&lt;br /&gt;
==The Parliament== &lt;br /&gt;
The Parliament is the main legislative authority in the Kingdom. It supersedes all other executive apparatus’ save for the Monarchy and is responsible primarily with making, changing and revoking laws. The Parliament is awarded a significant amount of authority due to its diverse representatives who are charged with policing one another’s policies and proposals. There is little Parliament cannot do, provided the representatives are able to pass a motion by a 50.01% majority (quorum.) Parliament is also responsible for policing the various ministries, and can remove a Minister from power (the Prime Minister’s veto is considered null in this respect) by a vote of no confidence, requiring a 66% majority of at least 80% of the sitting representatives at that Parliamentary session. More details on Parliamentary representatives and membership can be seen below. &lt;br /&gt;
&lt;br /&gt;
===Parliamentary Representatives===&lt;br /&gt;
Parliamentary representatives are individuals who are elected to, and are responsible for, the law making practices of the Kingdom. All Parliamentary representatives are required to be a member of a political party with a published manifesto. There is only one rule prejudicing against who can and cannot be a member of Parliament, that being that they have to be a Galudonian citizen. One need only qualify under the regulations set out below under Galudonian Parliament membership. This means that any person of any race, gender, creed or even cursed race can be a member of Parliament, provided they meet the aforementioned criteria.&lt;br /&gt;
&lt;br /&gt;
There are only ten representative seats in Parliament. &lt;br /&gt;
&lt;br /&gt;
Parliamentary Representatives have no specific title, such as Senator for the senators of old. Instead, it's customary, but not mandatory, to simply refer to them as ‘Representative’. For example, a PParliamentary Representative named Spungo Bob would simply be referred to as Representative Bob. It's rare that you would call a Representative by their first name during a Parliamentary sitting, and such is seen as a mark of disrespect. The only time this is considered permissible is if two sitting representatives share the same surname, at which point a distinction can be made. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliament Membership===&lt;br /&gt;
To be represented in Parliament, you must be a member of a Political Party. These parties can stand for any ideology—whether conservative, centrist, liberal, pro-magic, pro-technology, or values that oppose those positions. However, every party is required to maintain a group thread in the Roleplay Groups channel of the Gears of Galudon Discord. This thread should detail the party’s manifesto, goals, and overall vision. It must also include a list of members, with each character’s name and their player’s Minecraft username.&lt;br /&gt;
&lt;br /&gt;
For example, Duke Mattigan Wrayburn is the chairman of the Galudonian Technological Supremacy Party, a group that supports centrist ideals, is pro-monarchy, advocates for a stronger nobility, and is firmly anti-magic, anti-cursed race, and pro-war with Galudon’s enemies. On the other hand, Prudence Steelspire is part of The Luminary Coalition, a liberal-leaning party that supports undocumented inclusion of some cursed races, favors relaxed trade and tariff laws, opposes military expansion, and prioritizes entertainment and business development. The direction your party takes is entirely up to you, and the more detailed your manifesto, the more material you’ll have to engage in meaningful debate in Parliament.&lt;br /&gt;
&lt;br /&gt;
Once a party is created, it must compete in elections, which occur every three months. Individual characters do not run—only the party itself does. During each election, players vote for the top three parties they’d like to see in Parliament. The system is proportional representation, first past the post. A party can hold a maximum of three seats. If a party receives more first-place votes than it has seats available, the extra votes transfer to the party listed second on those ballots.&lt;br /&gt;
&lt;br /&gt;
If your party secures seats in Parliament, you may send up to that number of party members to any Parliamentary sitting as official Representatives for that seating. Once chosen, these representatives are logged in the master spreadsheet as in attendance, and may vote and debate on the Parliament floor. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliamentary Procedure===&lt;br /&gt;
The Galudonian Parliament has a strict code of conduct attached to it known as Galudonian Parliamentary procedure. All representatives are expected to comply with Parliamentary procedure during their tenure as representatives. The procedure is as follows: &lt;br /&gt;
&lt;br /&gt;
*The Speaker of the House will call the Parliament to order at the beginning of each sitting, after which, any absentee representatives will be noted. &lt;br /&gt;
*The Speaker will then require all Parties to announce their representatives for that sitting.&lt;br /&gt;
*Any individual acting in place of an absent representative will then make themselves known to the Parliamentary floor. &lt;br /&gt;
*All Parliamentary replacement representatives are required to follow the same rules as regular Parliamentary representatives when sitting in Parliament. &lt;br /&gt;
*Representatives are required to be seated by the call to order. Those late will not be allowed to join the sitting until the first recess is called, if any. &lt;br /&gt;
*No weapons of any kind can be brought into the Parliamentary sitting. Those found bearing weapons in Parliament will be found in violation of Galudonian law and be imprisoned and fined. &lt;br /&gt;
*Representatives must submit any proposals or bills that they wish to bring to the floor by at minimum, 24 hours before the scheduled sitting. All proposed bills will be logged in the logistics spreadsheet master document 24 hours before the scheduled sitting. Any last minute proposals/bills can be brought up at the end of the sitting, provided the speaker allows them. Note, these last minute proposals/bills must be minor to be permitted. &lt;br /&gt;
*All proposals save for votes of no confidence pass with a 50.01% majority. &lt;br /&gt;
*Representatives must wait to be recognised by the speaker before addressing the Parliament. Outbursts of any kind without being permitted to openly debate by the speaker may result in expulsion from the Parliamentary floor. &lt;br /&gt;
*Representatives are expected to conduct themselves with behavior fitting of their station. Vulgarity, personal insults or physical threats of/or violence during Parliamentary proceedings will result in expulsion from Parliament and possible incarceration by members of the Copperguard Enforcers. &lt;br /&gt;
*Parliamentary sittings are set to operate at a maximum of 2 hours. Any additional time required is at the discretion of the speaker. &lt;br /&gt;
*The speaker can call to close any proposal if it is suspected of being a filibuster. Representatives are expected not to waste Parliament's time. &lt;br /&gt;
*Members of the public are permitted to speak at the Parliamentary floor, if called upon by a representative or the speaker, however the speaker must permit such. &lt;br /&gt;
*Members of the public are expected to act with decorum and behave during Parliamentary proceedings and can be ejected from Parliament Hall if they are being disruptive to proceedings. &lt;br /&gt;
*Representatives are permitted to call for a vote of no confidence on any Minister. The vote must be carried with a minimum of 66% of at least 80% of all representatives, whether they are there during that sitting or not. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Government]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1614</id>
		<title>The Galudonian Government</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1614"/>
		<updated>2025-06-22T01:49:35Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Galudonian government has seen many iterations over the centuries. Whether it be noble rule or the senatorial government of recent times, the Kingdom has been consistently managed by an elite political force tasked with overseeing its day-to-day operations without executive oversight of the Galudonian Monarch. Nowadays, the Government is split into four distinct separate executives, each with their own powers and authority. &lt;br /&gt;
&lt;br /&gt;
==The Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Monarch of Galudon, whether it be King, Queen or other, has full executive authority in all matters within the Kingdom. Since the enactment of the Accord of the Freeborn, most of this authority is relatively withheld to allow for the Parliament and/or Senatorial Government to legislate on the Monarch’s behalf. Only note that, in times of dire circumstance, the Monarch will step in to provide oversight and enact rulings where necessary for the sake of the people of Galudon. The Monarch has full legal immunity. This position is currently held by King Frederick Caelock&lt;br /&gt;
&lt;br /&gt;
Outside of the Monarch themselves, the Royal family, namely any Princes or Princesses have little to no authority unless granted such by the Monarch himself. They do however have legal protections, and are treated as an extension of the Monarch under the Kingdom’s various treason laws. Do note however, that unlike the Monarch, the Princes and Princesses are not protected by the disobedience of royal orders law, and can be taken to task on any order given by their person. The Princes and Princesses have full legal immunity, unless otherwise revoked by the Monarch retroactively. These positions are currently held by Prince Ambrose Caelock and Princess Lyra Caelock. &lt;br /&gt;
&lt;br /&gt;
==The Royal Court==&lt;br /&gt;
The Royal Court encompasses the many courtiers and attendants that work for and on behalf of the Galudonian Monarch. The Royal Court has a number of official positions, each possessing their own individual powers and authority separate from that of the Galudonian Ministries, Parliament, Marshalry and Judiciary. They answer directly to the Monarch, and are expected to carry out their roles dutifully and encompass the values of the Monarch by not intentionally bringing harm to the Kingdom or disrupting the concept of Galudonian progress. Additionally, individuals are appointed directly to these positions by the ruling Monarch. There is no set procedure on acquiring these positions, only that the Monarch must bestow the office upon them. They can be applied for by petition to the Monarch via letter, or by appealing to the Monarch via interaction in game such as a royal audience. &lt;br /&gt;
&lt;br /&gt;
===Emissary to the Interior===&lt;br /&gt;
The Emissary to the Interior is the chief advisor to the Galudonian Monarch. They are expected to liaise with the Monarch and advise on all matters in the Kingdom, but are primarily concerned with advising the Monarch in relation to the welfare of the common citizenry and the happenings of the nations various nobles, magnates, the other government branches etc. The Emissary of the Interior is also expected to govern the Monarch’s written communications, and acts as a direct line between all members of the public, regardless of station, and the Monarch. The Emissary of the Interior’s main powers are: &lt;br /&gt;
* Are expected to hold a meeting bi-weekly with the Monarch to advise him on the current happenings within the Kingdom. &lt;br /&gt;
* Deals with letters and pleas to the Monarch from members of the public. All letters must go through the Emissary to the Interior, who will then choose whether the matter is important enough to pass onto the Monarch. &lt;br /&gt;
* Host monthly exhibits on the health of the Kingdom, such as showcasing various flora and fauna exhibits, holding lectures about the current political climate, hold lectures regarding the natural wonders in Galudon and generally hold events specifically aimed at informing the King, the Court and other attendees about what is happening in the world. &lt;br /&gt;
&lt;br /&gt;
===Crown Custodian===&lt;br /&gt;
The Crown Curator is charged with the Monarch’s cultural and historical collection. The Crown Curator provides displays of music, the arts, fashion, entertainments and historical artifact shows on behalf of the Monarch. Moreover, they are charged with the opening and closing of royal balls of the season, announcing the presence of the Royal Family as they arrive, advising the Royal Court on cultural trends, emerging artists and social happenings. The Crown Custodian’s main powers are: &lt;br /&gt;
*Holding cultural royal galas showcasing significant works of fashion, history, music, the arts and entertainment. &lt;br /&gt;
*Managing the Monarch’s collection of artifacts, tomes, royal library and fashion. &lt;br /&gt;
*Utilizing a monthly royal stipend for the purpose of advancing culture and history within the Kingdom of £50,000. &lt;br /&gt;
*Setting the seasonal fashion trends and expected habits. &lt;br /&gt;
*Funding businesses with significant contribution to the people of the capital using a monthly royal stipend of £50,000.&lt;br /&gt;
&lt;br /&gt;
===Royal Plenipotentiary===&lt;br /&gt;
The Royal Plenipotentiary is responsible for hosting the Monarch’s diplomatic parties. This includes coordinating with the other members of the Royal Court to best entertain the dignitaries as well as provide guidance for Galudon’s elite. They also set the diplomat’s social calendars for the duration of their stay. The Royal Plenipotentiary conveys all necessary information to the Royal Court for the diplomat’s stay, as well as provides feedback on diplomatic visits and any detrimental incidents. Importantly though, the Royal Plenipotentiary has Monarch authority to call upon dignitaries without the Monarch’s direct approval, and can engage in diplomatic arrangements and sign diplomatic agreements on behalf of the Monarch in conjunction and with bi-lateral approval with the Galudonian Minister for Foreign Relations. The Royal Plenipotentiary’s main powers are: &lt;br /&gt;
*Can summon a foreign dignitary from a non-hostile state to Galudon for the purpose of a diplomatic visit. &lt;br /&gt;
*Sets the dignitaries meeting schedule, including with non-royal family members, and are tasked with ensuring the dignitaries comfort during their stay. &lt;br /&gt;
*Hosts a public gathering/gala for the dignitary during their stay for the purpose of allowing the citizens of Galudon to interact with the dignitary. &lt;br /&gt;
*Has diplomatic authority to enter into treaties, agreements and contracts with foreign states on behalf of the Monarch, provided there is unilateral approval between the Royal Plenipotentiary and the Minister for Foreign Relations. &lt;br /&gt;
&lt;br /&gt;
===Premier of Progress===&lt;br /&gt;
The Premier of Progress is responsible for heading research and sponsoring the latest in technological advancement. They are granted a Royal Stipend of £50,000 a month to invest into future proprietary technologies and patents that best benefit the needs of the nation. They are responsible for briefing the royal court on all technological movements, of both Galudon and nations abroad, and are expected to research these advancements and investigate foreign technology where possible. The Premier of Progress’ main powers are: &lt;br /&gt;
*Using the monthly stipend to direct and invest into new public technologies, or those that benefit the Kingdom in some way. &lt;br /&gt;
*Advising the Royal Court and Monarch on the current technological advancements of the world. &lt;br /&gt;
*Organizing research ventures into new technologies with additional royal funding (pending discussion with the Monarch.)&lt;br /&gt;
*Organizing tech related conferences with relevant engineers for the Monarch to attend. &lt;br /&gt;
*Visiting foreign nations’ engineering and technology centers for the purpose of viewing and investigating foreign tech. &lt;br /&gt;
&lt;br /&gt;
===Royal Marshal of the Sovereign Army===&lt;br /&gt;
The Royal Marshal not only advises the Monarch and the Royal Court on the overall health of the Galudonian Marshalry and those of foreign armies, but also commands the Monarch’s own Royal Army in official Galudon wars where necessary. The Royal Marshal also organizes the defense of the Royal Palace, the Monarch’s royal guard and security detail for Royal events. They also are the Monarch’s representative at all meetings of the Galudonian Marshalry, military ceremonies and presentations. The Royal Marshal’s main powers are: &lt;br /&gt;
*Leading the Monarch’s royal army during a time of war. &lt;br /&gt;
*Organizing and maintaining a Royal Guard. &lt;br /&gt;
*Attend Marshalry meetings as the Monarch’s representative. &lt;br /&gt;
*Relaying Marshalry information back to the Monarch and Royal Court. &lt;br /&gt;
*Provide insight and advise the Monarch on all matters regarding the military. &lt;br /&gt;
&lt;br /&gt;
==The Executive Branch==&lt;br /&gt;
The Executive Branch is an arm of the Galudonian Government that is awarded executive authority to carry out tasks and execute orders without the explicit approval of Parliament. Formerly, the Executive Branch was made up of a number of independent ministries - however, in the wake of recent reforms, the Council of Ministers took over most of those roles. Now, all Ministers are collectively responsible for undertaking the responsibilities of those former offices. The only Offices that remain currently are the Speaker of the House and that of the Prime Minister, which are separate from the Council of Ministers. &lt;br /&gt;
&lt;br /&gt;
===Prime Minister===&lt;br /&gt;
The Prime Minister is the de-facto head of the legislative Parliament and its representatives. Typically, the Prime Minister is voted in by majority vote, beginning a 3 month term in office before ceding power back to Parliament and allowing the Parliament to vote again on which representative should be Prime Minister. Additionally, the Prime Minister is charged with ensuring that each of the other Ministries are performing their duties adequately. The current Prime Minister is: Rinnoka Eilheen. In order to carry out these tasks, the following powers are bestowed upon the Prime Minister: &lt;br /&gt;
*The Prime Minister is responsible for setting overarching Ministerial policy and what particular areas of governance need to be focused on by the other Ministries. &lt;br /&gt;
The Prime Minister is responsible for calling to order bi-weekly (minimum) Government sittings. &lt;br /&gt;
*The Prime Minister can veto any proposal per Parliament sitting if at least 20% of the attending representatives oppose the proposal. Overuse of the Veto may result in a Royal Summons to the Royal Palace depending on the circumstances.&lt;br /&gt;
*The Prime Minister can suspend entire Ministerial offices to call for an investigation into impropriety, corruption or stagnancy. &lt;br /&gt;
*The Prime Minister has all time access to meetings with the King for Government related affairs, and can bypass the need for approval with the Royal Court’s Emissary of the Interior. &lt;br /&gt;
*The Prime Minister is expected to communicate frequently with the public at large about the current state of the Kingdom and the government’s actions affecting them. &lt;br /&gt;
*The Prime Minister may dismiss any Minister, regardless of whether a vote of no confidence has been carried out, whereby it can be shown that the Minister is unable to perform their role. The Minister in question may then appeal this decision to the Royal Household if they so wish, but must prove that they were adequately acting within the Ministerial Council. &lt;br /&gt;
*The Prime Minister may suspend the governance of any Magnate or Noble, pending investigation, over one of their respective provinces where it is believed they are harming the integrity of its citizens, or merely hoarding funds for personal gain.  &lt;br /&gt;
*The Prime Minister may prorogue Parliament at any time where they believe that the Government is failing to carry out its duties effectively for the benefit of the Kingdom. Proroguing Parliament stalls Parliament for 1 month or until either the Prime Minister or the Monarch opts to lift the Prorogue. Ministers will continue to carry out their duties as normal during that time. &lt;br /&gt;
&lt;br /&gt;
===Speaker of the House===&lt;br /&gt;
The Speaker of the House isn’t a minister per-se, but rather a conductor who is expected to keep the decorum of Parliament throughout its proceedings. The Speaker has unilateral authority to quell a member of Parliament who is misbehaving or is acting in a way that is unbecoming of the democratic process, and can remove them from proceedings after a warning. The Speaker also advises and informs the house of information that may be pertinent to a particular proposal, and orders the proposals for vote accordingly. The Speaker initiates proposal votes once the proposal and any amendments have been outlined. This position is currently held by Duke Mattigan Wrayburn. The powers of the Speaker are: &lt;br /&gt;
*They can call to order the Parliamentary proceedings and remove a misbehaving representative after warnings. &lt;br /&gt;
*Initiating the voting procedure in Parliament. &lt;br /&gt;
*Tallying the votes and declaring whether they pass or fail. &lt;br /&gt;
*Advising the representatives of any information pertinent to an ongoing proposal. &lt;br /&gt;
&lt;br /&gt;
===The Council of Ministers===&lt;br /&gt;
The Council of Ministers is the executive branch of the Galudonian Government headed by the Prime Minister, wielding a significant degree of executive authority. Ministers, those individuals appointed to the Council, are expected to carry out their duties diligently and regularly, ensuring Parliament remains informed about the Kingdom's current needs and necessities. They play a crucial role in briefing legislative representatives, providing essential information and context before voting begins on any particular matter. Their responsibilities include presenting detailed reports, proposing actionable solutions, and advising on the potential impacts of legislative decisions, thus bridging the gap between executive action and legislative deliberation. That said, the Ministers have a vast number of executive powers, and those powers will be detailed fully below in different categories. &lt;br /&gt;
&lt;br /&gt;
Ministers are appointed by attaining at least two approvals from three possible sources. These are: &lt;br /&gt;
Majority vote of Parliament. &lt;br /&gt;
Successful interview for aptitude by Emissary of the Interior Vyrixine Craith. &lt;br /&gt;
Successful interview for aptitude by King Frederick Caelock. &lt;br /&gt;
The Ministers themselves need not be a representative in Parliament. They do however need to be part of a representative political party, and may be proposed to a Ministry at any sitting of the Galudonian Parliament. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Executive Social Authority====&lt;br /&gt;
&lt;br /&gt;
*Oversees social programs and welfare schemes by directing Government funds to specific areas of the Kingdom deemed to be needing improvement. This can also be utilised to construct necessary municipal structures in provinces lacking such but will need to be maintained at the expense of the governing Magnate of said province. &lt;br /&gt;
*The Ministers are also responsible for safeguarding and enriching the Kingdom’s diverse cultures through funding for their continued development. Additionally, the Ministers can hold progression-related cultural events in specific provinces and regions, which may temporarily bolster stability in those areas and even attract NPC dignitaries to the region by proxy. &lt;br /&gt;
*The Ministers may approve and abolish State regulated guilds and organizations, and set up Guild Accounts as well as provide funding for them if they so wish. &lt;br /&gt;
*The Ministers can cordon off entire provinces from outside influence from other Magnate entities by law where there is an ongoing crisis.  &lt;br /&gt;
*The Ministers are responsible for registering all illegal contraband and manage a register for such. &lt;br /&gt;
The Ministers can bar an individual from acting as trial Justiciars.&lt;br /&gt;
*The Ministers can set the punishment regulations for prison sentences for those who waive their right to trial for the Copperguard Enforcers. &lt;br /&gt;
*The Ministers can pardon individuals of their crimes where they feel satisfied that in doing so there is an inherent benefit to the Kingdom at large.&lt;br /&gt;
*The Ministers can set public health standards for the hospital to operate from during the course of their duties.  &lt;br /&gt;
*The Ministers are responsible for overseeing education initiatives by directing Government funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*The Ministers can hold cultural festivals in the city highlighting any particular culture for the enrichment of all members of the public. &lt;br /&gt;
*The Ministers can direct the Ironhurst University to research into a specific scientific, arcane, or engineering question to be answered, by funding such an initiative with Interior Ministry Funds. &lt;br /&gt;
*The Ministers can appoint and create an Order to manage a register of all legalized curse afflicted individuals.&lt;br /&gt;
*The Ministers manage a register of all active doctors performing out of the Galudonian hospital, and appoint one of them as a director over the others. &lt;br /&gt;
*The Ministers can cordon off an entire district or province if there is a reasonably suspected health danger outbreak.&lt;br /&gt;
*The Ministers can manage a register of approved medical practices to be performed across all of the Kingdom's medical centers. &lt;br /&gt;
*The Ministers can engage with mercenary companies for the purpose of capturing an individual in violation of the curse laws. &lt;br /&gt;
*The Ministers can establish their own taskforce or group for the purpose of capturing an individual or individuals in violation of the curse laws. &lt;br /&gt;
&lt;br /&gt;
====Executive Foreign Policy Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can hire and appoint diplomats/ambassadors to foreign nations on behalf of the Government. &lt;br /&gt;
*The Ministers can set government foreign policy toward other nations, and can appoint a Ministerial figurehead for all foreign affairs. By default, this is the Prime Minister. Government Foreign Policy should include whether or not a nation should be treated as a friend, neutral or enemy of the state. &lt;br /&gt;
*The Ministers can dispatch diplomats to foreign nations for the purpose of bettering relations/creating treaties/agreements. &lt;br /&gt;
*The Ministers can summon friendly nations’ foreign diplomats and dignitaries to the Kingdom. &lt;br /&gt;
*The Ministers can summon dignitaries from within the Kingdom (such as NPC Magnates) to the capital. &lt;br /&gt;
*The Ministers can declare any citizen or nation’s citizens “persona non grata” and unwelcome in the state, which strips that individual of all citizenship rights.&lt;br /&gt;
&lt;br /&gt;
====Executive Military Authority====&lt;br /&gt;
&lt;br /&gt;
*Unanimously, the Ministers may declare war on another nation or state. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates manpower up to 50% of their total manpower pool. &lt;br /&gt;
*The Ministers can designate any number of conscripted manpower to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can force conscription of a particular magnate/magnates or all magnates naval and air vessels up to 30% of each. &lt;br /&gt;
*The Ministers can utilize government military resources, such as manpower, naval and air vessels and designate them to the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can revoke any number of troops, manpower or otherwise, naval and air vessels from the Galudonian Marshalry. &lt;br /&gt;
*The Ministers can ban certain individuals, a group of individuals or all individuals of a particular nationality, cursed race being or otherwise from serving in the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
====Executive Financial Authority====&lt;br /&gt;
&lt;br /&gt;
*The Ministers can freely manage the government’s finances and accounts, and can move finances around to whatever accounts at will. &lt;br /&gt;
*The Ministers can set overarching taxes on individual Magnates, all magnates as a group, civilians and organizations. &lt;br /&gt;
*The Ministers set the overarching tariffs on imports and exports. &lt;br /&gt;
*The Ministers are responsible for levying fines against Magnates in the case of impropriety or stagnation in governance in their areas of influence. &lt;br /&gt;
*The Ministers can freeze any individual’s account, save for royal coffers, for investigation purposes for a particular crime. &lt;br /&gt;
*The Ministers can purchase more naval and airships for the Government with government finances. &lt;br /&gt;
*The Ministers can designate a stipend of any amount to any particular ministry. &lt;br /&gt;
*The Ministers can borrow money at an agreed interest rate from other nations. &lt;br /&gt;
&lt;br /&gt;
==The Parliament== &lt;br /&gt;
The Parliament is the main legislative authority in the Kingdom. It supersedes all other executive apparatus’ save for the Monarchy and is responsible primarily with making, changing and revoking laws. The Parliament is awarded a significant amount of authority due to its diverse representatives who are charged with policing one another’s policies and proposals. There is little Parliament cannot do, provided the representatives are able to pass a motion by a 50.01% majority (quorum.) Parliament is also responsible for policing the various ministries, and can remove a Minister from power (the Prime Minister’s veto is considered null in this respect) by a vote of no confidence, requiring a 66% majority of at least 80% of the sitting representatives at that Parliamentary session. More details on Parliamentary representatives and membership can be seen below. &lt;br /&gt;
&lt;br /&gt;
===Parliamentary Representatives===&lt;br /&gt;
Parliamentary representatives are individuals who are elected to, and are responsible for, the law making practices of the Kingdom. All Parliamentary representatives are required to be a member of a political party with a published manifesto. There is only one rule prejudicing against who can and cannot be a member of Parliament, that being that they have to be a Galudonian citizen. One need only qualify under the regulations set out below under Galudonian Parliament membership. This means that any person of any race, gender, creed or even cursed race can be a member of Parliament, provided they meet the aforementioned criteria.&lt;br /&gt;
&lt;br /&gt;
There are only ten representative seats in Parliament. &lt;br /&gt;
&lt;br /&gt;
Parliamentary Representatives have no specific title, such as Senator for the senators of old. Instead, it's customary, but not mandatory, to simply refer to them as ‘Representative’. For example, a PParliamentary Representative named Spungo Bob would simply be referred to as Representative Bob. It's rare that you would call a Representative by their first name during a Parliamentary sitting, and such is seen as a mark of disrespect. The only time this is considered permissible is if two sitting representatives share the same surname, at which point a distinction can be made. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliament Membership===&lt;br /&gt;
To be represented in Parliament, you must be a member of a Political Party. These parties can stand for any ideology—whether conservative, centrist, liberal, pro-magic, pro-technology, or values that oppose those positions. However, every party is required to maintain a group thread in the Roleplay Groups channel of the Gears of Galudon Discord. This thread should detail the party’s manifesto, goals, and overall vision. It must also include a list of members, with each character’s name and their player’s Minecraft username.&lt;br /&gt;
&lt;br /&gt;
For example, Duke Mattigan Wrayburn is the chairman of the Galudonian Technological Supremacy Party, a group that supports centrist ideals, is pro-monarchy, advocates for a stronger nobility, and is firmly anti-magic, anti-cursed race, and pro-war with Galudon’s enemies. On the other hand, Prudence Steelspire is part of The Luminary Coalition, a liberal-leaning party that supports undocumented inclusion of some cursed races, favors relaxed trade and tariff laws, opposes military expansion, and prioritizes entertainment and business development. The direction your party takes is entirely up to you, and the more detailed your manifesto, the more material you’ll have to engage in meaningful debate in Parliament.&lt;br /&gt;
&lt;br /&gt;
Once a party is created, it must compete in elections, which occur every three months. Individual characters do not run—only the party itself does. During each election, players vote for the top three parties they’d like to see in Parliament. The system is proportional representation, first past the post. A party can hold a maximum of three seats. If a party receives more first-place votes than it has seats available, the extra votes transfer to the party listed second on those ballots.&lt;br /&gt;
&lt;br /&gt;
If your party secures seats in Parliament, you may send up to that number of party members to any Parliamentary sitting as official Representatives for that seating. Once chosen, these representatives are logged in the master spreadsheet as in attendance, and may vote and debate on the Parliament floor. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliamentary Procedure===&lt;br /&gt;
The Galudonian Parliament has a strict code of conduct attached to it known as Galudonian Parliamentary procedure. All representatives are expected to comply with Parliamentary procedure during their tenure as representatives. The procedure is as follows: &lt;br /&gt;
&lt;br /&gt;
*The Speaker of the House will call the Parliament to order at the beginning of each sitting, after which, any absentee representatives will be noted. &lt;br /&gt;
*The Speaker will then require all Parties to announce their representatives for that sitting.&lt;br /&gt;
*Any individual acting in place of an absent representative will then make themselves known to the Parliamentary floor. &lt;br /&gt;
*All Parliamentary replacement representatives are required to follow the same rules as regular Parliamentary representatives when sitting in Parliament. &lt;br /&gt;
*Representatives are required to be seated by the call to order. Those late will not be allowed to join the sitting until the first recess is called, if any. &lt;br /&gt;
*No weapons of any kind can be brought into the Parliamentary sitting. Those found bearing weapons in Parliament will be found in violation of Galudonian law and be imprisoned and fined. &lt;br /&gt;
*Representatives must submit any proposals or bills that they wish to bring to the floor by at minimum, 24 hours before the scheduled sitting. All proposed bills will be logged in the logistics spreadsheet master document 24 hours before the scheduled sitting. Any last minute proposals/bills can be brought up at the end of the sitting, provided the speaker allows them. Note, these last minute proposals/bills must be minor to be permitted. &lt;br /&gt;
*All proposals save for votes of no confidence pass with a 50.01% majority. &lt;br /&gt;
*Representatives must wait to be recognised by the speaker before addressing the Parliament. Outbursts of any kind without being permitted to openly debate by the speaker may result in expulsion from the Parliamentary floor. &lt;br /&gt;
*Representatives are expected to conduct themselves with behavior fitting of their station. Vulgarity, personal insults or physical threats of/or violence during Parliamentary proceedings will result in expulsion from Parliament and possible incarceration by members of the Copperguard Enforcers. &lt;br /&gt;
*Parliamentary sittings are set to operate at a maximum of 2 hours. Any additional time required is at the discretion of the speaker. &lt;br /&gt;
*The speaker can call to close any proposal if it is suspected of being a filibuster. Representatives are expected not to waste Parliament's time. &lt;br /&gt;
*Members of the public are permitted to speak at the Parliamentary floor, if called upon by a representative or the speaker, however the speaker must permit such. &lt;br /&gt;
*Members of the public are expected to act with decorum and behave during Parliamentary proceedings and can be ejected from Parliament Hall if they are being disruptive to proceedings. &lt;br /&gt;
*Representatives are permitted to call for a vote of no confidence on any Minister. The vote must be carried with a minimum of 66% of at least 80% of all representatives, whether they are there during that sitting or not. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Government]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1612</id>
		<title>Copperguard</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1612"/>
		<updated>2025-06-20T23:53:32Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: /* Advanced Armory Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is now known throughout the Kingdom of Galudon as the Copperguard Enforcers—a prestigious and storied law enforcement body—is the culmination of over a thousand years of tradition, service, and royal mandate. Few remember that this institution began in Ortim as the '''Order of the Verdigris''', an ancient brotherhood sworn to defend the early Humans of Pannotia from both internal unrest and the dangers of the wilds. The Order of the Verdigris followed early Galudonian settlers to what is now Ironhurst almost 700 years ago. In 1124 AE, the Order was formally restructured by royal decree into the Ironhurst Metropolitan Enforcers, becoming a vital shield against civil disorder and a sword against the dangerous fauna and lingering arcane threats that plagued the region. However, over centuries this name has fluctuated with each new monarch.&lt;br /&gt;
&lt;br /&gt;
Under the modern reign of King Frederick Caelock, the force was reimagined and renamed the ''Copperguard Enforcers''—a title that honors its origins, with “verdigris” referring to the green patina on aged copper, embracing the name by which it’s commonly known: ''The Copperguard''. In 1825 AE, just a few years later, King Frederick reinstated its Royal Charter following extensive discussions with his brother, Prince Ambrose Caelock—a former Commissioner of the Order and a highly respected figure within the Order of the Verdigris. This marked a complete restructuring of the organization, merging its traditional roots with its modern identity, while the public continued to refer to it simply as ''The Copperguard''. Still overseen by a Lord Commissioner, the central Copperguard structure has been broken into various Departments, each with its own Commander and all under the umbrella authority of the Order’s Lord Commissioner.&lt;br /&gt;
 &lt;br /&gt;
Though modernized, the Copperguard retains its historic role as the Kingdom’s primary force for law and order. Once revered as a pillar of stability in Ironhurst, it now faces a deepening recruitment crisis, with declining numbers weakening its presence. Crime festers in the city’s Maw and impoverished districts, presenting again the recurring threat, not of monsters, but of neglect and growing disillusionment. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the wake of the Great Equilibrium in the year 11AE, the Order of the Verdigris emerged as a stabilizing force amid the chaos that followed. The world beyond was still reeling—shattered ecosystems, arcane turbulence, and fractured nations left humanity’s future uncertain. Within the human homeland of Ortim, however, a flicker of order remained. It was under the leadership of the legendary soldier Aedan Varinhold that the Order was born. Elevated to the newly-forged title of High Custodian, Varinhold laid the foundation for a lawkeeping brotherhood steeped in valor, discipline, and sacred duty. The Order’s purpose was threefold: to uphold the laws of the nascent Ortimic governments, to combat rising threats—both mortal and monstrous—to humankind, and to defend the borders against the dark unknowns pressing in from beyond.&lt;br /&gt;
&lt;br /&gt;
Wearing copper-inlaid armor that tarnished to green, the Order’s name—Verdigris—became symbolic of resilience through time and corrosion. Their role quickly expanded from city watch to national safeguard, evolving into a revered institution across Ortim’s many nations.&lt;br /&gt;
&lt;br /&gt;
By 50AE however, the cracks in Ortim’s stability deepened once more. Signs of ecological and arcane collapse began to resurface. Harvests failed beneath sickly, starless skies. Waters frothed with unnatural tides. Sea creatures—twisted, unrecognizable—washed ashore in droves. Whispers spread that the Great Equilibrium had not truly held; its balance merely delayed the inevitable. It was clear that the events had left a marking effect that still lingered, decades after its conclusion. &lt;br /&gt;
&lt;br /&gt;
As fear took hold, the Order of the Verdigris once again stepped into the breach. Charged with defending crumbling Kingdoms, they stood as bulwarks against escalating threats. In the face of this encroaching ruin, many of Ortim's sages, nobles, and its surviving citizenry came to a fateful conclusion: the homeland must be abandoned to better handle the threats plaguing them from Aesox itself. With little power to prevent this, the Kingdoms of Ortim could only stand helpless as it watched the majority of its population prepare to leave the country.  Thus began the Great Migration—a desperate, unprecedented exodus of humanity across the seas to the distant and largely unknown continent of Aesox.&lt;br /&gt;
&lt;br /&gt;
The Order, now fractured into regional cohorts, served as guardian-legates, fleet marshals, and protectors aboard the massive flotillas. Their centuries of experience—especially in surviving arcane anomalies and wild incursions—proved instrumental in establishing footholds upon Aesox’s shores. These early settlements would some day flourish to become the major Human nations we know today, all thanks to the stalwart protection of the Order. &lt;br /&gt;
&lt;br /&gt;
Between 488AE and 522AE, the Order undertook what would later be termed the Twilight Marches—a series of long-range expeditions into the interior regions of Aesox. The objectives of these marches were threefold: to explore and chart uncolonized territory, to establish diplomatic or defensive buffers with non-human polities, and to identify new resources necessary for the sustainability of emerging kingdoms.&lt;br /&gt;
&lt;br /&gt;
Among the most notable figures of this era was High Custodian Theryn Fernmourne, whose successful defense of the frontier valley now known as the city of Saltzpyre-upon-Barrow  is widely credited with securing the location of the future Kingdom of Fernmourne. His leadership marked a turning point in the Order’s evolution from a migratory defense force to special regional policing forces, before his retirement to become the first King of Fernmourne. &lt;br /&gt;
&lt;br /&gt;
In the centuries following, the Order of the Verdigris endured—but in steadily diminishing numbers. With the completion of the Great Migration and the stabilization of early human settlements across Aesox, the Order found itself without the unifying mission that had once defined its purpose. Many of its members, inspired by the example of High Custodian Theryn Fernmourne, chose to lay down their roaming arms and establish themselves as localized peacekeeping forces, evolving from continent-spanning protectors into more static enforcers of law and civic order.&lt;br /&gt;
&lt;br /&gt;
This transition was in many respects both inevitable and necessary. The Dwarven Incursions—a series of frequent and violent raids from subterranean and mountain strongholds during the 8th and 9th centuries AE—required experienced warriors to remain stationed in growing human nations. These regions, birthed from the settlement period of the Migration, now required permanent protection rather than itinerant defenders.&lt;br /&gt;
&lt;br /&gt;
Many former members of the Order, disillusioned or drawn by the opportunity for autonomy, formally severed ties and established new guilds and martial orders, adapted to the political and geographical realities of their respective regions. This fragmentation marked the first true schism in the history of the Order of the Verdigris and initiated a long decline in its influence, resources, and unified identity. By the turn of the 11th century AE, the Order had become increasingly regarded as a relic—respected for its foundational role in the survival of humankind, but functionally obsolete in a world that had moved beyond the trials of exodus and exploration. Its role in active governance and defense had largely been supplanted by regionally organized forces.&lt;br /&gt;
&lt;br /&gt;
The fortunes of the Order began to shift in the early 1070s AE, when the remaining adherents—those who still upheld the original tenets of service, vigilance, and expedition—were approached by three of the most powerful aristocratic houses in western Aesox: House Caelock, House Abberton, and House Credge. These aristocratic families, seeking to expand their influence and populate a strategically significant but as yet uninhabited island off the western coast of Aesox, proposed a joint venture. The surviving leadership of the Order, recognizing both the peril and potential of the mission, entered into extensive negotiations with the families. A formal accord was eventually reached: in exchange for committing to the colonization and protection of the island, the Order would receive substantial financial and logistical support.&lt;br /&gt;
&lt;br /&gt;
The agreement was more than a mere transaction. For the Order, it represented a final opportunity—perhaps even a last chance—to restore its relevance, renew its founding purpose, and demonstrate that the virtues of vigilance, adaptability, and sacrifice remained vital, even in a world no longer defined by mass migration or existential peril.&lt;br /&gt;
&lt;br /&gt;
The first major hurdle for the Order came in the form of the evacuation or destruction of dangerous native fauna in the South-West, where the great ships had made landfall. These creatures posed a significant threat to the fragile early settlers, and their removal was essential to ensure the safety and viability of the burgeoning colony. Only after this was accomplished could the foundations of the first permanent settlement, Ironhurst, be laid.&lt;br /&gt;
&lt;br /&gt;
Shortly after disembarkation, a new crisis emerged: an outbreak of Collopox, a virulent and little-understood disease. The Order was swiftly tasked with enforcing strict quarantine measures. All inbound ships were ordered to remain moored offshore for forty days to prevent the illness from spreading like wildfire among the vulnerable settler population. During this period, healers and apothecaries worked feverishly to develop a cure using samples from those already affected on land. It was amid this turbulence that Ironhurst’s first immigration and health laws were drafted and ratified by the Triumvirate families of Caelock, Credge, and Abberton. These founding laws empowered the Verdigris Order with legal authority to oversee enforcement. Once the worst of the infection was contained, the Order began patrolling the settlement’s streets under Triumvirate directive, ensuring that the fragile order of the new society held firm.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed, the Verdigris Order remained steadfast in its duties, evolving into a central pillar of Ironhurst's civic life. They became both wardens of justice and bulwarks against external threats, adapting to a world in which crises became more political than survivalist. Their presence, once provisional, became expected—woven into the everyday rhythms of Ironhurst. This continued until the rise of Bernard Abberton, who was crowned the first King of Galudon. It was under his son, Prince Liam Abberton, that significant reform took place: in 1124 AE, Liam championed legislation that formally codified the Verdigris into the Ironhurst Metropolitan Police Force. The move was controversial and widely opposed within the Order. Many of the older members, disillusioned by what they saw as a betrayal of their ancient traditions and a subjugation to royal bureaucracy, returned to Aesox in protest. Yet those who remained within the newly minted Metropolitan continued to uphold the Order’s original tenets—vigilance, adaptability, and sacrifice—despite the change in name and structure. Tradition endured, even as the institution evolved.&lt;br /&gt;
&lt;br /&gt;
In the inaugural year of the Police Force, crime was a surging problem within the Capital of Galudon. The first year of founding was a treacherous one, with riots that almost caused an earthquake across Galudon over policies passed by the founding families of Galudon. The police were tasked with quelling riots across the city for months across the summer seasons. The winter rolled in, and so did more unrest as famine ravaged through the city, killing 7,500 citizens within the poor districts of Ironhurst. Within hours aristocratic families within the city reported having bottles, rocks, and bricks thrown at their luxurious estates of wealth. Soon those rocks turned to burning objects which caused several tragedies. Overall just in the ruckus of the riot, 25 citizens were killed. A major boost to the legitimacy of the Metropolitan was their handling of this situation. The inaugural Commissioner, Prince Liam Caelock dispatched forces to several homes to break up the crowds of riots, arresting and notably not escalating tensions with the roaring crowds. No people were injured aside from guardsmen in this incursion. This occasion would go down in Galudonian history as the Evening of Serenity After The Storm. &lt;br /&gt;
&lt;br /&gt;
Years after this incursion, as the industry began to develop within Galudon and Ironhurst respectively, so too did trust within the city's localized police force, former buyers remorse from the families who incurred the founding soon faded as a calm populace presided within the city's walls. &lt;br /&gt;
&lt;br /&gt;
However, decades of peace seemingly fell to a close when in 1197AE, a criminal uprising within Rattletrap threatened the city's absolute safety. The mounting growth of several gangs in Rattletrap led to a tricky power balance between the city's rich and poor. The Police had grown complacent with their jobs, this mounting pressure blowing to a head when hundreds of gang-affiliated members flooded the streets toward the legacy parliament building, where they intended to surround the parliament until a negotiation was had between the current governance and the leaders of several Criminal Organizations within the city. Most notably, infamous Crime Lord Sage Westhorn was at the head of this uprising.&lt;br /&gt;
&lt;br /&gt;
The newly elected Commissioner Reimar von Ichk was tasked to deal with the chaos, with him all available guardsmen to parliament for defence. It was here a battle of blood ensued for a little under an hour, several Metropolitan forces being wounded on the day, with two passing from the brutal confrontation. The insurrection attempt in the end proved futile. The Copperguard with relatively superior equipment and tactics from their Commander seemed to shine through. Wariness crept into the poor districts of Rattletrap and the Underground, reverberating like an echo throughout the brick walls. The police in the months following would clamp down harshly on the growing Criminal base within the city, openly raiding Rattletrap on numerous occasions throughout the year 1197AE and even into the following year.&lt;br /&gt;
&lt;br /&gt;
The next couple of centuries passed with relative calm. Though major crimes did occur from time to time, the Ironhurst Metropolitan Police—descended from the old Verdigris Order—handled each one with swiftness, discipline, and tact. Their quiet competence helped ensure that the peace endured, and the authority of the monarchy remained largely unchallenged.&lt;br /&gt;
&lt;br /&gt;
That stability was shaken in 1346AE when the last male heir of House Abberton succumbed to a rare cymrinite-related illness. With no direct successor to inherit the crown, the balance of power shifted decisively. House Caelock, long relegated to matters of regional governance and often the administrative backbone of Galudon, seized the opportunity. Although technically subordinate to the monarch, the Caelocks had, in practice, wielded immense influence across the Kingdom, particularly in the northern provinces where royal presence was historically light. Their popularity among the people was considerable—largely earned through their pivotal role in unifying the disparate former Four Kingdoms into one solid Galudonian Kingdom. Many still credited them with securing victory in the wars of consolidation, a legacy that resonated incredibly deeply with the populace.&lt;br /&gt;
&lt;br /&gt;
When civil unrest erupted—spurred by factions still loyal to the now-defunct crowns of the old kingdoms—newly crowned King Wilhelm Caelock moved swiftly. Recognizing the fragility of his claim and the need for an institution both respected and feared, he conferred a new Royal Charter upon the Metropolitan Order. This charter not only reaffirmed their role as guardians of the realm but also restored and codified many of their ancient Verdigris traditions, long neglected under the Abberton reign.&lt;br /&gt;
&lt;br /&gt;
Under this renewed mandate, the Metropolitan was revitalized. Over the course of six tense months, they joined forces with loyalist Caelock troops to quell the uprisings, dismantle insurgent cells, and re-establish order. Their campaign was methodical and relentless—but also tempered by the institutional memory of the Order’s original values. By year’s end, peace had returned, and the Caelock transition of power was secured, smooth in its final execution and widely accepted by a weary but reassured public.&lt;br /&gt;
&lt;br /&gt;
In 1578AE, a masked individual was thought to have broken into several wealthy estates throughout Irronhurst. It was much later in the evening, hours teetering toward Midnight when Captain George Farrack received a letter in strange handwriting. Reddish coloration appeared to be written within the blood, the individual in the letter claimed to have kidnapped members of both the government and Royal Family in Princess Anika Caelock, who had been to the city for a tour of the city’s annual summer festival.&lt;br /&gt;
&lt;br /&gt;
The individual in question would go on to be identified as Sylas Markeson, an infamous Galudonian serial killer who reigned with terror from 1557AE until his inevitable demise in 1580. The Captain urgently rang the alarms and bells, however a notable loss was the absence of the Commissioner, who was in the midst of a hearty battle with a disease. No interim Commissioner had been established. Captain Farrack rallied all available to the parlay location mentioned within the letter, however, he only brought a small contingent force, ordering the rest to stay a mile off of the location to not cause things to go awry.&lt;br /&gt;
&lt;br /&gt;
It was here where absolute heroic ability took over. Whilst approaching from a distance, alongside his other Captain Alistair Kirk, being an archer himself and seeing an easily accessible flank, Captain Farrack would go on to propose to his fellow policeman to approach the figure. While a former member of the military's reconnaissance unit, from which he garnered many skills, Captain Farrack only narrowly managed to sneak to a flank position, where he readied his arrow. He waited calmly, until a signal was provided by his fellow guardsman. On the shot, he took out the leg and knee of Sylas Markeson, causing him to fall to the ground, where he was promptly arrested.&lt;br /&gt;
&lt;br /&gt;
The main force a mile off was given the signal to roll in and raid the house where Markeson had held the notable members of Galudonian society. Only after freeing the women did the men discover the absolute horrors of a serial killer, and the national story took off from there as whispers of bodies being pulled from the house by the handful swept the city like wildfire. Markeson would go on to face trial for the murder of 12 citizens, as well as the kidnapping and endangerment of a member of the Royal Family. He was sentenced to death in 1580AE, on June 15th.&lt;br /&gt;
&lt;br /&gt;
Most recently, after the rebranding under Commissioner Sibyllad Lykke, the Metropolitan Police Force was re-marketed into the Copperguard Enforcers in 1824 AE by King Fredrick Caelock. In one of Galudon’s most trifling years in centuries, members soon found themselves at the head of one of the biggest scandals in the kingdom's history.&lt;br /&gt;
&lt;br /&gt;
After the sounds of a gunshot were heard at the Parliament, the city sat on the edge of their seats. Soon, a radio broadcast of Alexandre Silva rang throughout all of the city's active speakers, citing that the Field Marshal had been shot by the then Prime Minister Bilbur Brumsfield. Copperguards were quickly dispatched to oversee the investigation of the assassination of such a notable figure of Galudonian society and statehood. The resolution for this event would be solved in the long term.&lt;br /&gt;
&lt;br /&gt;
However, what came were riots that shook all through Ironhurst. Political dissidents and people from impoverished and plagued quarters of the cities stormed public buildings, destroying them and wreaking absolute havoc, some buildings going up in flames from the unrest. Dozens were arrested for these actions as Copperguard members slowly combated the rioting amongst the populace.&lt;br /&gt;
&lt;br /&gt;
Since then, the Copperguard has cycled through a succession of Commissioners, each bringing their own approach, but none able to fully adapt to the Kingdom’s evolving challenges. In mid-1825 AE, Prince Ambrose Caelock—a former and devoted member of the original Order of the Verdigris—successfully petitioned his brother, the reigning King, to fully disband the Copperguard and restore the Order of the Verdigris.&lt;br /&gt;
&lt;br /&gt;
Ambrose’s proposal was bold: to reconstitute the Order not as a single-purpose enforcement body, but as a network of specialized divisions. Each division would share equal authority to uphold peace and law, yet possess a unique operational focus tailored to counter the rising tide of modern crime. The aim was to blend tradition with innovation—reviving the Order’s ancient virtues while addressing the complexities of a changing world.&lt;br /&gt;
&lt;br /&gt;
Despite concerns from Princess Lyra Caelock, who feared the disruption such a dramatic reshuffle might bring, the King ultimately agreed. Thus, the Order of the Verdigris—still referred to as the Copperguard Enforcers—was reborn into the form recognized today.&lt;br /&gt;
&lt;br /&gt;
==General Structural Hierarchy==&lt;br /&gt;
The Order of the Verdigris retains most of its present day hierarchy however with formal titles from the previous order still being recognised as well. Departments are permitted to create informal titles for their own ranks up to the rank of Captain however the Lord Commissioner and Commander titles must remain the same. The Order follows the following hierarchy in respect of overall authority: &lt;br /&gt;
&lt;br /&gt;
*Lord Commissioner [High Custodian of the Verdigris] - The Lord Commissioner is tasked with oversight of the Copperguard, managing day-to-day tasks and paperwork capacities of the city's guard force. The Commissioner is also tasked with processing cases and maintaining a record of all cases taken by the Copperguard. The Commissioner is also the primary discipline within the Copperguard and holds authority over all Departments. The Lord Commissioner also convenes the Council of Commanders at Cannonade prison and holds a veto over all decisions made by other Commanders save for when the Council itself is unanimous on a decision. The Lord Commissioner can only be replaced by the Mayor and holds tenure for 3 months only. &lt;br /&gt;
&lt;br /&gt;
* The Royal Executioner - The Royal Executioner is a staff played NPC responsible for approving, denying and carrying out of advanced punishments such as maims or executions. The Royal Executioner may be contacted by a Commander of the Copperguard Enforcers whereby the Commander believes that the punishment for a crime fits that of the Royal Executioner’s duties. &lt;br /&gt;
&lt;br /&gt;
* Commanders [Verdigris Marshals]  - Commanders are the major authority over their specific department. Commanders are responsible for rank ups and rank downs within their own Departments as well as disciplining unruly Copperguards within their ranks, managing their department’s arrest reports, and issuing patrol routes. They are expected to hold fortnightly gatherings of their forces, keep the Department updated with goings on within the Commanders Council, and ensure that the Lord Commissioner’s will is carried out. &lt;br /&gt;
&lt;br /&gt;
*Verdigran Sentinels [aka Captains] - The Captains of the Copperguard are tasked with several things. Secondary in the line of command within their department, the Captain is tasked with maintaining order over other groups of Guards beneath them within their respective Department. The Captains are also primary detectives within the Copperguard, tasked with overseeing cases. &lt;br /&gt;
&lt;br /&gt;
* Copperwarden [aka Officers]- Officers are fully-fledged, tenured members of the Guard force. Officers are permitted to patrol alone as they choose. Officers are afforded basic day-to-day Policing duties, defined below. &lt;br /&gt;
&lt;br /&gt;
* Oathlings [aka Cadets] - The lowest rank within the Copperguard Order, Cadets are permitted official Law Enforcement powers so long as they patrol with a member of the Copperguard with the rank of Officer or above.&lt;br /&gt;
&lt;br /&gt;
==Previous High Custodians of the Verdigris [Lord Commissioners]==&lt;br /&gt;
'''11AE–58AE''': ''Aedan Varinhold'' – Founder and First High Custodian. Led settlers' defense during the Faunal Convergences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''58AE–122AE''': ''Mira of the Bronze Helm'' – One of the few female High Custodians in early history; known for taming the landscape in Eastern Aesox which would then become modern day Salytern and Wybrera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''122AE–174AE''': ''Orric Hansen''– Known for brutal efficiency, expanded rural enforcement posts across Aesox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''174AE–231AE''': ''Caelen Durren'' – Instituted the Oath of Seven Vows, still recited by new inductees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''231AE–294AE''': ''Seris Thornhall'' – Oversaw the quashing of the first Vampiric raids on what is now modern day Holzweald.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''294AE–343AE''': ''Theobald Graymark'' – Noted for his severe anti-magic reforms after the Vampiric Raiding Incidents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''450AE–488AE''': ''Theryn Fernmourne'' – Architect of the first Verdigris Divisions; restructured regional command, High Custodian of the Verdigris during the Twilight Marches and first crowned King of Fernmourne.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''488AE–558AE''': ''Jareth Quindle'' – Known for his “Silent War” with northern Aesoxian bandit kings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''558AE–626AE''': ''Elenya Wyrdglass'' – First Custodian to allow mages within the Guard ranks, overturning Theobald Graymarks legacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''626AE–682AE''': ''Harrow Fairfax'' – Instituted use of Copperbadges; gave the force its iconic symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''682AE–758AE''': ''Thomund the Ironchest'' – Famous for dual-wielding shields in battle. Memorialized in Solgardsborgs capital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''758AE–882AE''': ''Lira Sunshade'' – First Venyra High Custodian. Known for brokering peace with Outercliff tribes of the Kingdom of Salytern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''882AE–950AE''': ''Damon Suthraen'' – Oversaw early bureaucratic bloat; paved way for further reformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''950AE–1024AE''': ''Garrick Volenheim'' – Initiated the transition into Ironhurst Metropolitan Enforcers (1124AE).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1024AE–1089AE''': ''Isember Hollowborne'' – Famous for overseeing the first central command structure for the Order in Galudon, Cannonade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1089AE–1160AE''': ''Liam Abberton'' – Son of the first King of Galudon Bernard Abberton; cemented Royal control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1160AE–1201AE''': ''Reimar von Ichk'' – Formed the first beast-response division after the Eastern Breach of Galudon’s first defensive walls by Lycanthropes, put down a notable insurrection against Parliament by Crime Lord Sage Westhorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1201AE–1250AE''': ''Viera Dalmure'' – Celebrated for rooting out corruption in the force’s elite ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1250AE–1322AE''': ''Rufin Talebar'' – Expanded precincts into Rattletrap, known for a war-like approach to crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1322AE–1381AE''': ''Helra Windmoor'' – A reformist; beloved by lower ranks, assassinated under suspicious circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1381AE–1429AE''': ''Dovren Tallowgrave'' – Reversed many reforms; oversaw years of unrest and harsh suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1429AE–1490AE''': ''Selwyn Edrast'' – Rebuilt the force's image after decades of brutality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1490AE–1543AE''': ''Maera of the Three Vows'' – Instituted psychological and magical screening for recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1543AE–1602AE''': ''Jorund de Tarbora'' – Rumored to have been a Keldwikean agent; never confirmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1602AE–1650AE''': ''Sardun Draegur'' – The “Silent Custodian,” rarely seen, feared for internal purges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1650AE–1701AE''': ''Luthien Stonebranch'' – Restructured the force into new divisions based on aptitude for specific forms of city defence..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1701AE–1755AE''': ''Ansel Crowley'' – Introduced formal military hierarchy and new recruitment systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1755AE–1800AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard &amp;quot;Strike Wards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1800AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by the King halfway through his final term. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1818AE–1822AE''': ''Archibald Himmelsby'' – Attempted to have the Copperguard officially integrated into the Galudonian Military. This attempt failed. Instituted 3 month term limits for Lord Commissioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1822AE–1823AE''': ''Bilbur Brumsfield'' – Thought to have been elected due to a bureaucratic error, Brumsfield’s tenure was marked with a sizable uptick in corruption and stagnation amongst the Copperguard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE-1823AE''': ''Charles Verlice'' – Rarely seen, his rise to office’s only true note is the full delegation of authority to Captain Sybillad Lykke before he opted to resume military duties elsewhere. Tenure lasted 3 months. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE–1824AE''': ''Sybillad Lykke'' – First Orcish Lord Commissioner. Spearheaded recruitment processes during a significant downward spiral of Copperguard members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1824AE–1825AE''': ''Alistair Churchthorn'' – First undead Lord Commissioner. Alistair headed the Order for a lengthy spell, and was responsible for taking charge of city defences during the Dwarven bombings of Ironhurst in 1825AE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–1825AE''': ''Alexandre Silva'' – Known for ruthless interrogation techniques and for heading the Order during a period of severe unrest in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–Present''': ''Calibur Ashford'' – The first openly registered Cursed Lord Commissioner.&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
&lt;br /&gt;
*'''The Oath of the Seven Vows:''' While this tradition was briefly passed over, High Custodian Caelen Durren instituted it over a thousand years ago, and it has since been revived as a means to pay homage to the Order of the Verdigris’ ancestral roots. All new cadets of the Copperguard Enforcers are legally required to take this oath upon joining the order, as a means to show their dedication to being the sword and the shield of the Kingdom of Galudon. The Oath itself is split into Seven distinct vows. These are as follows:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;'''The Vow of the Path'''&lt;br /&gt;
''I shall go where others dare not, from mountain vale to broken coast, I walk the forgotten and the feared, that others may follow in safety. I shall keep vigil where others sleep.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Watch'''&lt;br /&gt;
&lt;br /&gt;
''Through Darkness, hunger, and the howl of things unknown, I remain unmoved, unblinking and unafraid.'' &lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Shield'''&lt;br /&gt;
&lt;br /&gt;
''I shall place myself between danger and the defenseless. Let my body break before theirs, and my name fall into silence, so that others may endure.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Word'''&lt;br /&gt;
&lt;br /&gt;
''I shall speak truth in courts and camps alike. No tyrant, no kin, nor commander shall silence what justice demands be said.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Lineage'''&lt;br /&gt;
&lt;br /&gt;
''I shall honor those who came before, and prepare the way for those yet to come. Their stories are my strength; my steps, a promise to the future.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Flame'''&lt;br /&gt;
&lt;br /&gt;
''I shall not retreat from the fire. In calamity or chaos, in war or wandering, I will remain when others scatter, and rise when others fall.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of Verdigris'''&lt;br /&gt;
''I shall bear the weight of time. As copper endures and changes, so too shall I be weathered, but unbroken; changed, but never faithless.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Coppersignets''' are a vital piece of identification for members of the Order, dating back to the founding of the Order of the Verdigris. Reinforced with Ferrovita, these signets are essential for activating and operating the Copperguards' Advanced Armory Equipment, ensuring it functions only for its rightful bearer. Historically, the copper component of each ring also serves as a visual indicator of seniority. A bright, shiny orange hue signifies a newly initiated oathling—often called a &amp;quot;shiny&amp;quot;—while the deepening green patina from natural oxidation reveals a long-serving veteran of the Order.&lt;br /&gt;
&lt;br /&gt;
*'''The Recognition Before the Verdigris Flame''' is a formal award ceremony conducted to honor members of the Order for acts of valor, distinguished service, significant contribution to the stability and safety of Galudonian society, or more commonly, to initiate new members of the Order formally. The event is held within the Hall of Oaths, a ceremonial chamber housed in the Order's central stronghold of Cannonade Prison. At the center of the Hall burns the Verdigris Flame, a symbolic brazier believed to have been continuously lit since the Order’s founding in the 1st century AE. The flame represents the enduring vigilance of the Order. Recipients are formally presented by their commanding officer, after which the Oath of the Seven Vows are read aloud by the honorees to assembled peers. The honoree then approaches the flame, placing their hand above its heat (without making contact) to symbolically accept their newfound oath. This process is repeated each time an honoree is also presented with a new accolade or reward.&lt;br /&gt;
&lt;br /&gt;
*'''The Elevation of the Shield''' is the official promotion ceremony within the Order of the Verdigris. It marks the formal advancement of a member to a higher rank and is regarded as both a practical and spiritual reaffirmation of one’s commitment to the Order’s ideals. The ceremony begins in the Hall of Oaths with the Summons of Merit (A recognised writ by the Lord Commissioner summoning a member to Cannonade for reward), wherein the candidate is called forward and publicly recognized for their service record. The commanding officer delivers a testimonial, and symbolic tokens may be presented—these often include medals or letters of witness of great deeds from comrades. At the core of the ceremony, a ceremonial copper shield is placed before the kneeling candidate. The presiding officer, often a Commander or the Lord Commissioner, strikes the shield three times with a sword, each strike corresponding to a formal declaration of the new rank. The candidate then rises and repeats an abridged version of the Seven Vows to affirm continued loyalty.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
Departments within the Copperguard Enforcers operate as distinct units, each led by its own Commander and functioning independently from one another. Despite this autonomy, all Departments fall under the overarching authority of the Lord Commissioner and the Council of Commanders. While they share the same core law enforcement powers, certain Departments are granted additional rights specific to their roles.&lt;br /&gt;
&lt;br /&gt;
Cooperation between Departments is allowed but not mandatory, as each reports directly to the Lord Commissioner. Every Department with four members or more has its own headquarters and issues unique uniforms, though all enforcers are identifiable by their chestnut-colored scarves and Copperbadges and Coppersignets, which must be worn at all times.&lt;br /&gt;
&lt;br /&gt;
Although each Department may use different titles within its internal hierarchy, all must follow the standard Copperguard rank structure recognisable to the public—typically including Cadet, Officer, and Captain, with all Commanders simply referred to as “Commander.” Rank distinctions may be visually reflected through minor uniform details such as colored trimmings or linings.&lt;br /&gt;
&lt;br /&gt;
Departments all share the same jurisdiction, however some departments may be granted additional rights that provide them with certain privileges over particular districts that other departments may not have. Notwithstanding, all Copperguards must transport prisoners to Cannonade Prison. While all Departments may have their own holding cells, all prisoners must be transported to Cannonade within 12 hours. All Departments also require their own Group Page on the Gears of Galudon Discord, which will list their Departmental aesthetic, lore, uniform identifiers as well as their rights and current members (Listed in order of hierarchy). &lt;br /&gt;
&lt;br /&gt;
The Lord Commissioner also has their own contingent of Copperguards. These are Copperguards who are not formally part of any Department or lack the numbers to create their own. Moreover, if a Department drops to two members or lower, they will automatically divert back to being part of the Lord Commissioner’s Copperguard Contingent with the same basic rights and privileges as all other Copperguards, but will be required to wear the standard Copperguard uniform and will operate directly out of Cannonade Prison.&lt;br /&gt;
&lt;br /&gt;
==How to become a Copperguard==&lt;br /&gt;
So you want to become a Copperguard? If you do, there are a number of ways you can do so. If you are starting out solo, you may apply to join an existing department. Each Department will have its own group thread on the Gears of Galudon discord server, which will have its own application template and will be reviewed by its respective Commander. You can apply in said thread, and tag the Commander of that department to review your application. If it is accepted, you are then formally made a member of the Copperguard!&lt;br /&gt;
&lt;br /&gt;
Moreover, you can also apply directly to the current Lord Commissioner of the Copperguard to operate as a Departmentless Copperguard Enforcer. This means you will wear the standard Copperguard uniform and operate directly under the Lord Commissioner. You must contact the Lord Commissioner in-game or over discord to commence this process. If you are unaware who the current Lord Commissioner is, please make a ticket and staff will provide their discord username.&lt;br /&gt;
&lt;br /&gt;
If you have more than four players that want to be part of the Order as its own separate Department, you may apply to create your own via Discord Ticket. You must follow the below application Template to make a Department, and this is true even for Copperguards who already belong to an existing Department. &lt;br /&gt;
&lt;br /&gt;
'''Username of Applicant:''' The Minecraft username of the applicant.&lt;br /&gt;
&lt;br /&gt;
'''Character name/sheet of Applicant:''' The Character name and approved character application of the individual applying.&lt;br /&gt;
&lt;br /&gt;
'''Department Name:''' The preferred title of your Copperguard Department.&lt;br /&gt;
&lt;br /&gt;
'''List of all members:''' A full list of all members usernames, character names and approved Character applications.&lt;br /&gt;
&lt;br /&gt;
'''Existing Criminal offences of any members:''' Names of characters with descriptions of any arrests/warrants made against them.&lt;br /&gt;
&lt;br /&gt;
'''Aesthetic:''' The overall aesthetic of the Department you would like. This can be as detailed as you please.&lt;br /&gt;
&lt;br /&gt;
'''Requested Rights:''' These are your preferred additional rights. You may list up to 3 but Staff have the final say on what rights you will get.&lt;br /&gt;
&lt;br /&gt;
'''Uniform Design:''' Describe what your uniform will look like and/or provide a minecraft skin base for it.&lt;br /&gt;
&lt;br /&gt;
'''Preferred District to Base:''' Which district would you like for your base to be made in. This may have to change depending on Gameplay staff’s input.&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement Powers==&lt;br /&gt;
''All members of the Copperguard regardless of their Department have the following rights:''&lt;br /&gt;
&lt;br /&gt;
* Copperguard members above their respective Cadet rank are permitted to arrest and process those who are actively breaking the Ironhursts’ Law. &lt;br /&gt;
* Copperguard members are permitted to use as much force as is reasonable to detain a person suspected of committing a crime. Reasonability can be determined by a Magistrate of Galudon’s Judiciary. &lt;br /&gt;
* The right to open and maintain investigations into peoples and organizations suspected to be engaged in criminal conduct. &lt;br /&gt;
* The right to openly carry police equipment and weapons while on active duty and patrol. &lt;br /&gt;
* The right to seize any personal belongings of an individual deemed to be evidence of their criminal offenses.&lt;br /&gt;
&lt;br /&gt;
''The Lord Commissioner of the Copperguard Enforcers has the following rights, in addition to the previously mentioned ones:''&lt;br /&gt;
*The right to cordon off entire districts of the city for the purpose of investigating criminal activity and anti-crown sentiments. &lt;br /&gt;
*The right to issue cease and desists to businesses suspected of engaging in criminal conduct pending criminal investigation. &lt;br /&gt;
*Is charged with issuing and managing weapon permits to the citizens of the capital. &lt;br /&gt;
*The right to issue radio broadcasting permits to individuals wishing to broadcast within the confines of Galudonian Law. &lt;br /&gt;
*The ability to, upon agreement with the Lord Protector of the Galudonian Military, enforce military lockdown and Marshal Law in emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The Copperguard provides all its enforcers with general standard issue equipment. All Enforcers, regardless of Department or rank are issued with the following equipment below:&lt;br /&gt;
&lt;br /&gt;
*'''Class VI Revolver:''' A six-shot revolver, finished in silver and black, issued as the standard sidearm. Reliable and durable, it is designed to assist in law enforcement operations and the protection of civilians. Should the Copperguard not have Firearm Proficiency, this grants immediate knowledge of Firearms, allowing them to roll normally. Upon a successful strike, deal 1d8 Damage.&lt;br /&gt;
&lt;br /&gt;
*'''Departmental Uniform:''' Each officer is issued a uniform bearing the distinct colors and insignia of their respective Copperguard Department. Accompanying the uniform is a chestnut-colored scarf, marked with a unique identification number woven along its length for individual tracking and ceremonial distinction. &lt;br /&gt;
&lt;br /&gt;
*'''Copperbadge''': A metallic identification badge affixed to the chest of the uniform. It serves as the officer’s legal proof of authority and rank, recognized throughout the Kingdom of Galudon. &lt;br /&gt;
&lt;br /&gt;
*'''Coppersignet Ring:''' A finely wrought copper-lined signet ring embedded with Ferrovita, a reactive alloy attuned to its wearer. This ring is essential for activating and synchronizing Advanced Armory Equipment, and doubles as a symbol of sworn duty to the Order.&lt;br /&gt;
&lt;br /&gt;
*'''Standard Restraints:''' A pair of Ferrovita handcuffs to conduct arrests of those who violate Galudonian Law. These cuffs adapt to fit all size wrists and are indestructible. Additionally, if it detects the restrained individual attempting to cast magic, it will emit a shock of electricity to incapacitate the caster. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Baton:''' Specially engineered electrical batons capable of both blunt force application and controlled electrical discharge. Designed for safe subdual of suspects in volatile situations. See the Galvan Surge Unique Combat Skill further below. &lt;br /&gt;
&lt;br /&gt;
*'''Field Journal &amp;amp; Stylus:''' A waterproof field log for case notes, reports, and witness statements. Some versions double as coded ledgers readable only by authorized signet rings.&lt;br /&gt;
&lt;br /&gt;
*'''Lumencrank:''' A compact, wrist-mounted light source powered by low-grade Steamtech. Emits adjustable beams of soft or piercing light—crucial for patrols in unlit quarters or subterranean routes.&lt;br /&gt;
&lt;br /&gt;
*'''Filter Mask:''' A lightweight respirator for protection against chemical agents, airborne toxins, or arcane pollution. Often deployed during riot control, quarantine, or thaumaturgic disturbances.&lt;br /&gt;
&lt;br /&gt;
*'''Signal Whistle:''' Known informally as the Brasscry, this is a finely crafted copper whistle designed to emit a piercing, triphonic tone that can cut through city fog, riot noise, and industrial clamor. &lt;br /&gt;
&lt;br /&gt;
*'''Triage Box:''' Compact first-aid pack including bandages, antiseptics, antitoxins, and an emergency Collopox inoculation vial—standard for officers in high-risk districts. Designed purely for emergency aid to facilitate the transport of the injured to more well equipped medical facilities, this Triage Box is able to heal a person as an action from Incapacitated to 3 Hit Points. Can be used on one individual per day.&lt;br /&gt;
 &lt;br /&gt;
*'''Enforcers Primer:''' A pocket-sized legal compendium containing summaries of Galudonian law, jurisdictional boundaries, and protocols—frequently updated by the Galudonian Legislature.&lt;br /&gt;
&lt;br /&gt;
==Advanced Armory Equipment==&lt;br /&gt;
The Copperguard have access to unique armory equipment. These are staff made lore items, which only Copperguards may use. These items can be withdrawn from the Cannonade Prison armory at any time, but every requisition must be recorded in the armory's logbook.&lt;br /&gt;
Equipment is limited—what remains in the armory is all the Copperguard can access and they will not be restocked. If an item is lost or stolen, it is gone permanently. Criminals who defeat a Copperguard can steal these items and trade them for rewards in the Crime System. As such, requisitions should be made with care, used wisely and logged in the armory logbook. These items have unique boons that can be used in combat, and often also have effects that can assist in combat against Magic and those with Curses. &lt;br /&gt;
  &lt;br /&gt;
When using Copperguard advanced armory equipment, the Copperguard must include the item in their rp/emotes by ensuring the item is in their hand and typing [i] to reveal the item in the chat. For example Mattigan Wrayburn: &amp;quot;Stop there, hands up!&amp;quot; The man exclaimed, aiming his [i] at the feeling criminals. The [i] will be replaced with the item name and description of whatever is in your main hand at that time.  &lt;br /&gt;
==Unique Combat Skills== &lt;br /&gt;
Similar to other Combat Skills available to certain Talent Point investments, members of the Copperguard Enforcers are granted 3 additional Combat Skills unique to their Order. These may only be used by current members of the Copperguard Enforcers and only while in uniform. Only one of these Skills can be used per Copperguard, per combat encounter. &lt;br /&gt;
&lt;br /&gt;
*'''Verdigris Hailcry''' - Nearby Copperguard within a 5x5 block square centered on the user can take one hit that turn without taking any damage. This Skill can be used in reaction to a successful attack against another Copperguard. This Skill cannot be used on the character using it. A Copperguard can only benefit from this Ability once per Combat.&lt;br /&gt;
&lt;br /&gt;
*'''Chain of Command''' - The Copperguard overwhelms a target within a 5x5 block square centered on the user with rapid fire shots to the sky causing all non Copperguard targets within to fall prone for one turn. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Surge''' - The Copperguard strikes out against an opponent within melee range with their Galvan Baton set to full voltage. The Copperguard must roll their Strength Ability Total against the target's Dexterity Ability Total for it to hit. If successful, the attack does 4 points of damage only but also disrupts the target's magic or cursed race abilities until the start of the user’s next turn  If the target is in any Transformation, it instantly reverts them back. &lt;br /&gt;
&lt;br /&gt;
==Membership Benefits==&lt;br /&gt;
The Copperguard is a well respected institution within the Kingdom of Galudon. As such, members enjoy special benefits for their work within the Order. Below you will find a list of said benefits. &lt;br /&gt;
&lt;br /&gt;
===Magnate Benefits===&lt;br /&gt;
&lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are granted a significant influence boon that will reward additional provinces. &lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are permitted to list their Copperguard family member in their progression orders to provide additional protection and investigative power to an order relevant to those traits. &lt;br /&gt;
&lt;br /&gt;
===Progression Benefits===&lt;br /&gt;
*Characters that are members of the Order may utilise Copperguard contacts in progressions to access additional information and secrets regarding a particular topic.&lt;br /&gt;
*Characters that are members of the Order generally are awarded more sway and leeway with the NPC population of the Kingdom, and can even gain access to notable NPC’s where their reason for doing so is well explained. &lt;br /&gt;
*Characters that are members of the Order may, once per progression, investigate a particular province for criminal activity. If any criminal activity is occuring within that province at the time of the progression, the information regarding that activity will be made public in the progression. &lt;br /&gt;
&lt;br /&gt;
===In-Game Benefits=== &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of Progression currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of In-Game currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Copperguards who achieve an accolade, such as completing a high profile investigation or succeeding in defending/recovering a district from Criminals through raids, may receive custom Lore items as trophies for their actions. &lt;br /&gt;
&lt;br /&gt;
===The Quartermaster &amp;amp; Bounty Master Reward System===&lt;br /&gt;
As a part of the Crime &amp;amp; Justice system itself, the Copperguard have their own reward system and individuals that give them tasks to compete for higher boons and rewards itself. There will be two individuals that work with the Copperguard itself, that being The Quartermaster and the Bounty Master. &lt;br /&gt;
&lt;br /&gt;
See here for the full list of rewards as part of the [https://docs.google.com/document/d/16LqeU_eEIGNqDCNTHsm3C40Z_oOHRSPmo4eq3YBSpnA/edit?usp=sharing Quartermaster and Bounty Reward System]. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n, BillyTheScruffy&lt;br /&gt;
|Processors = Ashurism, BillyTheScruffy, Vegemiite, Bimberi, Marytha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Full Name	The Order of the Verdigris&lt;br /&gt;
Pronunciation	Or-dah of the Ver-dee-gree&lt;br /&gt;
Colloquial name The Copperguard&lt;br /&gt;
Leader 	Calibur Ashford&lt;br /&gt;
Force Size	150,000&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1611</id>
		<title>Copperguard</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1611"/>
		<updated>2025-06-20T23:53:06Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is now known throughout the Kingdom of Galudon as the Copperguard Enforcers—a prestigious and storied law enforcement body—is the culmination of over a thousand years of tradition, service, and royal mandate. Few remember that this institution began in Ortim as the '''Order of the Verdigris''', an ancient brotherhood sworn to defend the early Humans of Pannotia from both internal unrest and the dangers of the wilds. The Order of the Verdigris followed early Galudonian settlers to what is now Ironhurst almost 700 years ago. In 1124 AE, the Order was formally restructured by royal decree into the Ironhurst Metropolitan Enforcers, becoming a vital shield against civil disorder and a sword against the dangerous fauna and lingering arcane threats that plagued the region. However, over centuries this name has fluctuated with each new monarch.&lt;br /&gt;
&lt;br /&gt;
Under the modern reign of King Frederick Caelock, the force was reimagined and renamed the ''Copperguard Enforcers''—a title that honors its origins, with “verdigris” referring to the green patina on aged copper, embracing the name by which it’s commonly known: ''The Copperguard''. In 1825 AE, just a few years later, King Frederick reinstated its Royal Charter following extensive discussions with his brother, Prince Ambrose Caelock—a former Commissioner of the Order and a highly respected figure within the Order of the Verdigris. This marked a complete restructuring of the organization, merging its traditional roots with its modern identity, while the public continued to refer to it simply as ''The Copperguard''. Still overseen by a Lord Commissioner, the central Copperguard structure has been broken into various Departments, each with its own Commander and all under the umbrella authority of the Order’s Lord Commissioner.&lt;br /&gt;
 &lt;br /&gt;
Though modernized, the Copperguard retains its historic role as the Kingdom’s primary force for law and order. Once revered as a pillar of stability in Ironhurst, it now faces a deepening recruitment crisis, with declining numbers weakening its presence. Crime festers in the city’s Maw and impoverished districts, presenting again the recurring threat, not of monsters, but of neglect and growing disillusionment. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the wake of the Great Equilibrium in the year 11AE, the Order of the Verdigris emerged as a stabilizing force amid the chaos that followed. The world beyond was still reeling—shattered ecosystems, arcane turbulence, and fractured nations left humanity’s future uncertain. Within the human homeland of Ortim, however, a flicker of order remained. It was under the leadership of the legendary soldier Aedan Varinhold that the Order was born. Elevated to the newly-forged title of High Custodian, Varinhold laid the foundation for a lawkeeping brotherhood steeped in valor, discipline, and sacred duty. The Order’s purpose was threefold: to uphold the laws of the nascent Ortimic governments, to combat rising threats—both mortal and monstrous—to humankind, and to defend the borders against the dark unknowns pressing in from beyond.&lt;br /&gt;
&lt;br /&gt;
Wearing copper-inlaid armor that tarnished to green, the Order’s name—Verdigris—became symbolic of resilience through time and corrosion. Their role quickly expanded from city watch to national safeguard, evolving into a revered institution across Ortim’s many nations.&lt;br /&gt;
&lt;br /&gt;
By 50AE however, the cracks in Ortim’s stability deepened once more. Signs of ecological and arcane collapse began to resurface. Harvests failed beneath sickly, starless skies. Waters frothed with unnatural tides. Sea creatures—twisted, unrecognizable—washed ashore in droves. Whispers spread that the Great Equilibrium had not truly held; its balance merely delayed the inevitable. It was clear that the events had left a marking effect that still lingered, decades after its conclusion. &lt;br /&gt;
&lt;br /&gt;
As fear took hold, the Order of the Verdigris once again stepped into the breach. Charged with defending crumbling Kingdoms, they stood as bulwarks against escalating threats. In the face of this encroaching ruin, many of Ortim's sages, nobles, and its surviving citizenry came to a fateful conclusion: the homeland must be abandoned to better handle the threats plaguing them from Aesox itself. With little power to prevent this, the Kingdoms of Ortim could only stand helpless as it watched the majority of its population prepare to leave the country.  Thus began the Great Migration—a desperate, unprecedented exodus of humanity across the seas to the distant and largely unknown continent of Aesox.&lt;br /&gt;
&lt;br /&gt;
The Order, now fractured into regional cohorts, served as guardian-legates, fleet marshals, and protectors aboard the massive flotillas. Their centuries of experience—especially in surviving arcane anomalies and wild incursions—proved instrumental in establishing footholds upon Aesox’s shores. These early settlements would some day flourish to become the major Human nations we know today, all thanks to the stalwart protection of the Order. &lt;br /&gt;
&lt;br /&gt;
Between 488AE and 522AE, the Order undertook what would later be termed the Twilight Marches—a series of long-range expeditions into the interior regions of Aesox. The objectives of these marches were threefold: to explore and chart uncolonized territory, to establish diplomatic or defensive buffers with non-human polities, and to identify new resources necessary for the sustainability of emerging kingdoms.&lt;br /&gt;
&lt;br /&gt;
Among the most notable figures of this era was High Custodian Theryn Fernmourne, whose successful defense of the frontier valley now known as the city of Saltzpyre-upon-Barrow  is widely credited with securing the location of the future Kingdom of Fernmourne. His leadership marked a turning point in the Order’s evolution from a migratory defense force to special regional policing forces, before his retirement to become the first King of Fernmourne. &lt;br /&gt;
&lt;br /&gt;
In the centuries following, the Order of the Verdigris endured—but in steadily diminishing numbers. With the completion of the Great Migration and the stabilization of early human settlements across Aesox, the Order found itself without the unifying mission that had once defined its purpose. Many of its members, inspired by the example of High Custodian Theryn Fernmourne, chose to lay down their roaming arms and establish themselves as localized peacekeeping forces, evolving from continent-spanning protectors into more static enforcers of law and civic order.&lt;br /&gt;
&lt;br /&gt;
This transition was in many respects both inevitable and necessary. The Dwarven Incursions—a series of frequent and violent raids from subterranean and mountain strongholds during the 8th and 9th centuries AE—required experienced warriors to remain stationed in growing human nations. These regions, birthed from the settlement period of the Migration, now required permanent protection rather than itinerant defenders.&lt;br /&gt;
&lt;br /&gt;
Many former members of the Order, disillusioned or drawn by the opportunity for autonomy, formally severed ties and established new guilds and martial orders, adapted to the political and geographical realities of their respective regions. This fragmentation marked the first true schism in the history of the Order of the Verdigris and initiated a long decline in its influence, resources, and unified identity. By the turn of the 11th century AE, the Order had become increasingly regarded as a relic—respected for its foundational role in the survival of humankind, but functionally obsolete in a world that had moved beyond the trials of exodus and exploration. Its role in active governance and defense had largely been supplanted by regionally organized forces.&lt;br /&gt;
&lt;br /&gt;
The fortunes of the Order began to shift in the early 1070s AE, when the remaining adherents—those who still upheld the original tenets of service, vigilance, and expedition—were approached by three of the most powerful aristocratic houses in western Aesox: House Caelock, House Abberton, and House Credge. These aristocratic families, seeking to expand their influence and populate a strategically significant but as yet uninhabited island off the western coast of Aesox, proposed a joint venture. The surviving leadership of the Order, recognizing both the peril and potential of the mission, entered into extensive negotiations with the families. A formal accord was eventually reached: in exchange for committing to the colonization and protection of the island, the Order would receive substantial financial and logistical support.&lt;br /&gt;
&lt;br /&gt;
The agreement was more than a mere transaction. For the Order, it represented a final opportunity—perhaps even a last chance—to restore its relevance, renew its founding purpose, and demonstrate that the virtues of vigilance, adaptability, and sacrifice remained vital, even in a world no longer defined by mass migration or existential peril.&lt;br /&gt;
&lt;br /&gt;
The first major hurdle for the Order came in the form of the evacuation or destruction of dangerous native fauna in the South-West, where the great ships had made landfall. These creatures posed a significant threat to the fragile early settlers, and their removal was essential to ensure the safety and viability of the burgeoning colony. Only after this was accomplished could the foundations of the first permanent settlement, Ironhurst, be laid.&lt;br /&gt;
&lt;br /&gt;
Shortly after disembarkation, a new crisis emerged: an outbreak of Collopox, a virulent and little-understood disease. The Order was swiftly tasked with enforcing strict quarantine measures. All inbound ships were ordered to remain moored offshore for forty days to prevent the illness from spreading like wildfire among the vulnerable settler population. During this period, healers and apothecaries worked feverishly to develop a cure using samples from those already affected on land. It was amid this turbulence that Ironhurst’s first immigration and health laws were drafted and ratified by the Triumvirate families of Caelock, Credge, and Abberton. These founding laws empowered the Verdigris Order with legal authority to oversee enforcement. Once the worst of the infection was contained, the Order began patrolling the settlement’s streets under Triumvirate directive, ensuring that the fragile order of the new society held firm.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed, the Verdigris Order remained steadfast in its duties, evolving into a central pillar of Ironhurst's civic life. They became both wardens of justice and bulwarks against external threats, adapting to a world in which crises became more political than survivalist. Their presence, once provisional, became expected—woven into the everyday rhythms of Ironhurst. This continued until the rise of Bernard Abberton, who was crowned the first King of Galudon. It was under his son, Prince Liam Abberton, that significant reform took place: in 1124 AE, Liam championed legislation that formally codified the Verdigris into the Ironhurst Metropolitan Police Force. The move was controversial and widely opposed within the Order. Many of the older members, disillusioned by what they saw as a betrayal of their ancient traditions and a subjugation to royal bureaucracy, returned to Aesox in protest. Yet those who remained within the newly minted Metropolitan continued to uphold the Order’s original tenets—vigilance, adaptability, and sacrifice—despite the change in name and structure. Tradition endured, even as the institution evolved.&lt;br /&gt;
&lt;br /&gt;
In the inaugural year of the Police Force, crime was a surging problem within the Capital of Galudon. The first year of founding was a treacherous one, with riots that almost caused an earthquake across Galudon over policies passed by the founding families of Galudon. The police were tasked with quelling riots across the city for months across the summer seasons. The winter rolled in, and so did more unrest as famine ravaged through the city, killing 7,500 citizens within the poor districts of Ironhurst. Within hours aristocratic families within the city reported having bottles, rocks, and bricks thrown at their luxurious estates of wealth. Soon those rocks turned to burning objects which caused several tragedies. Overall just in the ruckus of the riot, 25 citizens were killed. A major boost to the legitimacy of the Metropolitan was their handling of this situation. The inaugural Commissioner, Prince Liam Caelock dispatched forces to several homes to break up the crowds of riots, arresting and notably not escalating tensions with the roaring crowds. No people were injured aside from guardsmen in this incursion. This occasion would go down in Galudonian history as the Evening of Serenity After The Storm. &lt;br /&gt;
&lt;br /&gt;
Years after this incursion, as the industry began to develop within Galudon and Ironhurst respectively, so too did trust within the city's localized police force, former buyers remorse from the families who incurred the founding soon faded as a calm populace presided within the city's walls. &lt;br /&gt;
&lt;br /&gt;
However, decades of peace seemingly fell to a close when in 1197AE, a criminal uprising within Rattletrap threatened the city's absolute safety. The mounting growth of several gangs in Rattletrap led to a tricky power balance between the city's rich and poor. The Police had grown complacent with their jobs, this mounting pressure blowing to a head when hundreds of gang-affiliated members flooded the streets toward the legacy parliament building, where they intended to surround the parliament until a negotiation was had between the current governance and the leaders of several Criminal Organizations within the city. Most notably, infamous Crime Lord Sage Westhorn was at the head of this uprising.&lt;br /&gt;
&lt;br /&gt;
The newly elected Commissioner Reimar von Ichk was tasked to deal with the chaos, with him all available guardsmen to parliament for defence. It was here a battle of blood ensued for a little under an hour, several Metropolitan forces being wounded on the day, with two passing from the brutal confrontation. The insurrection attempt in the end proved futile. The Copperguard with relatively superior equipment and tactics from their Commander seemed to shine through. Wariness crept into the poor districts of Rattletrap and the Underground, reverberating like an echo throughout the brick walls. The police in the months following would clamp down harshly on the growing Criminal base within the city, openly raiding Rattletrap on numerous occasions throughout the year 1197AE and even into the following year.&lt;br /&gt;
&lt;br /&gt;
The next couple of centuries passed with relative calm. Though major crimes did occur from time to time, the Ironhurst Metropolitan Police—descended from the old Verdigris Order—handled each one with swiftness, discipline, and tact. Their quiet competence helped ensure that the peace endured, and the authority of the monarchy remained largely unchallenged.&lt;br /&gt;
&lt;br /&gt;
That stability was shaken in 1346AE when the last male heir of House Abberton succumbed to a rare cymrinite-related illness. With no direct successor to inherit the crown, the balance of power shifted decisively. House Caelock, long relegated to matters of regional governance and often the administrative backbone of Galudon, seized the opportunity. Although technically subordinate to the monarch, the Caelocks had, in practice, wielded immense influence across the Kingdom, particularly in the northern provinces where royal presence was historically light. Their popularity among the people was considerable—largely earned through their pivotal role in unifying the disparate former Four Kingdoms into one solid Galudonian Kingdom. Many still credited them with securing victory in the wars of consolidation, a legacy that resonated incredibly deeply with the populace.&lt;br /&gt;
&lt;br /&gt;
When civil unrest erupted—spurred by factions still loyal to the now-defunct crowns of the old kingdoms—newly crowned King Wilhelm Caelock moved swiftly. Recognizing the fragility of his claim and the need for an institution both respected and feared, he conferred a new Royal Charter upon the Metropolitan Order. This charter not only reaffirmed their role as guardians of the realm but also restored and codified many of their ancient Verdigris traditions, long neglected under the Abberton reign.&lt;br /&gt;
&lt;br /&gt;
Under this renewed mandate, the Metropolitan was revitalized. Over the course of six tense months, they joined forces with loyalist Caelock troops to quell the uprisings, dismantle insurgent cells, and re-establish order. Their campaign was methodical and relentless—but also tempered by the institutional memory of the Order’s original values. By year’s end, peace had returned, and the Caelock transition of power was secured, smooth in its final execution and widely accepted by a weary but reassured public.&lt;br /&gt;
&lt;br /&gt;
In 1578AE, a masked individual was thought to have broken into several wealthy estates throughout Irronhurst. It was much later in the evening, hours teetering toward Midnight when Captain George Farrack received a letter in strange handwriting. Reddish coloration appeared to be written within the blood, the individual in the letter claimed to have kidnapped members of both the government and Royal Family in Princess Anika Caelock, who had been to the city for a tour of the city’s annual summer festival.&lt;br /&gt;
&lt;br /&gt;
The individual in question would go on to be identified as Sylas Markeson, an infamous Galudonian serial killer who reigned with terror from 1557AE until his inevitable demise in 1580. The Captain urgently rang the alarms and bells, however a notable loss was the absence of the Commissioner, who was in the midst of a hearty battle with a disease. No interim Commissioner had been established. Captain Farrack rallied all available to the parlay location mentioned within the letter, however, he only brought a small contingent force, ordering the rest to stay a mile off of the location to not cause things to go awry.&lt;br /&gt;
&lt;br /&gt;
It was here where absolute heroic ability took over. Whilst approaching from a distance, alongside his other Captain Alistair Kirk, being an archer himself and seeing an easily accessible flank, Captain Farrack would go on to propose to his fellow policeman to approach the figure. While a former member of the military's reconnaissance unit, from which he garnered many skills, Captain Farrack only narrowly managed to sneak to a flank position, where he readied his arrow. He waited calmly, until a signal was provided by his fellow guardsman. On the shot, he took out the leg and knee of Sylas Markeson, causing him to fall to the ground, where he was promptly arrested.&lt;br /&gt;
&lt;br /&gt;
The main force a mile off was given the signal to roll in and raid the house where Markeson had held the notable members of Galudonian society. Only after freeing the women did the men discover the absolute horrors of a serial killer, and the national story took off from there as whispers of bodies being pulled from the house by the handful swept the city like wildfire. Markeson would go on to face trial for the murder of 12 citizens, as well as the kidnapping and endangerment of a member of the Royal Family. He was sentenced to death in 1580AE, on June 15th.&lt;br /&gt;
&lt;br /&gt;
Most recently, after the rebranding under Commissioner Sibyllad Lykke, the Metropolitan Police Force was re-marketed into the Copperguard Enforcers in 1824 AE by King Fredrick Caelock. In one of Galudon’s most trifling years in centuries, members soon found themselves at the head of one of the biggest scandals in the kingdom's history.&lt;br /&gt;
&lt;br /&gt;
After the sounds of a gunshot were heard at the Parliament, the city sat on the edge of their seats. Soon, a radio broadcast of Alexandre Silva rang throughout all of the city's active speakers, citing that the Field Marshal had been shot by the then Prime Minister Bilbur Brumsfield. Copperguards were quickly dispatched to oversee the investigation of the assassination of such a notable figure of Galudonian society and statehood. The resolution for this event would be solved in the long term.&lt;br /&gt;
&lt;br /&gt;
However, what came were riots that shook all through Ironhurst. Political dissidents and people from impoverished and plagued quarters of the cities stormed public buildings, destroying them and wreaking absolute havoc, some buildings going up in flames from the unrest. Dozens were arrested for these actions as Copperguard members slowly combated the rioting amongst the populace.&lt;br /&gt;
&lt;br /&gt;
Since then, the Copperguard has cycled through a succession of Commissioners, each bringing their own approach, but none able to fully adapt to the Kingdom’s evolving challenges. In mid-1825 AE, Prince Ambrose Caelock—a former and devoted member of the original Order of the Verdigris—successfully petitioned his brother, the reigning King, to fully disband the Copperguard and restore the Order of the Verdigris.&lt;br /&gt;
&lt;br /&gt;
Ambrose’s proposal was bold: to reconstitute the Order not as a single-purpose enforcement body, but as a network of specialized divisions. Each division would share equal authority to uphold peace and law, yet possess a unique operational focus tailored to counter the rising tide of modern crime. The aim was to blend tradition with innovation—reviving the Order’s ancient virtues while addressing the complexities of a changing world.&lt;br /&gt;
&lt;br /&gt;
Despite concerns from Princess Lyra Caelock, who feared the disruption such a dramatic reshuffle might bring, the King ultimately agreed. Thus, the Order of the Verdigris—still referred to as the Copperguard Enforcers—was reborn into the form recognized today.&lt;br /&gt;
&lt;br /&gt;
==General Structural Hierarchy==&lt;br /&gt;
The Order of the Verdigris retains most of its present day hierarchy however with formal titles from the previous order still being recognised as well. Departments are permitted to create informal titles for their own ranks up to the rank of Captain however the Lord Commissioner and Commander titles must remain the same. The Order follows the following hierarchy in respect of overall authority: &lt;br /&gt;
&lt;br /&gt;
*Lord Commissioner [High Custodian of the Verdigris] - The Lord Commissioner is tasked with oversight of the Copperguard, managing day-to-day tasks and paperwork capacities of the city's guard force. The Commissioner is also tasked with processing cases and maintaining a record of all cases taken by the Copperguard. The Commissioner is also the primary discipline within the Copperguard and holds authority over all Departments. The Lord Commissioner also convenes the Council of Commanders at Cannonade prison and holds a veto over all decisions made by other Commanders save for when the Council itself is unanimous on a decision. The Lord Commissioner can only be replaced by the Mayor and holds tenure for 3 months only. &lt;br /&gt;
&lt;br /&gt;
* The Royal Executioner - The Royal Executioner is a staff played NPC responsible for approving, denying and carrying out of advanced punishments such as maims or executions. The Royal Executioner may be contacted by a Commander of the Copperguard Enforcers whereby the Commander believes that the punishment for a crime fits that of the Royal Executioner’s duties. &lt;br /&gt;
&lt;br /&gt;
* Commanders [Verdigris Marshals]  - Commanders are the major authority over their specific department. Commanders are responsible for rank ups and rank downs within their own Departments as well as disciplining unruly Copperguards within their ranks, managing their department’s arrest reports, and issuing patrol routes. They are expected to hold fortnightly gatherings of their forces, keep the Department updated with goings on within the Commanders Council, and ensure that the Lord Commissioner’s will is carried out. &lt;br /&gt;
&lt;br /&gt;
*Verdigran Sentinels [aka Captains] - The Captains of the Copperguard are tasked with several things. Secondary in the line of command within their department, the Captain is tasked with maintaining order over other groups of Guards beneath them within their respective Department. The Captains are also primary detectives within the Copperguard, tasked with overseeing cases. &lt;br /&gt;
&lt;br /&gt;
* Copperwarden [aka Officers]- Officers are fully-fledged, tenured members of the Guard force. Officers are permitted to patrol alone as they choose. Officers are afforded basic day-to-day Policing duties, defined below. &lt;br /&gt;
&lt;br /&gt;
* Oathlings [aka Cadets] - The lowest rank within the Copperguard Order, Cadets are permitted official Law Enforcement powers so long as they patrol with a member of the Copperguard with the rank of Officer or above.&lt;br /&gt;
&lt;br /&gt;
==Previous High Custodians of the Verdigris [Lord Commissioners]==&lt;br /&gt;
'''11AE–58AE''': ''Aedan Varinhold'' – Founder and First High Custodian. Led settlers' defense during the Faunal Convergences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''58AE–122AE''': ''Mira of the Bronze Helm'' – One of the few female High Custodians in early history; known for taming the landscape in Eastern Aesox which would then become modern day Salytern and Wybrera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''122AE–174AE''': ''Orric Hansen''– Known for brutal efficiency, expanded rural enforcement posts across Aesox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''174AE–231AE''': ''Caelen Durren'' – Instituted the Oath of Seven Vows, still recited by new inductees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''231AE–294AE''': ''Seris Thornhall'' – Oversaw the quashing of the first Vampiric raids on what is now modern day Holzweald.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''294AE–343AE''': ''Theobald Graymark'' – Noted for his severe anti-magic reforms after the Vampiric Raiding Incidents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''450AE–488AE''': ''Theryn Fernmourne'' – Architect of the first Verdigris Divisions; restructured regional command, High Custodian of the Verdigris during the Twilight Marches and first crowned King of Fernmourne.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''488AE–558AE''': ''Jareth Quindle'' – Known for his “Silent War” with northern Aesoxian bandit kings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''558AE–626AE''': ''Elenya Wyrdglass'' – First Custodian to allow mages within the Guard ranks, overturning Theobald Graymarks legacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''626AE–682AE''': ''Harrow Fairfax'' – Instituted use of Copperbadges; gave the force its iconic symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''682AE–758AE''': ''Thomund the Ironchest'' – Famous for dual-wielding shields in battle. Memorialized in Solgardsborgs capital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''758AE–882AE''': ''Lira Sunshade'' – First Venyra High Custodian. Known for brokering peace with Outercliff tribes of the Kingdom of Salytern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''882AE–950AE''': ''Damon Suthraen'' – Oversaw early bureaucratic bloat; paved way for further reformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''950AE–1024AE''': ''Garrick Volenheim'' – Initiated the transition into Ironhurst Metropolitan Enforcers (1124AE).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1024AE–1089AE''': ''Isember Hollowborne'' – Famous for overseeing the first central command structure for the Order in Galudon, Cannonade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1089AE–1160AE''': ''Liam Abberton'' – Son of the first King of Galudon Bernard Abberton; cemented Royal control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1160AE–1201AE''': ''Reimar von Ichk'' – Formed the first beast-response division after the Eastern Breach of Galudon’s first defensive walls by Lycanthropes, put down a notable insurrection against Parliament by Crime Lord Sage Westhorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1201AE–1250AE''': ''Viera Dalmure'' – Celebrated for rooting out corruption in the force’s elite ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1250AE–1322AE''': ''Rufin Talebar'' – Expanded precincts into Rattletrap, known for a war-like approach to crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1322AE–1381AE''': ''Helra Windmoor'' – A reformist; beloved by lower ranks, assassinated under suspicious circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1381AE–1429AE''': ''Dovren Tallowgrave'' – Reversed many reforms; oversaw years of unrest and harsh suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1429AE–1490AE''': ''Selwyn Edrast'' – Rebuilt the force's image after decades of brutality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1490AE–1543AE''': ''Maera of the Three Vows'' – Instituted psychological and magical screening for recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1543AE–1602AE''': ''Jorund de Tarbora'' – Rumored to have been a Keldwikean agent; never confirmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1602AE–1650AE''': ''Sardun Draegur'' – The “Silent Custodian,” rarely seen, feared for internal purges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1650AE–1701AE''': ''Luthien Stonebranch'' – Restructured the force into new divisions based on aptitude for specific forms of city defence..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1701AE–1755AE''': ''Ansel Crowley'' – Introduced formal military hierarchy and new recruitment systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1755AE–1800AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard &amp;quot;Strike Wards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1800AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by the King halfway through his final term. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1818AE–1822AE''': ''Archibald Himmelsby'' – Attempted to have the Copperguard officially integrated into the Galudonian Military. This attempt failed. Instituted 3 month term limits for Lord Commissioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1822AE–1823AE''': ''Bilbur Brumsfield'' – Thought to have been elected due to a bureaucratic error, Brumsfield’s tenure was marked with a sizable uptick in corruption and stagnation amongst the Copperguard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE-1823AE''': ''Charles Verlice'' – Rarely seen, his rise to office’s only true note is the full delegation of authority to Captain Sybillad Lykke before he opted to resume military duties elsewhere. Tenure lasted 3 months. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE–1824AE''': ''Sybillad Lykke'' – First Orcish Lord Commissioner. Spearheaded recruitment processes during a significant downward spiral of Copperguard members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1824AE–1825AE''': ''Alistair Churchthorn'' – First undead Lord Commissioner. Alistair headed the Order for a lengthy spell, and was responsible for taking charge of city defences during the Dwarven bombings of Ironhurst in 1825AE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–1825AE''': ''Alexandre Silva'' – Known for ruthless interrogation techniques and for heading the Order during a period of severe unrest in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–Present''': ''Calibur Ashford'' – The first openly registered Cursed Lord Commissioner.&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
&lt;br /&gt;
*'''The Oath of the Seven Vows:''' While this tradition was briefly passed over, High Custodian Caelen Durren instituted it over a thousand years ago, and it has since been revived as a means to pay homage to the Order of the Verdigris’ ancestral roots. All new cadets of the Copperguard Enforcers are legally required to take this oath upon joining the order, as a means to show their dedication to being the sword and the shield of the Kingdom of Galudon. The Oath itself is split into Seven distinct vows. These are as follows:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;'''The Vow of the Path'''&lt;br /&gt;
''I shall go where others dare not, from mountain vale to broken coast, I walk the forgotten and the feared, that others may follow in safety. I shall keep vigil where others sleep.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Watch'''&lt;br /&gt;
&lt;br /&gt;
''Through Darkness, hunger, and the howl of things unknown, I remain unmoved, unblinking and unafraid.'' &lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Shield'''&lt;br /&gt;
&lt;br /&gt;
''I shall place myself between danger and the defenseless. Let my body break before theirs, and my name fall into silence, so that others may endure.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Word'''&lt;br /&gt;
&lt;br /&gt;
''I shall speak truth in courts and camps alike. No tyrant, no kin, nor commander shall silence what justice demands be said.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Lineage'''&lt;br /&gt;
&lt;br /&gt;
''I shall honor those who came before, and prepare the way for those yet to come. Their stories are my strength; my steps, a promise to the future.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Flame'''&lt;br /&gt;
&lt;br /&gt;
''I shall not retreat from the fire. In calamity or chaos, in war or wandering, I will remain when others scatter, and rise when others fall.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of Verdigris'''&lt;br /&gt;
''I shall bear the weight of time. As copper endures and changes, so too shall I be weathered, but unbroken; changed, but never faithless.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Coppersignets''' are a vital piece of identification for members of the Order, dating back to the founding of the Order of the Verdigris. Reinforced with Ferrovita, these signets are essential for activating and operating the Copperguards' Advanced Armory Equipment, ensuring it functions only for its rightful bearer. Historically, the copper component of each ring also serves as a visual indicator of seniority. A bright, shiny orange hue signifies a newly initiated oathling—often called a &amp;quot;shiny&amp;quot;—while the deepening green patina from natural oxidation reveals a long-serving veteran of the Order.&lt;br /&gt;
&lt;br /&gt;
*'''The Recognition Before the Verdigris Flame''' is a formal award ceremony conducted to honor members of the Order for acts of valor, distinguished service, significant contribution to the stability and safety of Galudonian society, or more commonly, to initiate new members of the Order formally. The event is held within the Hall of Oaths, a ceremonial chamber housed in the Order's central stronghold of Cannonade Prison. At the center of the Hall burns the Verdigris Flame, a symbolic brazier believed to have been continuously lit since the Order’s founding in the 1st century AE. The flame represents the enduring vigilance of the Order. Recipients are formally presented by their commanding officer, after which the Oath of the Seven Vows are read aloud by the honorees to assembled peers. The honoree then approaches the flame, placing their hand above its heat (without making contact) to symbolically accept their newfound oath. This process is repeated each time an honoree is also presented with a new accolade or reward.&lt;br /&gt;
&lt;br /&gt;
*'''The Elevation of the Shield''' is the official promotion ceremony within the Order of the Verdigris. It marks the formal advancement of a member to a higher rank and is regarded as both a practical and spiritual reaffirmation of one’s commitment to the Order’s ideals. The ceremony begins in the Hall of Oaths with the Summons of Merit (A recognised writ by the Lord Commissioner summoning a member to Cannonade for reward), wherein the candidate is called forward and publicly recognized for their service record. The commanding officer delivers a testimonial, and symbolic tokens may be presented—these often include medals or letters of witness of great deeds from comrades. At the core of the ceremony, a ceremonial copper shield is placed before the kneeling candidate. The presiding officer, often a Commander or the Lord Commissioner, strikes the shield three times with a sword, each strike corresponding to a formal declaration of the new rank. The candidate then rises and repeats an abridged version of the Seven Vows to affirm continued loyalty.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
Departments within the Copperguard Enforcers operate as distinct units, each led by its own Commander and functioning independently from one another. Despite this autonomy, all Departments fall under the overarching authority of the Lord Commissioner and the Council of Commanders. While they share the same core law enforcement powers, certain Departments are granted additional rights specific to their roles.&lt;br /&gt;
&lt;br /&gt;
Cooperation between Departments is allowed but not mandatory, as each reports directly to the Lord Commissioner. Every Department with four members or more has its own headquarters and issues unique uniforms, though all enforcers are identifiable by their chestnut-colored scarves and Copperbadges and Coppersignets, which must be worn at all times.&lt;br /&gt;
&lt;br /&gt;
Although each Department may use different titles within its internal hierarchy, all must follow the standard Copperguard rank structure recognisable to the public—typically including Cadet, Officer, and Captain, with all Commanders simply referred to as “Commander.” Rank distinctions may be visually reflected through minor uniform details such as colored trimmings or linings.&lt;br /&gt;
&lt;br /&gt;
Departments all share the same jurisdiction, however some departments may be granted additional rights that provide them with certain privileges over particular districts that other departments may not have. Notwithstanding, all Copperguards must transport prisoners to Cannonade Prison. While all Departments may have their own holding cells, all prisoners must be transported to Cannonade within 12 hours. All Departments also require their own Group Page on the Gears of Galudon Discord, which will list their Departmental aesthetic, lore, uniform identifiers as well as their rights and current members (Listed in order of hierarchy). &lt;br /&gt;
&lt;br /&gt;
The Lord Commissioner also has their own contingent of Copperguards. These are Copperguards who are not formally part of any Department or lack the numbers to create their own. Moreover, if a Department drops to two members or lower, they will automatically divert back to being part of the Lord Commissioner’s Copperguard Contingent with the same basic rights and privileges as all other Copperguards, but will be required to wear the standard Copperguard uniform and will operate directly out of Cannonade Prison.&lt;br /&gt;
&lt;br /&gt;
==How to become a Copperguard==&lt;br /&gt;
So you want to become a Copperguard? If you do, there are a number of ways you can do so. If you are starting out solo, you may apply to join an existing department. Each Department will have its own group thread on the Gears of Galudon discord server, which will have its own application template and will be reviewed by its respective Commander. You can apply in said thread, and tag the Commander of that department to review your application. If it is accepted, you are then formally made a member of the Copperguard!&lt;br /&gt;
&lt;br /&gt;
Moreover, you can also apply directly to the current Lord Commissioner of the Copperguard to operate as a Departmentless Copperguard Enforcer. This means you will wear the standard Copperguard uniform and operate directly under the Lord Commissioner. You must contact the Lord Commissioner in-game or over discord to commence this process. If you are unaware who the current Lord Commissioner is, please make a ticket and staff will provide their discord username.&lt;br /&gt;
&lt;br /&gt;
If you have more than four players that want to be part of the Order as its own separate Department, you may apply to create your own via Discord Ticket. You must follow the below application Template to make a Department, and this is true even for Copperguards who already belong to an existing Department. &lt;br /&gt;
&lt;br /&gt;
'''Username of Applicant:''' The Minecraft username of the applicant.&lt;br /&gt;
&lt;br /&gt;
'''Character name/sheet of Applicant:''' The Character name and approved character application of the individual applying.&lt;br /&gt;
&lt;br /&gt;
'''Department Name:''' The preferred title of your Copperguard Department.&lt;br /&gt;
&lt;br /&gt;
'''List of all members:''' A full list of all members usernames, character names and approved Character applications.&lt;br /&gt;
&lt;br /&gt;
'''Existing Criminal offences of any members:''' Names of characters with descriptions of any arrests/warrants made against them.&lt;br /&gt;
&lt;br /&gt;
'''Aesthetic:''' The overall aesthetic of the Department you would like. This can be as detailed as you please.&lt;br /&gt;
&lt;br /&gt;
'''Requested Rights:''' These are your preferred additional rights. You may list up to 3 but Staff have the final say on what rights you will get.&lt;br /&gt;
&lt;br /&gt;
'''Uniform Design:''' Describe what your uniform will look like and/or provide a minecraft skin base for it.&lt;br /&gt;
&lt;br /&gt;
'''Preferred District to Base:''' Which district would you like for your base to be made in. This may have to change depending on Gameplay staff’s input.&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement Powers==&lt;br /&gt;
''All members of the Copperguard regardless of their Department have the following rights:''&lt;br /&gt;
&lt;br /&gt;
* Copperguard members above their respective Cadet rank are permitted to arrest and process those who are actively breaking the Ironhursts’ Law. &lt;br /&gt;
* Copperguard members are permitted to use as much force as is reasonable to detain a person suspected of committing a crime. Reasonability can be determined by a Magistrate of Galudon’s Judiciary. &lt;br /&gt;
* The right to open and maintain investigations into peoples and organizations suspected to be engaged in criminal conduct. &lt;br /&gt;
* The right to openly carry police equipment and weapons while on active duty and patrol. &lt;br /&gt;
* The right to seize any personal belongings of an individual deemed to be evidence of their criminal offenses.&lt;br /&gt;
&lt;br /&gt;
''The Lord Commissioner of the Copperguard Enforcers has the following rights, in addition to the previously mentioned ones:''&lt;br /&gt;
*The right to cordon off entire districts of the city for the purpose of investigating criminal activity and anti-crown sentiments. &lt;br /&gt;
*The right to issue cease and desists to businesses suspected of engaging in criminal conduct pending criminal investigation. &lt;br /&gt;
*Is charged with issuing and managing weapon permits to the citizens of the capital. &lt;br /&gt;
*The right to issue radio broadcasting permits to individuals wishing to broadcast within the confines of Galudonian Law. &lt;br /&gt;
*The ability to, upon agreement with the Lord Protector of the Galudonian Military, enforce military lockdown and Marshal Law in emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The Copperguard provides all its enforcers with general standard issue equipment. All Enforcers, regardless of Department or rank are issued with the following equipment below:&lt;br /&gt;
&lt;br /&gt;
*'''Class VI Revolver:''' A six-shot revolver, finished in silver and black, issued as the standard sidearm. Reliable and durable, it is designed to assist in law enforcement operations and the protection of civilians. Should the Copperguard not have Firearm Proficiency, this grants immediate knowledge of Firearms, allowing them to roll normally. Upon a successful strike, deal 1d8 Damage.&lt;br /&gt;
&lt;br /&gt;
*'''Departmental Uniform:''' Each officer is issued a uniform bearing the distinct colors and insignia of their respective Copperguard Department. Accompanying the uniform is a chestnut-colored scarf, marked with a unique identification number woven along its length for individual tracking and ceremonial distinction. &lt;br /&gt;
&lt;br /&gt;
*'''Copperbadge''': A metallic identification badge affixed to the chest of the uniform. It serves as the officer’s legal proof of authority and rank, recognized throughout the Kingdom of Galudon. &lt;br /&gt;
&lt;br /&gt;
*'''Coppersignet Ring:''' A finely wrought copper-lined signet ring embedded with Ferrovita, a reactive alloy attuned to its wearer. This ring is essential for activating and synchronizing Advanced Armory Equipment, and doubles as a symbol of sworn duty to the Order.&lt;br /&gt;
&lt;br /&gt;
*'''Standard Restraints:''' A pair of Ferrovita handcuffs to conduct arrests of those who violate Galudonian Law. These cuffs adapt to fit all size wrists and are indestructible. Additionally, if it detects the restrained individual attempting to cast magic, it will emit a shock of electricity to incapacitate the caster. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Baton:''' Specially engineered electrical batons capable of both blunt force application and controlled electrical discharge. Designed for safe subdual of suspects in volatile situations. See the Galvan Surge Unique Combat Skill further below. &lt;br /&gt;
&lt;br /&gt;
*'''Field Journal &amp;amp; Stylus:''' A waterproof field log for case notes, reports, and witness statements. Some versions double as coded ledgers readable only by authorized signet rings.&lt;br /&gt;
&lt;br /&gt;
*'''Lumencrank:''' A compact, wrist-mounted light source powered by low-grade Steamtech. Emits adjustable beams of soft or piercing light—crucial for patrols in unlit quarters or subterranean routes.&lt;br /&gt;
&lt;br /&gt;
*'''Filter Mask:''' A lightweight respirator for protection against chemical agents, airborne toxins, or arcane pollution. Often deployed during riot control, quarantine, or thaumaturgic disturbances.&lt;br /&gt;
&lt;br /&gt;
*'''Signal Whistle:''' Known informally as the Brasscry, this is a finely crafted copper whistle designed to emit a piercing, triphonic tone that can cut through city fog, riot noise, and industrial clamor. &lt;br /&gt;
&lt;br /&gt;
*'''Triage Box:''' Compact first-aid pack including bandages, antiseptics, antitoxins, and an emergency Collopox inoculation vial—standard for officers in high-risk districts. Designed purely for emergency aid to facilitate the transport of the injured to more well equipped medical facilities, this Triage Box is able to heal a person as an action from Incapacitated to 3 Hit Points. Can be used on one individual per day.&lt;br /&gt;
 &lt;br /&gt;
*'''Enforcers Primer:''' A pocket-sized legal compendium containing summaries of Galudonian law, jurisdictional boundaries, and protocols—frequently updated by the Galudonian Legislature.&lt;br /&gt;
&lt;br /&gt;
==Advanced Armory Equipment==&lt;br /&gt;
The Copperguard have access to unique armory equipment. These are staff made lore items, which only Copperguards may use. These items can be withdrawn from the Cannonade Prison armory at any time, but every requisition must be recorded in the armory's logbook.&lt;br /&gt;
Equipment is limited—what remains in the armory is all the Copperguard can access and they will not be restocked. If an item is lost or stolen, it is gone permanently. Criminals who defeat a Copperguard can steal these items and trade them for rewards in the Crime System. As such, requisitions should be made with care, used wisely and logged in the armory logbook. These items have unique boons that can be used in combat, and often also have effects that can assist in combat against Magic and those with Curses. &lt;br /&gt;
When using Copperguard advanced armory equipment, the Copperguard must include the item in their rp/emotes by ensuring the item is in their hand and typing [i] to reveal the item in the chat. For example Mattigan Wrayburn: &amp;quot;Stop there, hands up!&amp;quot; The man exclaimed, aiming his [i] at the feeling criminals. The [i] will be replaced with the item name and description of whatever is in your main hand at that time.  &lt;br /&gt;
==Unique Combat Skills== &lt;br /&gt;
Similar to other Combat Skills available to certain Talent Point investments, members of the Copperguard Enforcers are granted 3 additional Combat Skills unique to their Order. These may only be used by current members of the Copperguard Enforcers and only while in uniform. Only one of these Skills can be used per Copperguard, per combat encounter. &lt;br /&gt;
&lt;br /&gt;
*'''Verdigris Hailcry''' - Nearby Copperguard within a 5x5 block square centered on the user can take one hit that turn without taking any damage. This Skill can be used in reaction to a successful attack against another Copperguard. This Skill cannot be used on the character using it. A Copperguard can only benefit from this Ability once per Combat.&lt;br /&gt;
&lt;br /&gt;
*'''Chain of Command''' - The Copperguard overwhelms a target within a 5x5 block square centered on the user with rapid fire shots to the sky causing all non Copperguard targets within to fall prone for one turn. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Surge''' - The Copperguard strikes out against an opponent within melee range with their Galvan Baton set to full voltage. The Copperguard must roll their Strength Ability Total against the target's Dexterity Ability Total for it to hit. If successful, the attack does 4 points of damage only but also disrupts the target's magic or cursed race abilities until the start of the user’s next turn  If the target is in any Transformation, it instantly reverts them back. &lt;br /&gt;
&lt;br /&gt;
==Membership Benefits==&lt;br /&gt;
The Copperguard is a well respected institution within the Kingdom of Galudon. As such, members enjoy special benefits for their work within the Order. Below you will find a list of said benefits. &lt;br /&gt;
&lt;br /&gt;
===Magnate Benefits===&lt;br /&gt;
&lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are granted a significant influence boon that will reward additional provinces. &lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are permitted to list their Copperguard family member in their progression orders to provide additional protection and investigative power to an order relevant to those traits. &lt;br /&gt;
&lt;br /&gt;
===Progression Benefits===&lt;br /&gt;
*Characters that are members of the Order may utilise Copperguard contacts in progressions to access additional information and secrets regarding a particular topic.&lt;br /&gt;
*Characters that are members of the Order generally are awarded more sway and leeway with the NPC population of the Kingdom, and can even gain access to notable NPC’s where their reason for doing so is well explained. &lt;br /&gt;
*Characters that are members of the Order may, once per progression, investigate a particular province for criminal activity. If any criminal activity is occuring within that province at the time of the progression, the information regarding that activity will be made public in the progression. &lt;br /&gt;
&lt;br /&gt;
===In-Game Benefits=== &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of Progression currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of In-Game currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Copperguards who achieve an accolade, such as completing a high profile investigation or succeeding in defending/recovering a district from Criminals through raids, may receive custom Lore items as trophies for their actions. &lt;br /&gt;
&lt;br /&gt;
===The Quartermaster &amp;amp; Bounty Master Reward System===&lt;br /&gt;
As a part of the Crime &amp;amp; Justice system itself, the Copperguard have their own reward system and individuals that give them tasks to compete for higher boons and rewards itself. There will be two individuals that work with the Copperguard itself, that being The Quartermaster and the Bounty Master. &lt;br /&gt;
&lt;br /&gt;
See here for the full list of rewards as part of the [https://docs.google.com/document/d/16LqeU_eEIGNqDCNTHsm3C40Z_oOHRSPmo4eq3YBSpnA/edit?usp=sharing Quartermaster and Bounty Reward System]. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n, BillyTheScruffy&lt;br /&gt;
|Processors = Ashurism, BillyTheScruffy, Vegemiite, Bimberi, Marytha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Full Name	The Order of the Verdigris&lt;br /&gt;
Pronunciation	Or-dah of the Ver-dee-gree&lt;br /&gt;
Colloquial name The Copperguard&lt;br /&gt;
Leader 	Calibur Ashford&lt;br /&gt;
Force Size	150,000&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1609</id>
		<title>Copperguard</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Copperguard&amp;diff=1609"/>
		<updated>2025-06-20T23:47:28Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is now known throughout the Kingdom of Galudon as the Copperguard Enforcers—a prestigious and storied law enforcement body—is the culmination of over a thousand years of tradition, service, and royal mandate. Few remember that this institution began in Ortim as the '''Order of the Verdigris''', an ancient brotherhood sworn to defend the early Humans of Pannotia from both internal unrest and the dangers of the wilds. The Order of the Verdigris followed early Galudonian settlers to what is now Ironhurst almost 700 years ago. In 1124 AE, the Order was formally restructured by royal decree into the Ironhurst Metropolitan Enforcers, becoming a vital shield against civil disorder and a sword against the dangerous fauna and lingering arcane threats that plagued the region. However, over centuries this name has fluctuated with each new monarch.&lt;br /&gt;
&lt;br /&gt;
Under the modern reign of King Frederick Caelock, the force was reimagined and renamed the ''Copperguard Enforcers''—a title that honors its origins, with “verdigris” referring to the green patina on aged copper, embracing the name by which it’s commonly known: ''The Copperguard''. In 1825 AE, just a few years later, King Frederick reinstated its Royal Charter following extensive discussions with his brother, Prince Ambrose Caelock—a former Commissioner of the Order and a highly respected figure within the Order of the Verdigris. This marked a complete restructuring of the organization, merging its traditional roots with its modern identity, while the public continued to refer to it simply as ''The Copperguard''. Still overseen by a Lord Commissioner, the central Copperguard structure has been broken into various Departments, each with its own Commander and all under the umbrella authority of the Order’s Lord Commissioner.&lt;br /&gt;
 &lt;br /&gt;
Though modernized, the Copperguard retains its historic role as the Kingdom’s primary force for law and order. Once revered as a pillar of stability in Ironhurst, it now faces a deepening recruitment crisis, with declining numbers weakening its presence. Crime festers in the city’s Maw and impoverished districts, presenting again the recurring threat, not of monsters, but of neglect and growing disillusionment. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the wake of the Great Equilibrium in the year 11AE, the Order of the Verdigris emerged as a stabilizing force amid the chaos that followed. The world beyond was still reeling—shattered ecosystems, arcane turbulence, and fractured nations left humanity’s future uncertain. Within the human homeland of Ortim, however, a flicker of order remained. It was under the leadership of the legendary soldier Aedan Varinhold that the Order was born. Elevated to the newly-forged title of High Custodian, Varinhold laid the foundation for a lawkeeping brotherhood steeped in valor, discipline, and sacred duty. The Order’s purpose was threefold: to uphold the laws of the nascent Ortimic governments, to combat rising threats—both mortal and monstrous—to humankind, and to defend the borders against the dark unknowns pressing in from beyond.&lt;br /&gt;
&lt;br /&gt;
Wearing copper-inlaid armor that tarnished to green, the Order’s name—Verdigris—became symbolic of resilience through time and corrosion. Their role quickly expanded from city watch to national safeguard, evolving into a revered institution across Ortim’s many nations.&lt;br /&gt;
&lt;br /&gt;
By 50AE however, the cracks in Ortim’s stability deepened once more. Signs of ecological and arcane collapse began to resurface. Harvests failed beneath sickly, starless skies. Waters frothed with unnatural tides. Sea creatures—twisted, unrecognizable—washed ashore in droves. Whispers spread that the Great Equilibrium had not truly held; its balance merely delayed the inevitable. It was clear that the events had left a marking effect that still lingered, decades after its conclusion. &lt;br /&gt;
&lt;br /&gt;
As fear took hold, the Order of the Verdigris once again stepped into the breach. Charged with defending crumbling Kingdoms, they stood as bulwarks against escalating threats. In the face of this encroaching ruin, many of Ortim's sages, nobles, and its surviving citizenry came to a fateful conclusion: the homeland must be abandoned to better handle the threats plaguing them from Aesox itself. With little power to prevent this, the Kingdoms of Ortim could only stand helpless as it watched the majority of its population prepare to leave the country.  Thus began the Great Migration—a desperate, unprecedented exodus of humanity across the seas to the distant and largely unknown continent of Aesox.&lt;br /&gt;
&lt;br /&gt;
The Order, now fractured into regional cohorts, served as guardian-legates, fleet marshals, and protectors aboard the massive flotillas. Their centuries of experience—especially in surviving arcane anomalies and wild incursions—proved instrumental in establishing footholds upon Aesox’s shores. These early settlements would some day flourish to become the major Human nations we know today, all thanks to the stalwart protection of the Order. &lt;br /&gt;
&lt;br /&gt;
Between 488AE and 522AE, the Order undertook what would later be termed the Twilight Marches—a series of long-range expeditions into the interior regions of Aesox. The objectives of these marches were threefold: to explore and chart uncolonized territory, to establish diplomatic or defensive buffers with non-human polities, and to identify new resources necessary for the sustainability of emerging kingdoms.&lt;br /&gt;
&lt;br /&gt;
Among the most notable figures of this era was High Custodian Theryn Fernmourne, whose successful defense of the frontier valley now known as the city of Saltzpyre-upon-Barrow  is widely credited with securing the location of the future Kingdom of Fernmourne. His leadership marked a turning point in the Order’s evolution from a migratory defense force to special regional policing forces, before his retirement to become the first King of Fernmourne. &lt;br /&gt;
&lt;br /&gt;
In the centuries following, the Order of the Verdigris endured—but in steadily diminishing numbers. With the completion of the Great Migration and the stabilization of early human settlements across Aesox, the Order found itself without the unifying mission that had once defined its purpose. Many of its members, inspired by the example of High Custodian Theryn Fernmourne, chose to lay down their roaming arms and establish themselves as localized peacekeeping forces, evolving from continent-spanning protectors into more static enforcers of law and civic order.&lt;br /&gt;
&lt;br /&gt;
This transition was in many respects both inevitable and necessary. The Dwarven Incursions—a series of frequent and violent raids from subterranean and mountain strongholds during the 8th and 9th centuries AE—required experienced warriors to remain stationed in growing human nations. These regions, birthed from the settlement period of the Migration, now required permanent protection rather than itinerant defenders.&lt;br /&gt;
&lt;br /&gt;
Many former members of the Order, disillusioned or drawn by the opportunity for autonomy, formally severed ties and established new guilds and martial orders, adapted to the political and geographical realities of their respective regions. This fragmentation marked the first true schism in the history of the Order of the Verdigris and initiated a long decline in its influence, resources, and unified identity. By the turn of the 11th century AE, the Order had become increasingly regarded as a relic—respected for its foundational role in the survival of humankind, but functionally obsolete in a world that had moved beyond the trials of exodus and exploration. Its role in active governance and defense had largely been supplanted by regionally organized forces.&lt;br /&gt;
&lt;br /&gt;
The fortunes of the Order began to shift in the early 1070s AE, when the remaining adherents—those who still upheld the original tenets of service, vigilance, and expedition—were approached by three of the most powerful aristocratic houses in western Aesox: House Caelock, House Abberton, and House Credge. These aristocratic families, seeking to expand their influence and populate a strategically significant but as yet uninhabited island off the western coast of Aesox, proposed a joint venture. The surviving leadership of the Order, recognizing both the peril and potential of the mission, entered into extensive negotiations with the families. A formal accord was eventually reached: in exchange for committing to the colonization and protection of the island, the Order would receive substantial financial and logistical support.&lt;br /&gt;
&lt;br /&gt;
The agreement was more than a mere transaction. For the Order, it represented a final opportunity—perhaps even a last chance—to restore its relevance, renew its founding purpose, and demonstrate that the virtues of vigilance, adaptability, and sacrifice remained vital, even in a world no longer defined by mass migration or existential peril.&lt;br /&gt;
&lt;br /&gt;
The first major hurdle for the Order came in the form of the evacuation or destruction of dangerous native fauna in the South-West, where the great ships had made landfall. These creatures posed a significant threat to the fragile early settlers, and their removal was essential to ensure the safety and viability of the burgeoning colony. Only after this was accomplished could the foundations of the first permanent settlement, Ironhurst, be laid.&lt;br /&gt;
&lt;br /&gt;
Shortly after disembarkation, a new crisis emerged: an outbreak of Collopox, a virulent and little-understood disease. The Order was swiftly tasked with enforcing strict quarantine measures. All inbound ships were ordered to remain moored offshore for forty days to prevent the illness from spreading like wildfire among the vulnerable settler population. During this period, healers and apothecaries worked feverishly to develop a cure using samples from those already affected on land. It was amid this turbulence that Ironhurst’s first immigration and health laws were drafted and ratified by the Triumvirate families of Caelock, Credge, and Abberton. These founding laws empowered the Verdigris Order with legal authority to oversee enforcement. Once the worst of the infection was contained, the Order began patrolling the settlement’s streets under Triumvirate directive, ensuring that the fragile order of the new society held firm.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed, the Verdigris Order remained steadfast in its duties, evolving into a central pillar of Ironhurst's civic life. They became both wardens of justice and bulwarks against external threats, adapting to a world in which crises became more political than survivalist. Their presence, once provisional, became expected—woven into the everyday rhythms of Ironhurst. This continued until the rise of Bernard Abberton, who was crowned the first King of Galudon. It was under his son, Prince Liam Abberton, that significant reform took place: in 1124 AE, Liam championed legislation that formally codified the Verdigris into the Ironhurst Metropolitan Police Force. The move was controversial and widely opposed within the Order. Many of the older members, disillusioned by what they saw as a betrayal of their ancient traditions and a subjugation to royal bureaucracy, returned to Aesox in protest. Yet those who remained within the newly minted Metropolitan continued to uphold the Order’s original tenets—vigilance, adaptability, and sacrifice—despite the change in name and structure. Tradition endured, even as the institution evolved.&lt;br /&gt;
&lt;br /&gt;
In the inaugural year of the Police Force, crime was a surging problem within the Capital of Galudon. The first year of founding was a treacherous one, with riots that almost caused an earthquake across Galudon over policies passed by the founding families of Galudon. The police were tasked with quelling riots across the city for months across the summer seasons. The winter rolled in, and so did more unrest as famine ravaged through the city, killing 7,500 citizens within the poor districts of Ironhurst. Within hours aristocratic families within the city reported having bottles, rocks, and bricks thrown at their luxurious estates of wealth. Soon those rocks turned to burning objects which caused several tragedies. Overall just in the ruckus of the riot, 25 citizens were killed. A major boost to the legitimacy of the Metropolitan was their handling of this situation. The inaugural Commissioner, Prince Liam Caelock dispatched forces to several homes to break up the crowds of riots, arresting and notably not escalating tensions with the roaring crowds. No people were injured aside from guardsmen in this incursion. This occasion would go down in Galudonian history as the Evening of Serenity After The Storm. &lt;br /&gt;
&lt;br /&gt;
Years after this incursion, as the industry began to develop within Galudon and Ironhurst respectively, so too did trust within the city's localized police force, former buyers remorse from the families who incurred the founding soon faded as a calm populace presided within the city's walls. &lt;br /&gt;
&lt;br /&gt;
However, decades of peace seemingly fell to a close when in 1197AE, a criminal uprising within Rattletrap threatened the city's absolute safety. The mounting growth of several gangs in Rattletrap led to a tricky power balance between the city's rich and poor. The Police had grown complacent with their jobs, this mounting pressure blowing to a head when hundreds of gang-affiliated members flooded the streets toward the legacy parliament building, where they intended to surround the parliament until a negotiation was had between the current governance and the leaders of several Criminal Organizations within the city. Most notably, infamous Crime Lord Sage Westhorn was at the head of this uprising.&lt;br /&gt;
&lt;br /&gt;
The newly elected Commissioner Reimar von Ichk was tasked to deal with the chaos, with him all available guardsmen to parliament for defence. It was here a battle of blood ensued for a little under an hour, several Metropolitan forces being wounded on the day, with two passing from the brutal confrontation. The insurrection attempt in the end proved futile. The Copperguard with relatively superior equipment and tactics from their Commander seemed to shine through. Wariness crept into the poor districts of Rattletrap and the Underground, reverberating like an echo throughout the brick walls. The police in the months following would clamp down harshly on the growing Criminal base within the city, openly raiding Rattletrap on numerous occasions throughout the year 1197AE and even into the following year.&lt;br /&gt;
&lt;br /&gt;
The next couple of centuries passed with relative calm. Though major crimes did occur from time to time, the Ironhurst Metropolitan Police—descended from the old Verdigris Order—handled each one with swiftness, discipline, and tact. Their quiet competence helped ensure that the peace endured, and the authority of the monarchy remained largely unchallenged.&lt;br /&gt;
&lt;br /&gt;
That stability was shaken in 1346AE when the last male heir of House Abberton succumbed to a rare cymrinite-related illness. With no direct successor to inherit the crown, the balance of power shifted decisively. House Caelock, long relegated to matters of regional governance and often the administrative backbone of Galudon, seized the opportunity. Although technically subordinate to the monarch, the Caelocks had, in practice, wielded immense influence across the Kingdom, particularly in the northern provinces where royal presence was historically light. Their popularity among the people was considerable—largely earned through their pivotal role in unifying the disparate former Four Kingdoms into one solid Galudonian Kingdom. Many still credited them with securing victory in the wars of consolidation, a legacy that resonated incredibly deeply with the populace.&lt;br /&gt;
&lt;br /&gt;
When civil unrest erupted—spurred by factions still loyal to the now-defunct crowns of the old kingdoms—newly crowned King Wilhelm Caelock moved swiftly. Recognizing the fragility of his claim and the need for an institution both respected and feared, he conferred a new Royal Charter upon the Metropolitan Order. This charter not only reaffirmed their role as guardians of the realm but also restored and codified many of their ancient Verdigris traditions, long neglected under the Abberton reign.&lt;br /&gt;
&lt;br /&gt;
Under this renewed mandate, the Metropolitan was revitalized. Over the course of six tense months, they joined forces with loyalist Caelock troops to quell the uprisings, dismantle insurgent cells, and re-establish order. Their campaign was methodical and relentless—but also tempered by the institutional memory of the Order’s original values. By year’s end, peace had returned, and the Caelock transition of power was secured, smooth in its final execution and widely accepted by a weary but reassured public.&lt;br /&gt;
&lt;br /&gt;
In 1578AE, a masked individual was thought to have broken into several wealthy estates throughout Irronhurst. It was much later in the evening, hours teetering toward Midnight when Captain George Farrack received a letter in strange handwriting. Reddish coloration appeared to be written within the blood, the individual in the letter claimed to have kidnapped members of both the government and Royal Family in Princess Anika Caelock, who had been to the city for a tour of the city’s annual summer festival.&lt;br /&gt;
&lt;br /&gt;
The individual in question would go on to be identified as Sylas Markeson, an infamous Galudonian serial killer who reigned with terror from 1557AE until his inevitable demise in 1580. The Captain urgently rang the alarms and bells, however a notable loss was the absence of the Commissioner, who was in the midst of a hearty battle with a disease. No interim Commissioner had been established. Captain Farrack rallied all available to the parlay location mentioned within the letter, however, he only brought a small contingent force, ordering the rest to stay a mile off of the location to not cause things to go awry.&lt;br /&gt;
&lt;br /&gt;
It was here where absolute heroic ability took over. Whilst approaching from a distance, alongside his other Captain Alistair Kirk, being an archer himself and seeing an easily accessible flank, Captain Farrack would go on to propose to his fellow policeman to approach the figure. While a former member of the military's reconnaissance unit, from which he garnered many skills, Captain Farrack only narrowly managed to sneak to a flank position, where he readied his arrow. He waited calmly, until a signal was provided by his fellow guardsman. On the shot, he took out the leg and knee of Sylas Markeson, causing him to fall to the ground, where he was promptly arrested.&lt;br /&gt;
&lt;br /&gt;
The main force a mile off was given the signal to roll in and raid the house where Markeson had held the notable members of Galudonian society. Only after freeing the women did the men discover the absolute horrors of a serial killer, and the national story took off from there as whispers of bodies being pulled from the house by the handful swept the city like wildfire. Markeson would go on to face trial for the murder of 12 citizens, as well as the kidnapping and endangerment of a member of the Royal Family. He was sentenced to death in 1580AE, on June 15th.&lt;br /&gt;
&lt;br /&gt;
Most recently, after the rebranding under Commissioner Sibyllad Lykke, the Metropolitan Police Force was re-marketed into the Copperguard Enforcers in 1824 AE by King Fredrick Caelock. In one of Galudon’s most trifling years in centuries, members soon found themselves at the head of one of the biggest scandals in the kingdom's history.&lt;br /&gt;
&lt;br /&gt;
After the sounds of a gunshot were heard at the Parliament, the city sat on the edge of their seats. Soon, a radio broadcast of Alexandre Silva rang throughout all of the city's active speakers, citing that the Field Marshal had been shot by the then Prime Minister Bilbur Brumsfield. Copperguards were quickly dispatched to oversee the investigation of the assassination of such a notable figure of Galudonian society and statehood. The resolution for this event would be solved in the long term.&lt;br /&gt;
&lt;br /&gt;
However, what came were riots that shook all through Ironhurst. Political dissidents and people from impoverished and plagued quarters of the cities stormed public buildings, destroying them and wreaking absolute havoc, some buildings going up in flames from the unrest. Dozens were arrested for these actions as Copperguard members slowly combated the rioting amongst the populace.&lt;br /&gt;
&lt;br /&gt;
Since then, the Copperguard has cycled through a succession of Commissioners, each bringing their own approach, but none able to fully adapt to the Kingdom’s evolving challenges. In mid-1825 AE, Prince Ambrose Caelock—a former and devoted member of the original Order of the Verdigris—successfully petitioned his brother, the reigning King, to fully disband the Copperguard and restore the Order of the Verdigris.&lt;br /&gt;
&lt;br /&gt;
Ambrose’s proposal was bold: to reconstitute the Order not as a single-purpose enforcement body, but as a network of specialized divisions. Each division would share equal authority to uphold peace and law, yet possess a unique operational focus tailored to counter the rising tide of modern crime. The aim was to blend tradition with innovation—reviving the Order’s ancient virtues while addressing the complexities of a changing world.&lt;br /&gt;
&lt;br /&gt;
Despite concerns from Princess Lyra Caelock, who feared the disruption such a dramatic reshuffle might bring, the King ultimately agreed. Thus, the Order of the Verdigris—still referred to as the Copperguard Enforcers—was reborn into the form recognized today.&lt;br /&gt;
&lt;br /&gt;
==General Structural Hierarchy==&lt;br /&gt;
The Order of the Verdigris retains most of its present day hierarchy however with formal titles from the previous order still being recognised as well. Departments are permitted to create informal titles for their own ranks up to the rank of Captain however the Lord Commissioner and Commander titles must remain the same. The Order follows the following hierarchy in respect of overall authority: &lt;br /&gt;
&lt;br /&gt;
*Lord Commissioner [High Custodian of the Verdigris] - The Lord Commissioner is tasked with oversight of the Copperguard, managing day-to-day tasks and paperwork capacities of the city's guard force. The Commissioner is also tasked with processing cases and maintaining a record of all cases taken by the Copperguard. The Commissioner is also the primary discipline within the Copperguard and holds authority over all Departments. The Lord Commissioner also convenes the Council of Commanders at Cannonade prison and holds a veto over all decisions made by other Commanders save for when the Council itself is unanimous on a decision. The Lord Commissioner can only be replaced by the Mayor and holds tenure for 3 months only. &lt;br /&gt;
&lt;br /&gt;
* The Royal Executioner - The Royal Executioner is a staff played NPC responsible for approving, denying and carrying out of advanced punishments such as maims or executions. The Royal Executioner may be contacted by a Commander of the Copperguard Enforcers whereby the Commander believes that the punishment for a crime fits that of the Royal Executioner’s duties. &lt;br /&gt;
&lt;br /&gt;
* Commanders [Verdigris Marshals]  - Commanders are the major authority over their specific department. Commanders are responsible for rank ups and rank downs within their own Departments as well as disciplining unruly Copperguards within their ranks, managing their department’s arrest reports, and issuing patrol routes. They are expected to hold fortnightly gatherings of their forces, keep the Department updated with goings on within the Commanders Council, and ensure that the Lord Commissioner’s will is carried out. &lt;br /&gt;
&lt;br /&gt;
*Verdigran Sentinels [aka Captains] - The Captains of the Copperguard are tasked with several things. Secondary in the line of command within their department, the Captain is tasked with maintaining order over other groups of Guards beneath them within their respective Department. The Captains are also primary detectives within the Copperguard, tasked with overseeing cases. &lt;br /&gt;
&lt;br /&gt;
* Copperwarden [aka Officers]- Officers are fully-fledged, tenured members of the Guard force. Officers are permitted to patrol alone as they choose. Officers are afforded basic day-to-day Policing duties, defined below. &lt;br /&gt;
&lt;br /&gt;
* Oathlings [aka Cadets] - The lowest rank within the Copperguard Order, Cadets are permitted official Law Enforcement powers so long as they patrol with a member of the Copperguard with the rank of Officer or above.&lt;br /&gt;
&lt;br /&gt;
==Previous High Custodians of the Verdigris [Lord Commissioners]==&lt;br /&gt;
'''11AE–58AE''': ''Aedan Varinhold'' – Founder and First High Custodian. Led settlers' defense during the Faunal Convergences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''58AE–122AE''': ''Mira of the Bronze Helm'' – One of the few female High Custodians in early history; known for taming the landscape in Eastern Aesox which would then become modern day Salytern and Wybrera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''122AE–174AE''': ''Orric Hansen''– Known for brutal efficiency, expanded rural enforcement posts across Aesox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''174AE–231AE''': ''Caelen Durren'' – Instituted the Oath of Seven Vows, still recited by new inductees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''231AE–294AE''': ''Seris Thornhall'' – Oversaw the quashing of the first Vampiric raids on what is now modern day Holzweald.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''294AE–343AE''': ''Theobald Graymark'' – Noted for his severe anti-magic reforms after the Vampiric Raiding Incidents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''450AE–488AE''': ''Theryn Fernmourne'' – Architect of the first Verdigris Divisions; restructured regional command, High Custodian of the Verdigris during the Twilight Marches and first crowned King of Fernmourne.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''488AE–558AE''': ''Jareth Quindle'' – Known for his “Silent War” with northern Aesoxian bandit kings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''558AE–626AE''': ''Elenya Wyrdglass'' – First Custodian to allow mages within the Guard ranks, overturning Theobald Graymarks legacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''626AE–682AE''': ''Harrow Fairfax'' – Instituted use of Copperbadges; gave the force its iconic symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''682AE–758AE''': ''Thomund the Ironchest'' – Famous for dual-wielding shields in battle. Memorialized in Solgardsborgs capital.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''758AE–882AE''': ''Lira Sunshade'' – First Venyra High Custodian. Known for brokering peace with Outercliff tribes of the Kingdom of Salytern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''882AE–950AE''': ''Damon Suthraen'' – Oversaw early bureaucratic bloat; paved way for further reformation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''950AE–1024AE''': ''Garrick Volenheim'' – Initiated the transition into Ironhurst Metropolitan Enforcers (1124AE).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1024AE–1089AE''': ''Isember Hollowborne'' – Famous for overseeing the first central command structure for the Order in Galudon, Cannonade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1089AE–1160AE''': ''Liam Abberton'' – Son of the first King of Galudon Bernard Abberton; cemented Royal control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1160AE–1201AE''': ''Reimar von Ichk'' – Formed the first beast-response division after the Eastern Breach of Galudon’s first defensive walls by Lycanthropes, put down a notable insurrection against Parliament by Crime Lord Sage Westhorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1201AE–1250AE''': ''Viera Dalmure'' – Celebrated for rooting out corruption in the force’s elite ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1250AE–1322AE''': ''Rufin Talebar'' – Expanded precincts into Rattletrap, known for a war-like approach to crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1322AE–1381AE''': ''Helra Windmoor'' – A reformist; beloved by lower ranks, assassinated under suspicious circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1381AE–1429AE''': ''Dovren Tallowgrave'' – Reversed many reforms; oversaw years of unrest and harsh suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1429AE–1490AE''': ''Selwyn Edrast'' – Rebuilt the force's image after decades of brutality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1490AE–1543AE''': ''Maera of the Three Vows'' – Instituted psychological and magical screening for recruits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1543AE–1602AE''': ''Jorund de Tarbora'' – Rumored to have been a Keldwikean agent; never confirmed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1602AE–1650AE''': ''Sardun Draegur'' – The “Silent Custodian,” rarely seen, feared for internal purges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1650AE–1701AE''': ''Luthien Stonebranch'' – Restructured the force into new divisions based on aptitude for specific forms of city defence..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1701AE–1755AE''': ''Ansel Crowley'' – Introduced formal military hierarchy and new recruitment systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1755AE–1800AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard &amp;quot;Strike Wards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1800AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by the King halfway through his final term. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1818AE–1822AE''': ''Archibald Himmelsby'' – Attempted to have the Copperguard officially integrated into the Galudonian Military. This attempt failed. Instituted 3 month term limits for Lord Commissioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1822AE–1823AE''': ''Bilbur Brumsfield'' – Thought to have been elected due to a bureaucratic error, Brumsfield’s tenure was marked with a sizable uptick in corruption and stagnation amongst the Copperguard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE-1823AE''': ''Charles Verlice'' – Rarely seen, his rise to office’s only true note is the full delegation of authority to Captain Sybillad Lykke before he opted to resume military duties elsewhere. Tenure lasted 3 months. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1823AE–1824AE''': ''Sybillad Lykke'' – First Orcish Lord Commissioner. Spearheaded recruitment processes during a significant downward spiral of Copperguard members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1824AE–1825AE''': ''Alistair Churchthorn'' – First undead Lord Commissioner. Alistair headed the Order for a lengthy spell, and was responsible for taking charge of city defences during the Dwarven bombings of Ironhurst in 1825AE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–1825AE''': ''Alexandre Silva'' – Known for ruthless interrogation techniques and for heading the Order during a period of severe unrest in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1825AE–Present''': ''Calibur Ashford'' – The first openly registered Cursed Lord Commissioner.&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
&lt;br /&gt;
*'''The Oath of the Seven Vows:''' While this tradition was briefly passed over, High Custodian Caelen Durren instituted it over a thousand years ago, and it has since been revived as a means to pay homage to the Order of the Verdigris’ ancestral roots. All new cadets of the Copperguard Enforcers are legally required to take this oath upon joining the order, as a means to show their dedication to being the sword and the shield of the Kingdom of Galudon. The Oath itself is split into Seven distinct vows. These are as follows:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;'''The Vow of the Path'''&lt;br /&gt;
''I shall go where others dare not, from mountain vale to broken coast, I walk the forgotten and the feared, that others may follow in safety. I shall keep vigil where others sleep.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Watch'''&lt;br /&gt;
&lt;br /&gt;
''Through Darkness, hunger, and the howl of things unknown, I remain unmoved, unblinking and unafraid.'' &lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Shield'''&lt;br /&gt;
&lt;br /&gt;
''I shall place myself between danger and the defenseless. Let my body break before theirs, and my name fall into silence, so that others may endure.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Word'''&lt;br /&gt;
&lt;br /&gt;
''I shall speak truth in courts and camps alike. No tyrant, no kin, nor commander shall silence what justice demands be said.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Lineage'''&lt;br /&gt;
&lt;br /&gt;
''I shall honor those who came before, and prepare the way for those yet to come. Their stories are my strength; my steps, a promise to the future.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of the Flame'''&lt;br /&gt;
&lt;br /&gt;
''I shall not retreat from the fire. In calamity or chaos, in war or wandering, I will remain when others scatter, and rise when others fall.''&lt;br /&gt;
&lt;br /&gt;
'''The Vow of Verdigris'''&lt;br /&gt;
''I shall bear the weight of time. As copper endures and changes, so too shall I be weathered, but unbroken; changed, but never faithless.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Coppersignets''' are a vital piece of identification for members of the Order, dating back to the founding of the Order of the Verdigris. Reinforced with Ferrovita, these signets are essential for activating and operating the Copperguards' Advanced Armory Equipment, ensuring it functions only for its rightful bearer. Historically, the copper component of each ring also serves as a visual indicator of seniority. A bright, shiny orange hue signifies a newly initiated oathling—often called a &amp;quot;shiny&amp;quot;—while the deepening green patina from natural oxidation reveals a long-serving veteran of the Order.&lt;br /&gt;
&lt;br /&gt;
*'''The Recognition Before the Verdigris Flame''' is a formal award ceremony conducted to honor members of the Order for acts of valor, distinguished service, significant contribution to the stability and safety of Galudonian society, or more commonly, to initiate new members of the Order formally. The event is held within the Hall of Oaths, a ceremonial chamber housed in the Order's central stronghold of Cannonade Prison. At the center of the Hall burns the Verdigris Flame, a symbolic brazier believed to have been continuously lit since the Order’s founding in the 1st century AE. The flame represents the enduring vigilance of the Order. Recipients are formally presented by their commanding officer, after which the Oath of the Seven Vows are read aloud by the honorees to assembled peers. The honoree then approaches the flame, placing their hand above its heat (without making contact) to symbolically accept their newfound oath. This process is repeated each time an honoree is also presented with a new accolade or reward.&lt;br /&gt;
&lt;br /&gt;
*'''The Elevation of the Shield''' is the official promotion ceremony within the Order of the Verdigris. It marks the formal advancement of a member to a higher rank and is regarded as both a practical and spiritual reaffirmation of one’s commitment to the Order’s ideals. The ceremony begins in the Hall of Oaths with the Summons of Merit (A recognised writ by the Lord Commissioner summoning a member to Cannonade for reward), wherein the candidate is called forward and publicly recognized for their service record. The commanding officer delivers a testimonial, and symbolic tokens may be presented—these often include medals or letters of witness of great deeds from comrades. At the core of the ceremony, a ceremonial copper shield is placed before the kneeling candidate. The presiding officer, often a Commander or the Lord Commissioner, strikes the shield three times with a sword, each strike corresponding to a formal declaration of the new rank. The candidate then rises and repeats an abridged version of the Seven Vows to affirm continued loyalty.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
Departments within the Copperguard Enforcers operate as distinct units, each led by its own Commander and functioning independently from one another. Despite this autonomy, all Departments fall under the overarching authority of the Lord Commissioner and the Council of Commanders. While they share the same core law enforcement powers, certain Departments are granted additional rights specific to their roles.&lt;br /&gt;
&lt;br /&gt;
Cooperation between Departments is allowed but not mandatory, as each reports directly to the Lord Commissioner. Every Department with four members or more has its own headquarters and issues unique uniforms, though all enforcers are identifiable by their chestnut-colored scarves and Copperbadges and Coppersignets, which must be worn at all times.&lt;br /&gt;
&lt;br /&gt;
Although each Department may use different titles within its internal hierarchy, all must follow the standard Copperguard rank structure recognisable to the public—typically including Cadet, Officer, and Captain, with all Commanders simply referred to as “Commander.” Rank distinctions may be visually reflected through minor uniform details such as colored trimmings or linings.&lt;br /&gt;
&lt;br /&gt;
Departments all share the same jurisdiction, however some departments may be granted additional rights that provide them with certain privileges over particular districts that other departments may not have. Notwithstanding, all Copperguards must transport prisoners to Cannonade Prison. While all Departments may have their own holding cells, all prisoners must be transported to Cannonade within 12 hours. All Departments also require their own Group Page on the Gears of Galudon Discord, which will list their Departmental aesthetic, lore, uniform identifiers as well as their rights and current members (Listed in order of hierarchy). &lt;br /&gt;
&lt;br /&gt;
The Lord Commissioner also has their own contingent of Copperguards. These are Copperguards who are not formally part of any Department or lack the numbers to create their own. Moreover, if a Department drops to two members or lower, they will automatically divert back to being part of the Lord Commissioner’s Copperguard Contingent with the same basic rights and privileges as all other Copperguards, but will be required to wear the standard Copperguard uniform and will operate directly out of Cannonade Prison.&lt;br /&gt;
&lt;br /&gt;
==How to become a Copperguard==&lt;br /&gt;
So you want to become a Copperguard? If you do, there are a number of ways you can do so. If you are starting out solo, you may apply to join an existing department. Each Department will have its own group thread on the Gears of Galudon discord server, which will have its own application template and will be reviewed by its respective Commander. You can apply in said thread, and tag the Commander of that department to review your application. If it is accepted, you are then formally made a member of the Copperguard!&lt;br /&gt;
&lt;br /&gt;
Moreover, you can also apply directly to the current Lord Commissioner of the Copperguard to operate as a Departmentless Copperguard Enforcer. This means you will wear the standard Copperguard uniform and operate directly under the Lord Commissioner. You must contact the Lord Commissioner in-game or over discord to commence this process. If you are unaware who the current Lord Commissioner is, please make a ticket and staff will provide their discord username.&lt;br /&gt;
&lt;br /&gt;
If you have more than four players that want to be part of the Order as its own separate Department, you may apply to create your own via Discord Ticket. You must follow the below application Template to make a Department, and this is true even for Copperguards who already belong to an existing Department. &lt;br /&gt;
&lt;br /&gt;
'''Username of Applicant:''' The Minecraft username of the applicant.&lt;br /&gt;
&lt;br /&gt;
'''Character name/sheet of Applicant:''' The Character name and approved character application of the individual applying.&lt;br /&gt;
&lt;br /&gt;
'''Department Name:''' The preferred title of your Copperguard Department.&lt;br /&gt;
&lt;br /&gt;
'''List of all members:''' A full list of all members usernames, character names and approved Character applications.&lt;br /&gt;
&lt;br /&gt;
'''Existing Criminal offences of any members:''' Names of characters with descriptions of any arrests/warrants made against them.&lt;br /&gt;
&lt;br /&gt;
'''Aesthetic:''' The overall aesthetic of the Department you would like. This can be as detailed as you please.&lt;br /&gt;
&lt;br /&gt;
'''Requested Rights:''' These are your preferred additional rights. You may list up to 3 but Staff have the final say on what rights you will get.&lt;br /&gt;
&lt;br /&gt;
'''Uniform Design:''' Describe what your uniform will look like and/or provide a minecraft skin base for it.&lt;br /&gt;
&lt;br /&gt;
'''Preferred District to Base:''' Which district would you like for your base to be made in. This may have to change depending on Gameplay staff’s input.&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement Powers==&lt;br /&gt;
''All members of the Copperguard regardless of their Department have the following rights:''&lt;br /&gt;
&lt;br /&gt;
* Copperguard members above their respective Cadet rank are permitted to arrest and process those who are actively breaking the Ironhursts’ Law. &lt;br /&gt;
* Copperguard members are permitted to use as much force as is reasonable to detain a person suspected of committing a crime. Reasonability can be determined by a Magistrate of Galudon’s Judiciary. &lt;br /&gt;
* The right to open and maintain investigations into peoples and organizations suspected to be engaged in criminal conduct. &lt;br /&gt;
* The right to openly carry police equipment and weapons while on active duty and patrol. &lt;br /&gt;
* The right to seize any personal belongings of an individual deemed to be evidence of their criminal offenses.&lt;br /&gt;
&lt;br /&gt;
''The Lord Commissioner of the Copperguard Enforcers has the following rights, in addition to the previously mentioned ones:''&lt;br /&gt;
*The right to cordon off entire districts of the city for the purpose of investigating criminal activity and anti-crown sentiments. &lt;br /&gt;
*The right to issue cease and desists to businesses suspected of engaging in criminal conduct pending criminal investigation. &lt;br /&gt;
*Is charged with issuing and managing weapon permits to the citizens of the capital. &lt;br /&gt;
*The right to issue radio broadcasting permits to individuals wishing to broadcast within the confines of Galudonian Law. &lt;br /&gt;
*The ability to, upon agreement with the Lord Protector of the Galudonian Military, enforce military lockdown and Marshal Law in emergency situations.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The Copperguard provides all its enforcers with general standard issue equipment. All Enforcers, regardless of Department or rank are issued with the following equipment below:&lt;br /&gt;
&lt;br /&gt;
*'''Class VI Revolver:''' A six-shot revolver, finished in silver and black, issued as the standard sidearm. Reliable and durable, it is designed to assist in law enforcement operations and the protection of civilians. Should the Copperguard not have Firearm Proficiency, this grants immediate knowledge of Firearms, allowing them to roll normally. Upon a successful strike, deal 1d8 Damage.&lt;br /&gt;
&lt;br /&gt;
*'''Departmental Uniform:''' Each officer is issued a uniform bearing the distinct colors and insignia of their respective Copperguard Department. Accompanying the uniform is a chestnut-colored scarf, marked with a unique identification number woven along its length for individual tracking and ceremonial distinction. &lt;br /&gt;
&lt;br /&gt;
*'''Copperbadge''': A metallic identification badge affixed to the chest of the uniform. It serves as the officer’s legal proof of authority and rank, recognized throughout the Kingdom of Galudon. &lt;br /&gt;
&lt;br /&gt;
*'''Coppersignet Ring:''' A finely wrought copper-lined signet ring embedded with Ferrovita, a reactive alloy attuned to its wearer. This ring is essential for activating and synchronizing Advanced Armory Equipment, and doubles as a symbol of sworn duty to the Order.&lt;br /&gt;
&lt;br /&gt;
*'''Standard Restraints:''' A pair of Ferrovita handcuffs to conduct arrests of those who violate Galudonian Law. These cuffs adapt to fit all size wrists and are indestructible. Additionally, if it detects the restrained individual attempting to cast magic, it will emit a shock of electricity to incapacitate the caster. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Baton:''' Specially engineered electrical batons capable of both blunt force application and controlled electrical discharge. Designed for safe subdual of suspects in volatile situations. See the Galvan Surge Unique Combat Skill further below. &lt;br /&gt;
&lt;br /&gt;
*'''Field Journal &amp;amp; Stylus:''' A waterproof field log for case notes, reports, and witness statements. Some versions double as coded ledgers readable only by authorized signet rings.&lt;br /&gt;
&lt;br /&gt;
*'''Lumencrank:''' A compact, wrist-mounted light source powered by low-grade Steamtech. Emits adjustable beams of soft or piercing light—crucial for patrols in unlit quarters or subterranean routes.&lt;br /&gt;
&lt;br /&gt;
*'''Filter Mask:''' A lightweight respirator for protection against chemical agents, airborne toxins, or arcane pollution. Often deployed during riot control, quarantine, or thaumaturgic disturbances.&lt;br /&gt;
&lt;br /&gt;
*'''Signal Whistle:''' Known informally as the Brasscry, this is a finely crafted copper whistle designed to emit a piercing, triphonic tone that can cut through city fog, riot noise, and industrial clamor. &lt;br /&gt;
&lt;br /&gt;
*'''Triage Box:''' Compact first-aid pack including bandages, antiseptics, antitoxins, and an emergency Collopox inoculation vial—standard for officers in high-risk districts. Designed purely for emergency aid to facilitate the transport of the injured to more well equipped medical facilities, this Triage Box is able to heal a person as an action from Incapacitated to 3 Hit Points. Can be used on one individual per day.&lt;br /&gt;
 &lt;br /&gt;
*'''Enforcers Primer:''' A pocket-sized legal compendium containing summaries of Galudonian law, jurisdictional boundaries, and protocols—frequently updated by the Galudonian Legislature.&lt;br /&gt;
&lt;br /&gt;
==Advanced Armory Equipment==&lt;br /&gt;
The Copperguard have access to unique armory equipment. These are staff made lore items, which only Copperguards may use. These items can be withdrawn from the Cannonade Prison armory at any time, but every requisition must be recorded in the armory's logbook.&lt;br /&gt;
Equipment is limited—what remains in the armory is all the Copperguard can access and they will not be restocked. If an item is lost or stolen, it is gone permanently. Criminals who defeat a Copperguard can steal these items and trade them for rewards in the Crime System. As such, requisitions should be made with care, used wisely and logged in the armory logbook. These items have unique boons that can be used in combat, and often also have effects that can assist in combat against Magic and those with Curses. &lt;br /&gt;
==Unique Combat Skills== &lt;br /&gt;
Similar to other Combat Skills available to certain Talent Point investments, members of the Copperguard Enforcers are granted 3 additional Combat Skills unique to their Order. These may only be used by current members of the Copperguard Enforcers and only while in uniform. Only one of these Skills can be used per Copperguard, per combat encounter. &lt;br /&gt;
&lt;br /&gt;
*'''Verdigris Hailcry''' - Nearby Copperguard within a 5x5 block square centered on the user can take one hit that turn without taking any damage. This Skill can be used in reaction to a successful attack against another Copperguard. This Skill cannot be used on the character using it. A Copperguard can only benefit from this Ability once per Combat.&lt;br /&gt;
&lt;br /&gt;
*'''Chain of Command''' - The Copperguard overwhelms a target within a 5x5 block square centered on the user with rapid fire shots to the sky causing all non Copperguard targets within to fall prone for one turn. &lt;br /&gt;
&lt;br /&gt;
*'''Galvan Surge''' - The Copperguard strikes out against an opponent within melee range with their Galvan Baton set to full voltage. The Copperguard must roll their Strength Ability Total against the target's Dexterity Ability Total for it to hit. If successful, the attack does 4 points of damage only but also disrupts the target's magic or cursed race abilities until the start of the user’s next turn  If the target is in any Transformation, it instantly reverts them back. &lt;br /&gt;
&lt;br /&gt;
==Membership Benefits==&lt;br /&gt;
The Copperguard is a well respected institution within the Kingdom of Galudon. As such, members enjoy special benefits for their work within the Order. Below you will find a list of said benefits. &lt;br /&gt;
&lt;br /&gt;
===Magnate Benefits===&lt;br /&gt;
&lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are granted a significant influence boon that will reward additional provinces. &lt;br /&gt;
*Any Magnate family or group that has an active member in the Copperguard are permitted to list their Copperguard family member in their progression orders to provide additional protection and investigative power to an order relevant to those traits. &lt;br /&gt;
&lt;br /&gt;
===Progression Benefits===&lt;br /&gt;
*Characters that are members of the Order may utilise Copperguard contacts in progressions to access additional information and secrets regarding a particular topic.&lt;br /&gt;
*Characters that are members of the Order generally are awarded more sway and leeway with the NPC population of the Kingdom, and can even gain access to notable NPC’s where their reason for doing so is well explained. &lt;br /&gt;
*Characters that are members of the Order may, once per progression, investigate a particular province for criminal activity. If any criminal activity is occuring within that province at the time of the progression, the information regarding that activity will be made public in the progression. &lt;br /&gt;
&lt;br /&gt;
===In-Game Benefits=== &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of Progression currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Active Copperguards will be paid a wage by the State in the form of In-Game currency each month. This number is subject to the discretion of the Mayor of Ironhurst.  &lt;br /&gt;
*Copperguards who achieve an accolade, such as completing a high profile investigation or succeeding in defending/recovering a district from Criminals through raids, may receive custom Lore items as trophies for their actions. &lt;br /&gt;
&lt;br /&gt;
===The Quartermaster &amp;amp; Bounty Master Reward System===&lt;br /&gt;
As a part of the Crime &amp;amp; Justice system itself, the Copperguard have their own reward system and individuals that give them tasks to compete for higher boons and rewards itself. There will be two individuals that work with the Copperguard itself, that being The Quartermaster and the Bounty Master. &lt;br /&gt;
&lt;br /&gt;
See here for the full list of rewards as part of the [https://docs.google.com/document/d/1qQUy5P2Y7tTpHbB0T6Wb_pjq-sfKcaIuvnJjHiniT3c/edit?tab=t.0#heading=h.twv86iy4ur3 Quartermaster and Bounty Reward System]. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n, BillyTheScruffy&lt;br /&gt;
|Processors = Ashurism, BillyTheScruffy, Vegemiite, Bimberi, Marytha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Full Name	The Order of the Verdigris&lt;br /&gt;
Pronunciation	Or-dah of the Ver-dee-gree&lt;br /&gt;
Colloquial name The Copperguard&lt;br /&gt;
Leader 	Calibur Ashford&lt;br /&gt;
Force Size	150,000&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Humans&amp;diff=1567</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Humans&amp;diff=1567"/>
		<updated>2025-05-30T13:06:55Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image = Vyrixine1.png|600px&lt;br /&gt;
|pronunciation = Hue-man&lt;br /&gt;
|population = 328 Million&lt;br /&gt;
|naming = Any Irl Customs&lt;br /&gt;
|magic = Yes&lt;br /&gt;
|minmaxage = 110&lt;br /&gt;
|minmaxheight = 5ft - 6'7&lt;br /&gt;
|weight = 168&lt;br /&gt;
|eye = Black, Blue, Green, Orange&lt;br /&gt;
|hair = Black, Blonde, Brown, Ginger,&lt;br /&gt;
|skin = Any IRL Colours&lt;br /&gt;
|halfbreed = Dwarves, All Elves, Ferox.&lt;br /&gt;
|Credit = none&lt;br /&gt;
|}}Unlike the Elves who are renowned for mastering the arcane or the orcs who lead the technological field, humans are instead known for their abundance and adaptability in the known World. Believed by many to have first established themselves on the continent of Ortim, Humans have gradually, over thousands of years, colonized lone landmasses untouched by the pre-existing races and have established themselves as a powerhouse in their own right by sheer numbers alone. Humans that were native to Ortim, were historically often forced to become indentured servants to the long-established Dwarven Kingdoms, but have since evolved and grown into controlling their own, the likes of which even rival the ancient Elven ruling families and Orcish Chieftains. Due to aggressive expansion and exploration, Humans have adapted to form distinct cultures and governments -- all differing in worldview, class structure and goals and for that reason, it's not too surprising that the Humans that inhabit the Kingdom of Galudon range from all sorts of sizes and skin color, creed and beliefs. [[File:Humans2.png|thumb|Rivalled only by Elves in terms of their numbers, Humans are considered to be some of the most resilient peoples in the world, championing technology Pannotia-wide. ]]&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Humans have been categorized by other significant races such as the Elves and Orcs as being simple ‘inferior’ versions of themselves. This is due to the fact that when you place an Elf and a human side by side, the only true distinctions that can be made for a human in contrast to an elf are the lack of pointed ears, a shorter stature and that humans can be far more muscular than their traditionally lean elven cohorts. In truth, Humans are the most versatile in terms of phenotype as they can be a wide array of different body types, hair lengths, heights, weights, and skin colors. They are bipedal, standing on two legs and possessing two arms. They are able to reach heights of up to 6 foot 7 inches, though this is rare for the vast majority of the Human race but there are some offshoot peoples who have an innate ability for such, such as the women of the [[Istis Clans]]. Humans can be incredibly strong, but always dwarf in comparison to the Orcs that inhabit the workhouses, factories, and engineering companies. Humans are not born with tapped magical abilities, so mutations are uncommon, but rather the capacity to use magic is deeply occluded and requires decades of training to fully tap into a person’s [[Potentia]]; though never quite rivalling the innate talent of the Elven race. &lt;br /&gt;
&lt;br /&gt;
==Mentality and Creed==&lt;br /&gt;
&lt;br /&gt;
Due to the sheer number of humans and their prolific versatility to integrate themselves among other races and adapt to their environment, Humans have a vast array of different cultural offshoots, a great number of which are still waiting to be discovered. That said, Humans are attuned enough to hierarchy that it's practically become a subconscious need for them to integrate into one, or create one from nothing. This stems naturally from thousands of years of tribal mentality, where one or two people are recognized as the de facto head or heads of a group whose word is law and must be followed until challenged and leadership passes to another. This is however not to say that Humans do not have the mind for individuality, in fact, quite the opposite. Challenge to leadership, even within a stable status quo hierarchy, is a constant with people wishing to press their own rule of law and moral code. This is where Humans excel. Fundamentally, their want for societal advancement will always dictate a need to question authority where necessary and this helps to further promote their own mental individuality and pursuits. Humans are loyal to those whom they believe warrant their loyalty, making their hierarchies very prone to turbulence. &lt;br /&gt;
&lt;br /&gt;
Humans as a consequence are very opinionated. Whether it be political, moral or quandaries surrounding personal dogma, each and every human is never truly a hundred percent the same. This is because Humans, despite the hierarchical structures in place, operate more to appease one's own self and dogma than to blindly follow any particular leader or central figure save for the rare occasions that their dogma and moral values line up in a manner deemed satisfactory to them. Even then, Human nature will eventually take over, reflection and evaluation setting in to probe the viability of the hierarchy established and whether change ought to be pressed. This is the inevitable by-product of the metaphorical safety net that hierarchy provides and the need for self evaluation and personal dogma spawns, so naturally, Human society can often be described as turbulent by scholars from other races when contrasting them to their own. Human governments rise and fall, Kingdoms are built from nothing but are just as easily reduced to rubble but it's this freedom and the lack of a true figurehead or central ideal that really sets the Human race apart from others. &lt;br /&gt;
&lt;br /&gt;
When compared to other races, humans can be classed as extremely mundane. As a result, most if not all Human societies have taken to steam-powered technology to give them the much needed edge to match the might and intimidating strengths of the other known Races. A reliance on steam-powered machinery is deemed necessary by humans to establish themselves as a global power in Pannotia and, as a result of being one of the most mundane of Pannotia’s races, critical for the functioning of their society as Humans lack the innate ability to utilize magic in the same way as the Elves, the immense strength of the Orcs or the sheer wealth of the Dwarven race. In a sense, their technology and social advancement, complete with the decadence and opulence that comes with it, make Humans a distinct and less feeble, more difficult-to-conquer species, so much so that they have managed to over time garner the respect and friendship with the equally as technologically focused Orcish race.&lt;br /&gt;
&lt;br /&gt;
With the primary focus on advancement and progress, Humans award themselves ample room for freedom of expression, sexuality, marry who they want, to conglomerate, and so on, provided none of these freedoms are exercised in a manner that obstructs the overall productivity of the Human population. This as a result has created a huge melting pot in the capital of Galudon with different races calling it home and working in unison. Family dynamics are mixed and its not uncommon in the slightest to see same-sex partnerships or marriages between the different races of Pannotia expressing themselves however they please. Parliament, the legislative body of the Humans in Galudon, and government bodies elsewhere across the known world are naturally cautious about hindering these freedoms, for fear of inciting rebellious intent, especially among the working class that enjoys these freedoms, though there is an extensive lawbook in each of these nations regulating certain behaviors that infringe upon others personal freedoms, such as assault, murder, theft and the like; though these often only apply to certain areas of Human settlements while others are left free for groups to run on their own; more often the less industrialized, run-down areas. Here, the Human law enforcement steer clear, never truly wishing to impose their enforcement at the behest of the Human governments, never wanting to overstep boundaries that have been established for decades. Despite this, the system works. Most of the people are happy, even if questioning their governing bodies intent, all thanks to the copious amount of liberties awarded to Human settlements. &lt;br /&gt;
&lt;br /&gt;
==History== &lt;br /&gt;
&lt;br /&gt;
The origins of the Human race is a widely debated mystery. While the Humans themselves believe that they were the first race to ever exist in Pannotia, having descended from a deity unknown to them, the Elves of Ellewren have a more logical basis for Human inception. The Elves have legends of sects of their kind abandoning magic usage and splitting away from Ellawren thousands of years ago. They believe that these sects, generation over generation, bred out their inherent potentia abilities, their ears and other physical traits mutating and changing until they became distinct from their own kind. They firmly believe that Humans are the descendants of these ‘traitors’. Still, the exact origins of the Human race, to this day remains unknown.  &lt;br /&gt;
&lt;br /&gt;
What is known is that despite how the Humans came to be, they made the Island North of Aesox; Ortim, their native home. Relics found on the Island corroborate this evidence, and ruins of primitive structures dated over two thousand years ago, unearthed from the West of the region indicate that these clans or tribes of Humans fought intense and bloody battles between one another. This would be a trend that all of Pannotia would observe even to this present day, albeit far larger and more brutal. The native Humans appear to have operated on a primitive form of feudalism with a single elected leader, a co-leader and some form of inheritance system. These would vary group to group and naturally was often the cause of many skirmishes and wars. Naturally, with so many tribes and constant struggles over power and land, the quickly expanding number of Humans sought elsewhere to populate, and where better than the vast landscape to their immediate South; Aesox. &lt;br /&gt;
&lt;br /&gt;
The earliest known reliable records stem from this era. Notably, parchments recovered from the Geldar Treasure Horde in South Ortim, a large collection of early currency, gemstones and artifacts, show that mass migration of Humans began as early as 50AE, primarily to Aesox, but also to places like the Seigniory of Za'had, and even to Ellawren. The Elves of the latter, despite finding Humans beneath them, permitted Human immigrants to settle amongst them with the caveat of taking up modest, humble occupations such as farming. Some Humans were not so lucky. Those that found their ships encroached upon by Dwarven warships were often captured and returned to the Dwarven Empire as slaves, never to return to their families again. &lt;br /&gt;
&lt;br /&gt;
For those who managed to make these new, uninhabited lands their own, prosperity and social advancement followed their arrival. The following three to four hundred years passed largely peacefully, save for minor petty land disputes and insignificant occupation of lesser known towns and hamlets. It wasn't until 824AE that the Human race faced its first major threats; the indigenous wildlife and more pressingly, raids from the Dwarven Empire. By this time, the Dwarves had accurately recognised that their rivalry with the Elves required more technological feats for any sort of victory over Ellawren, and for technological advancement, they would need an amble and adaptable workforce of slaves and who better than the “proto-elves” that were allegedly ostracized from their own homeland. The attacks began from the West of Aesox (Galudon was left as it was assumed the Island remained uninhabited) targeting the Port Town of Keldwike. The Dwarves swept through the town with simple ease, killing defenders wielding pikes and longswords with their more advanced Dwarven steel, which was more often than not enchanted for magic wielding. Months of daily raids netted the Dwarves a considerable number of Human slaves and, once Keldwike was evacuated, they pushed in toward the then Petty Kingdom of Holzweald (named aptly from the expansive forest it had been founded upon) to reap more reward. &lt;br /&gt;
&lt;br /&gt;
It&amp;lt;nowiki&amp;gt;'s important to note at this point that Aesox was split into many, many territories each with its own ruler or “Petty King'', with the term petty only being prescribed as many of these Petty Kingdoms would, overtime, either be absorbed by other Kingdoms into fully recognised Kingdoms by its surrounding nations or simply fall apart. This was not the case for Holzweald which still stands to this day. Months turned to years and the Dwarves would continue to raid along the Eastern Coastline. At this point the Humans knew something had to be done and thus the Petty King Walter Durchdenwald convinced the Petty Kings North, West and South of him to reinforce his army with tens of thousands of soldiers in order to ambush the Dwarven raiders when they made shore near Keldwike once more. Using guerrilla tactics, the Human soldiers ambushed the Dwarves near the edge of the Holzweald forest, muddying the ground with blood and pushing the Dwarves back out to sea. It'&amp;lt;/nowiki&amp;gt;s not entirely known why the Dwarves did not retaliate in force, but academics believe that the venture was neither worth the risk any longer as the Humans had, at least in the eyes of the Dwarves, banded completely together as one, formidable army and also because they may have found a more suitable body of slaves elsewhere (Likely the Orcs as their homeland was considerably much closer than Aesox). &lt;br /&gt;
&lt;br /&gt;
The victory over the Dwarves was seen across the Human led nations as a massive triumph and turning point for their people, but it was not without its tribulations. It was clear now more than ever that they were vastly outmatched against the Dwarves when it came to technology and general organization, and although this should have been a giant warning sign, the Petty Kingdoms returned to their own internal squabbles. There were a handful of Human nations that acknowledged this misfeasance and began organizing themselves into proper, recognised Kingdoms with better leadership hierarchies, governments and structures; though many of these were vastly differing. For example, after the Dwarven Raids, Keldwike established itself as a full Republic, complete with a Senatorial Government, while Holzweald garnered the support of its neighbouring Kingdoms into recognising it as a fully fledged, respected Kingdom. This trend of hierarchical attention would continue for the next two hundred years, all the while a brand new Kingdom was establishing itself quickly off Aesox’s West Coast; Galudon. &lt;br /&gt;
&lt;br /&gt;
As the Kingdoms of Aesox busied themselves with territorial expansion, migrants to Galudon established a base in the country's South. At this point in time, whatever Human population that was already on the Island were absorbed either into the Ironhurst Petty Kingdom to the regions South or by one of the three other Petty Kingdoms that had formed; Acrafort, Vorith and Kithage. Coastline defenses soon became the norm for the Human race, still fearing another assault by Dwarven revengers, but also to ensure that Ellawren, homeland of the Elves and directly to the South of the Dwarven Empire also recognised that the Human race was one quickly evolving into a force to be reckoned with. Decades and centuries pass and despite trebuchets, scorpion turrets and all manner of sea and coast bastions being constructed, the Human race saw no sign of the Dwarves yet to return, at least as a war party. By the 1500’s, most of the Human Kingdoms had opened themselves up for tourism, travel and trade. Droves of Elves, Ferox, freed or escaped Orcs and all manner of other races travelled freely (save for some taxes of course) over the Human lands. Much to the surprise of many foreign races, the Human race was no longer uniform in a multitude of different ways. Centuries of border wars, territorial isolation, hierarchical differences and secular belief systems had caused the once primitive Human species to split into innumerable cultures; each distinct from the rest. &lt;br /&gt;
&lt;br /&gt;
The mid-1500’s however saw a huge increase in war and hostility. The Royal House of Caelock had by this point unified the Kingdom of Galudon and had busied itself with aggravating the Dwarves by openly supporting the Orcs in open rebellion against their Dwarven captors. It should be noted that Galudon had luxury in the form of isolation, being a coastal landmass off the West of Aesox, which allowed them ample time, without much interference, to invest resources and money into technological feats, some of which were centuries ahead of the other Kingdoms, which meant they could not only provide the Orcs fleeing the Dwarven Empire with Naval protection, but they could also provide state-of-the-art weaponry to the rebels themselves. In 1579AE, the Kingdom of Holzweald in Aesox had declared war against the Northern Kingdom of Solgardsborg over lands encroached upon and annexed by them directly to their South. Thousands perished in the ongoing skirmishes and attacks, until peace was finally achieved after agents of Solgardsborg captured the Crown Princess of Holzweald. The Kingdom of Fernmourne, a neutral party and the Easternmost Kingdom acted as neutral ground for both parties, drawing up agreements and terms for Holzweald and Solgardsborg. The Crown Princess would return unharmed and lands were seceded in favor of Solgardsborg in what would become as the Treaty of Saltzpyre-upon-Barrow, named after the major trade city of Fernmourne, as signed. Despite agreement between the parties, a brutal rivalry between Solgardsborg and Holzweald remains to this day. &lt;br /&gt;
&lt;br /&gt;
In present times, the Human race rests upon a rickety peace. The Human Kingdoms battle amongst themselves over land, each with their own reasons for war be it faith, cultural differences or self-proclaimed land ownership, but very few wars have lasted more than a few months before peace is once again reinstated through diplomacy. Holzweald stands as the largest and most populous of the Human kingdoms, but certainly is not the most powerful. That accolade is awarded and recognised as the Kingdom of Galudons, whose technological achievements see them as the masters of air and sea, with their mechanical, steampowered airships and war vessels holding superiority over all other Human nations. The aggressive ambitiousness remains still, but with tensions reigniting with the Elves over the persecution of magic users in Human lands and the desecration of natural landscapes, and the Dwarves who seek recompense for Galudon’s involvement in their Empire Wide rebellion at the hands of the Orcs, most Humans now eagerly await, no matter which nation they are apart of, retaliation in some manner or form in a Pannotia that stands on the edge of the brink. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
One might think that with centuries of progress, something that the Human race places at the forefront of their pursuits, Religion to some deity or theological ideology would have been naturally established, similar to that of the Elves, however, this is not the case. Instead, Humans will establish their own ‘micro faiths’ almost cult-like in worship to follow. For example, in the Kingdom of Galudon, the vast majority of the population, including other races, worship “[[The Philosophy of Bartleby]]”, a contemporary text with a large following that champions the technological advancement of Humankind by implementing it into all facets of Human life, be it work, relationships, the family unit. Shrines to the tome are often found inside of factories and workplaces but are not an uncommon sight to see makeshift in alleyways and poorer areas in the Kingdom. That said, the number of faiths and cults Humans follow are enumerable and just as many makeshift areas of worship crop up in worship to other ideologies and religious ideals as those to the Philosophy of Bartleby. This is widely accepted within Human society, as Humanity believes strongly in freedom of personal will, with scorn only coming to those faiths that appear to seek obstruction to their race’s technological and social advancement. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
Human culture is largely influenced by the race’s mentality and creed. As such, hierarchical structures and the idea of personal freedoms coupled with technological progress remains stalwartly at the vanguard of most Human society’s cultural standards. Naturally, given the incalculable number of Human Kingdoms, settlements, hamlets and villages, the more niche cultural norms tend to differ, but most of the key Human traits remain constant throughout.&lt;br /&gt;
&lt;br /&gt;
===Fashion===&lt;br /&gt;
&lt;br /&gt;
Human fashion is as varied as the rest of the population.  However, certain trends and accepted societal norms persist across class structures. &lt;br /&gt;
&lt;br /&gt;
For grown men; trousers that reach the ground are the most accepted covering on the bottom. The working class may tuck a corduroy, leather, or thick broadcloth trouser into a pair of low working boots. They might usually pair it with a button down shirt, vest, and jacket. Upper class gentlemen tend to wear a well-tailored and fine-cloth trouser to the leather shoe, and their shirts, vests, and jackets are often equally fine.  For theatre performances, or gatherings after dark, elegant, tight trousers of full length with polished shoes in a rich black are accepted. Top hats are accepted for men during the evenings, but working class men may wear a sunhat or other profession appropriate gear. Evening wear for men include very form fitting black trousers in rich fabrics, a black coat with tails, white vest and shirt, and colorful cravat. A hat is appropriate to wear outside, as are gloves.&lt;br /&gt;
&lt;br /&gt;
Women generally speaking wear dresses, although the style can vary greatly depending on class and profession.  Working class women’s skirts are worn a few inches above their ankle in order to navigate urban streets or countryside soil without dirtying their hems. For the wealthier ladies, hems above the ankle are only worn during the day, with full hems during the evening hours. Corsets are often worn, and necklines generally lower as the day progresses. Hats are worn during the day by women of leisure, although during the evening hours the hair is trimmed with jewels, flowers, and ribbons. Evening wear for women include ballgowns that always reveal the neck and shoulders as well as have hems sweeping the ground, often including a train. These are made from rich fabrics and are trimmed with ribbons, flowers, jewels, and lace. For both women and men, the more colors, layers, and rich fabrics you can add to an ensemble the better. While the wealthy generally do this through expensive trim, jewels, and other insignia of their political affiliations or other prestigious companies, the working classes will often add contrasting colors in the way of vibrant hats, sashes, gloves, and stockings/shoes. Leather harnesses worn to carry weapons, various gadgets or tools of the trade are seen on men and women of every social caste. You may also see mechanized accessories, eyeglasses, or other helpful gadgets worn freely about that person.  Those able to afford these things usually flaunt them as a symbol of their status.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
&lt;br /&gt;
Galudon, as a large urban centre, thrives from trade from all over the known world. With this influx of new peoples and ideas comes spices and the recipes to showcase them. Humans, especially, are an inquisitive bunch, and are always looking for rare spices and unknown delicacies which they can use to show off their wealth and commitment to progress. Early mornings at cafes are where the most news is learned, and being seen from the street in the most fashionable cafes give many social clout with a certain group. Coffee is considered a mainstay of every level of society. You can also see taverns delivering food to the working class in factories or warehouses. Street food is everywhere, with humans embracing fish, meat, and vegetables in their meals. Fish and chips is extremely popular, as are chophouses as gathering spots for late night suppers.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Humans are one of the most conflict centric races on Pannotia due to their immensely diverse cultures and ambitious tendencies. As such, Humans are often found at the center of most conflicts, though equally they are well versatile in the areas of diplomacy, forming alliances between different Human nations and even other races. &lt;br /&gt;
*Humans possess a profound inclination towards superstition, readily embracing beliefs in omens, bad luck, and prophecies. In Pannotia, many prophecies originate from the utterances of aspiring human soothsayers and clerics. Despite humanity's strides in technological advancement and faith in science, there persists a conviction among some that certain occurrences defy rational explanation, transcending the boundaries of mortal comprehension.&lt;br /&gt;
*Humans have established more cities and townlands than any other race in the world and have established innumerable amounts of different cultures. &lt;br /&gt;
&lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = Rizky&lt;br /&gt;
|Writers = BillyTheScroffy&lt;br /&gt;
|Processors = BattleBrawn, Jonificus&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Galudonian_Law&amp;diff=1505</id>
		<title>Galudonian Law</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Galudonian_Law&amp;diff=1505"/>
		<updated>2025-05-12T21:23:14Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kingdom of Galudon has established a comprehensive legal framework known as &amp;quot;Galudonian Law,&amp;quot; which governs the behavior of its citizens. These laws apply to all residents and are enforced by the Copperguard Enforcers, the Galudonian Judiciary, and other authorized government bodies. Details and intricacies of Galudonian Law are outlined below.&lt;br /&gt;
&lt;br /&gt;
==Treasonous Crimes==&lt;br /&gt;
Decided upon by the highest courts at the King’s privilege, or the King himself.&lt;br /&gt;
&lt;br /&gt;
*Illicit importation or exportation of Cymrinite is illegal and can result in a life sentence. &lt;br /&gt;
*Negotiation with foreign nations without royal sanction is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Destruction or alteration of royal, military, or government property that results in loss of life, real estate, or livestock is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Disobedience of royal orders is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Assassination of a member of the royal family or government structure while they are in office is illegal and punishable by, but not only, execution.&lt;br /&gt;
*To conspire against the Royal House or the Galudonian State in the defined outlines is illegal:&lt;br /&gt;
*To use force or engage in a military coup of Galudon or any of its sovereign provinces without a casus belli is illegal. &lt;br /&gt;
*To engage in a smear or cultural revolution against the Galudonian Royal Family is illegal. &lt;br /&gt;
*To engage in corruption against the Galudonian State in any applicable outlined measures below, is illegal:&lt;br /&gt;
**To embezzle state funds for one's personal benefit or personal coffers is illegal. &lt;br /&gt;
**To use the power of governance within the Senate, or any government office to bribe other government officials monetarily is illegal.&lt;br /&gt;
**To misappropriate government resources, troops, ships, money is illegal, with the stipulation that there is a two week grace period from the discovery of misappropriation to return the assets to their proper place or back into the hands of the State's Coffers.&lt;br /&gt;
&lt;br /&gt;
==Felonies==&lt;br /&gt;
These crimes have sentences set by the judiciary, but do not include the possibility of execution unless by royal petition.&lt;br /&gt;
&lt;br /&gt;
*Homicide, and attempted homicide, is illegal. &lt;br /&gt;
*Theft, which includes unauthorized seizure of material goods, intellectual property, and indentured servants, is illegal.&lt;br /&gt;
*Grievous assault upon a person is illegal.&lt;br /&gt;
*Destruction of property on a catastrophic level that results in loss of life, real estate, or livestock.&lt;br /&gt;
*To engage in economic or natural terrorism is illegal.&lt;br /&gt;
*To be engaged in a Criminal Organization recognized by the Galudonian Copperguard or Attorney General is illegal. &lt;br /&gt;
*To verbally defame and engage in slander against the Royal Household is illegal.&lt;br /&gt;
*Abduction of free peoples as defined by Parliament is illegal.&lt;br /&gt;
*Manufacture and distribution of contraband materials, including Cymrinite, is illegal.&lt;br /&gt;
*Illicit importation of protected goods and materials, including Cymrinite, is illegal.&lt;br /&gt;
*To impersonate an official within the Government, Law Enforcement or military, is illegal. &lt;br /&gt;
*Vampiric feeding upon any non-animal is illegal, and is punishable by forced curing and 40 days imprisonment.  &lt;br /&gt;
*Lycanthropic feeding upon any non-animal is illegal, and is punishable by forced curing and 40 days imprisonment. &lt;br /&gt;
*Transforming as an Aurumvitae is illegal, even if there was no intent to do so, and is punishable by forced curing and 30 days imprisonment. &lt;br /&gt;
*Transforming as a Lycanthrope is illegal, even if there was no intent to do so, and is punishable by forced curing and 30 days imprisonment.  &lt;br /&gt;
*Accidental transformations by a registered Cursed Race Copperguard are not punishable by the law.&lt;br /&gt;
&lt;br /&gt;
==Misdemeanors==&lt;br /&gt;
These crimes have sentences that may be adjudicated by the judiciary or law enforcement at their discretion.&lt;br /&gt;
*Trespassing, which is entrance upon private property after being barred, is illegal.&lt;br /&gt;
*Interfering with the proper and due process of government is illegal.&lt;br /&gt;
*Petty theft, including the theft of valuables under $200 is illegal. &lt;br /&gt;
*Not appearing for a warrant or hearing in the Galudonian court system is illegal.&lt;br /&gt;
*Assisting criminals with escaping penalties or judgment is illegal.&lt;br /&gt;
*Interfering with the proper and due process of government is illegal.&lt;br /&gt;
*Slander, to defame someone's character to the point where it results in loss of career reputation by unsubstantiated claims is illegal. &lt;br /&gt;
*All cursed afflicted individuals must be registered by the Minister for the Interior to be considered legal. The Government must also keep a record of all legally registered cursed beings and make it public. &lt;br /&gt;
&lt;br /&gt;
==Cursed Registration==&lt;br /&gt;
*By default, All cursed afflicted must be registered with the Minister for the Interior to be considered legal. *In order to be registered, the cursed individual must be sponsored by a business, a Magnate or an individual in a political office. Each of the aforementioned individuals can sponsor up to 3 cursed afflicted for legality.&lt;br /&gt;
*Once a Sponsor has offered sponsorship to a Cursed and Afflicted, they are by and large placing their weight and name upon whatever that individual sets forward to doing, positive or negative. For any illegal behavior of a sponsored cursed individual, the Sponsor will face a fine issued by the city's localized legal body. Once a member of a business or magnate society has sponsored a Cursed or Afflicted, they are officially provided a sub-citizenship lease. Where they are offered wages in exchange for their labor, normal legal protections of normal citizenship. They are placed onto a three-month probationary period under their sponsor. To  complete this program, the Cursed Individual must attend a full three-month period without any violent or cursed-related crimes. Should the individual in question commit a violation beneath either of these umbrellas of crime categories, they will be cured and may re-enter the program at a later date if their curse pervades. &lt;br /&gt;
*If the cursed individual successfully completes their preliminary citizenship probation, they are granted full citizenship rights by the Interior Minister. The only way in which individuals certified by full citizenship may be cured is for specific law violations regarding Cursed Feeding, Transformation or any other cursed related crime, removing the scrutiny of all crimes ending in a curing for cursed citizenship and limiting their infractions to only cases in which their curse causes them to violate the law. &lt;br /&gt;
*Sponsors will be expected to pay Cursed Individuals at the same rate as naturalized citizenship.&lt;br /&gt;
*Currently registered and enrolled Cursed Individuals will have a one month period of grace to register with a Sponsor and the Interior Ministry for their preliminary citizenship program entry. Upon which their three month evaluation period will begin. &lt;br /&gt;
*All cursed members of Nobility, or those who hold a Magnate status within the Kingdom will be processed as naturalized citizenship automatically through the Ministry of the Interior, as the Royal Household has deemed their overall trustworthiness to govern provincial stakes of the Kingdom, a right which the state cannot supersede. &lt;br /&gt;
 &lt;br /&gt;
==Contract Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*Contracts must be witnessed by a member of the judiciary or law enforcement in order to be binding.  Contracts must be registered with the local authorities. For the purposes of witnessing, this can include elected and appointed officials, their clerks, or official representatives.&lt;br /&gt;
*Fraudulently entering into a contract by misrepresentation of investment, deliverance of goods, false identity, or bill of sale is illegal. &lt;br /&gt;
*Violation of contracts that result in loss of life, property, or income are illegal.&lt;br /&gt;
*Marriage contracts must be voided by judiciary or law enforcement unless a marriage is between a Galudonian citizen and a non-citizen.  Then a magistrate must render a lawful verdict that accounts for international relations.  &lt;br /&gt;
&lt;br /&gt;
==Maritime Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*All ships registered in Galudon must fly the Galudonian flag in primary position when in port and at sea. Ships registered within Galudon must identify with colors when asked by international navies. Ships not registered within Galudon must fly their country’s flag of origin. &lt;br /&gt;
*Ships must have lanterns between sundown and sunup to identify themselves. According to international maritime law - Galudonian ships must have three green lanterns to port, and three red lanterns to starboard.&lt;br /&gt;
*The Captain is the undisputed authority aboard their ship. Emergency measures taken at sea in order to save the lives of crew, passengers, and cargo are considered lawful in international waters if no other assistance is available.&lt;br /&gt;
*Captains of ships are responsible for their crew. This includes actions taken by their crews when they are in control of their ship. Navigational errors, cargo and passenger transport, and engagements at sea fall within the parameters of a Captain’s privilege and responsibility. &lt;br /&gt;
*When damage to land or other sea vessels incur not by Captain’s decision but by an act of nature or chance, the ship’s owner’s carry the indemnity of restitution or other charges.&lt;br /&gt;
*Salvage rights of wrecked vessels in international waters are limited to the ship’s owner’s for sixty days. After that time frame, the wreckage is outside of all jurisdiction. Salvage rights in Galudon’s waters are limited to the ship’s owners for ninety days. After that time frame, the government may put a lien on the wreckage for scrap or salvage.&lt;br /&gt;
*All vessels at sea are required to render aid to a disabled ship. This includes, but is not limited to, life-saving measures and ship-repair if able.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*All airships registered in Galudon must fly the Galudonian flag in primary position when in port and airborn. Airships registered within Galudon must identify with colors when asked by international flights. Airships not registered within Galudon must fly their country’s flag of origin. &lt;br /&gt;
*Airships must have lanterns between sundown and sunup to identify themselves. According to international aviation law - Galudonian airships must have three green lanterns to port, and three red lanterns to starboard.&lt;br /&gt;
*The Captain is the undisputed authority aboard their airship. Emergency measures taken while in flight in order to save the lives of crew, passengers, and cargo are considered lawful in international aerospace if no other assistance is available.&lt;br /&gt;
*Captains of airships are responsible for their crew. This includes actions taken by their crews when they are in control of their ship. Navigational errors, cargo and passenger transport, and engagements while airborn fall within the parameters of a Captain’s privilege and responsibility. &lt;br /&gt;
*When damage to land or other air vessels occurs not by Captain’s decision but by an act of nature or chance, the airship’s owner’s carry the indemnity of restitution or other charges.&lt;br /&gt;
*Salvage rights of wrecked vessels in international waters or lands must be negotiated by Galudonian government. Salvage rights in Galudon’s waters and lands are limited to the ship’s owners for ninety days. After that time frame, the government may put a lien on the wreckage for scrap or salvage.&lt;br /&gt;
*All vessels are required to render aid to a disabled airship. This includes, but is not limited to, life-saving measures and ship-repair if able.&lt;br /&gt;
*Due to the volatile nature of airship fuel and the potential for severe damage to property, all owners of airships must have a license in order to fly their ship.  Captains must also have a valid license to operate an airship.&lt;br /&gt;
&lt;br /&gt;
==Treaties==&lt;br /&gt;
&lt;br /&gt;
*The Accord of the Freeborn -  The Accord of the Freeborn was introduced by King Benjamin Caelock in 1359 AE following a successful petition by the working class and Galudonian guilds, as well as a painful conflict. This accord ceded a significant portion of the legislative process to elected officials, thereby establishing the Galudonian Democratic Parliament and Senatorial Government.&lt;br /&gt;
&lt;br /&gt;
*The Advancement Concord - The Advancement Concord was introduced by King Bartleby Caelock following the Orcish uprising against their Dwarven captors. This Concord granted the freed Eiruks the Galudonian-controlled lands of Destresh, the right to the rule the city of Larkbarrow, and permission to integrate into Human society without prejudice. In return, the Eiruks agreed to continue assisting in the advancement of Galudonian Steam Technology.&lt;br /&gt;
&lt;br /&gt;
==Rules relating to Imprisonment and Execution==&lt;br /&gt;
&lt;br /&gt;
Only the Judiciary or Copperguard Enforcers have the authority to imprison characters. Imprisonment is limited to the cellblock in Cannonade Prison, unless otherwise permitted by a member of the Royal Family or Judiciary, and for a maximum of 24 real-life hours. Arrangements for the character's release should be made out-of-character, with stipulations such as a guard escort or house arrest to allow ongoing roleplay. An imprisoned character may choose to disregard this rule at their own discretion. If a bond, ransom, or other in-character stipulation (such as a planned prison break or interrogation) requires additional time, this rule may be waived at the discretion of the narrative staff. &lt;br /&gt;
&lt;br /&gt;
Executions occur on very rare occasions. Executions must be pre-approved by Narrative staff before being carried out. In any case where execution is being considered, a ticket must be made on the Gears of Galudon discord to outline the situation and request permission. &lt;br /&gt;
&lt;br /&gt;
==Military Law==&lt;br /&gt;
Military Law consists of a set of rules for those both enlisted and officers serving in the Galudonian military. Being charged with a crime within the military often supercedes Galudonian civil law with the exception of capital crimes or personal injury. &lt;br /&gt;
&lt;br /&gt;
Military Officers, Senior Command Officials (SCO) are entitled to judge each individual case with a relevant state of punishment. There are three routes that may be taken by Senior Officials  in the cases of violation of military law: &lt;br /&gt;
&lt;br /&gt;
*Indirect Punishment: Including physical tasks, verbal correction with force, reassignment. These individual cases will be noted under every member of the military for the violation of smaller codes within this code of conduct. A record of all violations will be kept for every soldier, among their senior officers. Repeated infractions will result in punishment being reconsidered for a different methodology of punishment. &lt;br /&gt;
&lt;br /&gt;
*Direct Punishment: Administrative reprehension for infractions of the military code, this is seen to be as a corrective and rehabilitating effort to correct the member engaging in poor conduct. Administrative reprehension can range from reassignment, counseling opportunities as well as outright suspension from duties with the maximum suspension maxing at one month before a requirement of elevation to a higher degree of punishment.&lt;br /&gt;
&lt;br /&gt;
*Court Martial: If a member of the military has been posed by a Junior Officer, for the inquiry of a Court Martial. The Junior Officer must consult SCO members of the Galudonian Royal Marshalryl Cabinet. Only members of the Marshalry Cabinet may conduct a Court Martial. In which, the soldier involved does not have the express right to attorney, however they may seek out a defense counselor on their own accord. Saved for repeat infractions, and major violations of military law and or exceptional evidence of grand incompetence. Punishments of a Court Martial can result in criminal charges being levied from the governmental office to dishonorable discharge from the Armed Services. Members who have been found guilty by Court Martial may inquire to His Royal Majesty, King Fredrick Caelock for an appeal on their case which may then be overturned. &lt;br /&gt;
&lt;br /&gt;
===Military Code of Conduct=== &lt;br /&gt;
*Members of the Galudonian Military are expected to display themselves in uniform with the utmost dignity. This involves not using inhumane or foul language in the uniform of the military, and not making statements which undermine the Galudonian Militaries position whilst in uniform. &lt;br /&gt;
&lt;br /&gt;
*Members of the Galudonian Military are expected to show up to any official Military gathering in uniform. The uniform directory is as follows: &lt;br /&gt;
**Soldiers are to show up with ironed uniforms, regardless of rank. &lt;br /&gt;
**Soldiers are expected to adorn the entirety of their uniform, boots to accessory of rank. &lt;br /&gt;
**Soldiers are expected to shine their shoes, and display decorum. &lt;br /&gt;
**Soldiers are expected to be well groomed, and maintain a personal hygiene which is appropriate to the level of decorum displayed by the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
*Members of the Galudonian Military are expected to follow the rules of engagement and rules of prisoners of war. &lt;br /&gt;
**Prisoners of war are defined as surrendering enemy troops or vehicles or armaments included. In these cases, members designated with the title of Prisoner of War are afforded natural human rights. The right to life, being fed, and well clothed. While they are not afforded an attorney, or any way out of their situation. Members of the military are expected to treat these individuals with dignity and responsibility, not as animals. &lt;br /&gt;
**Prisoners of war are to lose the title of prisoner of war one month after the official conclusion of a conflict. In which negotiations will be sought out with the nation state they represent in order to return them home. In which case, if the Nation state is to deny the extradition of their citizens. Prisoners of war will be naturalized as Galudonian Citizens, and offered an opportunity to apply to the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
*Members from the SCO to the lowest private are expected to do everything in their power to avoid rabid uses of force against civilian populations, and to limit civilian casualties as much as humanly possible. &lt;br /&gt;
&lt;br /&gt;
*Members are required to disclose their cursed race status upon enlisting. Unregistered Vampires will not be accepted into the Galudonian Military. Members infected with Lycanthropy and Aurumvuriate will be immediately discharged dishonorably upon discovery of infection.  &lt;br /&gt;
&lt;br /&gt;
*Members of the military are to report to their senior officer, and not act in insubordination of their superiors orders. This is not to say a soldier must never offer their opinion or speak to their senior officers, but it is to do so without making a mockery of their senior command. If an officer has repeated their order more than once, and insubordination continues, it will be dealt with by above methods. &lt;br /&gt;
&lt;br /&gt;
*Members of the military are not to engage in or conspire with other nation states without proper and official means through the Galudonian Marshal Cabinet, or the Galudonian Foreign Ministry. To do so, would be considered an act of espionage. To do so, the member in question would be immediately discharged, and a petition to the Royal Court would unfold. &lt;br /&gt;
&lt;br /&gt;
*Members of the military must not engage in pornographic displays of glory, in a way which may cause detriment to their fellow soldiers. There is immense risk in the wage of warfare, but to do so purely out of desire in the blaze of glory is irrational and unfitting of a General or Admiral of the highest office. &lt;br /&gt;
Members of the Galudonian Military are not to consort with any illegal individuals, and or illegally recognized Criminal Organization by the Copperguard. &lt;br /&gt;
&lt;br /&gt;
*Members of the Galudonian Military must not disclose military operations not disclosed in public newspapers directly through the Galudonian Marshalry Cabinet, doing so would be considered an act of espionage and dispersion of classified military information. To do so, the member in question would be immediately discharged, and a petition to the Royal Court would unfold. &lt;br /&gt;
&lt;br /&gt;
*Members of the Galudonian Military must not inherently target to assassinate and or engage in conspiracy in the assassination of a nation's head  of state. To do so would be a brazen act of war, and must only be authorized through the lips of the King, His Royal Majesty King Fredrick I. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n&lt;br /&gt;
|Processors = BillyTheScruffy, Battlebrawn&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Galudonian_Law&amp;diff=1504</id>
		<title>Galudonian Law</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Galudonian_Law&amp;diff=1504"/>
		<updated>2025-05-12T21:21:19Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kingdom of Galudon has established a comprehensive legal framework known as &amp;quot;Galudonian Law,&amp;quot; which governs the behavior of its citizens. These laws apply to all residents and are enforced by the Copperguard Enforcers, the Galudonian Judiciary, and other authorized government bodies. Details and intricacies of Galudonian Law are outlined below.&lt;br /&gt;
&lt;br /&gt;
==Treasonous Crimes==&lt;br /&gt;
Decided upon by the highest courts at the King’s privilege, or the King himself.&lt;br /&gt;
&lt;br /&gt;
*Illicit importation or exportation of Cymrinite is illegal and can result in a life sentence. &lt;br /&gt;
*Negotiation with foreign nations without royal sanction is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Destruction or alteration of royal, military, or government property that results in loss of life, real estate, or livestock is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Disobedience of royal orders is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Assassination of a member of the royal family or government structure while they are in office is illegal and punishable by, but not only, execution.&lt;br /&gt;
*To conspire against the Royal House or the Galudonian State in the defined outlines is illegal:&lt;br /&gt;
*To use force or engage in a military coup of Galudon or any of its sovereign provinces without a casus belli is illegal. &lt;br /&gt;
*To engage in a smear or cultural revolution against the Galudonian Royal Family is illegal. &lt;br /&gt;
*To engage in corruption against the Galudonian State in any applicable outlined measures below, is illegal:&lt;br /&gt;
**To embezzle state funds for one's personal benefit or personal coffers is illegal. &lt;br /&gt;
**To use the power of governance within the Senate, or any government office to bribe other government officials monetarily is illegal.&lt;br /&gt;
**To misappropriate government resources, troops, ships, money is illegal, with the stipulation that there is a two week grace period from the discovery of misappropriation to return the assets to their proper place or back into the hands of the State's Coffers.&lt;br /&gt;
&lt;br /&gt;
==Felonies==&lt;br /&gt;
These crimes have sentences set by the judiciary, but do not include the possibility of execution unless by royal petition.&lt;br /&gt;
&lt;br /&gt;
*Homicide, and attempted homicide, is illegal. &lt;br /&gt;
*Theft, which includes unauthorized seizure of material goods, intellectual property, and indentured servants, is illegal.&lt;br /&gt;
*Grievous assault upon a person is illegal.&lt;br /&gt;
*Destruction of property on a catastrophic level that results in loss of life, real estate, or livestock.&lt;br /&gt;
*To engage in economic or natural terrorism is illegal.&lt;br /&gt;
*To be engaged in a Criminal Organization recognized by the Galudonian Copperguard or Attorney General is illegal. &lt;br /&gt;
*To verbally defame and engage in slander against the Royal Household is illegal.&lt;br /&gt;
*Abduction of free peoples as defined by Parliament is illegal.&lt;br /&gt;
*Manufacture and distribution of contraband materials, including Cymrinite, is illegal.&lt;br /&gt;
*Illicit importation of protected goods and materials, including Cymrinite, is illegal.&lt;br /&gt;
*To impersonate an official within the Government, Law Enforcement or military, is illegal. &lt;br /&gt;
*Vampiric feeding upon any non-animal is illegal, and is punishable by forced curing and 40 days imprisonment.  &lt;br /&gt;
*Lycanthropic feeding upon any non-animal is illegal, and is punishable by forced curing and 40 days imprisonment. &lt;br /&gt;
*Transforming as an Aurumvitae is illegal, even if there was no intent to do so, and is punishable by forced curing and 30 days imprisonment. &lt;br /&gt;
*Transforming as a Lycanthrope is illegal, even if there was no intent to do so, and is punishable by forced curing and 30 days imprisonment.  &lt;br /&gt;
*Accidental transformations by a registered Cursed Race Copperguard are not punishable by the law.&lt;br /&gt;
&lt;br /&gt;
==Misdemeanors==&lt;br /&gt;
These crimes have sentences that may be adjudicated by the judiciary or law enforcement at their discretion.&lt;br /&gt;
*Trespassing, which is entrance upon private property after being barred, is illegal.&lt;br /&gt;
*Interfering with the proper and due process of government is illegal.&lt;br /&gt;
*Petty theft, including the theft of valuables under $200 is illegal. &lt;br /&gt;
*Not appearing for a warrant or hearing in the Galudonian court system is illegal.&lt;br /&gt;
*Assisting criminals with escaping penalties or judgment is illegal.&lt;br /&gt;
*Interfering with the proper and due process of government is illegal.&lt;br /&gt;
*Slander, to defame someone's character to the point where it results in loss of career reputation by unsubstantiated claims is illegal. &lt;br /&gt;
*All cursed afflicted individuals must be registered by the Minister for the Interior to be considered legal. The Government must also keep a record of all legally registered cursed beings and make it public. &lt;br /&gt;
&lt;br /&gt;
==Cursed Registration==&lt;br /&gt;
*By default, All cursed afflicted must be registered with the Minister for the Interior to be considered legal. *In order to be registered, the cursed individual must be sponsored by a business, a Magnate or an individual in a political office. Each of the aforementioned individuals can sponsor up to 3 cursed afflicted for legality.&lt;br /&gt;
*Once a Sponsor has offered sponsorship to a Cursed and Afflicted, they are by and large placing their weight and name upon whatever that individual sets forward to doing, positive or negative. For any illegal behavior of a sponsored cursed individual, the Sponsor will face a fine issued by the city's localized legal body. Once a member of a business or magnate society has sponsored a Cursed or Afflicted, they are officially provided a sub-citizenship lease. Where they are offered wages in exchange for their labor, normal legal protections of normal citizenship. They are placed onto a three-month probationary period under their sponsor. To  complete this program, the Cursed Individual must attend a full three-month period without any violent or cursed-related crimes. Should the individual in question commit a violation beneath either of these umbrellas of crime categories, they will be cured and may re-enter the program at a later date if their curse pervades. &lt;br /&gt;
*If the cursed individual successfully completes their preliminary citizenship probation, they are granted full citizenship rights by the Interior Minister. The only way in which individuals certified by full citizenship may be cured is for specific law violations regarding Cursed Feeding, Transformation or any other cursed related crime, removing the scrutiny of all crimes ending in a curing for cursed citizenship and limiting their infractions to only cases in which their curse causes them to violate the law. &lt;br /&gt;
*Sponsors will be expected to pay Cursed Individuals at the same rate as naturalized citizenship.&lt;br /&gt;
*Currently registered and enrolled Cursed Individuals will have a one month period of grace to register with a Sponsor and the Interior Ministry for their preliminary citizenship program entry. Upon which their three month evaluation period will begin. &lt;br /&gt;
*All cursed members of Nobility, or those who hold a Magnate status within the Kingdom will be processed as naturalized citizenship automatically through the Ministry of the Interior, as the Royal Household has deemed their overall trustworthiness to govern provincial stakes of the Kingdom, a right which the state cannot supersede. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Contract Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*Contracts must be witnessed by a member of the judiciary or law enforcement in order to be binding.  Contracts must be registered with the local authorities. For the purposes of witnessing, this can include elected and appointed officials, their clerks, or official representatives.&lt;br /&gt;
*Fraudulently entering into a contract by misrepresentation of investment, deliverance of goods, false identity, or bill of sale is illegal. &lt;br /&gt;
*Violation of contracts that result in loss of life, property, or income are illegal.&lt;br /&gt;
*Marriage contracts must be voided by judiciary or law enforcement unless a marriage is between a Galudonian citizen and a non-citizen.  Then a magistrate must render a lawful verdict that accounts for international relations.  &lt;br /&gt;
&lt;br /&gt;
==Maritime Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*All ships registered in Galudon must fly the Galudonian flag in primary position when in port and at sea. Ships registered within Galudon must identify with colors when asked by international navies. Ships not registered within Galudon must fly their country’s flag of origin. &lt;br /&gt;
*Ships must have lanterns between sundown and sunup to identify themselves. According to international maritime law - Galudonian ships must have three green lanterns to port, and three red lanterns to starboard.&lt;br /&gt;
*The Captain is the undisputed authority aboard their ship. Emergency measures taken at sea in order to save the lives of crew, passengers, and cargo are considered lawful in international waters if no other assistance is available.&lt;br /&gt;
*Captains of ships are responsible for their crew. This includes actions taken by their crews when they are in control of their ship. Navigational errors, cargo and passenger transport, and engagements at sea fall within the parameters of a Captain’s privilege and responsibility. &lt;br /&gt;
*When damage to land or other sea vessels incur not by Captain’s decision but by an act of nature or chance, the ship’s owner’s carry the indemnity of restitution or other charges.&lt;br /&gt;
*Salvage rights of wrecked vessels in international waters are limited to the ship’s owner’s for sixty days. After that time frame, the wreckage is outside of all jurisdiction. Salvage rights in Galudon’s waters are limited to the ship’s owners for ninety days. After that time frame, the government may put a lien on the wreckage for scrap or salvage.&lt;br /&gt;
*All vessels at sea are required to render aid to a disabled ship. This includes, but is not limited to, life-saving measures and ship-repair if able.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*All airships registered in Galudon must fly the Galudonian flag in primary position when in port and airborn. Airships registered within Galudon must identify with colors when asked by international flights. Airships not registered within Galudon must fly their country’s flag of origin. &lt;br /&gt;
*Airships must have lanterns between sundown and sunup to identify themselves. According to international aviation law - Galudonian airships must have three green lanterns to port, and three red lanterns to starboard.&lt;br /&gt;
*The Captain is the undisputed authority aboard their airship. Emergency measures taken while in flight in order to save the lives of crew, passengers, and cargo are considered lawful in international aerospace if no other assistance is available.&lt;br /&gt;
*Captains of airships are responsible for their crew. This includes actions taken by their crews when they are in control of their ship. Navigational errors, cargo and passenger transport, and engagements while airborn fall within the parameters of a Captain’s privilege and responsibility. &lt;br /&gt;
*When damage to land or other air vessels occurs not by Captain’s decision but by an act of nature or chance, the airship’s owner’s carry the indemnity of restitution or other charges.&lt;br /&gt;
*Salvage rights of wrecked vessels in international waters or lands must be negotiated by Galudonian government. Salvage rights in Galudon’s waters and lands are limited to the ship’s owners for ninety days. After that time frame, the government may put a lien on the wreckage for scrap or salvage.&lt;br /&gt;
*All vessels are required to render aid to a disabled airship. This includes, but is not limited to, life-saving measures and ship-repair if able.&lt;br /&gt;
*Due to the volatile nature of airship fuel and the potential for severe damage to property, all owners of airships must have a license in order to fly their ship.  Captains must also have a valid license to operate an airship.&lt;br /&gt;
&lt;br /&gt;
==Treaties==&lt;br /&gt;
&lt;br /&gt;
*The Accord of the Freeborn -  The Accord of the Freeborn was introduced by King Benjamin Caelock in 1359 AE following a successful petition by the working class and Galudonian guilds, as well as a painful conflict. This accord ceded a significant portion of the legislative process to elected officials, thereby establishing the Galudonian Democratic Parliament and Senatorial Government.&lt;br /&gt;
&lt;br /&gt;
*The Advancement Concord - The Advancement Concord was introduced by King Bartleby Caelock following the Orcish uprising against their Dwarven captors. This Concord granted the freed Eiruks the Galudonian-controlled lands of Destresh, the right to the rule the city of Larkbarrow, and permission to integrate into Human society without prejudice. In return, the Eiruks agreed to continue assisting in the advancement of Galudonian Steam Technology.&lt;br /&gt;
&lt;br /&gt;
==Rules relating to Imprisonment and Execution==&lt;br /&gt;
&lt;br /&gt;
Only the Judiciary or Copperguard Enforcers have the authority to imprison characters. Imprisonment is limited to the cellblock in Cannonade Prison, unless otherwise permitted by a member of the Royal Family or Judiciary, and for a maximum of 24 real-life hours. Arrangements for the character's release should be made out-of-character, with stipulations such as a guard escort or house arrest to allow ongoing roleplay. An imprisoned character may choose to disregard this rule at their own discretion. If a bond, ransom, or other in-character stipulation (such as a planned prison break or interrogation) requires additional time, this rule may be waived at the discretion of the narrative staff. &lt;br /&gt;
&lt;br /&gt;
Executions occur on very rare occasions. Executions must be pre-approved by Narrative staff before being carried out. In any case where execution is being considered, a ticket must be made on the Gears of Galudon discord to outline the situation and request permission. &lt;br /&gt;
&lt;br /&gt;
==Military Law==&lt;br /&gt;
Military Law consists of a set of rules for those both enlisted and officers serving in the Galudonian military. Being charged with a crime within the military often supercedes Galudonian civil law with the exception of capital crimes or personal injury. &lt;br /&gt;
&lt;br /&gt;
Military Officers, Senior Command Officials (SCO) are entitled to judge each individual case with a relevant state of punishment. There are three routes that may be taken by Senior Officials  in the cases of violation of military law: &lt;br /&gt;
&lt;br /&gt;
*Indirect Punishment: Including physical tasks, verbal correction with force, reassignment. These individual cases will be noted under every member of the military for the violation of smaller codes within this code of conduct. A record of all violations will be kept for every soldier, among their senior officers. Repeated infractions will result in punishment being reconsidered for a different methodology of punishment. &lt;br /&gt;
&lt;br /&gt;
*Direct Punishment: Administrative reprehension for infractions of the military code, this is seen to be as a corrective and rehabilitating effort to correct the member engaging in poor conduct. Administrative reprehension can range from reassignment, counseling opportunities as well as outright suspension from duties with the maximum suspension maxing at one month before a requirement of elevation to a higher degree of punishment.&lt;br /&gt;
&lt;br /&gt;
*Court Martial: If a member of the military has been posed by a Junior Officer, for the inquiry of a Court Martial. The Junior Officer must consult SCO members of the Galudonian Royal Marshalryl Cabinet. Only members of the Marshalry Cabinet may conduct a Court Martial. In which, the soldier involved does not have the express right to attorney, however they may seek out a defense counselor on their own accord. Saved for repeat infractions, and major violations of military law and or exceptional evidence of grand incompetence. Punishments of a Court Martial can result in criminal charges being levied from the governmental office to dishonorable discharge from the Armed Services. Members who have been found guilty by Court Martial may inquire to His Royal Majesty, King Fredrick Caelock for an appeal on their case which may then be overturned. &lt;br /&gt;
&lt;br /&gt;
===Military Code of Conduct=== &lt;br /&gt;
*Members of the Galudonian Military are expected to display themselves in uniform with the utmost dignity. This involves not using inhumane or foul language in the uniform of the military, and not making statements which undermine the Galudonian Militaries position whilst in uniform. &lt;br /&gt;
&lt;br /&gt;
*Members of the Galudonian Military are expected to show up to any official Military gathering in uniform. The uniform directory is as follows: &lt;br /&gt;
**Soldiers are to show up with ironed uniforms, regardless of rank. &lt;br /&gt;
**Soldiers are expected to adorn the entirety of their uniform, boots to accessory of rank. &lt;br /&gt;
**Soldiers are expected to shine their shoes, and display decorum. &lt;br /&gt;
**Soldiers are expected to be well groomed, and maintain a personal hygiene which is appropriate to the level of decorum displayed by the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
*Members of the Galudonian Military are expected to follow the rules of engagement and rules of prisoners of war. &lt;br /&gt;
**Prisoners of war are defined as surrendering enemy troops or vehicles or armaments included. In these cases, members designated with the title of Prisoner of War are afforded natural human rights. The right to life, being fed, and well clothed. While they are not afforded an attorney, or any way out of their situation. Members of the military are expected to treat these individuals with dignity and responsibility, not as animals. &lt;br /&gt;
**Prisoners of war are to lose the title of prisoner of war one month after the official conclusion of a conflict. In which negotiations will be sought out with the nation state they represent in order to return them home. In which case, if the Nation state is to deny the extradition of their citizens. Prisoners of war will be naturalized as Galudonian Citizens, and offered an opportunity to apply to the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
*Members from the SCO to the lowest private are expected to do everything in their power to avoid rabid uses of force against civilian populations, and to limit civilian casualties as much as humanly possible. &lt;br /&gt;
&lt;br /&gt;
*Members are required to disclose their cursed race status upon enlisting. Unregistered Vampires will not be accepted into the Galudonian Military. Members infected with Lycanthropy and Aurumvuriate will be immediately discharged dishonorably upon discovery of infection.  &lt;br /&gt;
&lt;br /&gt;
*Members of the military are to report to their senior officer, and not act in insubordination of their superiors orders. This is not to say a soldier must never offer their opinion or speak to their senior officers, but it is to do so without making a mockery of their senior command. If an officer has repeated their order more than once, and insubordination continues, it will be dealt with by above methods. &lt;br /&gt;
&lt;br /&gt;
*Members of the military are not to engage in or conspire with other nation states without proper and official means through the Galudonian Marshal Cabinet, or the Galudonian Foreign Ministry. To do so, would be considered an act of espionage. To do so, the member in question would be immediately discharged, and a petition to the Royal Court would unfold. &lt;br /&gt;
&lt;br /&gt;
*Members of the military must not engage in pornographic displays of glory, in a way which may cause detriment to their fellow soldiers. There is immense risk in the wage of warfare, but to do so purely out of desire in the blaze of glory is irrational and unfitting of a General or Admiral of the highest office. &lt;br /&gt;
Members of the Galudonian Military are not to consort with any illegal individuals, and or illegally recognized Criminal Organization by the Copperguard. &lt;br /&gt;
&lt;br /&gt;
*Members of the Galudonian Military must not disclose military operations not disclosed in public newspapers directly through the Galudonian Marshalry Cabinet, doing so would be considered an act of espionage and dispersion of classified military information. To do so, the member in question would be immediately discharged, and a petition to the Royal Court would unfold. &lt;br /&gt;
&lt;br /&gt;
*Members of the Galudonian Military must not inherently target to assassinate and or engage in conspiracy in the assassination of a nation's head  of state. To do so would be a brazen act of war, and must only be authorized through the lips of the King, His Royal Majesty King Fredrick I. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n&lt;br /&gt;
|Processors = BillyTheScruffy, Battlebrawn&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=1406</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=1406"/>
		<updated>2025-04-27T00:58:53Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite the Age of Steam and Scepter being known as the turning point for Pannotia in terms of social and technological advancement, this has proved futile in completely crushing traditional folklore, myth, and legend. Many still hold true the tales of fearsome creatures and ‘things that go bump in the night,’ and for good reason. While the tradition-based Humans that herald from the country of Ortim have made the old adage “blood runs thicker than water” a staple of hardworking family life, there are a number of beings recently unveiling themselves to the public in Pannotia, that have taken this saying to mean something deeper and far more literal. The creatures of the night, known universally around Pannotia as ‘Vampires’, are cursed individuals of incredible power who must sustain themselves in blood to survive. Theorized to have come into being over a millennium ago, the vampiric scourge is said to be feasting upon the people of the known world, biding their time before they ultimately press their claim upon Pannotia, to rule as the ultimate apex predator. Ultimately, many sane individuals would see Vampires as beings of pure evil and chaos, though in recent times a surge of support has erupted within Galudon’s capital of Ironhurst for their integration into society; albeit with heavy stipulations, leading many to think that not all is what it initially appears with these sun-shy creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities and Powers==&lt;br /&gt;
&lt;br /&gt;
While Vampires must learn to accept the fact that they must sustain themselves on the blood of the living and avoid the sunlight that once kissed their skin, the abilities and powers they gain from their affliction to them, are often considered more than worth the trade-off. Vampiric abilities are divided into three distinct groups: Passive abilities, Bloodline abilities, and finally, Feasted abilities. Each of these categories and their respective abilities are explained in further detail below. &lt;br /&gt;
&lt;br /&gt;
===Basic Mechanics===&lt;br /&gt;
It is important to note that for Vampires to be able to use their abilities at all, they must feed on a character or creature once per week and from an artery. If they have not fed on a non-npc character (You can however rp your character feasting on NPC animals) they will be unable to use their passive or bloodline abilities, and will only be able to roll to a maximum of 8 in any given situation. If they have fed, read below. Vampires must also be ready to provide evidence that they have fed, if questioned OOC on whether they are able to cast particular abilities, so staff recommend having the fed-upon player/the Vampire in question send a screenshot of the feeding in roleplay to BillyTheScruffy so staff can intervene on behalf of the Vampire if a ticket is made by a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Passive Abilities===&lt;br /&gt;
Inherent abilities to Vampires of all bloodlines, Passive Abilities are innate to each Vampire’s ability pool and are accessible for use provided the Vampire has fed in the last 7 days and is not in direct sunlight.&lt;br /&gt;
&lt;br /&gt;
*Immortality - can revive at an altar of their choice after 24 hours of death. Abilities are nullified for 48 hours after successful revival even if they feed on a character/creature. &lt;br /&gt;
*Incognito - Vampires engaging in only the use of their passive abilities appear like their base races. This means that to anyone looking at them, they appear like your average joe, with all Vampiric identifiers hidden. Note: This does not apply when a Vampire is feeding. When a Vampire feeds, all Vampiric traits become visible.&lt;br /&gt;
*Sunshy - Vampires in direct sunlight (Even while hooded/clothed) are weakened significantly. They appear frail, even if they had fed (Unless a feasted ability negates this passive ability) and have no access to any of their Vampiric abilities. They also take a - 4 to any roll they make. &lt;br /&gt;
*Increased Strength - + 2 to any Strength-related roll&lt;br /&gt;
*Increased Stamina - + 2 to any Dexterity-related roll&lt;br /&gt;
*Blood Rite - Can feed without using fangs. Purely aesthetic, but the character being fed on must be incapacitated somehow. &lt;br /&gt;
*Chaos Coil - can launch a volley of two dark magic projectiles one after the other up to 5 blocks but must roll 2 d6 dice for them to hit. Any roll below 3 from these dice, however, misses. Successful hits do 1 d3 damage each. &lt;br /&gt;
&lt;br /&gt;
===Bloodline Abilities===&lt;br /&gt;
&lt;br /&gt;
Every Vampire descends from a Vampiric bloodline specific to one of the three original “progenitor” Upyrs:- Lucent, Alasanne, and Silva. These bloodlines have a specific Vampiric power that is exclusive to itself and operates similarly to passive abilities. What ability is available to which bloodline can be read about below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Bloodline&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Lucent - Domination&lt;br /&gt;
| '''Brought to Heel''' - The Vampire exerts a screech that brings all characters (except for other vampires within their Clan or Brood) to their knees for '''one full emote''', locking them out of actions for that '''one emote'''. This ability goes on a '''12 hour cooldown'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Alasanne - Trickster &lt;br /&gt;
| '''Now you see me''' - The Vampire clicks their fingers three times and is able to create a successful copy of themselves that deals no damage but acts as decoy for the Vampire who is then able to turn invisible for '''3 full emotes'''. While invisible, the Vampire cannot be dealt opportunity attacks. All aggro towards the Vampire is forced upon the decoy. Individuals with Arcane Knowledge 2 or Perception 2 are not affected by the decoy aggro. While invisible, the Vampire may perform one attack with advantage towards a single opponent. If the Vampire makes an attack, the invisibility is cancelled and goes on cooldown. This ability goes on cooldown for '''one hour.''' &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Silva - War Maker&lt;br /&gt;
| '''Embrace the swarm''' - The Vampire emits a shriek, summoning forth a horde of bats or locusts to swarm a single target. These '''reduce the attacking roll of any character or creature by''' '''3''' for '''3 full emotes'''. This ability can be used once every '''24 hours'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Feasted Abilities===&lt;br /&gt;
A Vampire must consume the blood of a living being once every week, lest they become frail and have access to their Vampiric abilities lost, at least until they feed again. Blood consumption is at the very core of Vampiric teachings and comes with its own set of benefits: Feasted Abilities. Consuming the blood of any race unlocks one additional ability for that Vampire, but only one, which lasts until they feed upon another being or turn frail for having not fed in 2 days. Being fed upon by a Vampire is a taxing experience, and will result in those having been fed on experiencing extreme fatigue for 12 hours after, meaning they cannot function effectively in combat or any other taxing activities, taking a - 2 penalty to any dice roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Animals/Anomalies/Beasts and other Vampires&lt;br /&gt;
| '''Malnourished''' - Vampire loses access to all abilities but can still function day to day and survive. This lasts the full 48 hours or until the Vampire feeds on one of the other races detailed below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Human&lt;br /&gt;
| '''One of the collective''' - Feeding on a human nullifies a Vampire’s ‘'''Sunshy'''’ passive ability for '''7 days'''. Not only can they continue to operate as if they were in darkness, sunlight no longer hinders their abilities and they can use them freely. '''This ability lasts the full 7 days after feeding'''. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Nephi&lt;br /&gt;
| '''Beastmaster'''  - The vampire gains an affinity with animals, being able to summon a shadowy familiar (can choose from wolf, snake, or rat) to assist them. The chosen familiar can aid them outside of combat, adding '''+2''' to '''attacking rolls (Wolf), dexterity rolls (Snake)''', or alternatively, can have a rat shadowy familiar perform an '''additional non-combative action'''. These familiars can be killed in one strike, however. '''This ability can be used once every 12 hours or until another Nephi is fed upon.'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Thalzar&lt;br /&gt;
| '''Berserker Rage''' - The Vampire inherits the combat prowess of a Thalzar, causing their attacks in combat to be greatly more effective and ruthless. The Vampire gains Advantage on the '''next 3 attacks''' it performs. '''This ability refreshes after 12 hours or until another Thalzar is fed upon.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Venyra&lt;br /&gt;
| '''Sensory Boon''' - The blood of these magically gifted Elves greatly enhances a Vampire’s senses. The Vampire will gain perfect night vision, as well as improved hearing and the ability to use a form of echolocation to ‘see’ through walls or obstacles up to '''10 blocks away.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Eiruk&lt;br /&gt;
|'''Rotjaw''' - The canines of the Vampire’s lower jaw grow into a pair of jagged tusks. If the Vampire bites someone in combat or in feeding, the victim is left with a festering wound, which also '''temporarily paralyzes''' a limb of the '''Vampire’s choice''' for '''up to an hour'''. '''If they feed on another race then they can choose to keep the tusks, though they lose the added ability.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Dwarf&lt;br /&gt;
|'''We dug too deep''' - A Vampire who has consumed Dwarven blood is able to gore their opponents with their fangs. This means that Vampires who attack with just their teeth, ignoring weaponry, are able to add an additional '''+ 7''' to their unarmed attacking roll.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Nymphs&lt;br /&gt;
|'''Child of Sunlight''' - Feeding on Nymph blood permits the Vampire a greater resilience towards the sun. The Vampire will be able to walk in daylight for longer without feeling the usual weakness and fatigue it gives them. They can use their abilities in sunlight and take no penalties for being in sunlight for '''7 days'''. '''They additionally will not need to feed for those 7 days but can if they choose.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Ferox&lt;br /&gt;
| '''Nature’s Elegance''' - Upon feeding on a Ferox of any kind, the Vampire is gifted with increased speed and climbing ability, though this cannot be used in combat. It can however be used to flee a combat scenario with '''a successful d20 roll''', with '''any roll numbering 10 or higher''' being a successful attempt to flee that specific combat scenario until out of sight. '''This can be used 3 times in 48 hours.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Infernals&lt;br /&gt;
| '''Merciless Mimicry''' - The Vampire’s voicebox mutates, permitting them to perfectly mimic the voice of any other person or creature they have heard before.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infection== &lt;br /&gt;
&lt;br /&gt;
There is a common misconception that the only way one can become a Vampire is to be bitten and feasted upon by one, though this couldn’t be further from the fact. There are three known avenues a Vampire may take when attempting to increase the numbers within their own brood, with significant differences between each one. The process itself alters the victim significantly, and many Vampires notice mental and physical changes manifesting over three or four days after the infection has taken hold of them. &lt;br /&gt;
&lt;br /&gt;
Detailed below is an account on how each is enacted, as well as the effects and toll that each method takes upon the Vampire and its prey. &lt;br /&gt;
&lt;br /&gt;
===Infection through Feeding=== &lt;br /&gt;
&lt;br /&gt;
Possibly the most notable and well-known of the three infection methods, infection via feeding has been documented as the most commonplace (and physically taxing) means for birthing new Vampires.&lt;br /&gt;
&lt;br /&gt;
*The Vampire feeds upon an individual of any race, either through direct puncturing of the skin near a vital organ by their fangs or through casting the ability ‘Blood Rite’ upon their victim. Feeding takes a minimum of 10 minutes (OOC TIME) for the purpose of this infection process. &lt;br /&gt;
*The Vampire must have the unaltered and uninhibited intention to infect their victim. A simple feeding is not enough. Upon satiating their hunger, the Vampire chants the words “Veri on nüüd seotud Therllainiga, varjake nad pimedusse” with their palm upon the victim’s forehead. &lt;br /&gt;
*Upon completion of the chant, the Vampire will find their power draining and will usually seek safety where they can fully recover. One hour after the feeding, the Vampire will find themself to be unable to use any of their abilities. This will last for 24 hours. Similarly, It takes a full 24 hours for the infected victim to turn, however they will notice no physical changes, save for an instinctive desire to avoid sunlight. &lt;br /&gt;
*After 24 hours have passed, the victim will notice their skin rapidly paling from its previous color, their eyes turn a scarlet red, they experience a strong lust for the consumption of blood, and finally, will feel the need to avoid direct sunlight at all costs. They will be immediately imbued with the abilities from the Upyr bloodline that the Vampire that turned them belongs to but will be unable to actually use them until they have freshly fed on another mortal person. The newly birthed Vampire will find themselves undergoing a number of mental and physical changes, all of which are detailed below. &lt;br /&gt;
&lt;br /&gt;
===Infection via blood-ritual===&lt;br /&gt;
&lt;br /&gt;
Infection of another being through a vampiric blood ritual is said to be the most ideal and desired method of infection due to its instantaneous and toll-free effects upon a non-willing host. However, the process itself is far more complicated than the other two and has been described as being akin to dark magic, with a number of steps required to be completed without interruption. Despite there being three distinct Vampiric bloodlines, the ritual itself remains the same for each, which has led scholars from around Pannotia to theorize that the ritual itself is somehow connected to something higher than the known Upyrs progenitors.&lt;br /&gt;
&lt;br /&gt;
*A Vampire must subdue a victim and deliver them back to their lair or a pre-prepared ritual site where the ritual may take place. &lt;br /&gt;
*The Vampire must place the victim in the middle of a runic circle drawn with the blood of a living being, not an animal, but can be the Vampire’s. A triangle is drawn with all three points touching the circle, with the victim dead center of both the triangle and the circle.  &lt;br /&gt;
*Candles are arranged at those three points, and the Vampire chants the words “Veri on nüüd seotud Therllainiga, varjake nad pimedusse”.&lt;br /&gt;
*The circle will take on an eerie glow, and the flames of the candles will turn a dark green colour. The victim will experience excruciating pain from within their chest for approximately two minutes, their body rapidly changing, turning pale, their eyes turning scarlet red and their aversion to sunlight kicking in almost instantaneously. They will have fully turned into a Vampire but will need to feed as quickly as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Infection through willful consumption of Vampire blood=== &lt;br /&gt;
&lt;br /&gt;
The final means of infection is probably the simplest, if not the most uncommon form of infection to occur. In some cases, an individual may, by their own unaltered choice or volition, desire to become a Vampire to a pre-existing Vampire who equally wishes for them to join their brood. In such a case, the steps to follow are simple. &lt;br /&gt;
&lt;br /&gt;
*The Vampire pierces their own skin, filling a cup with their blood for the mortal to consume. After the mortal has consumed the first cup of blood, they must state the word “Minust”. &lt;br /&gt;
*The Vampire then fills the cup once more, and the mortal again must consume the entire cup, after which they will state the word “Saab”.&lt;br /&gt;
*Finally, the Vampire fills the cup a third time. The mortal must take care to drink every last drop of blood before finishing the chant with the word “Pimedus”. &lt;br /&gt;
*Once all three cups have been consumed and the three words have been chanted, the mortal will experience excruciating pain from within their chest for approximately two minutes, their body rapidly changing, turning pale, their eyes turning scarlet red and their aversion to sunlight kicking in almost instantaneously. &lt;br /&gt;
*The Vampire will experience no drawbacks to the infection process, and the mortal will become a Vampire themselves after the pain has dissipated but will not be able to use any Vampiric abilities until they have consumed non-Vampire blood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
*A Vampire feels an aura of obedience and respect to their ‘Maker’, the Vampire that turned them, but is not entirely beholden to their commands. Reverence is displayed towards their Maker, though it is normal for a Vampire to also worship their ancestor Upyr. &lt;br /&gt;
&lt;br /&gt;
*In the days following the infection taking hold, the new fledgling Vampire may notice more physical alterations, including but not limited to, a change of eye color, sharper and sturdier nails, a narrowing of their features, and other aesthetical changes.  &lt;br /&gt;
&lt;br /&gt;
*Vampires commonly become prideful and gain a superiority complex, commonly manifested in the idealism of being the apex predator. Manipulation and deception become key tools in a Vampire’s arsenal. Vampires inherently do not wish to be cured. They will come up with any excuse not to be, becoming increasingly manic and aggressive if faced with the prospect. Some vampires have been known to act akin to trapped animals, gnawing at their flesh to escape their restraints. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Changes== &lt;br /&gt;
&lt;br /&gt;
While there are only a handful of mental changes that take effect after a mortal has been turned into a Vampire, the same cannot be said of changes to the body. Naturally, there are a number of physical changes that occur after infection that are common among all Vampires. Inversely, there are physical traits that are uncommon amongst Vampires but are naturally occurring. These are listed below. &lt;br /&gt;
&lt;br /&gt;
'''Universal Vampiric Physical Changes'''&lt;br /&gt;
*Red irises of varying hues and bloodshot sclera.&lt;br /&gt;
*Taller physique.&lt;br /&gt;
*Sharp fangs&lt;br /&gt;
*Slightly pointed ears, though less so than an elf’s.&lt;br /&gt;
*Sharper, almost claw-like fingernails. &lt;br /&gt;
&lt;br /&gt;
'''Uncommon Vampiric - Physical Changes''' (These are purely aesthetical and can be applied if desired.)&lt;br /&gt;
*Shallower cheeks.&lt;br /&gt;
*Horns of varying styles.&lt;br /&gt;
*A crimson aura, almost like smoke. &lt;br /&gt;
*Aesthetically scaly skin.&lt;br /&gt;
*White/Grey hair. &lt;br /&gt;
*Flawless skin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Curing== &lt;br /&gt;
&lt;br /&gt;
Those trained in medical skills (Have one point invested in medicine.) can administer a vampire cure.  This includes doctors, nurses, alchemists, and surgeons.  They must first give the vampire the Bloodbane elixir.  Medical personnel must ensure that the vampire drinks the vast majority of the elixir.  The vampire will start to feel feverish, their eyesight will worsen, and their limbs will lose the majority of their strength.  They should be laid prone for the entirety of the curing process.  They will continue to sweat blood, their fever will rise, and their skin will take on a waxy appearance.  &lt;br /&gt;
&lt;br /&gt;
Thirty minutes after the last of the elixir has been drunk, the vampire must be given Dayclaw salts.  These should be fed directly into the throat and chased by high-proof alcohol. At this point, the vampire will start to convulse. Blood will seep from the vampire’s eyes and ears. The sweating and fever will continue for the next thirty minutes.  After a full hour from the start of the process, the vampire will be completely cured.  Their blood will have a strange purple-ish tint for the next two weeks.  Due to the alchemical components in their blood - vampires who attempt to feed upon the recently cured will be repulsed by both the taste and smell of their former compatriots. Meaning, they will not be able to be fed or reverted back into a vampire for two weeks. Those who have been recently cured will be exhausted, dehydrated, and easily sunburned for approximately three days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture and Hierarchy== &lt;br /&gt;
[[File:Flats11.png|thumb|Vampires while may be Predators, they are fiercely protective of their loved ones]]&lt;br /&gt;
Vampires are not only unique in power and lifestyle, but they also, over many centuries of development, established their own unique culture, creeds, and hegemony. They hold sacrosanct a philosophy of dominance yet elegance, of debauchery but with taste, and the manner in which they’re expected to conduct themselves reflects this ideology. They will frequently host large masquerades and blood parties for Clans and Broods allied to their own to relish within their gothic-inspired halls, cisterns, and encampments, whatever they may be. &lt;br /&gt;
&lt;br /&gt;
They hold pride in being, at least in their own opinion, the apex predator in Pannotia and thus reward themselves lavishly for being so. Successful hunts are not just celebrated with the consumption of blood, but also the looted spoils of war; be they fine silks and clothing, horses and livestock, or even blood cattle. This is the name they bestow on slaves captured for the purpose of feeding upon them, but Vampires rarely let them die as they provide a repeated source of sustenance. Such spoils are often taken in praise of “The Dark One”, which some belief to be a blood-sucking personification of the Fey Lord Therllain, the Uncherished One, for good tidings in battle and a fresh blood harvest. &lt;br /&gt;
&lt;br /&gt;
Still, worship and praise to the progenitor Vampires, the Upyr Lucent, Silva, and Alasanne, is heavily encouraged and a staple of every Vampire. Shrines to the dominant Upyr are a common sign within Vampire dens, with chalices of blood, jewels, or other riches deemed worthy of their ancestry being commonplace offerings. The shrines almost always take a unique form, so no two shrines to any of the three Upyr tend to be the same. Worship to Upyr and The Dark One is not the only thing held sacred by the Vampires. One of the truest and strongest bonds comes to exist between a Vampire and their “offspring”, their progenies. This relationship is held sacrosanct, and more often than not, the actions of the progeny are often held accountable against their “Maker”. There exists a strong level of trust and unity between Maker and Progeny, and as such, it is rare to see them separate. The Maker will usually take on the role of a teacher or parent for the progeny, before they eventually decide, if ever, to leave to take progenies of their own. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is rare to find a Vampire who is not already part of an established Brood. A Brood is the collective term for a family of Vampires, though should not be mistaken as actually being of blood relation. They are a group of Vampires who have been, at least in the majority of their numbers, infected by one Vampire in common, or descended from said Vampire. They’ll often collectively take their Brood Leader’s surname to pay homage to that Vampire and will reside together, whether it be in a house, a castle, or some dank and dreary cave. Members of a Brood will follow the command of their Brood Leader, who is either the Vampire who infected the most within the Brood, or someone elected to be Brood Leader amongst their own. &lt;br /&gt;
&lt;br /&gt;
A Clan on the other hand is a significantly much larger group of Vampires, made up of multiple Broods that have pledged their allegiance to another Brood Leader, either for political purposes like strengthening numbers or because they have a common goal. They more commonly pay homage to just one Upyr, but Clans have existed that have housed broods of another Upyr, or even all three. The political hierarchy within a Clan is far different than that of a Brood, which of course is due in part to their vast numbers needing management and administration, but also because their leader, their “Night Elder”, will bestow personal official titles and duties amongst the most trusted within their ranks to assist in retaining control. Clans will often house themselves in large buildings, abandoned cathedrals, castles, and the like, and live in harmony with outcast Witches, Augurers, and Warlocks, who seek to assist Vampires in their cause and provide counsel to them in matters of the arcane. &lt;br /&gt;
&lt;br /&gt;
Vampires are unable to successfully birth a child from one another, however, scholars have been able to prove the existence of children being born to a Vampire parent and a mortal being, a being known as a Dhampir. These offspring retain aesthetical traits from both species, however the Vampire parents' physical traits are always dominant. Unlike either parent, however, a Dhampir is distinguishable from both, bearing longer canine fangs than their vampire counterpart alongside piercing purple eyes. They are, however, mortal, and as such, are not considered infected or cursed, nor can they be by any existing curse. If born from a human and a vampire, the Dhampir has all the abilities of a human, if born of an elf and a vampire, they have all the abilities of an elf, and so on. Dhampirs are rarely accepted into Clans or Broods due to their inability to use Vampiric powers and their mortality, and as such are ostracized by these groups and, in most cases, their parents too. Unlike Vampires, however, they are commonly accepted in towns, cities, and villages run by the mortal races and tend to live among them quite peacefully. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History== &lt;br /&gt;
&lt;br /&gt;
Vampiric history is muddied at best. Over a thousand years of these creatures living in secrecy and thriving in darkness have made it difficult for scholars to discern fact from fiction regarding their true origins or, indeed, a true timeline of vampiric events following the Great Equilibrium. What we do have accounts are the three progenitor Vampires; Silva Saharnikov, Lucent Grimshaw, and Alasanne Toussaint. Thought to have been cursed with the affliction during the final battle of the Great Equilibrium, as all three were present at the Battle of the Brimworth Bastion in Aesox fighting alongside Human and Elven ranks. The first, Silva Saharnikov, thought to have been born somewhere in the tundra areas of Northern Aesox, fought in the vanguard of the Lord of Brimworth, Lord Lucent Grimshaw, the second of the Upyr. The third, Alasanne Toussaint, was thought to be skirmishing on the side of the Interlopers, and as such was thought to have been a mage, if not someone well versed in the greater mysteries of the arcane. &lt;br /&gt;
&lt;br /&gt;
How these three became Vampires themselves is unknown, especially given that the vast majority of combatants in that battle perished one way or another in the events that unfolded. That said, whatever cursed them is theorized to be of great magical importance, as these three were granted abilities and powers far greater than your average Vampire, thus making them superior: Upyr. The term Upyr is a title given to Vampires of great age and even greater power, who have fostered a long line of progenies who have carried their Vampiric Bloodline into notoriety. The three Upyr were long thought slaughtered after the Battle of the Brimworth Bastion, but resurfaced around the same time three hundred years later when Fiend Fellers of Ortim uncovered the three holding court with their respective Vampiric Clans high in the mountains of Central Aesox. &lt;br /&gt;
&lt;br /&gt;
The following centuries of Vampiric history are difficult, but in summary, academics have all collectively agreed that the following summary is an accurate reflection of events. The Upyr fight amongst themselves and split off to form their Clans elsewhere. Lucent Grimshaw bases himself somewhere in Ellawren, far from the politics of the Humans and Eiruks. He rules over his clan with an iron fist, though doesn't care much for war-making or trickery, the way his sibling Upyr does. Silva establishes her own Warband clan in Ortim, attacking cities for sport but never taking them over; opting instead to loot their living for blood cattle, and riches before moving on to the next conquest. Little is known of what occurred to Alassane, other than that this androgynous trickster established a much smaller clan of Vampires to follow their travels across the globe, playing pranks and engaging in debaucherous and nefarious behavior wherever they went. Some claim that Alasanne was the reason for many of the Human wars in Aesox’s beginning, but these claims have not bore any fruit and are thus considered rumors. All three Upyr seem to have their plots and goals but also keep their clans tight to only their most trusted inner circle, so most other Vampires have split off and established their own broods and clans. &lt;br /&gt;
&lt;br /&gt;
Nowadays, the majority of information about Vampires comes from independent clans and broods that are separate from the Upyrs and are working toward their own goals. For this reason, it's difficult to pinpoint exactly what the Vampire themselves are up to outside of simply increasing their numbers and subsisting for survival reasons. Many are quick to disregard Vampire attacks as mere criminal inconveniences, however, there are whispers from the shadows of the Galudonian Shademire that there is something far darker for Pannotian kind on the near horizon.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = BunnyGardenParty&lt;br /&gt;
|Writers = TBD&lt;br /&gt;
|Processors = TBD&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Thanotist&amp;diff=1405</id>
		<title>Thanotist</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Thanotist&amp;diff=1405"/>
		<updated>2025-04-27T00:11:29Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nestled in the shadowed heart of [[Skarna]], within the sacred confines of the Grand Necropolis, lies the revered Thanotic Sanctum. This enigmatic institution, draped in arcane mystery and spectral grandeur, is the epicenter of necromantic knowledge and practice within Patonnia. A symbol of Skarna's profound mastery over the afterlife, the Thanotic Sanctum embodies the nation's paranormal essence, transcending both the physical and metaphysical realms.&lt;br /&gt;
&lt;br /&gt;
==History &amp;amp; Culture==&lt;br /&gt;
Unlike the more conventional necromantic arts, which deal primarily with the animation of the dead or manipulating bodily remains, Thanotic Sorcery delves into the profound mysteries of the soul itself. Practitioners, known as Thanotists, are not merely summoners of spirits or raisers of corpses; they are the weavers of death's intricate tapestry. Their spells do not just call upon the dead—they reshape the essence of mortality, crafting new forms of existence that defy the natural order.&lt;br /&gt;
&lt;br /&gt;
The first lesson in Thanotic Sorcery teaches that death is not an end but a transformation. A skilled Thanotist learns to perceive the &amp;quot;Thanotic Veil,&amp;quot; the metaphysical boundary that separates the living from the dead. Through intense meditation and ritual, they develop the ability to pierce this veil, allowing them to interact with the spectral remnants of the deceased in ways that transcend mere summoning.&lt;br /&gt;
&lt;br /&gt;
The history of the Thanotic Sanctum is closely tied to the early days of Skarna. The ruler of Skarna, known as the Mortiferous, along with her council of necromancers, the Vicromente, were the first to explore the supernatural dead zone. They discovered a land rich in untapped arcane potential, presenting opportunities and challenges. This led to the need for a structured approach to necromancy.&lt;br /&gt;
&lt;br /&gt;
As Skarna struggled to come to terms with this new reality, the Mortiferous, guided by ancient visions and whispers from the underworld, realized the importance of organizing necromantic knowledge. These insights revealed the necessity of a central hub where the complex arts of necromancy could be thoroughly studied and advanced. In 318 AE, the Mortiferous ordered the creation of the Thanotic Sanctum, strategically located within the Grand Necropolis. This location was chosen deliberately; the Grand Necropolis, with its paranormal atmosphere and connection to the afterlife, provided the ideal setting for a school dedicated to studying death and the arcane.&lt;br /&gt;
&lt;br /&gt;
The Thanotic Sanctum was not just an educational institution but also a sacred repository of Skarna’s deepest and darkest secrets. Its founding principles were based on the belief that understanding and mastering the forces of death could bestow immense power and wisdom. The Sanctum aimed to be a stronghold of both theoretical and practical necromantic arts, nurturing a profound and nuanced understanding of the balance between life, death, and the realms beyond.&lt;br /&gt;
&lt;br /&gt;
Right from the beginning, the Sanctum drew a diverse group of scholars, practitioners, and the undead. Its early days were characterized by intense study and experimentation, as the first generation of necromancers, dedicated and unyielding, worked to unravel the mysteries of their craft. The institution’s curriculum was designed to be rigorous and transformative, pushing the boundaries of known necromancy while safeguarding the delicate balance of power.&lt;br /&gt;
&lt;br /&gt;
Throughout the centuries, the Thanotic Sanctum became the leading authority on necromancy in Skarna. It was central to Skarna's arcane power and influence, training highly skilled necromancers who played essential roles as advisors, law enforcers, and strategists in the nation's military and political arenas. The Sanctum's influence extended deeply into Skarna's culture, where necromancy was not just a practice but a fundamental aspect of life and governance. The teachings of the Sanctum permeated every layer of society, from the rituals conducted by the Mortali Magistrate to the everyday practices of Skarnae citizens. The Sanctum's doctrines emphasized maintaining harmony with the dead and respecting the natural order, although this respect was often intertwined with Skarna's unique interpretation of power and control.&lt;br /&gt;
&lt;br /&gt;
The Sanctum's influence is most visible during Skarna's various ceremonies and rituals. The Grand Necropolis is a site of important cultural events, including rites of passage, commemorations of the deceased, and major political gatherings. The rituals performed are deeply rooted in necromantic tradition, reflecting the Sanctum's teachings and the nation's reverence for the arcane. The Sanctum’s education includes theoretical instruction and practical application in a wide range of necromantic disciplines, such as summoning, binding, and spirit communication. Graduates often occupy influential positions within the Mortali Magistrate, where their expertise informs Skarna's governance and strategic decisions.&lt;br /&gt;
&lt;br /&gt;
The Thanotic Sanctum's reputation extends beyond Skarna's borders, attracting the attention of various external factions and nations. While some view the Sanctum as a beacon of unparalleled knowledge and arcane power, others regard it with suspicion and fear. Interactions with foreign entities are rare and often shrouded in secrecy, with discreet negotiations or consultations seeking to influence or gain insights into necromantic practices.&lt;br /&gt;
&lt;br /&gt;
The Sanctum's activities often attract those seeking to exploit necromantic power for their own purposes, leading to a complex web of alliances and rivalries across Aesox. The Sanctum’s influence is both a source of intrigue and a catalyst for conflict as its competitors and adversaries navigate the delicate balance of power in the region. The Thanotic Sanctum's influence is reflected in the broader cultural context of necromancy in Aesox. While the school’s practices are often seen as controversial, their impact on necromantic scholarship and magical theory is undeniable, shaping the understanding and application of necromancy across the world.&lt;br /&gt;
&lt;br /&gt;
==Notable People &amp;amp; Places==&lt;br /&gt;
&lt;br /&gt;
'''The Mortiferous''' - The Lich Queen herself, also known as Livia Draconis in mortal tongues, is the enigmatic and all-powerful ruler of Skarna. With ancient power and control over life and death, she governs the nation using formidable necromantic abilities and strategic luminance. The architect behind the establishment of the Thanotic Sanctum, she has infused the institution with her vision of necromantic supremacy. Her rule is characterized by a deep connection to the arcane and the undead, ensuring that Skarna remains an impenetrable bastion of necromantic knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''Archmagister Lucius Tenebris''' - Archmagister Lucius Tenebris is the Head of the Thanotic Sanctum and the Chief Enforcer of the Mortali Magistrate. He is highly respected for his profound expertise in necromancy and is considered a central authority in the Sanctum due to his commanding presence and deep knowledge of ancient arcane traditions.&lt;br /&gt;
&lt;br /&gt;
'''Inquisitor Freya Blackwood''' - Inquisitor Freya Blackwood is the Head of the Sanctum's Inquisition and the Master of Espionage. She oversees internal security and covert operations within the Sanctum, and her sharp intellect and network of informants make her a key player in maintaining the Sanctum's secrecy.&lt;br /&gt;
&lt;br /&gt;
'''Grand Summoner Viktor Nox''' - Grand Summoner Viktor Nox is the Chief Ritualist and Master of Summoning. He is renowned for his skill in summoning powerful entities from beyond the mortal realm, and his dramatic and theatrical rituals are crucial to the Sanctum's operations.&lt;br /&gt;
&lt;br /&gt;
'''The Grand Necropolis''' - The Grand Necropolis, or Necropolis Magnus, is the central location of the Thanotic Sanctum. It is a grand necropolis with ancient tombs, mausoleums, arcane monuments, and the center of Skarna’s government.&lt;br /&gt;
&lt;br /&gt;
'''The Arca Onyx''' - The Arca Onyx, or The Onyx Vault, is a hidden chamber within the Grand Necropolis where forbidden necromantic artifacts and tomes are stored. Powerful wards and elite undead guardians protect it.&lt;br /&gt;
&lt;br /&gt;
'''The Aula Umbrae''' - The Aula Umbrae is the primary lecture and ceremonial hall of the Thanotic Sanctum. Adorned with dark tapestries and enchanted lanterns, it serves as a place for significant ceremonies and high-level meetings.&lt;br /&gt;
&lt;br /&gt;
'''The Hortus Abyssus''' - The Hortus Abyssus is a sprawling garden designed for meditation and study. It features necromantically infused flora and is a place for contemplation and refining necromantic understanding.&lt;br /&gt;
&lt;br /&gt;
'''Arena Spectralis''' - The Arena Spectralis is a specialized training ground for necromancers, allowing for the safe practice of high-level necromantic combat and summoning rituals.&lt;br /&gt;
&lt;br /&gt;
'''Bibliotheca Umbra''' - The Bibliotheca Umbra is a vast repository of necromantic knowledge containing ancient manuscripts, scrolls, and grimoires maintained by undead librarians.&lt;br /&gt;
&lt;br /&gt;
'''The Velum Nebulorum''' - The Velum Nebulorum is a paranormal region within the Grand Necropolis where spirits and entities of the beyond communicate. Its fog-covered grounds serves as a conduit between the mortal realm and the afterlife.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
===Tier One - One Point Invested===&lt;br /&gt;
'''Freaky Fingers''': The caster conjures spectral hands that can hold and immobilize an enemy or object for one emote. The target is held in place but not harmed. If the target is a person, they have '''disadvantage''' on their '''next rol'''l. '''This spell may be used 2 times every 24 hours.'''&lt;br /&gt;
&lt;br /&gt;
'''The Emperor's New Cloak''': The caster can briefly assume a ghostly appearance, allowing them to pass through small openings and avoid physical attacks for '''one emote.''' This form doesn’t permit interaction with the physical world. '''This ability may be used once every 24 hours in the application of combat, but may be used freely outside of combat.&lt;br /&gt;
&lt;br /&gt;
'''Bone-ified Beastie''': The caster reanimates a recently deceased creature no larger than a dog, turning it into a loyal, animated pet. The creature can follow simple commands and serve as a companion or assist with minor tasks. It remains animated indefinitely or until dismissed. Once dismissed or destroyed, it cannot be reanimated again until after '''24 hours'''.&lt;br /&gt;
&lt;br /&gt;
===Tier Two - Two Points Invested===&lt;br /&gt;
'''Chill to the Touch''': The caster channels necrotic energy to emit a wave of cold that slows enemies within a 10 block-radius. Affected targets move and act with a '''-1 penalty''' to their rolls for '''two turns'''. This ability can be used '''twice per day'''.&lt;br /&gt;
&lt;br /&gt;
'''Ebon Ward''': The caster creates a protective barrier of dark energy around themselves or an ally, neutralising all incoming melee attacks and reducing ranged damage by '''1d6''' for the next '''three turns'''. The barrier does not prevent all damage but lessens its impact. '''This ability may be used once every 24 hours''' &lt;br /&gt;
&lt;br /&gt;
'''Wraith’s Call''': Summon a minor wraith to assist you in your endeavors. This spectral entity can carry out simple tasks such as scouting, delivering messages, or distracting opponents. The wraith's presence unnerves enemies, imposing a '''-1 penalty''' on their attack rolls. It is fragile and can be dispelled by a '''single successful hit''', but otherwise, it remains active for up to '''three turns''' or until you '''dismiss''' it. The Wraith's Dexterity Ability Total is 8 and the caster must roll this Dexterity Ability Total for every attack made against the Wraith. Once dispelled or dismissed, it cannot be summoned again until the '''end of combat'''.&lt;br /&gt;
&lt;br /&gt;
===Tier Three - Three Points Invested===&lt;br /&gt;
'''Necrotic Surge''': The caster unleashes a burst of necrotic energy in a '''5-block''' radius, causing '''1d6''' damage to everyone, allies included. This ability can be used '''once per combat'''.&lt;br /&gt;
&lt;br /&gt;
'''Soul Binding''': The caster temporarily binds the soul of a deceased creature or person to an object, enabling communication with the spirit which will allow the caster to ask 3 questions. The bound spirit can offer information, guidance, or insights but cannot interact physically with the world. Once all 3 questions have been answered, the spirit will no longer be contactable by any other player. Obtain consent beforehand if binding the soul of a player character (PC). For non-player characters (NPCs), submit a request through Discord ticket.&lt;br /&gt;
&lt;br /&gt;
'''Fantasmal Furies''': The caster conjures up to two phantom allies to aid them in combat. Each phantom is a spectral entity that can perform '''one action''' per turn. To determine the success of their actions, each phantom rolls using the caster's '''Mystic Ability Score'''. Phantoms deal '''1d3''' damage per successful attack. The phantoms remain active for up to five turns or until dispelled. This ability can be used once '''every 12 hours'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Nahinn&lt;br /&gt;
|Processors = Nath_n&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1295</id>
		<title>The Galudonian Government</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=The_Galudonian_Government&amp;diff=1295"/>
		<updated>2025-03-18T00:40:58Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Galudonian government has seen many iterations over the centuries. Whether it be noble rule or the senatorial government of recent times, the Kingdom has been consistently managed by an elite political force tasked with overseeing its day-to-day operations without executive oversight of the Galudonian Monarch. Nowadays, the Government is split into four distinct separate executives, each with their own powers and authority. &lt;br /&gt;
&lt;br /&gt;
==The Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Monarch of Galudon, whether it be King, Queen or other, has full executive authority in all matters within the Kingdom. Since the enactment of the Accord of the Freeborn, most of this authority is relatively withheld to allow for the Parliament and/or Senatorial Government to legislate on the Monarch’s behalf. Only note that, in times of dire circumstance, the Monarch will step in to provide oversight and enact rulings where necessary for the sake of the people of Galudon. The Monarch has full legal immunity. This position is currently held by King Frederick Caelock&lt;br /&gt;
&lt;br /&gt;
Outside of the Monarch themselves, the Royal family, namely any Princes or Princesses have little to no authority unless granted such by the Monarch himself. They do however have legal protections, and are treated as an extension of the Monarch under the Kingdom’s various treason laws. Do note however, that unlike the Monarch, the Princes and Princesses are not protected by the disobedience of royal orders law, and can be taken to task on any order given by their person. The Princes and Princesses have full legal immunity, unless otherwise revoked by the Monarch retroactively. These positions are currently held by Prince Ambrose Caelock and Princess Lyra Caelock. &lt;br /&gt;
&lt;br /&gt;
==The Royal Court==&lt;br /&gt;
The Royal Court encompasses the many courtiers and attendants that work for and on behalf of the Galudonian Monarch. The Royal Court has a number of official positions, each possessing their own individual powers and authority separate from that of the Galudonian Ministries, Parliament, Marshalry and Judiciary. They answer directly to the Monarch, and are expected to carry out their roles dutifully and encompass the values of the Monarch by not intentionally bringing harm to the Kingdom or disrupting the concept of Galudonian progress. Additionally, individuals are appointed directly to these positions by the ruling Monarch. There is no set procedure on acquiring these positions, only that the Monarch must bestow the office upon them. They can be applied for by petition to the Monarch via letter, or by appealing to the Monarch via interaction in game such as a royal audience. &lt;br /&gt;
&lt;br /&gt;
===Emissary to the Interior===&lt;br /&gt;
The Emissary to the Interior is the chief advisor to the Galudonian Monarch. They are expected to liaise with the Monarch and advise on all matters in the Kingdom, but are primarily concerned with advising the Monarch in relation to the welfare of the common citizenry and the happenings of the nations various nobles, magnates, the other government branches etc. The Emissary of the Interior is also expected to govern the Monarch’s written communications, and acts as a direct line between all members of the public, regardless of station, and the Monarch. The Emissary of the Interior’s main powers are: &lt;br /&gt;
* Are expected to hold a meeting bi-weekly with the Monarch to advise him on the current happenings within the Kingdom. &lt;br /&gt;
* Deals with letters and pleas to the Monarch from members of the public. All letters must go through the Emissary to the Interior, who will then choose whether the matter is important enough to pass onto the Monarch. &lt;br /&gt;
* Host monthly exhibits on the health of the Kingdom, such as showcasing various flora and fauna exhibits, holding lectures about the current political climate, hold lectures regarding the natural wonders in Galudon and generally hold events specifically aimed at informing the King, the Court and other attendees about what is happening in the world. &lt;br /&gt;
&lt;br /&gt;
===Crown Custodian===&lt;br /&gt;
The Crown Curator is charged with the Monarch’s cultural and historical collection. The Crown Curator provides displays of music, the arts, fashion, entertainments and historical artifact shows on behalf of the Monarch. Moreover, they are charged with the opening and closing of royal balls of the season, announcing the presence of the Royal Family as they arrive, advising the Royal Court on cultural trends, emerging artists and social happenings. The Crown Custodian’s main powers are: &lt;br /&gt;
*Holding cultural royal galas showcasing significant works of fashion, history, music, the arts and entertainment. &lt;br /&gt;
*Managing the Monarch’s collection of artifacts, tomes, royal library and fashion. &lt;br /&gt;
*Utilizing a monthly royal stipend for the purpose of advancing culture and history within the Kingdom of £50,000. &lt;br /&gt;
*Setting the seasonal fashion trends and expected habits. &lt;br /&gt;
*Funding businesses with significant contribution to the people of the capital using a monthly royal stipend of £50,000.&lt;br /&gt;
&lt;br /&gt;
===Royal Plenipotentiary===&lt;br /&gt;
The Royal Plenipotentiary is responsible for hosting the Monarch’s diplomatic parties. This includes coordinating with the other members of the Royal Court to best entertain the dignitaries as well as provide guidance for Galudon’s elite. They also set the diplomat’s social calendars for the duration of their stay. The Royal Plenipotentiary conveys all necessary information to the Royal Court for the diplomat’s stay, as well as provides feedback on diplomatic visits and any detrimental incidents. Importantly though, the Royal Plenipotentiary has Monarch authority to call upon dignitaries without the Monarch’s direct approval, and can engage in diplomatic arrangements and sign diplomatic agreements on behalf of the Monarch in conjunction and with bi-lateral approval with the Galudonian Minister for Foreign Relations. The Royal Plenipotentiary’s main powers are: &lt;br /&gt;
*Can summon a foreign dignitary from a non-hostile state to Galudon for the purpose of a diplomatic visit. &lt;br /&gt;
*Sets the dignitaries meeting schedule, including with non-royal family members, and are tasked with ensuring the dignitaries comfort during their stay. &lt;br /&gt;
*Hosts a public gathering/gala for the dignitary during their stay for the purpose of allowing the citizens of Galudon to interact with the dignitary. &lt;br /&gt;
*Has diplomatic authority to enter into treaties, agreements and contracts with foreign states on behalf of the Monarch, provided there is unilateral approval between the Royal Plenipotentiary and the Minister for Foreign Relations. &lt;br /&gt;
&lt;br /&gt;
===Premier of Progress===&lt;br /&gt;
The Premier of Progress is responsible for heading research and sponsoring the latest in technological advancement. They are granted a Royal Stipend of £50,000 a month to invest into future proprietary technologies and patents that best benefit the needs of the nation. They are responsible for briefing the royal court on all technological movements, of both Galudon and nations abroad, and are expected to research these advancements and investigate foreign technology where possible. The Premier of Progress’ main powers are: &lt;br /&gt;
*Using the monthly stipend to direct and invest into new public technologies, or those that benefit the Kingdom in some way. &lt;br /&gt;
*Advising the Royal Court and Monarch on the current technological advancements of the world. &lt;br /&gt;
*Organizing research ventures into new technologies with additional royal funding (pending discussion with the Monarch.)&lt;br /&gt;
*Organizing tech related conferences with relevant engineers for the Monarch to attend. &lt;br /&gt;
*Visiting foreign nations’ engineering and technology centers for the purpose of viewing and investigating foreign tech. &lt;br /&gt;
&lt;br /&gt;
===Royal Marshal of the Sovereign Army===&lt;br /&gt;
The Royal Marshal not only advises the Monarch and the Royal Court on the overall health of the Galudonian Marshalry and those of foreign armies, but also commands the Monarch’s own Royal Army in official Galudon wars where necessary. The Royal Marshal also organizes the defense of the Royal Palace, the Monarch’s royal guard and security detail for Royal events. They also are the Monarch’s representative at all meetings of the Galudonian Marshalry, military ceremonies and presentations. The Royal Marshal’s main powers are: &lt;br /&gt;
*Leading the Monarch’s royal army during a time of war. &lt;br /&gt;
*Organizing and maintaining a Royal Guard. &lt;br /&gt;
*Attend Marshalry meetings as the Monarch’s representative. &lt;br /&gt;
*Relaying Marshalry information back to the Monarch and Royal Court. &lt;br /&gt;
*Provide insight and advise the Monarch on all matters regarding the military. &lt;br /&gt;
&lt;br /&gt;
==The Ministries==&lt;br /&gt;
The Ministries are executive branches of the legislative parliament, wielding a degree of executive authority beyond the typical representative voting procedures. Ministers are expected to carry out their duties diligently and regularly, ensuring Parliament remains informed about the Kingdom's current needs and necessities. They play a crucial role in briefing legislative representatives, providing essential information and context before voting begins on any particular matter. Their responsibilities include presenting detailed reports, proposing actionable solutions, and advising on the potential impacts of legislative decisions, thus bridging the gap between executive action and legislative deliberation. That said, the Ministers do have some executive powers, and those powers will be detailed fully below. Ministers are appointed by majority vote of all sitting representatives, though the Ministers themselves need not be a representative in parliament. They do however need to be part of a representative political party, and may be proposed to a Ministry at any sitting of the Galudonian Parliament. &lt;br /&gt;
&lt;br /&gt;
===Prime Minister===&lt;br /&gt;
The Prime Minister is the de-facto head of the legislative parliament and its representatives. Typically, the Prime Minister is voted in by majority vote, beginning a 3 month term in office before ceding power back to Parliament and allowing the Parliament to vote again on which representative should be Prime Minister. Additionally, the Prime Minister is charged with ensuring that each of the other Ministries are performing their duties adequately. The current Prime Minister is: Rinnoka Eilheen. In order to carry out these tasks, the following powers are bestowed upon the Prime Minister: &lt;br /&gt;
*The Prime Minister is responsible for setting overarching Ministerial policy and what particular areas of governance need to be focused on by the other Ministries. &lt;br /&gt;
The Prime Minister is responsible for calling to order bi-weekly (minimum) Government sittings. &lt;br /&gt;
*The Prime Minister can veto one proposal per parliament sitting if at least one 20% of the attending representatives oppose the proposal. &lt;br /&gt;
*The Prime Minister can suspend entire Ministerial offices to call for an investigation into impropriety, corruption or stagnancy. &lt;br /&gt;
*Has all time access to meetings with the King for Government related affairs, and can bypass the need for approval with the Royal Court’s Emissary of the Interior. &lt;br /&gt;
*The Prime Minister is expected to communicate frequently with the public at large about the current state of the Kingdom and the government’s actions affecting them. &lt;br /&gt;
&lt;br /&gt;
===Speaker of the House===&lt;br /&gt;
The speaker of the house isn’t a minister per-se, but rather a conductor who is expected to keep the decorum of parliament throughout its proceedings. The speaker has unilateral authority to quell a member of parliament who is misbehaving or is acting in a way that is unbecoming of the democratic process, and can remove them from proceedings after a warning. The speaker also advises and informs the house of information that may be pertinent to a particular proposal, and orders the proposals for vote accordingly. The speaker initiates proposal votes once the proposal and any amendments have been outlined. This position is currently held by Duke Mattigan Wrayburn. The powers of the speaker are: &lt;br /&gt;
*Can call to order the parliamentary proceedings and remove a misbehaving representative after warnings. &lt;br /&gt;
*Initiates the voting procedure in parliament. &lt;br /&gt;
*Tallies the votes and declares whether they pass or fail. &lt;br /&gt;
*Advises the representatives of any information pertinent to an ongoing proposal. &lt;br /&gt;
&lt;br /&gt;
===Minister of the Interior===&lt;br /&gt;
The Minister of the Interior deals with all matters concerning the internal running of the country and the welfare of its people. This involves, but isn’t limited to, ensuring adequate social welfare, education, health services, charity, dealing with an ongoing nationwide crisis, holding cultural fairies, approving and abolishing state regulated guilds and organizations and highlighting any issues pertinent to the public at large at parliamentary sittings. The current Minister of the Interior is: Magnolia Saoirse. The Minister of the Interior’s powers are as follows:  &lt;br /&gt;
*Oversees social programs and welfare schemes by directing Interior Ministry funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*Safeguards and enriches the Kingdom’s diverse cultures through funding for their continued development. Additionally, the Minister can hold progression-related cultural events in specific provinces and regions, which may temporarily bolster stability in those areas and even attract NPC dignitaries to the region by proxy. &lt;br /&gt;
*Is solely responsible for approving and abolishing State regulated guilds and organizations, provided they are deemed to work for the ‘betterment of the Kingdom’. &lt;br /&gt;
*Can cordon off entire provinces from outside influence by law where there is an ongoing crisis.  &lt;br /&gt;
*Can manage a register of all illegal contraband. &lt;br /&gt;
*Can set the punishment regulations for prison sentences for those who waive their right to trial for the Copperguard Enforcers. &lt;br /&gt;
*Can pardon individuals of their crimes where they feel satisfied that in doing so there is an inherent benefit to the Kingdom at large. &lt;br /&gt;
&lt;br /&gt;
====Secretary for Education and Social Advancement====&lt;br /&gt;
The Secretary for Education and Social Advancement is a role under the Minister of the Interior whose job it is to oversee the education, cultural and technological advancements of the Kingdom by funding respective institutions qualified and tasked with those specific breakthroughs. The current Secretary for Education and Social Advancement is: Belizaire Desir&lt;br /&gt;
*Sets public health standards for the hospital to operate from during the course of their duties.  &lt;br /&gt;
*Oversees Education initiatives by directing Interior Ministry funds to specific areas of the Kingdom deemed needing improvement. &lt;br /&gt;
*Can hold cultural festivals in the city highlighting any particular culture for the enrichment of all members of the public. &lt;br /&gt;
*Can direct the Ironhurst University to research into a specific scientific, arcane, engineering question to be answered by funding such initiative with Interior Ministry Funds. &lt;br /&gt;
&lt;br /&gt;
====Bureau of Health and Malediction====&lt;br /&gt;
The Bureau of Health and Malediction is a role under the Minister of the Interior whose job it is to oversee the health sector and general enforcement of health regulations that affect the citizens of Galudon. Moreover, the Bureau of Health and Malediction also deals with the issue of those afflicted with curses through its various rights and duties. The current Secretary of the Bureau is: Ilae'restal Sylvaren&lt;br /&gt;
*Can manage a register of all legalized curse afflicted individuals.&lt;br /&gt;
*Manages a register of all active doctors performing out of the Galudonian hospital, and appointing one of them as a director over the others. &lt;br /&gt;
*Can cordon off an entire district or province if there is a reasonably suspected health danger outbreak.&lt;br /&gt;
*Can manage a register of approved medical practices to be performed across all of the Kingdom's medical centers. &lt;br /&gt;
*Can engage with mercenary companies for the purpose of capturing an individual in violation of the curse laws. &lt;br /&gt;
*Can establish their own taskforce or group for the purpose of capturing an individual or individuals in violation of the curse laws. &lt;br /&gt;
&lt;br /&gt;
===Minister for Foreign Relations=== &lt;br /&gt;
Contrasting the Minister of the Interior, the Minister for Foreign Relations manages concerns relating to the Kingdom regarding foreign nations. Typically, the Minister for Foreign Relations is expected to liaison with other nations and improve Galudon’s standing with them on behalf of the Government, as well as draft treaties, agreements and organize a roster of diplomats for these purposes. The Minister for Foreign Relations is important as they are the first port of call for all interactions concerning external nations, and thus manages Galudon’s standing with regard to the world at large. The current Minister for Foreign Relations is: Alda Engen. The Minister for Foreign Relations’ powers are as follows: &lt;br /&gt;
*Hires and appoints diplomats/ambassadors to foreign nations on behalf of the Government. &lt;br /&gt;
*Sets Government Foreign Policy toward other nations, and acts as the figurehead of all foreign affairs. Government Foreign Policy should include whether or not a nation should be treated as a friend, neutral or enemy of the state. &lt;br /&gt;
*Can dispatch diplomats to foreign nations for the purpose of bettering relations/creating treaties/agreements. &lt;br /&gt;
*Can summon friendly nation foreign diplomats and dignitaries to the Kingdom. &lt;br /&gt;
*Can summon dignitaries from within the Kingdom (such as NPC Magnates) to the capital. &lt;br /&gt;
*Can declare any citizen or nation’s citizens “persona non grata” and unwelcome in the state, which strips that individual of all citizenship rights.&lt;br /&gt;
&lt;br /&gt;
===Minister for Warfare Logistics===&lt;br /&gt;
The Minister for Warfare Logistics deals specifically with the acquisition and delegation of the State’s wartime manpower pool and war machines to the Galudonian Marshalry. Unlike the Lord Warden, who specifically engages with and orders specific movements across war theaters, the Minister for Warfare Logistics does not engage in active combat, and instead encompasses a crucial role ensuring that the Military is both getting only the necessary resources they need to succeed, and not willfully wasting any resources that have already been granted. The current Minister for Warfare Logistics is: Darragh Mac Mahon. To accomplish this, the Minister for Warfare Logistics has the following powers: &lt;br /&gt;
*Can force conscript a particular magnate/magnates or all magnates manpower up to 50% of their total manpower pool. &lt;br /&gt;
*Can designate any number of conscripted manpower to the Galudonian Marshalry. &lt;br /&gt;
*Can force conscript a particular magnate/magnates or all magnates naval and air vessels up to 30% of each. &lt;br /&gt;
*Can utilize government military resources, such as manpower, naval and air vessels and designate them to the Galudonian Marshalry. &lt;br /&gt;
*Can revoke any number of troops, manpower or otherwise, naval and air vessels from the Galudonian Marshalry. &lt;br /&gt;
*Can ban certain individuals, a group of individuals or all individuals of a particular nationality, cursed race being or otherwise from serving in the Galudonian Military. &lt;br /&gt;
&lt;br /&gt;
===Minister for Finance===&lt;br /&gt;
The Minister for Finance deals exclusively with the Government’s funds. For this reason they are crucial for the ongoing efficiency of the Galudonian Parliament. All matters regarding finance must be approved by the Minister for Finance solely, and the Finance Minister has an array of powers to assist in accomplishing such. The current Minister for Finance is: Venorsh Laurent. Their powers are: &lt;br /&gt;
*Can freely manage the government’s finances and accounts, and can move finances around to whatever accounts at will. &lt;br /&gt;
*Can set overarching taxes on individual Magnates, all magnates as a group, civilians and organizations. &lt;br /&gt;
*Sets the overarching tariffs on imports and exports. &lt;br /&gt;
*Is responsible for levying fines against Magnates in the case of impropriety or stagnation in governance in their areas of influence. &lt;br /&gt;
*Can freeze any individual’s account, save for royal coffers, for investigation purposes for a particular crime. &lt;br /&gt;
*Can purchase more naval and air ships for the Government with government finances. &lt;br /&gt;
*Can designate a stipend of any amount to any particular ministry. &lt;br /&gt;
*Can borrow money at an agreed interest rate from other nations. &lt;br /&gt;
&lt;br /&gt;
==The Parliament== &lt;br /&gt;
The Parliament is the main legislative authority in the Kingdom. It supersedes all other executive apparatus’ save for the Monarchy and is responsible primarily with making, changing and revoking laws. The Parliament is awarded a significant amount of authority due to its diverse representatives who are charged with policing one another’s policies and proposals. There is little Parliament cannot do, provided the representatives are able to pass a motion by a 50.01% majority (quorum.) Parliament is also responsible for policing the various ministries, and can remove a Minister from power (the Prime Minister’s veto is considered null in this respect) by a vote of no confidence, requiring a 66% majority of at least 80% of the sitting representatives at that parliamentary session. More details on Parliamentary representatives and membership can be seen below. &lt;br /&gt;
&lt;br /&gt;
===Parliamentary Representatives===&lt;br /&gt;
Parliamentary representatives are individuals who are elected to, and are responsible for, the law making practices of the Kingdom. All Parliamentary representatives are required to be a member of a political party with a published manifesto. There are no rules prejudicing against who can and cannot be a member of parliament. They need only qualify under the regulations set out below under Galudonian Parliament membership. This means that any person of any race, gender, creed or even cursed race can be a member of parliament, provided they meet the aforementioned criteria. Parliamentary Representatives have no specific title, such as Senator for the senators of old. Instead, its customary, but not mandatory, to simply refer to them as ‘Representative’. For example, a parliamentary representative named Spungo Bob would simply be referred to as Representative Bob. It's rare that you would call a representative by their first name during a parliamentary sitting, and such is seen as a mark of disrespect. The only time this is considered permissible is if too-sitting representatives share the same surname, at which point a distinction can be made. New political parties are expected to follow the same procedure as above, so as to alert the DM as to whom will be attending the next parliamentary sitting. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliament Membership===&lt;br /&gt;
Political party membership is required to have a representation in parliament. These parties can stand for anything, be it conservative values, centrist values, liberal values, pro-magic values, pro-technology values, or inversely values that go against the previously aforementioned. For example, Duke Mattigan Wrayburn is the chairman of the Galudonian Technological Supremacy Party, which focuses on centrist ideas, is pro-monarchy, seeks a more empowered nobility, is anti-magic and anti-cursed race and is pro-war with Galudon’s declared enemies. Inversely, Prudence Steelspire is a member of The Luminary Coalition, which pursues a pro-liberal agenda permitting members of specific cursed races to exist undocumented, seeks laxer rules on tariffs and trade, is anti-military and focuses on entertainment advancements and business funding. The skies the limit, and the more detailed your manifesto, the more points of reference one has to argue in Parliament. &lt;br /&gt;
&lt;br /&gt;
Representative numbers are then based on active player membership numbers in that particular party. To simplify this idea, take a look below: &lt;br /&gt;
&lt;br /&gt;
For every two active members in a political party, you may have one representative at a sitting. This occurs in increments of two, up to a total of eight. So, if a party has six members, it can have three representatives in parliament. If it has nine, it can have four representatives in parliament. If it has two hundred, it can still only have four representatives in parliament. This is to promote a diverse array of parties with different values, rather than bloating a couple or more. &lt;br /&gt;
&lt;br /&gt;
It is crucial that every party have a manifesto group page listing their values, their aims and generally how they operate. It should also include a member list with character names and their respective player minecraft usernames. Moreover, representatives are expected to be designated clearly on their party manifesto page. Once a party member has been designated as a representative, this is logged on the logistics spreadsheet master document and cannot be changed until that month has elapsed. Representatives, if they cannot make it, are permitted to send another party member in their stead as a replacement, but this should not be a common practice. As stated, representatives can be cycled out for a different party member at the end of each month, but if this occurs, it is expected that this be clearly communicated via both a discord announcement and dm’d to BillyTheScruffy ahead of time. All cycled out representatives must ensure this process has been completed within 24 hours of a scheduled parliamentary sitting. &lt;br /&gt;
&lt;br /&gt;
===Galudonian Parliamentary Procedure===&lt;br /&gt;
The Galudonian parliament has a strict code of conduct attached to it known as Galudonian Parliamentary procedure. All representatives are expected to comply with parliamentary procedure during their tenure as representatives. The procedure is as follows: &lt;br /&gt;
&lt;br /&gt;
*The Speaker of the House will call the Parliament to order at the beginning of each session, after which, any absentee representatives will be noted. &lt;br /&gt;
*Any individual acting in place of an absent representative will then make themselves known to the parliamentary floor. &lt;br /&gt;
*All parliamentary replacement representatives are required to follow the same rules as regular parliamentary representatives when sitting in parliament. &lt;br /&gt;
*Representatives are required to be seated by the call to order. Those late will not be allowed to join the session until the first recess is called, if any. &lt;br /&gt;
*No weapons of any kind can be brought into the parliamentary session. Those found bearing weapons in parliament will be found in violation of Galudonian law and be imprisoned and fined. &lt;br /&gt;
*Representatives must submit any proposals or bills that they wish to bring to the floor by at minimum, 24 hours before the scheduled sitting. All proposed bills will be logged in the logistics spreadsheet master document 24 hours before the scheduled sitting. Any last minute proposals/bills can be brought up at the end of the sitting, provided the speaker allows them. Note, these last minute proposals/bills must be minor to be permitted. &lt;br /&gt;
*All proposals save for votes of no confidence pass with a 50.01% majority. &lt;br /&gt;
*Representatives must wait to be recognised by the speaker before addressing the parliament. Outbursts of any kind without being permitted to openly debate by the speaker may result in expulsion from the parliamentary floor. &lt;br /&gt;
*Representatives are expected to conduct themselves with behavior fitting of their station. Vulgarity, personal insults or physical threats of/or violence during parliamentary proceedings will result in expulsion from parliament and possible incarceration by members of the Copperguard Enforcers. &lt;br /&gt;
*Parliamentary sittings are set to operate at a maximum of 2 hours. Any additional time required is at the discretion of the speaker. &lt;br /&gt;
*The speaker can call to close any proposal if it is suspected of being a filibuster. Representatives are expected not to waste Parliament's time. &lt;br /&gt;
*Members of the public are permitted to speak at the parliamentary floor, if called upon by a representative or the speaker, however the speaker must permit such. &lt;br /&gt;
*Members of the public are expected to act with decorum and behave during parliamentary proceedings and can be ejected from Parliament Hall if they are being disruptive to proceedings. &lt;br /&gt;
*Representatives are permitted to call for a vote of no confidence on any Minister. The vote must be carried with a minimum of 66% of at least 80% of all representatives, whether they are there during that sitting or not. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Government]]&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Magnate_System&amp;diff=1281</id>
		<title>Magnate System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Magnate_System&amp;diff=1281"/>
		<updated>2025-02-10T14:54:26Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Pannotia is ripe with people of power, influence and wealth. In order to facilitate this as a playable concept, the Magnate System exists. This system introduces Magnates; influential figures actively engaged in the King's Royal Court as Governors overseeing specific regions in the Galudonian Kingdom. The Magnate System operates akin to a strategic game, reminiscent of Risk, where characters or groups vie for control over designated 'Provinces' within the Kingdom, and as a measure, drives RP in a dynamic, organic way. The acquisition of these territories enhances a character's prestige in the eyes of both the King and the general populace and can even lead to the attainment of Nobility. Consequently, the Magnate System plays a pivotal role in determining whether a character or their group is deemed affluent, bringing with it unique advantages and privileges. Further details can be found below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What are Magnates?==&lt;br /&gt;
Magnates, as integral participants in the system, are individuals or groups characterized by wealth, power, and substantial influence. They hold significant sway in shaping the governance of specific regions designated as ‘Provinces’ within the Kingdom of Galudon. Essentially elevated above the common populace, these individuals or groups, whether as regional governors or through their influential status, possess the privilege of navigating the legal landscape with greater latitude, often exceeding the limits applicable to the average person. Note, only one person per group can be designated as the ‘Magnate’ and not the group or family as a whole. The Magnates themselves also able to avail of additional benefits, such as: &lt;br /&gt;
&lt;br /&gt;
Each Magnate can choose a residence in Peddleston Park, the area of Ironhurst exclusive to Magnate System participants. The first couple of months rent is free. &lt;br /&gt;
Magnates have the exclusive right to declare themselves as exceedingly wealthy in character applications, setting them apart from the traditional backstory wealth based characters. (Note. Magnate Wealth is considered separate from In-Game wealth, as In-Game Wealth holds more value than Magnate System Wealth.)&lt;br /&gt;
Magnates may request the construction of Rural Estates, Castles, Palaces and Manors within the In-Game Map. These however come at the cost of in game money, and the price varies depending on the size and complexity of the structure. Make a ticket and detail the type of Estate you are looking for and Staff can give you a ballpark figure as to what the cost may be. &lt;br /&gt;
Magnates receive preferential treatment from the Crown. This may afford the Magnates additional benefits, such as preferential treatment when it comes to Government and Royal Court position applications within the Kingdom’s Government, some minor legal protection for minor crimes and additional sway when making specific requests to the King either via letter correspondence or at Royal Audiences.  &lt;br /&gt;
Magnates may, after some time, various IC means or from active participation in the system, be elevated to Nobility within the Kingdom. More details on Nobility can be found below. &lt;br /&gt;
Magnates can choose to have always been Magnates (Old Money) or newly elevated Magnates (New Money) however this is purely aesthetical. &lt;br /&gt;
==Magnate Types==&lt;br /&gt;
As a Magnate, it is essential to define the nature of your influence by selecting a specific Magnate type. These classifications are purely aesthetic, symbolizing the background that has propelled your Magnate into a position of power. While default options are available, the aesthetic choice is flexible, allowing you to create your own Magnate type. Additionally, you have the option to designate dual roles. For instance, you could be a Mercantile Magnate due to a successful business in lore, while also adopting the role of a Crime Lord, reflecting the portion of your wealth derived from the Black Market or underworld activities.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the elevation of your Magnate's rank correlates with their growing power, primarily determined by the number of Provinces under their governance. The progression follows the specified format.&lt;br /&gt;
&lt;br /&gt;
* 1 Province Owned - First Rank&lt;br /&gt;
* 3 Provinces Owned - Second Rank&lt;br /&gt;
* 6 Provinces Owned - Third Rank&lt;br /&gt;
* 9 Provinces Owned - Fourth Rank&lt;br /&gt;
&lt;br /&gt;
Each of these Ranks come with their own aesthetic titles that can be used. That said, there are a couple of rules relating to some of the ranks that I will detail below. &lt;br /&gt;
&lt;br /&gt;
A person need not use your Magnate’s title if the Magnate permits them to disregard it. If the Magnate wishes for their title to be used and a person opts to not use it, the Ironhurst Metropolitan can enforce the title be used. &lt;br /&gt;
If you opt to use one of the Criminal related Magnate Types (Such as Crime Lord, Cursed Race or Pirate), you may wish to have no title used at all. Moreover, it can be assumed that, unless proven in progression to the contrary, your character is in fact, perfectly legal. For example, a Pirate aesthetic may wish to opt that their public image is that of a privateer working on behalf of the Galudonian Government/Crown, a Cursed Race Aesthetic may wish to discredit any notion that they are a cursed race and act as if their rank title is simply a negative term folk use against them, and a Crime Lord may wish to act as if the business they operate is purely legal. That said, any of these aesthetics can simply be a secondary aesthetic, and a Magnate can instead use the rank title of their primary aesthetic. &lt;br /&gt;
Nobility is NOT a default Magnate type you can choose from. Nobility is granted by the Crown under specific conditions as a reward for exemplary Magnate System participation, and these conditions will be set out and made apparent further below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Magnate Types and Rankings&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Mercantile!! Military !! Crime Lord !! Cursed Race !! Celebrity !! Pirate !! Nobility&lt;br /&gt;
|-&lt;br /&gt;
| First Rank || Benefice|| Arbiter || Racket || Revenant || Personality || Plunderer || Lordship&lt;br /&gt;
|-&lt;br /&gt;
| Second Rank || Trade Master || Legionnaire || Conglomerate || Harbinger || Luminary || Marauder || Earl/Count/Arless/Countessr&lt;br /&gt;
|-&lt;br /&gt;
| Third Rank || Aristocrat || Sentinel|| Cartel || Dreadspawn || Celebutante || Reaver || Duke/Duchess/Dux&lt;br /&gt;
|-&lt;br /&gt;
| Fourth Rank || Tycoon || Grand Warden || Syndicate || Dark Lord/Lady/Shadow Sovereign|| Mogul || Pirate King/ Queen/Sovereign || Grand Duke/Duchess/Dux&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nobility==&lt;br /&gt;
As indicated above, one of the available Magnate types is Nobility. However, direct application for Nobility is not possible; it is an accolade bestowed as a reward for sustained and active engagement in the system. Nobility is specifically granted to individuals and their family members, offering unique benefits if they consistently make efforts within the System, or have significant in-game/progression power that the King notices and raises them to Nobility.&lt;br /&gt;
&lt;br /&gt;
Nobles enjoy greater autonomy over their regions and are to be addressed by their titles at all times. They also possess increased legal freedoms and can only be found guilty of crimes by the King personally. Moreover, Nobles have far less difficulty interacting with dignitaries and other foreign governments than most Magnates. Consequently, Nobility is an aspirational status within the system, granted exclusively to those who consistently participate, and participation remains entirely optional.&lt;br /&gt;
&lt;br /&gt;
More information relating to Nobility will come in time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acquiring Provinces==&lt;br /&gt;
&lt;br /&gt;
The Magnate System is a dual based system that requires active participation on the server, and in world progressions. It centers entirely around regional geopolitics, and as such, the Magnates themselves are required to actively participate in the goings on around the Kingdom where applicable. The concept around the Magnate system relies heavily on the Magnate’s individual desire to grow more powerful and influential by securing new Provinces to govern, which can be done through numerous means. Note. Some Provinces on the Magnate Province Map, marked in a Goldish Yellow, are established Cities under the Kings protection. You cannot claim these cities as a starting point, but you can attempt to capture them later on, albeit with difficulty. By collecting more Provinces under your Magnate’s influence, you also will be granted additional Wealth in the System, Manpower, War Machines, etc, which can greatly assist your Magnate in securing even more Provinces.  By default, all Magnates start with at least one Province. They then can begin acquiring more provinces through some of the methods listed below, though this is not an exhaustive list but rather gives you an example of what can be done. &lt;br /&gt;
&lt;br /&gt;
===Intrigue===&lt;br /&gt;
Magnates possess the ability to employ specific political strategies aimed at either securing support from a newly acquired province or undermining the credibility of another province's governor through political maneuvering. These tactics encompass a range of possibilities, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
Orchestrating internal conflicts within a region to politically sabotage the incumbent governor.&lt;br /&gt;
Demonstrating superior governance by providing for the people of an already governed province, thereby showcasing themselves as more capable leaders.&lt;br /&gt;
Damaging a governor's reputation through various means, such as spreading rumors, embellishing facts, or exposing scandals, both within the overarching World Progressions and in-game.&lt;br /&gt;
Impressing the Galudonian King either by participation at Court or by showcasing superior intellect when engaging with other Magnates. &lt;br /&gt;
Various acts in-game which showcase your Magnate’s overall strength, power and fortitude, be it by degrading other Magnates or helping them succeed to your own benefit. &lt;br /&gt;
&lt;br /&gt;
===In-Game Activity=== &lt;br /&gt;
Active participation on the server significantly enhances the likelihood of being granted additional unoccupied provinces by the King. While mere presence may result in the award of a province or two, proactive engagement in various ways can further attract the King's attention.&lt;br /&gt;
*Participating in the political arena proves fruitful, whether by securing and sustaining a political position such as a Senatorial role, establishing an active political party, initiating a movement, or successfully discrediting existing politicians.&lt;br /&gt;
*Events play a crucial role in this endeavor. Hosting occasional in-game events increases the prospects of receiving a Province award. Furthermore, a Magnate, the Magnate's family/group that consistently organizes and hosts events stands to gain even more Provinces.&lt;br /&gt;
*Establishing connections with the populace and cultivating a 'manpower base' can also be pivotal. Actively interacting with city residents, even casually, elevates the likelihood of Province awards. Additionally, if a character can effectively convey an in-character, played-out loyalty from a group aligned with the Magnate, it substantially boosts the chances of receiving additional Provinces.&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
Under specific circumstances, a Magnate has the authority to declare a territorial war against another Magnate. However, such declarations are subject to strict conditions, as all wars necessitate approval either from the Crown or the Senate, known as a 'Casus Belli.' This can be done by simply approaching the Senate either at a sitting and declaring your intent, or by approaching a Senator to bring the Casus Belli to the Senate floor for consideration. If approved, your war can go ahead. Numerous reasons may serve as a Casus Belli, and while the following list provides examples, it is by no means exhaustive.&lt;br /&gt;
*A Magnate has acted hostile toward you or your provinces, and you have proof of such. &lt;br /&gt;
*A Magnate has attempted to attack you before but failed, and now you want to wage a counter-war in their Provinces. &lt;br /&gt;
*You have a ‘claim’ on their Provinces that can be backed up with proof. &lt;br /&gt;
*A Province is subduing or aggressively taxing your trade routes and goods and you wish to seize control over those routes again. &lt;br /&gt;
*You have expansion ambitions and are pursuing territorial growth, and your occupancy of the territory by military means can be prosperous for the whole Kingdom. &lt;br /&gt;
*A Magnate has promised your Magnate tribute of some sort, or failed to uphold part of an important contract, so you wish to occupy them until the agreed-upon terms are met. &lt;br /&gt;
*You wish to pre-emptively engage in war because you can prove that it's likely that the Magnate you are targeting is likely going to declare war on you first soon. &lt;br /&gt;
&lt;br /&gt;
Once your Casus Belli is approved, you can begin invading the Province in World Progressions, which will act similarly to larger war progressions, with troop placement, the requirement for military-inclined characters, etc. These battles will be decided based on the general competency of the Progression Order, rolls, and the character’s abilities involved. &lt;br /&gt;
&lt;br /&gt;
===Culture Bombing===&lt;br /&gt;
Culture bombing is the act of facilitating the widespread dissemination of a particular lifestyle into another Province, so much so that it becomes synonymous with your own. This can occur through various means and does not have to be restricted to actual in-lore cultures, but rather the culture your character wishes to create or employ. This can occur through the following means, however, this is not an exhaustive list. &lt;br /&gt;
*By funding and facilitating the expansion of fashion, art, music, etc in an area similar to the sort you have fostered in your own provinces. &lt;br /&gt;
*Hosting festivals, galas, and other related major events in another province that garner significant support for your Magnate over time. &lt;br /&gt;
*Become well looked up to and idolized by the people of that Province through whatever means. &lt;br /&gt;
&lt;br /&gt;
===Trade and Economics===&lt;br /&gt;
Trade is the lifeblood of the Galudonian Kingdom.  Because of that, it is expected that all members of the Magnate System will be focused on growing their economic powerhouse. There are multiple ways that players can do this - dependent upon, but not solely limited to;&lt;br /&gt;
*Building a significant trade empire in Progressions by wooing the Galudonian Cities Aldermen. &lt;br /&gt;
*Attaining a significant amount of in-game currency. &lt;br /&gt;
*Promoting your Magnates products successfully abroad through progressions.&lt;br /&gt;
*Attaining monopolies in your Magnates' goods within certain Provinces.&lt;br /&gt;
*Warhawk maneuvers using their own military as mercenary forces for others can net you more Provinces.&lt;br /&gt;
*Intercepting shipments/criminal activities to undermine existing magnates can also clandestinely get you more Provinces.&lt;br /&gt;
&lt;br /&gt;
===Fame and Notoriety===&lt;br /&gt;
This is probably the most subjective of all categories. Players here will be famous on the server through a variety of avenues. Note that ill deeds can make someone infamous, and positive vibes can make them famous.  The two can be combined for their own type of fame - however please plan on the system admin contacting you for future guidance regarding which avenue you’d like your character to eventually take. &lt;br /&gt;
World Progression victories by completing a significant goal, or triumphing over another can assist in garnering more Provinces.&lt;br /&gt;
&lt;br /&gt;
*In-game fame such as becoming a notable socialite, sports figure, attaining and fostering a successful public office, etc can greatly help in garnering more Provinces.&lt;br /&gt;
*Creating an image of Infamy for your Magnate In-Game by becoming a famous criminal or villain with impunity can help facilitate the garnering of more Provinces.&lt;br /&gt;
*Your Magnate’s overall influence over players can help with snagging you more Provinces.&lt;br /&gt;
*The creation of transformative works such as music, literature, fashion (skins), or art and becoming known for such a cultural success can net you Provinces.&lt;br /&gt;
*Scandal-courting public figures with impunity can also get you more Provinces.&lt;br /&gt;
&lt;br /&gt;
The approach to these political practices is flexible, allowing for a wide array of strategies to be employed based on individual preferences and objectives within the dynamic game environment. There is no specific ‘right’ way to play the System, only that you create goals for yourself and you succeed in them. &lt;br /&gt;
&lt;br /&gt;
==Developing Provinces==  &lt;br /&gt;
Upon acquiring a Province, your Magnate gains access to a set of pre-existing resources applicable in World Progressions. The four primary resources of concern for a Magnate are Wealth (the system currency that is delivered weekly, denominated in Galudonian Pounds, distinct from in-game currency), Manpower (the available workforce and potential army), Naval Ships (maritime vessels equipped for naval warfare), and Airships (aerial vessels armed for battle).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Province Baseline Boon&lt;br /&gt;
|-&lt;br /&gt;
| Wealth|| Weekly Income of £5,000&lt;br /&gt;
|-&lt;br /&gt;
| Manpower || 2,000 combat and labor-ready individuals&lt;br /&gt;
|-&lt;br /&gt;
| Naval Ships || 5 Naval combat-ready ships&lt;br /&gt;
|-&lt;br /&gt;
| Airships || 5 Airships, armed for battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This structured system allows Magnates to strategically leverage the unique advantages associated with each province they acquire. Naturally, these benefits accumulate as a Magnate acquires more provinces. What's more intriguing is the potential to increase these baseline advantages per province through the application of the right World Progression Orders and strategic investments. For example, a Magnate may invest in specific infrastructure within a Province that may increase the Weekly Wealth Income by a particular amount, or enforce conscription within their Provinces to increase Manpower Numbers. The skies the limit when it comes to ideas on how to improve your Provinces, but be warned, every action has a potential consequence, so do fully think out your plan of action before putting it into effect. &lt;br /&gt;
&lt;br /&gt;
Moreover, you can use In-Game currency to purchase additional increases as a one-time, non-weekly bonus. The prices are as follows: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Resource !! Cost !! One Time Boon&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || £1,000 in game pounds || £5,000 Magnate System Wealth&lt;br /&gt;
|-&lt;br /&gt;
| Manpower || £3,000 in game pounds || 5,000 additional Manpower&lt;br /&gt;
|-&lt;br /&gt;
| Naval Ships || £1,250 in game pounds || 1 Naval Ship&lt;br /&gt;
|-&lt;br /&gt;
| Airships || £2,000 in game pounds || 1 Airships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After substantial investment and development, a Province may reach a point where it transforms into a city. At this juncture, your character is acknowledged as the founder, and the city is accorded its dedicated mention on the Gears of Galudon Wiki. However, achieving this status is a challenging and demanding journey.&lt;br /&gt;
Provinces &lt;br /&gt;
&lt;br /&gt;
The Provinces, along with their current Magnates/Governors, are depicted in the map below. Please note that you may need to zoom in on this page for a clearer view. Additionally, an Imgur gallery link has been included in the Magnate System Resources section, offering various Galudon maps relevant to the Magnates, including the one presented below. Please note that some  Provinces on the Magnate Province Map, marked in a Goldish Yellow, are established Cities under the King's protection. You cannot claim these cities as a starting point, but you can attempt to capture them later on, albeit with difficulty.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Magnate Thumbnail.png| Current map of the magnates and their provinces&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magnate Resources==&lt;br /&gt;
&lt;br /&gt;
Below you will find two useful links that will help you better understand what Magnates have to work with. The first is an imgur album of Magnate System relevant maps. &lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/a/Q55qLPS Magnate System Relevant Maps] &lt;br /&gt;
&lt;br /&gt;
The second is the Master Spreadsheet for Magnate Finances, Provinces, Titles etc. These will be updated after each week, starting the 8th of January 2024&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1GAiY3DpPsUoak_UKZVmZIYemjOZqT3uNfed79I2u6ng/edit#gid=0 Magnate System Spreadsheet for Provinces and Resources]&lt;br /&gt;
&lt;br /&gt;
If you have any questions or queries about either of these resources, please open a ticket on the Discord and we’ll be happy to help. This document will be updated with FAQ’s later down the line. &lt;br /&gt;
&lt;br /&gt;
==Affluents==&lt;br /&gt;
&lt;br /&gt;
For individuals who want to take part in the Magnate system and have progression related wealth but not have to concern yourselves with deeply ingraining yourself in politics or land acquisition, you can also apply to be an 'Affluent'. &lt;br /&gt;
&lt;br /&gt;
An Affluent is similar to a Magnate but at a lower level. They aren't as rich, but are still far more wealthy than the average individual. They have no province, and simply exist as money entities in the system that full Magnates and other characters can approach for financial support. Affluents are entitled to Estates and Manors in game, but at the discretion of the DM. Affluents accrue £1,500 per week in income, with no set method in increasing such. They can however attempt actions in the progressions to increase their income through their own schemes. Applying to be an Affluent is exactly the same as if applying to be a Magnate, using the exact same template. &lt;br /&gt;
&lt;br /&gt;
==How do I join the Magnate System?== &lt;br /&gt;
&lt;br /&gt;
Participation in the Magnate System is subject to Special Permission. To apply, utilize the detailed application template provided below. Submit your completed application by opening a ticket on the Gears of Galudon Discord. The staff will review and respond to your application promptly.&lt;br /&gt;
&lt;br /&gt;
Before applying, please consider the following criteria, which should ideally be met before initiating your application.&lt;br /&gt;
&lt;br /&gt;
* Your Magnate character must be an active character on the server. &lt;br /&gt;
* Your Magnate character must have an accepted character application. &lt;br /&gt;
* Your Magnate character must not be an infamous, outed criminal. &lt;br /&gt;
* Ideally, your Magnate character should be associated with a group or family. While not mandatory, having a group enhances your application, emphasizing the significance of System entities as being a collaborative effort rather than solo endeavors.&lt;br /&gt;
* Additionally, it's preferable for your Magnate character to have a corresponding group, business, or family page. Although this can be created after the application, it should be submitted to the Magnate System entities page on Discord.&lt;br /&gt;
&lt;br /&gt;
===Application Template===&lt;br /&gt;
* '''Minecraft Username''': (Your Minecraft in-game username)&lt;br /&gt;
* Character Name: (Your character’s full name)&lt;br /&gt;
* '''Approved Character Sheet link''': (Link your approved character application sheet)&lt;br /&gt;
* '''Family/Group Character Sheets''': (Provide the links to anyone within your character’s Magnate family/group, if any)&lt;br /&gt;
* '''Preferred Magnate Type/Types''': (Your preferred Magnate Aesthetic, for example, Mercantile. You can dual type)&lt;br /&gt;
* '''Magnate Industry Name''': (Your Magnate’s business, general claim to fame. If your character has a business, please provide the name for this business as well) &lt;br /&gt;
* '''Preferred Starting Province''': (What province on the map would you like to claim first) &lt;br /&gt;
* '''Preferred Peddleston Park Estate''': (This is optional. If you choose not to pick one, one will be picked for you.)&lt;br /&gt;
* '''Why should we consider you for the Magnate System?''': (Detail what you intend to do as part of the Magnate System, and how your participation can be for the benefit of other players)&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = BillyTheScruffy&lt;br /&gt;
|Writers = BillyTheScruffy&lt;br /&gt;
|Processors = BillyTheScruffy&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Curses&amp;diff=1273</id>
		<title>Curses</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Curses&amp;diff=1273"/>
		<updated>2025-01-28T23:54:03Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cursed Path covers all Cursed afflictions. Having points invested does not award any additional boons or abilities, it's simply a cost that occurs when being turned into a Cursed being that balances the special abilities that come from being one of the Cursed afflictions. '''YOU MUST INVEST 3 POINTS IN CURSED AFFLICTION IF YOU ARE TURNED INTO THAT CURSED AFFLICTION IN RP.''' As of right now, if your character is Cursed, they automatically cap the Cursed Path Ability Total at 20. This number is not used at the moment, but may come into play in the future. &lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Aurumvitae]]&lt;br /&gt;
|color = b57373&lt;br /&gt;
|image = aurum.png&lt;br /&gt;
|caption = &amp;quot;&amp;quot;&lt;br /&gt;
|text = There exists a lineage touched by both worlds—the Aurumvitae. Blessed with the golden essence of the fae and burdened by their enigmatic curse, the Aurumvitae navigate a delicate balance between two realms. As guardians of ancient secrets and keepers of the Feywild's mysteries, they wield magic with unparalleled finesse and grace. Yet, their existence is fraught with turmoil as they grapple with the dual nature of their being, oscillating between light and shadow, beauty and terror. In the eternal dance between mortals and the fae, the Aurumvitae stand as both emissaries and guardians, their destinies intertwined with the whims of the Feywild.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Vampires]]&lt;br /&gt;
|color = b57373&lt;br /&gt;
|image = noimg.png&lt;br /&gt;
|caption = &amp;quot;Night's Predators, Blood's Aristocracy.&amp;quot;&lt;br /&gt;
|text =  Vampires are cursed beings of insatiable hunger that roam the night-shrouded streets, their crimson eyes glinting with predatory cunning. Feared by mortals and revered by their kind, vampires navigate a treacherous world of political intrigue and primal urges. As clans vie for dominance and the ancient Upyr watch from their lofty thrones, a sinister prophecy looms on the horizon, threatening to plunge Pannotia into eternal darkness. In this age of steam and scepter, the fate of nations hangs in the balance as the age-old battle between light and shadow reaches its zenith.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Werewolves]]&lt;br /&gt;
|color = b57373&lt;br /&gt;
|image = lycanthropy.png&lt;br /&gt;
|caption = &amp;quot;Unleash the Primal Beast Within.&amp;quot;&lt;br /&gt;
|text = &amp;quot;In the ancient forests of Pannotia, the mysterious origins of the Werewolf curse shroud themselves in myth and legend, its true inception obscured by time. Said to have emerged from a group of lost Gladewalkers or within the tales of the Laughing Wolf, the curse rapidly spread among the human migrants, leading to frequent sightings and brutal attacks. As Werewolves clashed with humans, elves, and their eternal foes, vampires, they carved a fearsome reputation across the land, their hierarchical packs and distinct breeds shaping their tumultuous history.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Curses&amp;diff=1272</id>
		<title>Curses</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Curses&amp;diff=1272"/>
		<updated>2025-01-28T23:53:30Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cursed Path covers all Cursed afflictions. Having points invested does not award any additional boons or abilities, it's simply a cost that occurs when being turned into a Cursed being that balances the special abilities that come from being one of the Cursed afflictions. '''YOU MUST INVEST 3 POINTS IN CURSED RACE IF YOU ARE TURNED INTO THAT CURSED Affliction IN RP.''' As of right now, if your character is Cursed, they automatically cap the Cursed Path Ability Total at 20. This number is not used at the moment, but may come into play in the future. &lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Aurumvitae]]&lt;br /&gt;
|color = b57373&lt;br /&gt;
|image = aurum.png&lt;br /&gt;
|caption = &amp;quot;&amp;quot;&lt;br /&gt;
|text = There exists a lineage touched by both worlds—the Aurumvitae. Blessed with the golden essence of the fae and burdened by their enigmatic curse, the Aurumvitae navigate a delicate balance between two realms. As guardians of ancient secrets and keepers of the Feywild's mysteries, they wield magic with unparalleled finesse and grace. Yet, their existence is fraught with turmoil as they grapple with the dual nature of their being, oscillating between light and shadow, beauty and terror. In the eternal dance between mortals and the fae, the Aurumvitae stand as both emissaries and guardians, their destinies intertwined with the whims of the Feywild.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Vampires]]&lt;br /&gt;
|color = b57373&lt;br /&gt;
|image = noimg.png&lt;br /&gt;
|caption = &amp;quot;Night's Predators, Blood's Aristocracy.&amp;quot;&lt;br /&gt;
|text =  Vampires are cursed beings of insatiable hunger that roam the night-shrouded streets, their crimson eyes glinting with predatory cunning. Feared by mortals and revered by their kind, vampires navigate a treacherous world of political intrigue and primal urges. As clans vie for dominance and the ancient Upyr watch from their lofty thrones, a sinister prophecy looms on the horizon, threatening to plunge Pannotia into eternal darkness. In this age of steam and scepter, the fate of nations hangs in the balance as the age-old battle between light and shadow reaches its zenith.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Werewolves]]&lt;br /&gt;
|color = b57373&lt;br /&gt;
|image = lycanthropy.png&lt;br /&gt;
|caption = &amp;quot;Unleash the Primal Beast Within.&amp;quot;&lt;br /&gt;
|text = &amp;quot;In the ancient forests of Pannotia, the mysterious origins of the Werewolf curse shroud themselves in myth and legend, its true inception obscured by time. Said to have emerged from a group of lost Gladewalkers or within the tales of the Laughing Wolf, the curse rapidly spread among the human migrants, leading to frequent sightings and brutal attacks. As Werewolves clashed with humans, elves, and their eternal foes, vampires, they carved a fearsome reputation across the land, their hierarchical packs and distinct breeds shaping their tumultuous history.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Thanotist&amp;diff=1271</id>
		<title>Thanotist</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Thanotist&amp;diff=1271"/>
		<updated>2025-01-24T21:44:46Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nestled in the shadowed heart of [[Skarna]], within the sacred confines of the Grand Necropolis, lies the revered Thanotic Sanctum. This enigmatic institution, draped in arcane mystery and spectral grandeur, is the epicenter of necromantic knowledge and practice within Patonnia. A symbol of Skarna's profound mastery over the afterlife, the Thanotic Sanctum embodies the nation's paranormal essence, transcending both the physical and metaphysical realms.&lt;br /&gt;
&lt;br /&gt;
==History &amp;amp; Culture==&lt;br /&gt;
Unlike the more conventional necromantic arts, which deal primarily with the animation of the dead or manipulating bodily remains, Thanotic Sorcery delves into the profound mysteries of the soul itself. Practitioners, known as Thanotists, are not merely summoners of spirits or raisers of corpses; they are the weavers of death's intricate tapestry. Their spells do not just call upon the dead—they reshape the essence of mortality, crafting new forms of existence that defy the natural order.&lt;br /&gt;
&lt;br /&gt;
The first lesson in Thanotic Sorcery teaches that death is not an end but a transformation. A skilled Thanotist learns to perceive the &amp;quot;Thanotic Veil,&amp;quot; the metaphysical boundary that separates the living from the dead. Through intense meditation and ritual, they develop the ability to pierce this veil, allowing them to interact with the spectral remnants of the deceased in ways that transcend mere summoning.&lt;br /&gt;
&lt;br /&gt;
The history of the Thanotic Sanctum is closely tied to the early days of Skarna. The ruler of Skarna, known as the Mortiferous, along with her council of necromancers, the Vicromente, were the first to explore the supernatural dead zone. They discovered a land rich in untapped arcane potential, presenting opportunities and challenges. This led to the need for a structured approach to necromancy.&lt;br /&gt;
&lt;br /&gt;
As Skarna struggled to come to terms with this new reality, the Mortiferous, guided by ancient visions and whispers from the underworld, realized the importance of organizing necromantic knowledge. These insights revealed the necessity of a central hub where the complex arts of necromancy could be thoroughly studied and advanced. In 318 AE, the Mortiferous ordered the creation of the Thanotic Sanctum, strategically located within the Grand Necropolis. This location was chosen deliberately; the Grand Necropolis, with its paranormal atmosphere and connection to the afterlife, provided the ideal setting for a school dedicated to studying death and the arcane.&lt;br /&gt;
&lt;br /&gt;
The Thanotic Sanctum was not just an educational institution but also a sacred repository of Skarna’s deepest and darkest secrets. Its founding principles were based on the belief that understanding and mastering the forces of death could bestow immense power and wisdom. The Sanctum aimed to be a stronghold of both theoretical and practical necromantic arts, nurturing a profound and nuanced understanding of the balance between life, death, and the realms beyond.&lt;br /&gt;
&lt;br /&gt;
Right from the beginning, the Sanctum drew a diverse group of scholars, practitioners, and the undead. Its early days were characterized by intense study and experimentation, as the first generation of necromancers, dedicated and unyielding, worked to unravel the mysteries of their craft. The institution’s curriculum was designed to be rigorous and transformative, pushing the boundaries of known necromancy while safeguarding the delicate balance of power.&lt;br /&gt;
&lt;br /&gt;
Throughout the centuries, the Thanotic Sanctum became the leading authority on necromancy in Skarna. It was central to Skarna's arcane power and influence, training highly skilled necromancers who played essential roles as advisors, law enforcers, and strategists in the nation's military and political arenas. The Sanctum's influence extended deeply into Skarna's culture, where necromancy was not just a practice but a fundamental aspect of life and governance. The teachings of the Sanctum permeated every layer of society, from the rituals conducted by the Mortali Magistrate to the everyday practices of Skarnae citizens. The Sanctum's doctrines emphasized maintaining harmony with the dead and respecting the natural order, although this respect was often intertwined with Skarna's unique interpretation of power and control.&lt;br /&gt;
&lt;br /&gt;
The Sanctum's influence is most visible during Skarna's various ceremonies and rituals. The Grand Necropolis is a site of important cultural events, including rites of passage, commemorations of the deceased, and major political gatherings. The rituals performed are deeply rooted in necromantic tradition, reflecting the Sanctum's teachings and the nation's reverence for the arcane. The Sanctum’s education includes theoretical instruction and practical application in a wide range of necromantic disciplines, such as summoning, binding, and spirit communication. Graduates often occupy influential positions within the Mortali Magistrate, where their expertise informs Skarna's governance and strategic decisions.&lt;br /&gt;
&lt;br /&gt;
The Thanotic Sanctum's reputation extends beyond Skarna's borders, attracting the attention of various external factions and nations. While some view the Sanctum as a beacon of unparalleled knowledge and arcane power, others regard it with suspicion and fear. Interactions with foreign entities are rare and often shrouded in secrecy, with discreet negotiations or consultations seeking to influence or gain insights into necromantic practices.&lt;br /&gt;
&lt;br /&gt;
The Sanctum's activities often attract those seeking to exploit necromantic power for their own purposes, leading to a complex web of alliances and rivalries across Aesox. The Sanctum’s influence is both a source of intrigue and a catalyst for conflict as its competitors and adversaries navigate the delicate balance of power in the region. The Thanotic Sanctum's influence is reflected in the broader cultural context of necromancy in Aesox. While the school’s practices are often seen as controversial, their impact on necromantic scholarship and magical theory is undeniable, shaping the understanding and application of necromancy across the world.&lt;br /&gt;
&lt;br /&gt;
==Notable People &amp;amp; Places==&lt;br /&gt;
&lt;br /&gt;
'''The Mortiferous''' - The Lich Queen herself, also known as Livia Draconis in mortal tongues, is the enigmatic and all-powerful ruler of Skarna. With ancient power and control over life and death, she governs the nation using formidable necromantic abilities and strategic luminance. The architect behind the establishment of the Thanotic Sanctum, she has infused the institution with her vision of necromantic supremacy. Her rule is characterized by a deep connection to the arcane and the undead, ensuring that Skarna remains an impenetrable bastion of necromantic knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''Archmagister Lucius Tenebris''' - Archmagister Lucius Tenebris is the Head of the Thanotic Sanctum and the Chief Enforcer of the Mortali Magistrate. He is highly respected for his profound expertise in necromancy and is considered a central authority in the Sanctum due to his commanding presence and deep knowledge of ancient arcane traditions.&lt;br /&gt;
&lt;br /&gt;
'''Inquisitor Freya Blackwood''' - Inquisitor Freya Blackwood is the Head of the Sanctum's Inquisition and the Master of Espionage. She oversees internal security and covert operations within the Sanctum, and her sharp intellect and network of informants make her a key player in maintaining the Sanctum's secrecy.&lt;br /&gt;
&lt;br /&gt;
'''Grand Summoner Viktor Nox''' - Grand Summoner Viktor Nox is the Chief Ritualist and Master of Summoning. He is renowned for his skill in summoning powerful entities from beyond the mortal realm, and his dramatic and theatrical rituals are crucial to the Sanctum's operations.&lt;br /&gt;
&lt;br /&gt;
'''The Grand Necropolis''' - The Grand Necropolis, or Necropolis Magnus, is the central location of the Thanotic Sanctum. It is a grand necropolis with ancient tombs, mausoleums, arcane monuments, and the center of Skarna’s government.&lt;br /&gt;
&lt;br /&gt;
'''The Arca Onyx''' - The Arca Onyx, or The Onyx Vault, is a hidden chamber within the Grand Necropolis where forbidden necromantic artifacts and tomes are stored. Powerful wards and elite undead guardians protect it.&lt;br /&gt;
&lt;br /&gt;
'''The Aula Umbrae''' - The Aula Umbrae is the primary lecture and ceremonial hall of the Thanotic Sanctum. Adorned with dark tapestries and enchanted lanterns, it serves as a place for significant ceremonies and high-level meetings.&lt;br /&gt;
&lt;br /&gt;
'''The Hortus Abyssus''' - The Hortus Abyssus is a sprawling garden designed for meditation and study. It features necromantically infused flora and is a place for contemplation and refining necromantic understanding.&lt;br /&gt;
&lt;br /&gt;
'''Arena Spectralis''' - The Arena Spectralis is a specialized training ground for necromancers, allowing for the safe practice of high-level necromantic combat and summoning rituals.&lt;br /&gt;
&lt;br /&gt;
'''Bibliotheca Umbra''' - The Bibliotheca Umbra is a vast repository of necromantic knowledge containing ancient manuscripts, scrolls, and grimoires maintained by undead librarians.&lt;br /&gt;
&lt;br /&gt;
'''The Velum Nebulorum''' - The Velum Nebulorum is a paranormal region within the Grand Necropolis where spirits and entities of the beyond communicate. Its fog-covered grounds serves as a conduit between the mortal realm and the afterlife.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
===Tier One - One Point Invested===&lt;br /&gt;
'''Freaky Fingers''': The caster conjures spectral hands that can hold and immobilize an enemy or object for one emote. The target is held in place but not harmed. If the target is a person, they have '''disadvantage''' on their '''next rol'''l. '''This spell may be used 2 times every 24 hours.'''&lt;br /&gt;
&lt;br /&gt;
'''The Emperor's New Cloak''': The caster can briefly assume a ghostly appearance, allowing them to pass through small openings and avoid physical attacks for '''one emote.''' This form doesn’t permit interaction with the physical world. '''This ability may be used once every 24 hours in the application of combat, but may be used freely outside of combat.&lt;br /&gt;
&lt;br /&gt;
'''Bone-ified Beastie''': The caster reanimates a recently deceased creature no larger than a dog, turning it into a loyal, animated pet. The creature can follow simple commands and serve as a companion or assist with minor tasks. It remains animated indefinitely or until dismissed. Once dismissed or destroyed, it cannot be reanimated again until after '''24 hours'''.&lt;br /&gt;
&lt;br /&gt;
===Tier Two - Two Points Invested===&lt;br /&gt;
'''Chill to the Touch''': The caster channels necrotic energy to emit a wave of cold that slows enemies within a 10 block-radius. Affected targets move and act with a '''-1 penalty''' to their rolls for '''two turns'''. This ability can be used '''twice per day'''.&lt;br /&gt;
&lt;br /&gt;
'''Ebon Ward''': The caster creates a protective barrier of dark energy around themselves or an ally, neutralising all incoming melee attacks and reducing ranged damage by '''1d6''' for the next '''three turns'''. The barrier does not prevent all damage but lessens its impact. '''This ability may be used once every 24 hours''' &lt;br /&gt;
&lt;br /&gt;
'''Wraith’s Call''': Summon a minor wraith to assist you in your endeavors. This spectral entity can carry out simple tasks such as scouting, delivering messages, or distracting opponents. The wraith's presence unnerves enemies, imposing a '''-1 penalty''' on their attack rolls. It is fragile and can be dispelled by a '''single successful hit''', but otherwise, it remains active for up to '''three turns''' or until you '''dismiss''' it. The Wraith's Dexterity Ability Total is 8 and the caster must roll this Dexterity Ability Total for every attack made against the Wraith. Once dispelled or dismissed, it cannot be summoned again until the '''end of combat'''.&lt;br /&gt;
&lt;br /&gt;
===Tier Three - Three Points Invested===&lt;br /&gt;
'''Necrotic Surge''': The caster unleashes a burst of necrotic energy in a '''5-block''' radius, causing '''1d6''' damage to everyone, allies included. This ability can be used '''once per combat'''.&lt;br /&gt;
&lt;br /&gt;
'''Soul Binding''': The caster temporarily binds the soul of a deceased creature or person to an object, enabling communication with the spirit for up to '''10 minutes'''. The bound spirit can offer information, guidance, or insights but cannot interact physically with the world. Obtain consent beforehand if binding the soul of a player character (PC). For non-player characters (NPCs), submit a request through Discord ticket.&lt;br /&gt;
&lt;br /&gt;
'''Fantasmal Furies''': The caster conjures up to two phantom allies to aid them in combat. Each phantom is a spectral entity that can perform '''one action''' per turn. To determine the success of their actions, each phantom rolls using the caster's '''Mystic Ability Score'''. Phantoms deal '''1d3''' damage per successful attack. The phantoms remain active for up to five turns or until dispelled. This ability can be used once '''every 12 hours'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Nahinn&lt;br /&gt;
|Processors = Nath_n&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=1251</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=1251"/>
		<updated>2025-01-11T19:54:09Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite the Age of Steam and Scepter being known as the turning point for Pannotia in terms of social and technological advancement, this has proved futile in completely crushing traditional folklore, myth, and legend. Many still hold true the tales of fearsome creatures and ‘things that go bump in the night,’ and for good reason. While the tradition-based Humans that herald from the country of Ortim have made the old adage “blood runs thicker than water” a staple of hardworking family life, there are a number of beings recently unveiling themselves to the public in Pannotia, that have taken this saying to mean something deeper and far more literal. The creatures of the night, known universally around Pannotia as ‘Vampires’, are cursed individuals of incredible power who must sustain themselves in blood to survive. Theorized to have come into being over a millennium ago, the vampiric scourge is said to be feasting upon the people of the known world, biding their time before they ultimately press their claim upon Pannotia, to rule as the ultimate apex predator. Ultimately, many sane individuals would see Vampires as beings of pure evil and chaos, though in recent times a surge of support has erupted within Galudon’s capital of Ironhurst for their integration into society; albeit with heavy stipulations, leading many to think that not all is what it initially appears with these sun-shy creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities and Powers==&lt;br /&gt;
&lt;br /&gt;
While Vampires must learn to accept the fact that they must sustain themselves on the blood of the living and avoid the sunlight that once kissed their skin, the abilities and powers they gain from their affliction to them, are often considered more than worth the trade-off. Vampiric abilities are divided into three distinct groups: Passive abilities, Bloodline abilities, and finally, Feasted abilities. Each of these categories and their respective abilities are explained in further detail below. &lt;br /&gt;
&lt;br /&gt;
Basic Mechanics: It is important to note that for Vampires to be able to use their abilities at all, they must feed on a character or creature every 48 hours and from an artery. If they have not fed on a non-npc character (You can however rp your character feasting on NPC animals) they will be unable to use their passive or bloodline abilities, and will only be able to roll to a maximum of 8 in any given situation. If they have fed, read below. Vampires must also be ready to provide evidence that they have fed, if questioned OOC on whether they are able to cast particular abilities, so staff recommend having the fed-upon player/the Vampire in question send a screenshot of the feeding in roleplay to BillyTheScruffy so staff can intervene on behalf of the Vampire if a ticket is made by a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Passive Abilities===&lt;br /&gt;
Inherent abilities to Vampires of all bloodlines, Passive Abilities are innate to each Vampire’s ability pool and are accessible for use provided the Vampire has fed in the last 7 days and is not in direct sunlight.&lt;br /&gt;
&lt;br /&gt;
*Immortality - can revive at an altar of their choice after 24 hours of death. Abilities are nullified for 48 hours after successful revival even if they feed on a character/creature. &lt;br /&gt;
*Incognito - Vampires engaging in only the use of their passive abilities appear like their base races. This means that to anyone looking at them, they appear like your average joe, with all Vampiric identifiers hidden. Note: This does not apply when a Vampire is feeding. When a Vampire feeds, all Vampiric traits become visible.&lt;br /&gt;
*Sunshy - Vampires in direct sunlight (Even while hooded/clothed) are weakened significantly. They appear frail, even if they had fed (Unless a feasted ability negates this passive ability) and have no access to any of their Vampiric abilities. They also take a - 4 to any roll they make. &lt;br /&gt;
*Increased Strength - + 2 to any Strength-related roll&lt;br /&gt;
*Increased Stamina - + 2 to any Dexterity-related roll&lt;br /&gt;
*Blood Rite - Can feed without using fangs. Purely aesthetic, but the character being fed on must be incapacitated somehow. &lt;br /&gt;
*Chaos Coil - can launch a volley of two dark magic projectiles one after the other up to 5 blocks but must roll 2 d6 dice for them to hit. Any roll below 3 from these dice, however, misses. Successful hits do 1 d3 damage each. &lt;br /&gt;
&lt;br /&gt;
===Bloodline Abilities===&lt;br /&gt;
&lt;br /&gt;
Every Vampire descends from a Vampiric bloodline specific to one of the three original “progenitor” Upyrs:- Lucent, Alasanne, and Silva. These bloodlines have a specific Vampiric power that is exclusive to itself and operates similarly to passive abilities. What ability is available to which bloodline can be read about below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Bloodline&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Lucent - Domination&lt;br /&gt;
| '''Brought to Heel''' - The Vampire exerts a screech that brings all characters (except for other vampires within their Clan or Brood) to their knees for '''one full emote''', locking them out of actions for that '''one emote'''. This ability goes on a '''12 hour cooldown'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Alasanne - Trickster &lt;br /&gt;
| '''Now you see me''' - The Vampire clicks their fingers three times and is able to create a successful copy of themselves that deals no damage but acts as decoy for the Vampire who is then able to turn invisible for '''3 full emotes'''. While invisible, the Vampire cannot be dealt opportunity attacks. All aggro towards the Vampire is forced upon the decoy. Individuals with Arcane Knowledge 2 or Perception 2 are not affected by the decoy aggro. While invisible, the Vampire may perform one attack with advantage towards a single opponent. If the Vampire makes an attack, the invisibility is cancelled and goes on cooldown. This ability goes on cooldown for '''one hour.''' &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Silva - War Maker&lt;br /&gt;
| '''Embrace the swarm''' - The Vampire emits a shriek, summoning forth a horde of bats or locusts to swarm a single target. These '''reduce the attacking roll of any character or creature by''' '''3''' for '''3 full emotes'''. This ability can be used once every '''24 hours'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Feasted Abilities===&lt;br /&gt;
A Vampire must consume the blood of a living being once every week, lest they become frail and have access to their Vampiric abilities lost, at least until they feed again. Blood consumption is at the very core of Vampiric teachings and comes with its own set of benefits: Feasted Abilities. Consuming the blood of any race unlocks one additional ability for that Vampire, but only one, which lasts until they feed upon another being or turn frail for having not fed in 2 days. Being fed upon by a Vampire is a taxing experience, and will result in those having been fed on experiencing extreme fatigue for 12 hours after, meaning they cannot function effectively in combat or any other taxing activities, taking a - 2 penalty to any dice roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Animals/Anomalies/Beasts and other Vampires&lt;br /&gt;
| '''Malnourished''' - Vampire loses access to all abilities but can still function day to day and survive. This lasts the full 48 hours or until the Vampire feeds on one of the other races detailed below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Human&lt;br /&gt;
| '''One of the collective''' - Feeding on a human nullifies a Vampire’s ‘'''Sunshy'''’ passive ability for '''7 days'''. Not only can they continue to operate as if they were in darkness, sunlight no longer hinders their abilities and they can use them freely. '''This ability lasts the full 7 days after feeding'''. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Nephi&lt;br /&gt;
| '''Beastmaster'''  - The vampire gains an affinity with animals, being able to summon a shadowy familiar (can choose from wolf, snake, or rat) to assist them. The chosen familiar can aid them outside of combat, adding '''+2''' to '''attacking rolls (Wolf), dexterity rolls (Snake)''', or alternatively, can have a rat shadowy familiar perform an '''additional non-combative action'''. These familiars can be killed in one strike, however. '''This ability can be used once every 12 hours or until another Nephi is fed upon.'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Thalzar&lt;br /&gt;
| '''Berserker Rage''' - The Vampire inherits the combat prowess of a Thalzar, causing their attacks in combat to be greatly more effective and ruthless. The Vampire gains Advantage on the '''next 3 attacks''' it performs. '''This ability refreshes after 12 hours or until another Thalzar is fed upon.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Venyra&lt;br /&gt;
| '''Sensual Boon''' - The blood of these magically gifted Elves greatly enhances a Vampire’s senses. The Vampire will gain perfect night vision, as well as improved hearing and the ability to use a form of echolocation to ‘see’ through walls or obstacles up to '''10 blocks away.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Eiruk&lt;br /&gt;
|'''Rotjaw''' - The canines of the Vampire’s lower jaw grow into a pair of jagged tusks. If the Vampire bites someone in combat or in feeding, the victim is left with a festering wound, which also '''temporarily paralyzes''' a limb of the '''Vampire’s choice''' for '''up to an hour'''. '''If they feed on another race then they can choose to keep the tusks, though they lose the added ability.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Dwarf&lt;br /&gt;
|'''We dug too deep''' - A Vampire who has consumed Dwarven blood is able to gore their opponents with their fangs. This means that Vampires who attack with just their teeth, ignoring weaponry, are able to add an additional '''+ 7''' to their unarmed attacking roll.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Nymphs&lt;br /&gt;
|'''Child of Sunlight''' - Feeding on Nymph blood permits the Vampire a greater resilience towards the sun. The Vampire will be able to walk in daylight for longer without feeling the usual weakness and fatigue it gives them. They can use their abilities in sunlight and take no penalties for being in sunlight for '''7 days'''. '''They additionally will not need to feed for those 7 days but can if they choose.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Ferox&lt;br /&gt;
| '''Nature’s Elegance''' - Upon feeding on a Ferox of any kind, the Vampire is gifted with increased speed and climbing ability, though this cannot be used in combat. It can however be used to flee a combat scenario with '''a successful d20 roll''', with '''any roll numbering 10 or higher''' being a successful attempt to flee that specific combat scenario until out of sight. '''This can be used 3 times in 48 hours.'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Infernals&lt;br /&gt;
| '''Merciless Mimicry''' - The Vampire’s voicebox mutates, permitting them to perfectly mimic the voice of any other person or creature they have heard before.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infection== &lt;br /&gt;
&lt;br /&gt;
There is a common misconception that the only way one can become a Vampire is to be bitten and feasted upon by one, though this couldn’t be further from the fact. There are three known avenues a Vampire may take when attempting to increase the numbers within their own brood, with significant differences between each one. The process itself alters the victim significantly, and many Vampires notice mental and physical changes manifesting over three or four days after the infection has taken hold of them. &lt;br /&gt;
&lt;br /&gt;
Detailed below is an account on how each is enacted, as well as the effects and toll that each method takes upon the Vampire and its prey. &lt;br /&gt;
&lt;br /&gt;
===Infection through Feeding=== &lt;br /&gt;
&lt;br /&gt;
Possibly the most notable and well-known of the three infection methods, infection via feeding has been documented as the most commonplace (and physically taxing) means for birthing new Vampires.&lt;br /&gt;
&lt;br /&gt;
*The Vampire feeds upon an individual of any race, either through direct puncturing of the skin near a vital organ by their fangs or through casting the ability ‘Blood Rite’ upon their victim. Feeding takes a minimum of 10 minutes (OOC TIME) for the purpose of this infection process. &lt;br /&gt;
*The Vampire must have the unaltered and uninhibited intention to infect their victim. A simple feeding is not enough. Upon satiating their hunger, the Vampire chants the words “Veri on nüüd seotud Therllainiga, varjake nad pimedusse” with their palm upon the victim’s forehead. &lt;br /&gt;
*Upon completion of the chant, the Vampire will find their power draining and will usually seek safety where they can fully recover. One hour after the feeding, the Vampire will find themself to be unable to use any of their abilities. This will last for 24 hours. Similarly, It takes a full 24 hours for the infected victim to turn, however they will notice no physical changes, save for an instinctive desire to avoid sunlight. &lt;br /&gt;
*After 24 hours have passed, the victim will notice their skin rapidly paling from its previous color, their eyes turn a scarlet red, they experience a strong lust for the consumption of blood, and finally, will feel the need to avoid direct sunlight at all costs. They will be immediately imbued with the abilities from the Upyr bloodline that the Vampire that turned them belongs to but will be unable to actually use them until they have freshly fed on another mortal person. The newly birthed Vampire will find themselves undergoing a number of mental and physical changes, all of which are detailed below. &lt;br /&gt;
&lt;br /&gt;
===Infection via blood-ritual===&lt;br /&gt;
&lt;br /&gt;
Infection of another being through a vampiric blood ritual is said to be the most ideal and desired method of infection due to its instantaneous and toll-free effects upon a non-willing host. However, the process itself is far more complicated than the other two and has been described as being akin to dark magic, with a number of steps required to be completed without interruption. Despite there being three distinct Vampiric bloodlines, the ritual itself remains the same for each, which has led scholars from around Pannotia to theorize that the ritual itself is somehow connected to something higher than the known Upyrs progenitors.&lt;br /&gt;
&lt;br /&gt;
*A Vampire must subdue a victim and deliver them back to their lair or a pre-prepared ritual site where the ritual may take place. &lt;br /&gt;
*The Vampire must place the victim in the middle of a runic circle drawn with the blood of a living being, not an animal, but can be the Vampire’s. A triangle is drawn with all three points touching the circle, with the victim dead center of both the triangle and the circle.  &lt;br /&gt;
*Candles are arranged at those three points, and the Vampire chants the words “Veri on nüüd seotud Therllainiga, varjake nad pimedusse”.&lt;br /&gt;
*The circle will take on an eerie glow, and the flames of the candles will turn a dark green colour. The victim will experience excruciating pain from within their chest for approximately two minutes, their body rapidly changing, turning pale, their eyes turning scarlet red and their aversion to sunlight kicking in almost instantaneously. They will have fully turned into a Vampire but will need to feed as quickly as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Infection through willful consumption of Vampire blood=== &lt;br /&gt;
&lt;br /&gt;
The final means of infection is probably the simplest, if not the most uncommon form of infection to occur. In some cases, an individual may, by their own unaltered choice or volition, desire to become a Vampire to a pre-existing Vampire who equally wishes for them to join their brood. In such a case, the steps to follow are simple. &lt;br /&gt;
&lt;br /&gt;
*The Vampire pierces their own skin, filling a cup with their blood for the mortal to consume. After the mortal has consumed the first cup of blood, they must state the word “Minust”. &lt;br /&gt;
*The Vampire then fills the cup once more, and the mortal again must consume the entire cup, after which they will state the word “Saab”.&lt;br /&gt;
*Finally, the Vampire fills the cup a third time. The mortal must take care to drink every last drop of blood before finishing the chant with the word “Pimedus”. &lt;br /&gt;
*Once all three cups have been consumed and the three words have been chanted, the mortal will experience excruciating pain from within their chest for approximately two minutes, their body rapidly changing, turning pale, their eyes turning scarlet red and their aversion to sunlight kicking in almost instantaneously. &lt;br /&gt;
*The Vampire will experience no drawbacks to the infection process, and the mortal will become a Vampire themselves after the pain has dissipated but will not be able to use any Vampiric abilities until they have consumed non-Vampire blood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
*A Vampire feels an aura of obedience and respect to their ‘Maker’, the Vampire that turned them, but is not entirely beholden to their commands. Reverence is displayed towards their Maker, though it is normal for a Vampire to also worship their ancestor Upyr. &lt;br /&gt;
&lt;br /&gt;
*In the days following the infection taking hold, the new fledgling Vampire may notice more physical alterations, including but not limited to, a change of eye color, sharper and sturdier nails, a narrowing of their features, and other aesthetical changes.  &lt;br /&gt;
&lt;br /&gt;
*Vampires commonly become prideful and gain a superiority complex, commonly manifested in the idealism of being the apex predator. Manipulation and deception become key tools in a Vampire’s arsenal. Vampires inherently do not wish to be cured. They will come up with any excuse not to be, becoming increasingly manic and aggressive if faced with the prospect. Some vampires have been known to act akin to trapped animals, gnawing at their flesh to escape their restraints. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Changes== &lt;br /&gt;
&lt;br /&gt;
While there are only a handful of mental changes that take effect after a mortal has been turned into a Vampire, the same cannot be said of changes to the body. Naturally, there are a number of physical changes that occur after infection that are common among all Vampires. Inversely, there are physical traits that are uncommon amongst Vampires but are naturally occurring. These are listed below. &lt;br /&gt;
&lt;br /&gt;
'''Universal Vampiric Physical Changes'''&lt;br /&gt;
*Red irises of varying hues and bloodshot sclera.&lt;br /&gt;
*Taller physique.&lt;br /&gt;
*Slightly pointed ears, though less so than an elf’s.&lt;br /&gt;
*Sharper, almost claw-like fingernails. &lt;br /&gt;
&lt;br /&gt;
'''Uncommon Vampiric - Physical Changes''' (These are purely aesthetical and can be applied if desired.)&lt;br /&gt;
*Shallower cheeks.&lt;br /&gt;
*Horns of varying styles.&lt;br /&gt;
*A crimson aura, almost like smoke. &lt;br /&gt;
*Aesthetically scaly skin.&lt;br /&gt;
*White/Grey hair. &lt;br /&gt;
*Flawless skin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Curing== &lt;br /&gt;
&lt;br /&gt;
Those trained in medical skills (Have one point invested in medicine.) can administer a vampire cure.  This includes doctors, nurses, alchemists, and surgeons.  They must first give the vampire the Bloodbane elixir.  Medical personnel must ensure that the vampire drinks the vast majority of the elixir.  The vampire will start to feel feverish, their eyesight will worsen, and their limbs will lose the majority of their strength.  They should be laid prone for the entirety of the curing process.  They will continue to sweat blood, their fever will rise, and their skin will take on a waxy appearance.  &lt;br /&gt;
&lt;br /&gt;
Thirty minutes after the last of the elixir has been drunk, the vampire must be given Dayclaw salts.  These should be fed directly into the throat and chased by high-proof alcohol. At this point, the vampire will start to convulse. Blood will seep from the vampire’s eyes and ears. The sweating and fever will continue for the next thirty minutes.  After a full hour from the start of the process, the vampire will be completely cured.  Their blood will have a strange purple-ish tint for the next two weeks.  Due to the alchemical components in their blood - vampires who attempt to feed upon the recently cured will be repulsed by both the taste and smell of their former compatriots. Meaning, they will not be able to be fed or reverted back into a vampire for two weeks. Those who have been recently cured will be exhausted, dehydrated, and easily sunburned for approximately three days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture and Hierarchy== &lt;br /&gt;
[[File:Flats11.png|thumb|Vampires while may be Predators, they are fiercely protective of their loved ones]]&lt;br /&gt;
Vampires are not only unique in power and lifestyle, but they also, over many centuries of development, established their own unique culture, creeds, and hegemony. They hold sacrosanct a philosophy of dominance yet elegance, of debauchery but with taste, and the manner in which they’re expected to conduct themselves reflects this ideology. They will frequently host large masquerades and blood parties for Clans and Broods allied to their own to relish within their gothic-inspired halls, cisterns, and encampments, whatever they may be. &lt;br /&gt;
&lt;br /&gt;
They hold pride in being, at least in their own opinion, the apex predator in Pannotia and thus reward themselves lavishly for being so. Successful hunts are not just celebrated with the consumption of blood, but also the looted spoils of war; be they fine silks and clothing, horses and livestock, or even blood cattle. This is the name they bestow on slaves captured for the purpose of feeding upon them, but Vampires rarely let them die as they provide a repeated source of sustenance. Such spoils are often taken in praise of “The Dark One”, which some belief to be a blood-sucking personification of the Fey Lord Therllain, the Uncherished One, for good tidings in battle and a fresh blood harvest. &lt;br /&gt;
&lt;br /&gt;
Still, worship and praise to the progenitor Vampires, the Upyr Lucent, Silva, and Alasanne, is heavily encouraged and a staple of every Vampire. Shrines to the dominant Upyr are a common sign within Vampire dens, with chalices of blood, jewels, or other riches deemed worthy of their ancestry being commonplace offerings. The shrines almost always take a unique form, so no two shrines to any of the three Upyr tend to be the same. Worship to Upyr and The Dark One is not the only thing held sacred by the Vampires. One of the truest and strongest bonds comes to exist between a Vampire and their “offspring”, their progenies. This relationship is held sacrosanct, and more often than not, the actions of the progeny are often held accountable against their “Maker”. There exists a strong level of trust and unity between Maker and Progeny, and as such, it is rare to see them separate. The Maker will usually take on the role of a teacher or parent for the progeny, before they eventually decide, if ever, to leave to take progenies of their own. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is rare to find a Vampire who is not already part of an established Brood. A Brood is the collective term for a family of Vampires, though should not be mistaken as actually being of blood relation. They are a group of Vampires who have been, at least in the majority of their numbers, infected by one Vampire in common, or descended from said Vampire. They’ll often collectively take their Brood Leader’s surname to pay homage to that Vampire and will reside together, whether it be in a house, a castle, or some dank and dreary cave. Members of a Brood will follow the command of their Brood Leader, who is either the Vampire who infected the most within the Brood, or someone elected to be Brood Leader amongst their own. &lt;br /&gt;
&lt;br /&gt;
A Clan on the other hand is a significantly much larger group of Vampires, made up of multiple Broods that have pledged their allegiance to another Brood Leader, either for political purposes like strengthening numbers or because they have a common goal. They more commonly pay homage to just one Upyr, but Clans have existed that have housed broods of another Upyr, or even all three. The political hierarchy within a Clan is far different than that of a Brood, which of course is due in part to their vast numbers needing management and administration, but also because their leader, their “Night Elder”, will bestow personal official titles and duties amongst the most trusted within their ranks to assist in retaining control. Clans will often house themselves in large buildings, abandoned cathedrals, castles, and the like, and live in harmony with outcast Witches, Augurers, and Warlocks, who seek to assist Vampires in their cause and provide counsel to them in matters of the arcane. &lt;br /&gt;
&lt;br /&gt;
Vampires are unable to successfully birth a child from one another, however, scholars have been able to prove the existence of children being born to a Vampire parent and a mortal being, a being known as a Dhampir. These offspring retain aesthetical traits from both species, however the Vampire parents' physical traits are always dominant. Unlike either parent, however, a Dhampir is distinguishable from both, bearing longer canine fangs than their vampire counterpart alongside piercing purple eyes. They are, however, mortal, and as such, are not considered infected or cursed, nor can they be by any existing curse. If born from a human and a vampire, the Dhampir has all the abilities of a human, if born of an elf and a vampire, they have all the abilities of an elf, and so on. Dhampirs are rarely accepted into Clans or Broods due to their inability to use Vampiric powers and their mortality, and as such are ostracized by these groups and, in most cases, their parents too. Unlike Vampires, however, they are commonly accepted in towns, cities, and villages run by the mortal races and tend to live among them quite peacefully. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History== &lt;br /&gt;
&lt;br /&gt;
Vampiric history is muddied at best. Over a thousand years of these creatures living in secrecy and thriving in darkness have made it difficult for scholars to discern fact from fiction regarding their true origins or, indeed, a true timeline of vampiric events following the Great Equilibrium. What we do have accounts are the three progenitor Vampires; Silva Saharnikov, Lucent Grimshaw, and Alasanne Toussaint. Thought to have been cursed with the affliction during the final battle of the Great Equilibrium, as all three were present at the Battle of the Brimworth Bastion in Aesox fighting alongside Human and Elven ranks. The first, Silva Saharnikov, thought to have been born somewhere in the tundra areas of Northern Aesox, fought in the vanguard of the Lord of Brimworth, Lord Lucent Grimshaw, the second of the Upyr. The third, Alasanne Toussaint, was thought to be skirmishing on the side of the Interlopers, and as such was thought to have been a mage, if not someone well versed in the greater mysteries of the arcane. &lt;br /&gt;
&lt;br /&gt;
How these three became Vampires themselves is unknown, especially given that the vast majority of combatants in that battle perished one way or another in the events that unfolded. That said, whatever cursed them is theorized to be of great magical importance, as these three were granted abilities and powers far greater than your average Vampire, thus making them superior: Upyr. The term Upyr is a title given to Vampires of great age and even greater power, who have fostered a long line of progenies who have carried their Vampiric Bloodline into notoriety. The three Upyr were long thought slaughtered after the Battle of the Brimworth Bastion, but resurfaced around the same time three hundred years later when Fiend Fellers of Ortim uncovered the three holding court with their respective Vampiric Clans high in the mountains of Central Aesox. &lt;br /&gt;
&lt;br /&gt;
The following centuries of Vampiric history are difficult, but in summary, academics have all collectively agreed that the following summary is an accurate reflection of events. The Upyr fight amongst themselves and split off to form their Clans elsewhere. Lucent Grimshaw bases himself somewhere in Ellawren, far from the politics of the Humans and Orcs. He rules over his clan with an iron fist, though doesn't care much for war-making or trickery, the way his sibling Upyr does. Silva establishes her own Warband clan in Ortim, attacking cities for sport but never taking them over; opting instead to loot their living for blood cattle, and riches before moving on to the next conquest. Little is known of what occurred to Alassane, other than that this androgynous trickster established a much smaller clan of Vampires to follow their travels across the globe, playing pranks and engaging in debaucherous and nefarious behavior wherever they went. Some claim that Alasanne was the reason for many of the Human wars in Aesox’s beginning, but these claims have not bore any fruit and are thus considered rumors. All three Upyr seem to have their plots and goals but also keep their clans tight to only their most trusted inner circle, so most other Vampires have split off and established their own broods and clans. &lt;br /&gt;
&lt;br /&gt;
Nowadays, the majority of information about Vampires comes from independent clans and broods that are separate from the Upyrs and are working toward their own goals. For this reason, it's difficult to pinpoint exactly what the Vampire themselves are up to outside of simply increasing their numbers and subsisting for survival reasons. Many are quick to disregard Vampire attacks as mere criminal inconveniences, however, there are whispers from the shadows of the Galudonian Shademire that there is something far darker for Pannotian kind on the near horizon.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = BunnyGardenParty&lt;br /&gt;
|Writers = TBD&lt;br /&gt;
|Processors = TBD&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Alchemy&amp;diff=1219</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Alchemy&amp;diff=1219"/>
		<updated>2024-12-09T05:29:17Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Alchemy.jpg|thumb|The subtle art of alchemy enriches the life of all Galudon.]]&lt;br /&gt;
The mystiscience of Alchemy is the study of turning different agents, oils, and substances to materials that can heal or enhance life for those in Galudon. What began as herbal remedies from different cultures soon coalesced into a formalized school of study at all leading universities. Utilizing the different [[flora]], [[minerals]], and even [[fauna]] material within the world, alchemists are able to create miracles for the populace.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Levels of Mastery==&lt;br /&gt;
&lt;br /&gt;
The University of Ironhurst recognizes two levels of alchemic mastery:&lt;br /&gt;
&lt;br /&gt;
;Alchemist Adjunct&lt;br /&gt;
: Has been enrolled into a formal school and is currently studying alchemy. Has been given clearance to work inside of specified labs and with ingredients under the supervision of master alchemists.&lt;br /&gt;
&lt;br /&gt;
;Alchemist Adept&lt;br /&gt;
: Has earned a degree from a university or other school of recognized study and certified by officials as a master alchemist. Holds the right to disperse elixirs, salts, poultices, and salts to the public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Creation Process==&lt;br /&gt;
&lt;br /&gt;
Alchemy consists of five separate steps that are part of the creation process.  These steps can be used to experiment with known mixtures, or to create new mixtures.  It should be noted that in order for experimentation to be recognized as valid and avoiding possible legal charges, it must be registered with the university.&lt;br /&gt;
&lt;br /&gt;
;Distillation&lt;br /&gt;
: The art of purifying liquid. Part of this process is collecting gaseous burnoff into vapor form.&lt;br /&gt;
&lt;br /&gt;
;Reduction&lt;br /&gt;
: Making a stronger “essence” of the original ingredient.&lt;br /&gt;
&lt;br /&gt;
;Sublimation&lt;br /&gt;
: Forcing something to transition from solid to gas - usually by heat or addition of a reactive agent.&lt;br /&gt;
&lt;br /&gt;
;Blasify&lt;br /&gt;
: Grinding solid forms into powder.&lt;br /&gt;
&lt;br /&gt;
;Chrysate &lt;br /&gt;
: Using high heat to form crystals of a substance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Four Forms of Alchemical Solutions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Elixir &lt;br /&gt;
: A liquid form meant for drinking.&lt;br /&gt;
&lt;br /&gt;
;Salt&lt;br /&gt;
: A grainy, solid form that is meant to be ingested.&lt;br /&gt;
&lt;br /&gt;
;Vapor &lt;br /&gt;
: A gaseous form meant to be inhaled&lt;br /&gt;
&lt;br /&gt;
;Poultice&lt;br /&gt;
: A gelatinous solid that allows for spreading over skin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adjunct Level Concoctions==&lt;br /&gt;
&lt;br /&gt;
===Elixirs===&lt;br /&gt;
&lt;br /&gt;
;Sagacitas&lt;br /&gt;
: Liquid that causes nerve endings to accelerate: causing touch, scent, sight, and sounds to be much more intense. A regulation dose lasts approximately two hours. Twelve hours should be given as a rest between doses, or enhanced sensitivity could continue beyond expected time frames. Prolonged use of Sagacitas may result in permanent changes to stimuli.&lt;br /&gt;
#Reduction of [[Flora#Feverswell|feverswell]] - three parts&lt;br /&gt;
#Dried [[Flora#Whisperwedge|whisperwedge]], crushed - one part&lt;br /&gt;
#Distillation of spruce needles - one part&lt;br /&gt;
#Essence of [[Flora#Night Mint|night mint]], reduced once - one part&lt;br /&gt;
&lt;br /&gt;
: Blend and heat, thinning out with [[aqua regia]]. &lt;br /&gt;
: Add one crushed [[Minerals#Delquirium|Deliquirium]]. &lt;br /&gt;
: Pour in regulation drams.&lt;br /&gt;
&lt;br /&gt;
;Praesallis&lt;br /&gt;
: A regulation dose provides a week of protection from procreation for both women and men.&lt;br /&gt;
#[[Flora#Pink Colwort|Pink Colwort]], roots, crushed&lt;br /&gt;
#[[Fauna#Salyfas Bird|Salyfas bird]] egg yolks, two&lt;br /&gt;
#[[Flora#Ukire Bark|Ukire]] tree bark, 1 ounce&lt;br /&gt;
#Essence of [[Flora#Bleeding Parsley|bleeding parsley]], one part&lt;br /&gt;
&lt;br /&gt;
: Combine pink colwort with ukire tree bark until a fine powder. &lt;br /&gt;
: Mix in bleeding parsley essence until fully blended. &lt;br /&gt;
: Cut with yolks, then drink fresh.&lt;br /&gt;
&lt;br /&gt;
;Birchbalm&lt;br /&gt;
: A remedy for light pain and can reduce fevers.&lt;br /&gt;
#White birch bark, inner scrapings&lt;br /&gt;
#[[Flora#Bleeding Parsley|Bleeding parsley]] stems&lt;br /&gt;
#Fresh [[Flora#Whisperwedge|whisperwedge]] bulb&lt;br /&gt;
: Crush all ingredients together in equal parts and heat for five minutes over low heat until fully combined.&lt;br /&gt;
&lt;br /&gt;
===Salts===&lt;br /&gt;
&lt;br /&gt;
;Powell's Relief&lt;br /&gt;
: A salt that causes muscles to loosen along with the mind's grip. Results in the inability to move or talk. Hearing and sight remains muffled. A regulation dose results in three hours of this effect. Traditionally used for strained muscles and treatment for shock.&lt;br /&gt;
#[[Minerals#Zaffre|Zaffre]], ground, one cup&lt;br /&gt;
#[[Flora#Drowsy Dew|Drowsydew]], seven drops&lt;br /&gt;
#[[Flora#Jungle Sap|Jungle sap]] - one part&lt;br /&gt;
#[[Minerals#Horn Quicksilver|Horn quicksilver]] - two parts&lt;br /&gt;
&lt;br /&gt;
: Add seven drops of drowsydew into the ground zaffre&lt;br /&gt;
: Fold in jungle sap and press until fluid is removed. &lt;br /&gt;
: Cut with ground horn quicksilver until mixture is sandy. &lt;br /&gt;
: Swallow one dram's worth.&lt;br /&gt;
&lt;br /&gt;
; Scorchsalt&lt;br /&gt;
: A salt that energizes people for two hours per regulation dose. A common side effect is reduction of bodily swelling and bloat.&lt;br /&gt;
#[[Flora#Ghost Ginger|Ghost Ginger]] - one root&lt;br /&gt;
#[[Flora#Thought Thorn|Thought Thorn]] - one thorn&lt;br /&gt;
#[[Minerals#Corpice|Corpice]] - one dram’s worth&lt;br /&gt;
#[[Minerals#Cassel Yellow|Cassel Yellow]] - one teaspoon&lt;br /&gt;
: Grate ghost ginger. &lt;br /&gt;
: Grind corpice into dust and cut into ghost ginger. &lt;br /&gt;
: Grind in cassel yellow and finish with one thought thorn. &lt;br /&gt;
: Grind it all and dry out until all moisture removed. &lt;br /&gt;
: Grind again until granular.&lt;br /&gt;
&lt;br /&gt;
===Poultice===&lt;br /&gt;
&lt;br /&gt;
;Honeyhurt&lt;br /&gt;
: This poultice both cleans and treats burns of the skin. &lt;br /&gt;
#Honeycomb - One pound&lt;br /&gt;
#[[Flora#Aqua Falma|Aqua Falma]] - Four flowers&lt;br /&gt;
#Birch bark - Two cups of scrapings&lt;br /&gt;
#Ivy leaves - fourteen&lt;br /&gt;
#Aqua Regia&lt;br /&gt;
: Crush all ingredients together and heat over medium heat until just bubbling. &lt;br /&gt;
: Spread on waxed paper and sprinkle with Aqua Regia.&lt;br /&gt;
&lt;br /&gt;
;Peragrare&lt;br /&gt;
: A poultice that cleans and disinfects wounds.&lt;br /&gt;
#[[Aqua Regia]]&lt;br /&gt;
#Distilled wheat product&lt;br /&gt;
#White birch bark&lt;br /&gt;
: Work all three together, with white birch bark double the amount of the first two, until into a paste. &lt;br /&gt;
: Spread over waxed paper and cover until used.&lt;br /&gt;
&lt;br /&gt;
;Patet&lt;br /&gt;
: A favored poultice that releases a minty scent for soothing headaches and clearing the head.  A side effect is that it can result in tingling or burning of the skin. &lt;br /&gt;
#[[Flora#Ghost Ginger|Ghost Ginger]], inner core, one part&lt;br /&gt;
#[[Flora#Night Mint|Night mint]], fresh essence, three parts&lt;br /&gt;
#Nettle oil, two parts&lt;br /&gt;
#[[Flora#Jungle Sap|Jungle sap]], one part&lt;br /&gt;
: Work all three together and then heat until jungle sap is fully subdued. &lt;br /&gt;
: Mix until combined and the ginger core is paste.&lt;br /&gt;
&lt;br /&gt;
==Adept Level Concoctions==&lt;br /&gt;
&lt;br /&gt;
All adept alchemists can create the preceding components as well as those listed below.&lt;br /&gt;
&lt;br /&gt;
===Vapours===&lt;br /&gt;
;Etherium&lt;br /&gt;
: A vapor that causes unconsciousness for roughly ten minutes per regulation dose.  Every application will cause an hour of headaches and confusion upon waking.  Abuse of Etherium can result in frenetic behavior and; addiction. &lt;br /&gt;
#[[Flora#Drowsy Dew|Drowsydew]] reduction of fifty drops, twice over until it flushes a deep blue&lt;br /&gt;
#[[Flora#Dreamberry|Dreamberry]], the juice, twenty ounces&lt;br /&gt;
#[[Flora#Thought Thorn|Thought Thorns]], Four&lt;br /&gt;
#[[Minerals#Delquirium|Deliquirium]] rock&lt;br /&gt;
: Take the twice reduced drowsydew and infused dreamberry juice over a low flame until bubbling, yet not boiling. &lt;br /&gt;
: Add deliqiuirum and vent over pot. &lt;br /&gt;
: Using tweezers, fix a breath bowl over the the vent. &lt;br /&gt;
: Drop in the thought thorns and collect vapor until gone.&lt;br /&gt;
&lt;br /&gt;
;Rapture&lt;br /&gt;
:&lt;br /&gt;
: A vapor that causes feelings of immediate ecstasy and docile behavior.  Patients taking this are extremely susceptible to suggestion, and this medication is often used as a treatment for delirium and [[Soldier's Burden]].  This sensation lasts roughly thirty minutes. Abuse of Rapture can cause addictive behaviors and sensory elevation.&lt;br /&gt;
#[[Minerals#Delquirium|Deliquirium]] rock&lt;br /&gt;
#[[Flora#Thought Thorn|Thought Thorn]], Twenty Four&lt;br /&gt;
#[[Flora#Dreamberry|Dreamberry]], the juice, sixteen ounces&lt;br /&gt;
#[[Flora#Feverswell|Feverswell]], essence&lt;br /&gt;
#[[Minerals#Cinnabar|Cinnabar]], two ounces&lt;br /&gt;
#[[Flora#Spard|Spard]], Six fresh inner leaves&lt;br /&gt;
: Crush thought thorns into dreamberry juice and stew for twelve hours at a simmer. &lt;br /&gt;
: Add feverswell essence, minimum of three drams. &lt;br /&gt;
: Scrape cinnabar into the simmering mixture, then the fresh shard. &lt;br /&gt;
: Now boil until the vapor turns purple white, then collect into breath bowls.&lt;br /&gt;
&lt;br /&gt;
;Vertere Crystal &lt;br /&gt;
;&lt;br /&gt;
: A salt that can cause bodily features to be altered for approximately twenty-four hours.  Each crystal must be carefully crafted to target the part of the body needing change. &lt;br /&gt;
#[[Antimony]] flowers&lt;br /&gt;
#[[Minerals#Corpice|Corpice]]&lt;br /&gt;
#[[Minerals#Lapis Soleris|Lapis Soleris]]&lt;br /&gt;
#[[Flora#Thought Thorn|Thought Thorn]], One&lt;br /&gt;
#[[Cymrinite]] Dust&lt;br /&gt;
: Create antimony flowers by heating mercury.  &lt;br /&gt;
: Grind lapis soleris with corpice until the rock breaks. &lt;br /&gt;
: Add cymrinite dust until mixture turns red.&lt;br /&gt;
:: Drowsydew with appropriate dye for hair&lt;br /&gt;
:: Pink Colwort for facial features&lt;br /&gt;
:: Ghost Ginger for weight changes&lt;br /&gt;
:: Feverswell for height&lt;br /&gt;
:: Salyfas bird egg whites for sex&lt;br /&gt;
:: Dreamberry for age&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =  Domenico Cava&lt;br /&gt;
|Writers = WIP&lt;br /&gt;
|Processors = WIP&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=1210</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=1210"/>
		<updated>2024-11-28T23:40:36Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite the Age of Steam and Scepter being known as the turning point for Pannotia in terms of social and technological advancement, this has proved futile in completely crushing traditional folklore, myth, and legend. Many still hold true the tales of fearsome creatures and ‘things that go bump in the night,’ and for good reason. While the tradition-based Humans that herald from the country of Ortim have made the old adage “blood runs thicker than water” a staple of hardworking family life, there are a number of beings recently unveiling themselves to the public in Pannotia, that have taken this saying to mean something deeper and far more literal. The creatures of the night, known universally around Pannotia as ‘Vampires’, are cursed individuals of incredible power who must sustain themselves in blood to survive. Theorized to have come into being over a millennium ago, the vampiric scourge is said to be feasting upon the people of the known world, biding their time before they ultimately press their claim upon Pannotia, to rule as the ultimate apex predator. Ultimately, many sane individuals would see Vampires as beings of pure evil and chaos, though in recent times a surge of support has erupted within Galudon’s capital of Ironhurst for their integration into society; albeit with heavy stipulations, leading many to think that not all is what it initially appears with these sun-shy creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities and Powers==&lt;br /&gt;
&lt;br /&gt;
While Vampires must learn to accept the fact that they must sustain themselves on the blood of the living and avoid the sunlight that once kissed their skin, the abilities and powers they gain from their affliction to them, are often considered more than worth the trade-off. Vampiric abilities are divided into three distinct groups: Passive abilities, Bloodline abilities, and finally, Feasted abilities. Each of these categories and their respective abilities are explained in further detail below. &lt;br /&gt;
&lt;br /&gt;
Basic Mechanics: It is important to note that for Vampires to be able to use their abilities at all, they must feed on a character or creature every 48 hours and from an artery. If they have not fed on a non-npc character (You can however rp your character feasting on NPC animals) they will be unable to use their passive or bloodline abilities, and will only be able to roll to a maximum of 8 in any given situation. If they have fed, read below. Vampires must also be ready to provide evidence that they have fed, if questioned OOC on whether they are able to cast particular abilities, so staff recommend having the fed-upon player/the Vampire in question send a screenshot of the feeding in roleplay to BillyTheScruffy so staff can intervene on behalf of the Vampire if a ticket is made by a player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Passive Abilities===&lt;br /&gt;
Inherent abilities to Vampires of all bloodlines, Passive Abilities are innate to each Vampire’s ability pool and are accessible for use provided the Vampire has fed in the last 7 days and is not in direct sunlight.&lt;br /&gt;
&lt;br /&gt;
*Immortality - can revive at an altar of their choice after 24 hours of death. Abilities are nullified for 48 hours after successful revival even if they feed on a character/creature. &lt;br /&gt;
*Incognito - Vampires engaging in only the use of their passive abilities appear like their base races. This means that to anyone looking at them, they appear like your average joe, with all Vampiric identifiers hidden. Note: This does not apply when a Vampire is feeding. When a Vampire feeds, all Vampiric traits become visible.&lt;br /&gt;
*Sunshy - Vampires in direct sunlight (Even while hooded/clothed) are weakened significantly. They appear frail, even if they had fed (Unless a feasted ability negates this passive ability) and have no access to any of their Vampiric abilities. They also take a - 4 to any roll they make. &lt;br /&gt;
*Increased Strength - + 2 to any Strength-related roll&lt;br /&gt;
*Increased Stamina - + 2 to any Dexterity-related roll&lt;br /&gt;
*Blood Rite - Can feed without using fangs. Purely aesthetic, but the character being fed on must be incapacitated somehow. &lt;br /&gt;
*Chaos Coil - can launch a volley of two dark magic projectiles one after the other up to 5 blocks but must roll 2 d6 dice for them to hit. Any roll below 3 from these dice, however, misses. Successful hits do 1 d3 damage each. &lt;br /&gt;
&lt;br /&gt;
===Bloodline Abilities===&lt;br /&gt;
&lt;br /&gt;
Every Vampire descends from a Vampiric bloodline specific to one of the three original “progenitor” Upyrs:- Lucent, Alasanne, and Silva. These bloodlines have a specific Vampiric power that is exclusive to itself and operates similarly to passive abilities. What ability is available to which bloodline can be read about below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Bloodline&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Lucent - Domination&lt;br /&gt;
| '''Brought to Heel''' - The Vampire exerts a screech that brings all characters (except for other vampires within their Clan or Brood) to their knees for one full emote, locking them out of actions for that one emote. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Alasanne - Trickster &lt;br /&gt;
| '''Now you see me''' - The Vampire clicks their fingers three times and is able to create a successful copy of themselves that deals no damage but acts as decoy for the Vampire who is then able to turn invisible for 3 full emotes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Silva - War Maker&lt;br /&gt;
| '''Embrace the swarm''' - The Vampire emits a shriek, summoning forth a horde of bats or locusts to swarm a single target. These reduce the attacking roll of any character or creature by 3 for 3 full emotes. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Feasted Abilities===&lt;br /&gt;
A Vampire must consume the blood of a living being once every week, lest they become frail and have access to their Vampiric abilities lost, at least until they feed again. Blood consumption is at the very core of Vampiric teachings and comes with its own set of benefits: Feasted Abilities. Consuming the blood of any race unlocks one additional ability for that Vampire, but only one, which lasts until they feed upon another being or turn frail for having not fed in 2 days. Being fed upon by a Vampire is a taxing experience, and will result in those having been fed on experiencing extreme fatigue for 12 hours after, meaning they cannot function effectively in combat or any other taxing activities, taking a - 2 penalty to any dice roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold; background-color:#ffc178;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Animals/Anomalies/Beasts and other Vampires&lt;br /&gt;
| '''Malnourished''' - Vampire loses access to all abilities but can still function day to day and survive. This lasts the full 48 hours or until the Vampire feeds on one of the other races detailed below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Human&lt;br /&gt;
| '''One of the collective''' - Feeding on a human nullifies a Vampire’s ‘Sunshy’ passive ability for 7 days. Not only can they continue to operate as if they were in darkness, sunlight no longer hinders their abilities and they can use them freely. This ability lasts the full 7 days after feeding. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Nephi&lt;br /&gt;
| '''Beastmaster'''  - The vampire gains an affinity with animals, being able to summon a shadowy familiar (can choose from wolf, snake, or rat) to assist them. The chosen familiar can aid them outside of combat, adding +2 to attacking rolls (Wolf), dexterity rolls (Snake), or alternatively, can have a rat shadowy familiar perform an additional non-combative action. These familiars can be killed in one strike, however. This ability can be used once every 12 hours or until another Nephi is fed upon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#efefef;&amp;quot; | Thalzar&lt;br /&gt;
| '''Berserker Rage''' - The Vampire inherits the combat prowess of a Thalzar, causing their attacks in combat to be greatly more effective and ruthless. The Vampire gains Advantage on the next 3 attacks it performs. This ability refreshes after 12 hours or until another Thalzar is fed upon.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Venyra&lt;br /&gt;
| '''Sensual Boon''' - The blood of these magically gifted Elves greatly enhances a Vampire’s senses. The Vampire will gain perfect night vision, as well as improved hearing and the ability to use a form of echolocation to ‘see’ through walls or obstacles up to 10 blocks away.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Orc&lt;br /&gt;
|'''Rotjaw''' - The canines of the Vampire’s lower jaw grow into a pair of jagged tusks. If the Vampire bites someone in combat or in feeding, the victim is left with a festering wound, which also temporarily paralyzes a limb of the Vampire’s choice for up to an hour. If they feed on another race then they can choose to keep the tusks, though they lose the added ability.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Dwarf&lt;br /&gt;
|'''We dug too deep''' - A Vampire who has consumed Dwarven blood is able to gore their opponents with their fangs. This means that Vampires who attack with just their teeth, ignoring weaponry, are able to add an additional + 7 to their unarmed attacking roll.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Nymphs&lt;br /&gt;
|'''Child of Sunlight''' - Feeding on Nymph blood permits the Vampire a greater resilience towards the sun. The Vampire will be able to walk in daylight for longer without feeling the usual weakness and fatigue it gives them. They can use their abilities in sunlight and take no penalties for being in sunlight for 7 days. They additionally will not need to feed for those 7 days but can if they choose.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Ferox&lt;br /&gt;
| '''Nature’s Elegance''' - Upon feeding on a Ferox of any kind, the Vampire is gifted with increased speed and climbing ability, though this cannot be used in combat. It can however be used to flee a combat scenario with a successful d20 roll, with any roll numbering 10 or higher being a successful attempt to flee that specific combat scenario until out of sight. This can be used 3 times in 48 hours.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#efefef;&amp;quot; | Infernals&lt;br /&gt;
| '''Merciless Mimicry''' - The Vampire’s voicebox mutates, permitting them to perfectly mimic the voice of any other person or creature they have heard before.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infection== &lt;br /&gt;
&lt;br /&gt;
There is a common misconception that the only way one can become a Vampire is to be bitten and feasted upon by one, though this couldn’t be further from the fact. There are three known avenues a Vampire may take when attempting to increase the numbers within their own brood, with significant differences between each one. The process itself alters the victim significantly, and many Vampires notice mental and physical changes manifesting over three or four days after the infection has taken hold of them. &lt;br /&gt;
&lt;br /&gt;
Detailed below is an account on how each is enacted, as well as the effects and toll that each method takes upon the Vampire and its prey. &lt;br /&gt;
&lt;br /&gt;
===Infection through Feeding=== &lt;br /&gt;
&lt;br /&gt;
Possibly the most notable and well-known of the three infection methods, infection via feeding has been documented as the most commonplace (and physically taxing) means for birthing new Vampires.&lt;br /&gt;
&lt;br /&gt;
*The Vampire feeds upon an individual of any race, either through direct puncturing of the skin near a vital organ by their fangs or through casting the ability ‘Blood Rite’ upon their victim. Feeding takes a minimum of 10 minutes (OOC TIME) for the purpose of this infection process. &lt;br /&gt;
*The Vampire must have the unaltered and uninhibited intention to infect their victim. A simple feeding is not enough. Upon satiating their hunger, the Vampire chants the words “Veri on nüüd seotud Therllainiga, varjake nad pimedusse” with their palm upon the victim’s forehead. &lt;br /&gt;
*Upon completion of the chant, the Vampire will find their power draining and will usually seek safety where they can fully recover. One hour after the feeding, the Vampire will find themself to be unable to use any of their abilities. This will last for 24 hours. Similarly, It takes a full 24 hours for the infected victim to turn, however they will notice no physical changes, save for an instinctive desire to avoid sunlight. &lt;br /&gt;
*After 24 hours have passed, the victim will notice their skin rapidly paling from its previous color, their eyes turn a scarlet red, they experience a strong lust for the consumption of blood, and finally, will feel the need to avoid direct sunlight at all costs. They will be immediately imbued with the abilities from the Upyr bloodline that the Vampire that turned them belongs to but will be unable to actually use them until they have freshly fed on another mortal person. The newly birthed Vampire will find themselves undergoing a number of mental and physical changes, all of which are detailed below. &lt;br /&gt;
&lt;br /&gt;
===Infection via blood-ritual===&lt;br /&gt;
&lt;br /&gt;
Infection of another being through a vampiric blood ritual is said to be the most ideal and desired method of infection due to its instantaneous and toll-free effects upon a non-willing host. However, the process itself is far more complicated than the other two and has been described as being akin to dark magic, with a number of steps required to be completed without interruption. Despite there being three distinct Vampiric bloodlines, the ritual itself remains the same for each, which has led scholars from around Pannotia to theorize that the ritual itself is somehow connected to something higher than the known Upyrs progenitors.&lt;br /&gt;
&lt;br /&gt;
*A Vampire must subdue a victim and deliver them back to their lair or a pre-prepared ritual site where the ritual may take place. &lt;br /&gt;
*The Vampire must place the victim in the middle of a runic circle drawn with the blood of a living being, not an animal, but can be the Vampire’s. A triangle is drawn with all three points touching the circle, with the victim dead center of both the triangle and the circle.  &lt;br /&gt;
*Candles are arranged at those three points, and the Vampire chants the words “Veri on nüüd seotud Therllainiga, varjake nad pimedusse”.&lt;br /&gt;
*The circle will take on an eerie glow, and the flames of the candles will turn a dark green colour. The victim will experience excruciating pain from within their chest for approximately two minutes, their body rapidly changing, turning pale, their eyes turning scarlet red and their aversion to sunlight kicking in almost instantaneously. They will have fully turned into a Vampire but will need to feed as quickly as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Infection through willful consumption of Vampire blood=== &lt;br /&gt;
&lt;br /&gt;
The final means of infection is probably the simplest, if not the most uncommon form of infection to occur. In some cases, an individual may, by their own unaltered choice or volition, desire to become a Vampire to a pre-existing Vampire who equally wishes for them to join their brood. In such a case, the steps to follow are simple. &lt;br /&gt;
&lt;br /&gt;
*The Vampire pierces their own skin, filling a cup with their blood for the mortal to consume. After the mortal has consumed the first cup of blood, they must state the word “Minust”. &lt;br /&gt;
*The Vampire then fills the cup once more, and the mortal again must consume the entire cup, after which they will state the word “Saab”.&lt;br /&gt;
*Finally, the Vampire fills the cup a third time. The mortal must take care to drink every last drop of blood before finishing the chant with the word “Pimedus”. &lt;br /&gt;
*Once all three cups have been consumed and the three words have been chanted, the mortal will experience excruciating pain from within their chest for approximately two minutes, their body rapidly changing, turning pale, their eyes turning scarlet red and their aversion to sunlight kicking in almost instantaneously. &lt;br /&gt;
*The Vampire will experience no drawbacks to the infection process, and the mortal will become a Vampire themselves after the pain has dissipated but will not be able to use any Vampiric abilities until they have consumed non-Vampire blood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
*A Vampire feels an aura of obedience and respect to their ‘Maker’, the Vampire that turned them, but is not entirely beholden to their commands. Reverence is displayed towards their Maker, though it is normal for a Vampire to also worship their ancestor Upyr. &lt;br /&gt;
&lt;br /&gt;
*In the days following the infection taking hold, the new fledgling Vampire may notice more physical alterations, including but not limited to, a change of eye color, sharper and sturdier nails, a narrowing of their features, and other aesthetical changes.  &lt;br /&gt;
&lt;br /&gt;
*Vampires commonly become prideful and gain a superiority complex, commonly manifested in the idealism of being the apex predator. Manipulation and deception become key tools in a Vampire’s arsenal. Vampires inherently do not wish to be cured. They will come up with any excuse not to be, becoming increasingly manic and aggressive if faced with the prospect. Some vampires have been known to act akin to trapped animals, gnawing at their flesh to escape their restraints. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Changes== &lt;br /&gt;
&lt;br /&gt;
While there are only a handful of mental changes that take effect after a mortal has been turned into a Vampire, the same cannot be said of changes to the body. Naturally, there are a number of physical changes that occur after infection that are common among all Vampires. Inversely, there are physical traits that are uncommon amongst Vampires but are naturally occurring. These are listed below. &lt;br /&gt;
&lt;br /&gt;
'''Universal Vampiric Physical Changes'''&lt;br /&gt;
*Red irises of varying hues and bloodshot sclera.&lt;br /&gt;
*Taller physique.&lt;br /&gt;
*Slightly pointed ears, though less so than an elf’s.&lt;br /&gt;
*Sharper, almost claw-like fingernails. &lt;br /&gt;
&lt;br /&gt;
'''Uncommon Vampiric - Physical Changes''' (These are purely aesthetical and can be applied if desired.)&lt;br /&gt;
*Shallower cheeks.&lt;br /&gt;
*Horns of varying styles.&lt;br /&gt;
*A crimson aura, almost like smoke. &lt;br /&gt;
*Aesthetically scaly skin.&lt;br /&gt;
*White/Grey hair. &lt;br /&gt;
*Flawless skin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Curing== &lt;br /&gt;
&lt;br /&gt;
Those trained in medical skills (Have one point invested in medicine.) can administer a vampire cure.  This includes doctors, nurses, alchemists, and surgeons.  They must first give the vampire the Bloodbane elixir.  Medical personnel must ensure that the vampire drinks the vast majority of the elixir.  The vampire will start to feel feverish, their eyesight will worsen, and their limbs will lose the majority of their strength.  They should be laid prone for the entirety of the curing process.  They will continue to sweat blood, their fever will rise, and their skin will take on a waxy appearance.  &lt;br /&gt;
&lt;br /&gt;
Thirty minutes after the last of the elixir has been drunk, the vampire must be given Dayclaw salts.  These should be fed directly into the throat and chased by high-proof alcohol. At this point, the vampire will start to convulse. Blood will seep from the vampire’s eyes and ears. The sweating and fever will continue for the next thirty minutes.  After a full hour from the start of the process, the vampire will be completely cured.  Their blood will have a strange purple-ish tint for the next two weeks.  Due to the alchemical components in their blood - vampires who attempt to feed upon the recently cured will be repulsed by both the taste and smell of their former compatriots. Meaning, they will not be able to be fed or reverted back into a vampire for two weeks. Those who have been recently cured will be exhausted, dehydrated, and easily sunburned for approximately three days. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture and Hierarchy== &lt;br /&gt;
[[File:Flats11.png|thumb|Vampires while may be Predators, they are fiercely protective of their loved ones]]&lt;br /&gt;
Vampires are not only unique in power and lifestyle, but they also, over many centuries of development, established their own unique culture, creeds, and hegemony. They hold sacrosanct a philosophy of dominance yet elegance, of debauchery but with taste, and the manner in which they’re expected to conduct themselves reflects this ideology. They will frequently host large masquerades and blood parties for Clans and Broods allied to their own to relish within their gothic-inspired halls, cisterns, and encampments, whatever they may be. &lt;br /&gt;
&lt;br /&gt;
They hold pride in being, at least in their own opinion, the apex predator in Pannotia and thus reward themselves lavishly for being so. Successful hunts are not just celebrated with the consumption of blood, but also the looted spoils of war; be they fine silks and clothing, horses and livestock, or even blood cattle. This is the name they bestow on slaves captured for the purpose of feeding upon them, but Vampires rarely let them die as they provide a repeated source of sustenance. Such spoils are often taken in praise of “The Dark One”, which some belief to be a blood-sucking personification of the Fey Lord Therllain, the Uncherished One, for good tidings in battle and a fresh blood harvest. &lt;br /&gt;
&lt;br /&gt;
Still, worship and praise to the progenitor Vampires, the Upyr Lucent, Silva, and Alasanne, is heavily encouraged and a staple of every Vampire. Shrines to the dominant Upyr are a common sign within Vampire dens, with chalices of blood, jewels, or other riches deemed worthy of their ancestry being commonplace offerings. The shrines almost always take a unique form, so no two shrines to any of the three Upyr tend to be the same. Worship to Upyr and The Dark One is not the only thing held sacred by the Vampires. One of the truest and strongest bonds comes to exist between a Vampire and their “offspring”, their progenies. This relationship is held sacrosanct, and more often than not, the actions of the progeny are often held accountable against their “Maker”. There exists a strong level of trust and unity between Maker and Progeny, and as such, it is rare to see them separate. The Maker will usually take on the role of a teacher or parent for the progeny, before they eventually decide, if ever, to leave to take progenies of their own. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is rare to find a Vampire who is not already part of an established Brood. A Brood is the collective term for a family of Vampires, though should not be mistaken as actually being of blood relation. They are a group of Vampires who have been, at least in the majority of their numbers, infected by one Vampire in common, or descended from said Vampire. They’ll often collectively take their Brood Leader’s surname to pay homage to that Vampire and will reside together, whether it be in a house, a castle, or some dank and dreary cave. Members of a Brood will follow the command of their Brood Leader, who is either the Vampire who infected the most within the Brood, or someone elected to be Brood Leader amongst their own. &lt;br /&gt;
&lt;br /&gt;
A Clan on the other hand is a significantly much larger group of Vampires, made up of multiple Broods that have pledged their allegiance to another Brood Leader, either for political purposes like strengthening numbers or because they have a common goal. They more commonly pay homage to just one Upyr, but Clans have existed that have housed broods of another Upyr, or even all three. The political hierarchy within a Clan is far different than that of a Brood, which of course is due in part to their vast numbers needing management and administration, but also because their leader, their “Night Elder”, will bestow personal official titles and duties amongst the most trusted within their ranks to assist in retaining control. Clans will often house themselves in large buildings, abandoned cathedrals, castles, and the like, and live in harmony with outcast Witches, Augurers, and Warlocks, who seek to assist Vampires in their cause and provide counsel to them in matters of the arcane. &lt;br /&gt;
&lt;br /&gt;
Vampires are unable to successfully birth a child from one another, however, scholars have been able to prove the existence of children being born to a Vampire parent and a mortal being, a being known as a Dhampir. These offspring retain aesthetical traits from both species, however the Vampire parents' physical traits are always dominant. Unlike either parent, however, a Dhampir is distinguishable from both, bearing longer canine fangs than their vampire counterpart alongside piercing purple eyes. They are, however, mortal, and as such, are not considered infected or cursed, nor can they be by any existing curse. If born from a human and a vampire, the Dhampir has all the abilities of a human, if born of an elf and a vampire, they have all the abilities of an elf, and so on. Dhampirs are rarely accepted into Clans or Broods due to their inability to use Vampiric powers and their mortality, and as such are ostracized by these groups and, in most cases, their parents too. Unlike Vampires, however, they are commonly accepted in towns, cities, and villages run by the mortal races and tend to live among them quite peacefully. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History== &lt;br /&gt;
&lt;br /&gt;
Vampiric history is muddied at best. Over a thousand years of these creatures living in secrecy and thriving in darkness have made it difficult for scholars to discern fact from fiction regarding their true origins or, indeed, a true timeline of vampiric events following the Great Equilibrium. What we do have accounts are the three progenitor Vampires; Silva Saharnikov, Lucent Grimshaw, and Alasanne Toussaint. Thought to have been cursed with the affliction during the final battle of the Great Equilibrium, as all three were present at the Battle of the Brimworth Bastion in Aesox fighting alongside Human and Elven ranks. The first, Silva Saharnikov, thought to have been born somewhere in the tundra areas of Northern Aesox, fought in the vanguard of the Lord of Brimworth, Lord Lucent Grimshaw, the second of the Upyr. The third, Alasanne Toussaint, was thought to be skirmishing on the side of the Interlopers, and as such was thought to have been a mage, if not someone well versed in the greater mysteries of the arcane. &lt;br /&gt;
&lt;br /&gt;
How these three became Vampires themselves is unknown, especially given that the vast majority of combatants in that battle perished one way or another in the events that unfolded. That said, whatever cursed them is theorized to be of great magical importance, as these three were granted abilities and powers far greater than your average Vampire, thus making them superior: Upyr. The term Upyr is a title given to Vampires of great age and even greater power, who have fostered a long line of progenies who have carried their Vampiric Bloodline into notoriety. The three Upyr were long thought slaughtered after the Battle of the Brimworth Bastion, but resurfaced around the same time three hundred years later when Fiend Fellers of Ortim uncovered the three holding court with their respective Vampiric Clans high in the mountains of Central Aesox. &lt;br /&gt;
&lt;br /&gt;
The following centuries of Vampiric history are difficult, but in summary, academics have all collectively agreed that the following summary is an accurate reflection of events. The Upyr fight amongst themselves and split off to form their Clans elsewhere. Lucent Grimshaw bases himself somewhere in Ellawren, far from the politics of the Humans and Orcs. He rules over his clan with an iron fist, though doesn't care much for war-making or trickery, the way his sibling Upyr does. Silva establishes her own Warband clan in Ortim, attacking cities for sport but never taking them over; opting instead to loot their living for blood cattle, and riches before moving on to the next conquest. Little is known of what occurred to Alassane, other than that this androgynous trickster established a much smaller clan of Vampires to follow their travels across the globe, playing pranks and engaging in debaucherous and nefarious behavior wherever they went. Some claim that Alasanne was the reason for many of the Human wars in Aesox’s beginning, but these claims have not bore any fruit and are thus considered rumors. All three Upyr seem to have their plots and goals but also keep their clans tight to only their most trusted inner circle, so most other Vampires have split off and established their own broods and clans. &lt;br /&gt;
&lt;br /&gt;
Nowadays, the majority of information about Vampires comes from independent clans and broods that are separate from the Upyrs and are working toward their own goals. For this reason, it's difficult to pinpoint exactly what the Vampire themselves are up to outside of simply increasing their numbers and subsisting for survival reasons. Many are quick to disregard Vampire attacks as mere criminal inconveniences, however, there are whispers from the shadows of the Galudonian Shademire that there is something far darker for Pannotian kind on the near horizon.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = BunnyGardenParty&lt;br /&gt;
|Writers = TBD&lt;br /&gt;
|Processors = TBD&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Galudonian_Law&amp;diff=1177</id>
		<title>Galudonian Law</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Galudonian_Law&amp;diff=1177"/>
		<updated>2024-11-20T00:21:15Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kingdom of Galudon has established a comprehensive legal framework known as &amp;quot;Galudonian Law,&amp;quot; which governs the behavior of its citizens. These laws apply to all residents and are enforced by the Copperguard Enforcers, the Galudonian Judiciary, and other authorized government bodies. Details and intricacies of Galudonian Law are outlined below.&lt;br /&gt;
&lt;br /&gt;
==Treasonous Crimes==&lt;br /&gt;
Decided upon by the highest courts at the King’s privilege, or the King himself.&lt;br /&gt;
&lt;br /&gt;
*Illicit importation or exportation of Cymrinite is illegal and can result in a life sentence. &lt;br /&gt;
*Negotiation with foreign nations without royal sanction is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Destruction or alteration of royal, military, or government property that results in loss of life, real estate, or livestock is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Disobedience of royal orders is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Assassination of a member of the royal family or government structure while they are in office is illegal and punishable by, but not only, execution.&lt;br /&gt;
*To conspire against the Royal House or the Galudonian State in the defined outlines is illegal:&lt;br /&gt;
*To use force or engage in a military coup of Galudon or any of its sovereign provinces without a casus belli is illegal. &lt;br /&gt;
*To engage in a smear or cultural revolution against the Galudonian Royal Family is illegal. &lt;br /&gt;
*To engage in corruption against the Galudonian State in any applicable outlined measures below, is illegal:&lt;br /&gt;
**To embezzle state funds for one's personal benefit or personal coffers is illegal. &lt;br /&gt;
**To use the power of governance within the Senate, or any government office to bribe other government officials monetarily is illegal.&lt;br /&gt;
**To misappropriate government resources, troops, ships, money is illegal, with the stipulation that there is a two week grace period from the discovery of misappropriation to return the assets to their proper place or back into the hands of the State's Coffers.&lt;br /&gt;
&lt;br /&gt;
==Felonies==&lt;br /&gt;
These crimes have sentences set by the judiciary, but do not include the possibility of execution unless by royal petition.&lt;br /&gt;
&lt;br /&gt;
*Homicide, and attempted homicide, is illegal. &lt;br /&gt;
*Theft, which includes unauthorized seizure of material goods, intellectual property, and indentured servants, is illegal.&lt;br /&gt;
*Grievous assault upon a person is illegal.&lt;br /&gt;
*Destruction of property on a catastrophic level that results in loss of life, real estate, or livestock.&lt;br /&gt;
*To engage in economic or natural terrorism is illegal.&lt;br /&gt;
*To be engaged in a Criminal Organization recognized by the Galudonian Copperguard or Attorney General is illegal. &lt;br /&gt;
*To verbally defame and engage in slander against the Royal Household is illegal.&lt;br /&gt;
*Abduction of free peoples as defined by Parliament is illegal.&lt;br /&gt;
*Manufacture and distribution of contraband materials, including Cymrinite, is illegal.&lt;br /&gt;
*Illicit importation of protected goods and materials, including Cymrinite, is illegal.&lt;br /&gt;
*To impersonate an official within the Government, Law Enforcement or military, is illegal. &lt;br /&gt;
*Vampiric feeding upon any non-animal is illegal, and is punishable by forced curing and 40 days imprisonment.  &lt;br /&gt;
*Lycanthropic feeding upon any non-animal is illegal, and is punishable by forced curing and 40 days imprisonment. &lt;br /&gt;
*Transforming as an Aurumvitae is illegal, even if there was no intent to do so, and is punishable by forced curing and 30 days imprisonment. &lt;br /&gt;
*Transforming as a Lycanthrope is illegal, even if there was no intent to do so, and is punishable by forced curing and 30 days imprisonment.  &lt;br /&gt;
*Accidental transformations by a registered Cursed Race Copperguard are not punishable by the law.&lt;br /&gt;
&lt;br /&gt;
==Misdemeanors==&lt;br /&gt;
These crimes have sentences that may be adjudicated by the judiciary or law enforcement at their discretion.&lt;br /&gt;
*Trespassing, which is entrance upon private property after being barred, is illegal.&lt;br /&gt;
*Interfering with the proper and due process of government is illegal.&lt;br /&gt;
*Petty theft, including the theft of valuables under $200 is illegal. &lt;br /&gt;
*Not appearing for a warrant or hearing in the Galudonian court system is illegal.&lt;br /&gt;
*Assisting criminals with escaping penalties or judgment is illegal.&lt;br /&gt;
*Interfering with the proper and due process of government is illegal.&lt;br /&gt;
*Slander, to defame someone's character to the point where it results in loss of career reputation by unsubstantiated claims is illegal. &lt;br /&gt;
*All Lycans and Vampiric individuals must be registered by the Minister for the Interior to be considered legal. The Government must also keep a record of all legally registered cursed beings and make it public. &lt;br /&gt;
&lt;br /&gt;
==Contract Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*Contracts must be witnessed by a member of the judiciary or law enforcement in order to be binding.  Contracts must be registered with the local authorities. For the purposes of witnessing, this can include elected and appointed officials, their clerks, or official representatives.&lt;br /&gt;
*Fraudulently entering into a contract by misrepresentation of investment, deliverance of goods, false identity, or bill of sale is illegal. &lt;br /&gt;
*Violation of contracts that result in loss of life, property, or income are illegal.&lt;br /&gt;
*Marriage contracts must be voided by judiciary or law enforcement unless a marriage is between a Galudonian citizen and a non-citizen.  Then a magistrate must render a lawful verdict that accounts for international relations.  &lt;br /&gt;
&lt;br /&gt;
==Maritime Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*All ships registered in Galudon must fly the Galudonian flag in primary position when in port and at sea. Ships registered within Galudon must identify with colors when asked by international navies. Ships not registered within Galudon must fly their country’s flag of origin. &lt;br /&gt;
*Ships must have lanterns between sundown and sunup to identify themselves. According to international maritime law - Galudonian ships must have three green lanterns to port, and three red lanterns to starboard.&lt;br /&gt;
*The Captain is the undisputed authority aboard their ship. Emergency measures taken at sea in order to save the lives of crew, passengers, and cargo are considered lawful in international waters if no other assistance is available.&lt;br /&gt;
*Captains of ships are responsible for their crew. This includes actions taken by their crews when they are in control of their ship. Navigational errors, cargo and passenger transport, and engagements at sea fall within the parameters of a Captain’s privilege and responsibility. &lt;br /&gt;
*When damage to land or other sea vessels incur not by Captain’s decision but by an act of nature or chance, the ship’s owner’s carry the indemnity of restitution or other charges.&lt;br /&gt;
*Salvage rights of wrecked vessels in international waters are limited to the ship’s owner’s for sixty days. After that time frame, the wreckage is outside of all jurisdiction. Salvage rights in Galudon’s waters are limited to the ship’s owners for ninety days. After that time frame, the government may put a lien on the wreckage for scrap or salvage.&lt;br /&gt;
*All vessels at sea are required to render aid to a disabled ship. This includes, but is not limited to, life-saving measures and ship-repair if able.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*All airships registered in Galudon must fly the Galudonian flag in primary position when in port and airborn. Airships registered within Galudon must identify with colors when asked by international flights. Airships not registered within Galudon must fly their country’s flag of origin. &lt;br /&gt;
*Airships must have lanterns between sundown and sunup to identify themselves. According to international aviation law - Galudonian airships must have three green lanterns to port, and three red lanterns to starboard.&lt;br /&gt;
*The Captain is the undisputed authority aboard their airship. Emergency measures taken while in flight in order to save the lives of crew, passengers, and cargo are considered lawful in international aerospace if no other assistance is available.&lt;br /&gt;
*Captains of airships are responsible for their crew. This includes actions taken by their crews when they are in control of their ship. Navigational errors, cargo and passenger transport, and engagements while airborn fall within the parameters of a Captain’s privilege and responsibility. &lt;br /&gt;
*When damage to land or other air vessels occurs not by Captain’s decision but by an act of nature or chance, the airship’s owner’s carry the indemnity of restitution or other charges.&lt;br /&gt;
*Salvage rights of wrecked vessels in international waters or lands must be negotiated by Galudonian government. Salvage rights in Galudon’s waters and lands are limited to the ship’s owners for ninety days. After that time frame, the government may put a lien on the wreckage for scrap or salvage.&lt;br /&gt;
*All vessels are required to render aid to a disabled airship. This includes, but is not limited to, life-saving measures and ship-repair if able.&lt;br /&gt;
*Due to the volatile nature of airship fuel and the potential for severe damage to property, all owners of airships must have a license in order to fly their ship.  Captains must also have a valid license to operate an airship.&lt;br /&gt;
&lt;br /&gt;
==Treaties==&lt;br /&gt;
&lt;br /&gt;
*The Accord of the Freeborn -  The Accord of the Freeborn was introduced by King Benjamin Caelock in 1359 AE following a successful petition by the working class and Galudonian guilds, as well as a painful conflict. This accord ceded a significant portion of the legislative process to elected officials, thereby establishing the Galudonian Democratic Parliament and Senatorial Government.&lt;br /&gt;
&lt;br /&gt;
*The Advancement Concord - The Advancement Concord was introduced by King Bartleby Caelock following the Orcish uprising against their Dwarven captors. This Concord granted the freed Orcs the Galudonian-controlled lands of Destresh, the right to the rule the city of Larkbarrow, and permission to integrate into Human society without prejudice. In return, the Orcs agreed to continue assisting in the advancement of Galudonian Steam Technology.&lt;br /&gt;
&lt;br /&gt;
==Rules relating to Imprisonment and Execution==&lt;br /&gt;
&lt;br /&gt;
Only the Judiciary or Copperguard Enforcers have the authority to imprison characters. Imprisonment is limited to the cellblock in Cannonade Prison, unless otherwise permitted by a member of the Royal Family or Judiciary, and for a maximum of 24 real-life hours. Arrangements for the character's release should be made out-of-character, with stipulations such as a guard escort or house arrest to allow ongoing roleplay. An imprisoned character may choose to disregard this rule at their own discretion. If a bond, ransom, or other in-character stipulation (such as a planned prison break or interrogation) requires additional time, this rule may be waived at the discretion of the narrative staff. &lt;br /&gt;
&lt;br /&gt;
Executions occur on very rare occasions. Executions must be pre-approved by Narrative staff before being carried out. In any case where execution is being considered, a ticket must be made on the Gears of Galudon discord to outline the situation and request permission. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n&lt;br /&gt;
|Processors = BillyTheScruffy&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Galudonian_Law&amp;diff=1176</id>
		<title>Galudonian Law</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Galudonian_Law&amp;diff=1176"/>
		<updated>2024-11-20T00:15:00Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kingdom of Galudon has established a comprehensive legal framework known as &amp;quot;Galudonian Law,&amp;quot; which governs the behavior of its citizens. These laws apply to all residents and are enforced by the Copperguard Enforcers, the Galudonian Judiciary, and other authorized government bodies. Details and intricacies of Galudonian Law are outlined below.&lt;br /&gt;
&lt;br /&gt;
==Treasonous Crimes==&lt;br /&gt;
Decided upon by the highest courts at the King’s privilege, or the King himself.&lt;br /&gt;
&lt;br /&gt;
*Illicit importation or exportation of Cymrinite is illegal and can result in a life sentence. &lt;br /&gt;
*Negotiation with foreign nations without royal sanction is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Destruction or alteration of royal, military, or government property that results in loss of life, real estate, or livestock is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Disobedience of royal orders is illegal and can result in a life sentence or execution.&lt;br /&gt;
*Assassination of a member of the royal family or government structure while they are in office is illegal and punishable by, but not only, execution.&lt;br /&gt;
*To conspire against the Royal House or the Galudonian State in the defined outlines is illegal:&lt;br /&gt;
*To use force or engage in a military coup of Galudon or any of its sovereign provinces without a casus belli is illegal. &lt;br /&gt;
*To engage in a smear or cultural revolution against the Galudonian Royal Family is illegal. &lt;br /&gt;
*To engage in corruption against the Galudonian State in any applicable outlined measures below, is illegal:&lt;br /&gt;
**To embezzle state funds for one's personal benefit or personal coffers is illegal. &lt;br /&gt;
**To use the power of governance within the Senate, or any government office to bribe other government officials monetarily is illegal.&lt;br /&gt;
**To misappropriate government resources, troops, ships, money is illegal, with the stipulation that there is a two week grace period from the discovery of misappropriation to return the assets to their proper place or back into the hands of the State's Coffers.&lt;br /&gt;
&lt;br /&gt;
==Felonies==&lt;br /&gt;
These crimes have sentences set by the judiciary, but do not include the possibility of execution unless by royal petition.&lt;br /&gt;
&lt;br /&gt;
*Homicide, and attempted homicide, is illegal. &lt;br /&gt;
*Theft, which includes unauthorized seizure of material goods, intellectual property, and indentured servants, is illegal.&lt;br /&gt;
*Grievous assault upon a person is illegal.&lt;br /&gt;
*Destruction of property on a catastrophic level that results in loss of life, real estate, or livestock.&lt;br /&gt;
*To engage in economic or natural terrorism is illegal.&lt;br /&gt;
*To be engaged in a Criminal Organization recognized by the Galudonian Copperguard or Attorney General is illegal. &lt;br /&gt;
*To verbally defame and engage in slander against the Royal Household is illegal.&lt;br /&gt;
*Abduction of free peoples as defined by Parliament is illegal.&lt;br /&gt;
*Manufacture and distribution of contraband materials, including Cymrinite, is illegal.&lt;br /&gt;
*Illicit importation of protected goods and materials, including Cymrinite, is illegal.&lt;br /&gt;
*To impersonate an official within the Government, Law Enforcement or military, is illegal. &lt;br /&gt;
*Vampiric feeding upon any non-animal is illegal, and is punishable by forced curing and 40 days imprisonment.  &lt;br /&gt;
*Lycanthropic feeding upon any non-animal is illegal, and is punishable by forced curing and 40 days imprisonment. &lt;br /&gt;
*Transforming as an Aurumvitae is illegal, even if there was no intent to do so, and is punishable by forced curing and 30 days imprisonment. &lt;br /&gt;
*Transforming as a Lycanthrope is illegal, even if there was no intent to do so, and is punishable by forced curing and 30 days imprisonment.  &lt;br /&gt;
*Accidental transformations by a registered Cursed Race Copperguard are not punishable by the law.&lt;br /&gt;
&lt;br /&gt;
==Misdemeanors==&lt;br /&gt;
These crimes have sentences that may be adjudicated by the judiciary or law enforcement at their discretion.&lt;br /&gt;
*Trespassing, which is entrance upon private property after being barred, is illegal.&lt;br /&gt;
*Interfering with the proper and due process of government is illegal.&lt;br /&gt;
*Petty theft, including the theft of valuables under $200 is illegal. &lt;br /&gt;
*Not appearing for a warrant or hearing in the Galudonian court system is illegal.&lt;br /&gt;
*Assisting criminals with escaping penalties or judgment is illegal.&lt;br /&gt;
*Interfering with the proper and due process of government is illegal.&lt;br /&gt;
*Slander, to defame someone's character to the point where it results in loss of career reputation by unsubstantiated claims is illegal. &lt;br /&gt;
*Vampiric feeding upon any non-animal is illegal, punishable by forced curing and 20 days imprisonment. &lt;br /&gt;
*Lycanthropic feeding upon any non-animal is illegal, punishable by forced curing and 20 days imprisonment. &lt;br /&gt;
&lt;br /&gt;
==Contract Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*Contracts must be witnessed by a member of the judiciary or law enforcement in order to be binding.  Contracts must be registered with the local authorities. For the purposes of witnessing, this can include elected and appointed officials, their clerks, or official representatives.&lt;br /&gt;
*Fraudulently entering into a contract by misrepresentation of investment, deliverance of goods, false identity, or bill of sale is illegal. &lt;br /&gt;
*Violation of contracts that result in loss of life, property, or income are illegal.&lt;br /&gt;
*Marriage contracts must be voided by judiciary or law enforcement unless a marriage is between a Galudonian citizen and a non-citizen.  Then a magistrate must render a lawful verdict that accounts for international relations.  &lt;br /&gt;
&lt;br /&gt;
==Maritime Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*All ships registered in Galudon must fly the Galudonian flag in primary position when in port and at sea. Ships registered within Galudon must identify with colors when asked by international navies. Ships not registered within Galudon must fly their country’s flag of origin. &lt;br /&gt;
*Ships must have lanterns between sundown and sunup to identify themselves. According to international maritime law - Galudonian ships must have three green lanterns to port, and three red lanterns to starboard.&lt;br /&gt;
*The Captain is the undisputed authority aboard their ship. Emergency measures taken at sea in order to save the lives of crew, passengers, and cargo are considered lawful in international waters if no other assistance is available.&lt;br /&gt;
*Captains of ships are responsible for their crew. This includes actions taken by their crews when they are in control of their ship. Navigational errors, cargo and passenger transport, and engagements at sea fall within the parameters of a Captain’s privilege and responsibility. &lt;br /&gt;
*When damage to land or other sea vessels incur not by Captain’s decision but by an act of nature or chance, the ship’s owner’s carry the indemnity of restitution or other charges.&lt;br /&gt;
*Salvage rights of wrecked vessels in international waters are limited to the ship’s owner’s for sixty days. After that time frame, the wreckage is outside of all jurisdiction. Salvage rights in Galudon’s waters are limited to the ship’s owners for ninety days. After that time frame, the government may put a lien on the wreckage for scrap or salvage.&lt;br /&gt;
*All vessels at sea are required to render aid to a disabled ship. This includes, but is not limited to, life-saving measures and ship-repair if able.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Law==&lt;br /&gt;
These violations are adjudicated by the courts for determination of either restitution or sentencing.&lt;br /&gt;
&lt;br /&gt;
*All airships registered in Galudon must fly the Galudonian flag in primary position when in port and airborn. Airships registered within Galudon must identify with colors when asked by international flights. Airships not registered within Galudon must fly their country’s flag of origin. &lt;br /&gt;
*Airships must have lanterns between sundown and sunup to identify themselves. According to international aviation law - Galudonian airships must have three green lanterns to port, and three red lanterns to starboard.&lt;br /&gt;
*The Captain is the undisputed authority aboard their airship. Emergency measures taken while in flight in order to save the lives of crew, passengers, and cargo are considered lawful in international aerospace if no other assistance is available.&lt;br /&gt;
*Captains of airships are responsible for their crew. This includes actions taken by their crews when they are in control of their ship. Navigational errors, cargo and passenger transport, and engagements while airborn fall within the parameters of a Captain’s privilege and responsibility. &lt;br /&gt;
*When damage to land or other air vessels occurs not by Captain’s decision but by an act of nature or chance, the airship’s owner’s carry the indemnity of restitution or other charges.&lt;br /&gt;
*Salvage rights of wrecked vessels in international waters or lands must be negotiated by Galudonian government. Salvage rights in Galudon’s waters and lands are limited to the ship’s owners for ninety days. After that time frame, the government may put a lien on the wreckage for scrap or salvage.&lt;br /&gt;
*All vessels are required to render aid to a disabled airship. This includes, but is not limited to, life-saving measures and ship-repair if able.&lt;br /&gt;
*Due to the volatile nature of airship fuel and the potential for severe damage to property, all owners of airships must have a license in order to fly their ship.  Captains must also have a valid license to operate an airship.&lt;br /&gt;
&lt;br /&gt;
==Treaties==&lt;br /&gt;
&lt;br /&gt;
*The Accord of the Freeborn -  The Accord of the Freeborn was introduced by King Benjamin Caelock in 1359 AE following a successful petition by the working class and Galudonian guilds, as well as a painful conflict. This accord ceded a significant portion of the legislative process to elected officials, thereby establishing the Galudonian Democratic Parliament and Senatorial Government.&lt;br /&gt;
&lt;br /&gt;
*The Advancement Concord - The Advancement Concord was introduced by King Bartleby Caelock following the Orcish uprising against their Dwarven captors. This Concord granted the freed Orcs the Galudonian-controlled lands of Destresh, the right to the rule the city of Larkbarrow, and permission to integrate into Human society without prejudice. In return, the Orcs agreed to continue assisting in the advancement of Galudonian Steam Technology.&lt;br /&gt;
&lt;br /&gt;
==Rules relating to Imprisonment and Execution==&lt;br /&gt;
&lt;br /&gt;
Only the Judiciary or Copperguard Enforcers have the authority to imprison characters. Imprisonment is limited to the cellblock in Cannonade Prison, unless otherwise permitted by a member of the Royal Family or Judiciary, and for a maximum of 24 real-life hours. Arrangements for the character's release should be made out-of-character, with stipulations such as a guard escort or house arrest to allow ongoing roleplay. An imprisoned character may choose to disregard this rule at their own discretion. If a bond, ransom, or other in-character stipulation (such as a planned prison break or interrogation) requires additional time, this rule may be waived at the discretion of the narrative staff. &lt;br /&gt;
&lt;br /&gt;
Executions occur on very rare occasions. Executions must be pre-approved by Narrative staff before being carried out. In any case where execution is being considered, a ticket must be made on the Gears of Galudon discord to outline the situation and request permission. &lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Nath_n&lt;br /&gt;
|Processors = BillyTheScruffy&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Gladewalker&amp;diff=1175</id>
		<title>Gladewalker</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Gladewalker&amp;diff=1175"/>
		<updated>2024-10-22T17:36:26Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
While numerous magical disciplines in Pannotia trace their roots back to ancient traditions and practices, none rival the antiquity and seamless integration with the world's natural forces as much as the Gladewalkers. Regarded as pioneers in mastering magic with exceptional proficiency, Gladewalkers exhibit remarkable versatility and adeptness in harnessing the inherent power of the surrounding flora and fauna for both combat and practical purposes. Once confined to a unified grove, the Gladewalkers have since dispersed, now inhabiting a myriad forests, wealds, and jungles across the known world. They disseminate their teachings of peace and preservation, weaving the tendrils of their wisdom one vine at a time.&lt;br /&gt;
&lt;br /&gt;
==History and Culture==&lt;br /&gt;
&lt;br /&gt;
Emerging as a Druidic enclave long predating the era of the Great Equilibrium, the Gladewalkers find their genesis in the vast jungles and forests of Ellawren, notably those safeguarded and governed by the Nephi race. According to the most credible accounts, the Westling Woods stand as the cradle of this magical discipline. Most Gladewalkers assert having undertaken a pilgrimage to the heart of the Westling Woods, confessing it having been a sacred journey to express gratitude to the profound natural forces that shape their craft.&lt;br /&gt;
&lt;br /&gt;
The Gladewalkers were once an organized institution adhering to a formalized religious doctrine. They professed allegiance to a singular deity, Garowen, whom some speculate may indicate that this faith revolved around the Fey Lord entity known as Auld Mossbrows. This conjecture arises from their shared commitment to the preservation of nature, however sources of this information are so old and antiquated that they cannot be reliably verified, though some scholars are also convinced that faith in Garowen may still be prevalent to this day amongst active Gladewalkers.  &lt;br /&gt;
&lt;br /&gt;
Contrary to the assumption that Gladewalkers are strict pacifists, the truth reveals a nuanced stance. While they exhibit reluctance in using their magic to cause harm, their commitment lies in defending themselves and the delicate balance of nature. Throughout the tumultuous period of the Great Equilibrium, numerous Gladewalkers actively participated in battles, albeit abstaining from fatal strikes. Their motivation stemmed from a deep concern for the environmental impact inflicted by both conflicting sides. In their eyes, the imperative for peace outweighed any personal cost.&lt;br /&gt;
&lt;br /&gt;
In the contemporary magical landscape, Gladewalkers, like many other disciplines, have evolved beyond the confines of their original institution in the Westling Woods of Ellawren. Rather than exclusively undergoing acolyte training in a centralized location, they have dispersed, establishing smaller groves in diverse wooded areas around the globe. This decentralization reflects their adaptability and recognition of the widespread need to safeguard nature through their unique magical practices. &lt;br /&gt;
&lt;br /&gt;
Gladewalkers possess distinctive characteristics that make them easily recognizable, maintaining a semblance of their once druidic roots. Whether adorned with bark antlers, ivy climbing up their arms, or donning the stereotypical green robes typical to their grove, they seamlessly incorporate nature into their appearance. Despite their distinctiveness, Gladewalkers generally garner positive regard throughout Pannotia, even earning respect from the majority in Galudon, despite their conflicting ideals.&lt;br /&gt;
&lt;br /&gt;
Preferring a peaceful coexistence, Gladewalkers tend to keep to themselves, championing their preservationist ideals through non-violent means such as demonstrations and protests. Striking a unique agreement with the authorities, they refrain from launching attacks on the capital. In return, they are granted equal respect and the freedom to wield their magic in the open fields, forests, groves, and natural landscapes—furthering their commitment to the harmonious balance between magic and nature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable People and Locations==&lt;br /&gt;
&lt;br /&gt;
Most Gladewalkers keep their personal lives and history to themselves, however one name in particular tends to be brought up the most in their respective communities.&lt;br /&gt;
&lt;br /&gt;
Bleiddyn - Bleiddyn held numerous titles as a Nephi, such as Bleiddyn Wolfson of Cadwallon the Murdered, All-King of the Birchskinned, and Lord of all tribes in the Westling Woods. Regarded as one of the earliest and most formidable leaders of the Nephi, he held a more significant role as an Archmage of the Gladewalkers. During the skirmishes of the Great Equilibrium, he prominently employed his Gladewalker magics. However, he shifted his focus upon returning, dedicating the remainder of his life to advocating pacifist principles among the Nephi.&lt;br /&gt;
&lt;br /&gt;
Prominent locations associated with Gladewalkers are invariably tied to major groves. A notable example is the Holzweald Forests in the Kingdom of Holzweald, renowned for hosting a substantial number of Gladewalker groves. This distinction renders Holzweald as the home to the largest assembly of acolytes practicing this particular discipline, surpassing all other Human nations.&lt;br /&gt;
&lt;br /&gt;
In Galudon, two significant Gladewalker groves hold prominence. The primary grove is nestled deep within the Forest of Nahir, situated at the heart of the country. The second, albeit slightly less prominent, resides in the Marsh Wealds, settled along the roads to Hindmarsh.&lt;br /&gt;
&lt;br /&gt;
Across the known world, Ellawren stands as the primary host for the majority of Gladewalker groves, with their ancestral region of the Westling Woods maintaining the most distinguished among them. The Woods are expansive, with the deeper recesses so densely canopied that they are shrouded in near-complete darkness. However, the location is discernible by the presence of the largest and oldest tree, situated at the heart of the Woods, simply known as 'The Everbloom.' This colossal tree radiates a luminance that spans for miles, casting its brilliant glow over the surroundings.&lt;br /&gt;
&lt;br /&gt;
==Spells== &lt;br /&gt;
&lt;br /&gt;
===Tier One - 1 Point Invested===&lt;br /&gt;
'''Tangle Grasp:''' The caster is capable of growing and wielding long tendrils of floral material from their arms, shooting them into the ground and back up around a target, holding them in place and preventing them from moving for one emote. They have '''disadvantage''' on their next 2 rolls. '''This ability can be used once per combat scenario.'''&lt;br /&gt;
&lt;br /&gt;
'''Canopy Cloak:''' The caster possesses the ability to morph into ordinary animals, with the maximum size being that of a bear. In these transformed states, they are restricted from utilizing weapons and must adhere to their standard Ability Totals for rolls. However, there are bonuses based on the size of the animal: a +1 Strength Ability Total bonus applies for canine-sized creatures and a +3 Strength bonus for bears. Additionally, smaller animals receive a +3 bonus to their Dexterity Ability Total for the transformation duration. If your character drops below half of their total Hit Points, the transformation is terminated. Damage dealt while in animal form is always 1d4 damage on successful hit and can be aesthetic to the animal. '''This ability can be used once per day.'''&lt;br /&gt;
&lt;br /&gt;
'''Roots of Renewal''': The caster harnesses natural flora to mend broken objects, machinery, and even buildings. However, this effect is temporary, lasting only 24 hours. Consequently, the repaired objects require professional attention from specialists to ensure a lasting fix. This ability can only be used once on an object, and cannot be recast until the object is properly repaired. Additionally, your character possesses a healing touch that can be employed once every 3 days to restore 5 Hit points to one character, including themselves.&lt;br /&gt;
===Tier Two - Two points invested===&lt;br /&gt;
'''Fury of the Forests:''' The local fauna, including dogs, cats, birds, or rodents, respond to your summons with swift determination, attacking up to two targets. To determine the success of your attack, '''roll your Mystics Ability Total, while your opponents roll Dexterity''' to determine if they evade. Upon a successful connection, roll '''1d8''' to determine damage for each target hit. This can be used once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
'''Solar Flare:''' The caster harnesses the radiant energy of the sun, unleashing a potent surge of solar light that emanates from within their body. This illumination envelops the caster for a duration of 6 hours, enabling effortless navigation through darkened spaces. Within the radius of this radiant burst, anyone other than the caster within the emote distance experiences a forceful impact, causing '''1d4''' points of damage and compelling them to the ground. Additionally, this solar power possesses the capacity to disrupt machinery, overloading it for a period of 10 minutes and inducing malfunction. However, '''the caster can only invoke this ability once every 12 hours.'''  &lt;br /&gt;
&lt;br /&gt;
'''Thornweave Shield:''' The caster is able to summon a giant wall of condensed floral matter in front of them, 5 blocks wide and 8 blocks tall. The wall is climbable and can be used to scale buildings, block incoming strikes or seal off passageways. '''This ability can be used once daily.'''&lt;br /&gt;
===Tier Three- Three points invested===&lt;br /&gt;
'''Grovemother’s Wrath''': The caster summons the wrath of nature to coalesce into their form. This transforms the caster into a monster of pure nature. Their body becomes solid wood and sprouts vines from all over. A consuming rage overtakes them and boosts their attack rolls by +6 for the duration. They must use their vines to attack dealing '''1d14''' damage on a successful hit. When the transformation ends after '''8 emotes''' the caster is left '''exhausted and drained and they lose 8hp'''. If the caster is incapacitated while in this form they revert back to their normal form over the course of a minute. They retain their '''normal Hit Point total''' and '''can use this ability once per day.'''&lt;br /&gt;
&lt;br /&gt;
'''Bloom Cascade''': The caster pulls on their spiritual connection to all around them and releases a burst of potentia to imbue the area with new life. Purging corruption such as disease or blight and renewing areas that have grown barren or infertile as well as being able to heal the wounds of those close by. In progressions, '''you can remove blight or disease from an affected area or breathe new life to barren areas'''. In combat your blast of raw potentia allows you to heal up to '''3 allies''' within a '''10 block''' radius for '''8 Hit Points''' each. This ability can be used once per 24 hours. &lt;br /&gt;
&lt;br /&gt;
'''Crown of Thorns''': The caster calls upon their connection to the living land and summons the legendary crown of thorns to their brow. While wearing the crown, the casters' eyes gain a '''powerful emerald glow''' while their iris's become brown. While wearing the crown, the caster can also control any plant life around them to do their bidding and '''may commune with animals and plants''' who see the caster almost as their liege lord (This is particularly useful in Progressions but can be used in game to gain info for progressions, but not on other players. Simply make a ticket if you wish to convene with flora and fauna in the discord, note your location in game and staff will return with a response to any questions asked.) In combat when around plants you can have them attack or grapple with your enemies, and incapacitated enemies can be bound or held by the plants. '''The plants around you act on your turn''' however they serve as a form of extra attack dealing '''1d6''' damage on a successful hit. The plants can however be destroyed, and only have 3 HP each. You can only have up to '''4 plants make an attack per turn''' and they must be within a '''6 block''' range of your target. '''You can use this ability once every 2-days.'''{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers =  BillyTheScruffy, C_Farly&lt;br /&gt;
|Processors = C_Farly&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Tundrathurgist&amp;diff=1174</id>
		<title>Tundrathurgist</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Tundrathurgist&amp;diff=1174"/>
		<updated>2024-10-22T17:34:11Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the realm of Pannotia's arcane disciplines, where practitioners often tap into the forces of nature, this arcane discipline is known as Tundrathurgy which emerged as a particularly captivating fusion of magic and the natural order. Originating from the northernmost Polar reaches of Pannotia, Tundrathurgy centers on the wielder's skill in manipulating water and ambient moisture, culminating in an unrivaled mastery of Ice and Frost. Its adherents, commonly known as Frostcallers, possess the remarkable ability to seemingly conjure ice from thin air, employing it through various spells. Frostcallers have garnered widespread popularity globally, thanks to their adventurous spirit and nomadic way of life. Having endured challenging terrains during their studies in the Polar region of Eudai, many aspire to demonstrate their skills by aiding the less fortunate and alleviating the hardships of life through their magical abilities. Over the past thousand years, Tundrathurgy has risen as a favored magical discipline. Nowadays, it's a common sight to encounter Frostcallers in marketplaces, enjoy a drink at local public houses, or lend their magical assistance to people in various ways.&lt;br /&gt;
&lt;br /&gt;
==History and Culture ==&lt;br /&gt;
&lt;br /&gt;
Tundrathurgy traces its origins to the glacial deserts of Eudai in Pannotia's Polar North, dating back to 234BE. Remarkably, despite emerging before the Great Equilibrium, a substantial historical record of Tundrathurgy's formation exists. This wealth of documentation can be attributed to the fact that only 10% of Eudai has been explored, ensuring the preservation and security of its original records from prying hands. The inaugural wielder of Tundrathurgy appears on records to be Lyria Grelar, a Venyra woman, who had journeyed to Eudai intending to enrich Ellawren's understanding of the glacial landmass. Her journals indicate that she had spent a total of six months in Eudai before becoming lost amongst its monotonous snow-capped mountains and frozen lakes. During this time, her journals indicate that she prayed extensively to the Fae Lord Bannog for help and guidance. During fervent prayers to Bannog, she discovered the ability to turn water into ice with a mere touch, a skill honed through weeks of dedicated training. Subsisting solely on glacial marine life, Lyria diligently honed her newfound powers over the ensuing years before returning to Ellawren to share her revelations.&lt;br /&gt;
&lt;br /&gt;
Despite gaining limited geographical insights into Eudai, Lyria captivated the Venyra populace with her arcane prowess, leading to a significant rise in Fae Lord worship throughout the country. Eager learners sought her guidance in mastering such mystical crafts, but Lyria remained steadfast, selecting only the most devout followers of Bannog. She agreed to mentor them under the condition that they undergo training and testing in the same challenging environment she had endured. &lt;br /&gt;
&lt;br /&gt;
Upon her return to Eudai, Lyria Grelar founded a glacial grove nestled deep in the heartland, famously known as the 'Polarveil.' It stands as one of the few meticulously mapped locations in the region to date. Within this icy sanctuary, her acolytes underwent rigorous training atop massive glaciers, within frozen lakes, and across snowy deserts. This comprehensive exposure to extreme natural environments served to awaken their abilities and demonstrate unwavering loyalty to their Fae Lord. It should be noted that all Tundrathurgists to date make a pilgrimage to the Polarveil to awaken their abilities as a Frostcaller, as it's believed the rigorousness of the training better assists them in awakening this dormant magical ability. &lt;br /&gt;
&lt;br /&gt;
Lyria Grelar lived for another two hundred years, passing away shortly before the events of the Great Equilibrium in 14BE. Despite her departure, the Frostcallers have established their own hierarchy within Polarveil, where they continue mentoring aspiring Tundrathurgists. Their influence during the Great Equilibrium was minimal, and it is widely believed that none of the magical Interlopers who triggered the event were Frostcallers. This is attributed to the strict isolationist perspective of Frostcallers, who advocate for the use of their magic solely for the betterment of Pannotiankind and adamantly oppose any destructive applications.&lt;br /&gt;
&lt;br /&gt;
In the many centuries that have followed, the Frostcallers have remained enigmatically out of the general peripheral of world politics as an organization, simply taking in new followers who worship Bannog and training them in their ways. Nowadays, most Frostcallers after finalizing their training, will head out across the globe showcasing their newfound talent and assisting the downtrodden as a way to give thanks to Bannog and his gifts. &lt;br /&gt;
&lt;br /&gt;
While not prominently featured on the global political stage, Tundrathurgists boast a distinctive internalized culture. As mentioned earlier, Frostcallers attribute their arcane prowess to Bannog, believed to have bestowed these powers to enhance the world's natural cycle. Consequently, many Frostcallers adopt a nomadic lifestyle, journeying from one location to another to employ their gifts for benevolent purposes. Whether aiding individuals in traversing hazardous rapids with their ice-infused touch or crafting ice barriers to halt the advance of a forest fire, it has become commonplace to anticipate a Frostcaller as an approachable and almost heroic figure.&lt;br /&gt;
&lt;br /&gt;
Frostcallers prefer attire crafted from various furs, with a special inclination toward those of white and gray hues, paying homage to the landscapes of their rigorous training. This choice of clothing not only aids in warding off the biting cold of their travels but also complements the wintry ambiance they conjure. Additionally, Frostcallers commonly adorn themselves with headpieces they fondly refer to as 'Aurora Diadems.' These circlet-like jewelry pieces, fashioned from silver and adorned with an assortment of opal gemstones, mirror the ethereal beauty of the aurora borealis prevalent in the polar regions of the North. The Frostcallers believe that these diadems harmonize and amplify their frosty powers, acting as a nostalgic connection to Eudai and their formative training experiences there.&lt;br /&gt;
&lt;br /&gt;
During their leisure moments, Frostcallers engage in the delightful pastime of sculpting intricate ice masterpieces with their magical abilities. In a friendly competition, they strive to craft the most captivating sculptures, vying for various rewards. Some of these frozen works of art reach impressive heights, towering up to two stories, albeit transient in their beauty as they succumb to the thawing touch of the morning sun. Moreover, Frostcallers exhibit a keen fondness for Winter Festivals, particularly during Candlemas. Witnessing a significant influx of these skilled individuals, major cities come alive with the festivities, where Frostcallers actively participate and contribute their magical prowess to the creation of faux ice and snow, enhancing the enchantment of the celebrations.&lt;br /&gt;
&lt;br /&gt;
At the core of Frostcaller's teachings lies a commitment to fostering community unity, extending not only among themselves but reaching out to all peoples across the known world. Actively working to defuse conflicts, they redirect focus towards the ideals of collaborative harmony rather than adversarial divisions. It's essential to note, however, that Frostcallers are not averse to engaging in conflicts themselves, should they believe it serves the greater good of the world as they perceive it.&lt;br /&gt;
&lt;br /&gt;
In a peculiar twist of their community involvement, Frostcallers occasionally find themselves playing the role of matchmaker. Unable to resist the urge, they assist individuals in creating a winter-like atmosphere, fostering the perfect setting for someone to propose or express affection, further emphasizing their commitment to nurturing connections within the community.&lt;br /&gt;
&lt;br /&gt;
==Notable People and Locations== &lt;br /&gt;
&lt;br /&gt;
*'''Lyria Grelar''' - The Venyra founder of Tundrathurgy. Lyria Grelar is thought to have unlocked the ability to use Tundrathurgy from the Fae Lord Bannog, who was so impressed by her fervent worship, gave her ice manipulating abilities to help her survive the polar wastes of Eudai. She went on to form the Polarveil Grove in Eudai, where all Frostcallers develop and hone their Tundrathurgic abilities to this day. &lt;br /&gt;
&lt;br /&gt;
*'''Bannog o’Baldpate''' - Bannog, also known by his full name Bannog o’Baldpate or ‘the Wind that Howls through Ancient Peaks’ is the Fae Lord best associated with the weather and its chaotic turnings. Being described as a horned obsidian gargoyle, Bannog is often worshiped through means of offerings by his followers, hoping to be recognized as his patron and receive boons as a result, though this is incredibly rare. &lt;br /&gt;
&lt;br /&gt;
*'''Eudai''' - Eudai, situated in Pannotia's northern polar region, is remarkably underexplored. It serves as the birthplace of Tundrathurgy, founded by Lyria Grelar. However, it tends to be largely overlooked by those not adhering to Tundrathurgy, primarily due to its close proximity to the Dwarven Empire. As one of the world's most hazardous locations, Eudai remains fraught with danger, characterized by its lack of distinctive landmarks, often leading explorers astray into its frigid and sub-zero temperatures.&lt;br /&gt;
&lt;br /&gt;
*'''Polarveil Grove''' - The Polarveil Grove, situated in the heartland of Eudai, stands as the exclusive training ground for all Frostcallers, providing the setting where they refine their craft. The perilous journey to the Polarveil Grove is reserved for the most dedicated followers of Lyria Grelar and Tundrathurgy, drawn by the promise of unlocking their latent frost-wielding potential. This sacred grove is entirely composed of ice and snow, featuring towering spired structures that reach impressive heights of three stories, along with roads crafted from permafrost. After nightfall, the grove transforms into a breathtaking spectacle as the buildings radiate a luminescent glow, illuminated by the ethereal aurora borealis that graces the sky above. This stunning display creates a marvelous and beautiful array of colors, casting a radiant light that enchants the surrounding area and glaciers.&lt;br /&gt;
&lt;br /&gt;
*'''The Kingdom of Solgardsborg''' - Nestled in the far North of the Human continent of Aesox, Solgardsborg has evolved into an essential waypoint for Frostcallers embarking on their nomadic journeys across the region. The significance of Frostcallers has become so pronounced within Solgardsborgian culture that a dedicated temple, hewn into the mountains, serves as a focal point for their magical practices. It's a frequent occurrence to encounter Frostcallers in the cities of Solgardsborg, to the extent that the cultural identity of the Frostcallers has become intertwined with that of the Solgardsborians to some degree, as they celebrate the Winter all year around. &lt;br /&gt;
&lt;br /&gt;
*'''Vorith''' - Vorith stands as a significant city in the northern reaches of the Kingdom of Galudon. Originally settled by migrants from Solgardsborg, Vorith has absorbed much of their homeland’s cultural heritage, making it a familiar and welcoming haven for Frostcallers from Solgardsborg. Many Frostcallers choose to temporarily settle in Vorith, considering it a home away from home. Despite the prevailing disdain for magic within the Kingdom, particularly from the authorities, the residents of Vorith staunchly defend the usage of Tundrathurgic magic. This defiance extends even in the face of the Kingdom's overall hostile stance towards magic users. As a result, Vorith has emerged as a sanctuary for Frostcallers within Galudon, where they are treated with the same respect as any other member of Galudonian society.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
=== Tier One - 1 Point Invested ===&lt;br /&gt;
'''Cryoquill Blast''' - The caster extends both hands forward and shoots an icy blast of wind that damages a person within '''5 blocks''', and hits them with '''1d6''' damage. This can also leave the ground under the target slippery, and the target must make a roll using their '''Dexterity Ability''' Total to move again. Any roll above '''4''' is successful and the person can maneuver as they would normally. '''This ability has no cooldown.'''&lt;br /&gt;
&lt;br /&gt;
'''Snowflake Serenade''' - The spell enables the caster to summon a cloud above their head, inducing a continuous snowfall in an area of '''8x8 blocks'''. This snow quickly settles, creating a wintry effect for aesthetic purposes. Additionally, this spell can cause people to slip. If they fail to roll a '''Dexterity Ability''' Total that does not exceed '''5''', the targets will fall and take '''1d4''' damage. However, if the caster is hit or performs any other action, the spell will be terminated and will go on '''cooldown'''.This spell can only be used once '''every 6 hours'''.&lt;br /&gt;
&lt;br /&gt;
Frostcallers Touch - The caster is able to rapidly cool anything around them to any temperature not exceeding -5 degrees celsius. They can control how cold they want the object or thing to be provided it does not exceed this limit, and can freeze rivers and other bodies of water for crossing. Curiously enough, it's also extremely harmful to Infernals, who take '''1d4''' of damage upon touch, but can also help cool and soothe a Hell Caster without hurting them. '''This ability has no cooldown.''' &lt;br /&gt;
&lt;br /&gt;
=== Tier Two - Two points invested ===&lt;br /&gt;
'''Arctic Mirage''' - The caster can create a doppelganger made entirely from aurora borealis light that confuses enemies for two turns. All attacks are redirected to this mirage. The doppelganger has only 5 Hit Points, so the mirage dissipates if any attack or multiple attacks exceed this Hit Point threshold. The mirage cannot attack but can move around for aesthetics. It has a touch but is incredibly cold and does no damage. This ability can be used once '''every 6 hours.'''&lt;br /&gt;
&lt;br /&gt;
'''Polar Resonance''' - The Frostcaller can create large sculptures of ice that can be utilized for both aesthetic decoration and also for utility, such as ladders made of ice, and temporary bridges. These sculptures and objects can be changed and manipulated by the Frostcaller, but can also be destroyed if attacks toward them exceed 10 Hit Points of damage. These objects and sculptures can appear like anything the caster wishes, but can only be conjured once every '''4 hours.''' &lt;br /&gt;
&lt;br /&gt;
'''Shiverstrike''' - The caster can sharply inhale, exhaling a freezing gust of wind that adds a frosty effect to whatever it touches, even extinguishing fires and providing a subtle gleam to objects. When directed at a person, the caster rolls their Mystics Ability Total against the target's Dexterity Ability Total. If successful, the wind dazes the target for two emotes, during which they cannot attack but may attempt to break free of the daze. At the beginning of each turn, the caster and the target reroll their Dexterity and Mystic ability totals to determine if the target breaks free. This ability can be used '''once per combat scenario''' and freely in non-combat situations for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Tier Three- Three points invested ===&lt;br /&gt;
'''Crystalline Shardstorm''' - The caster can form up to six sharp, front-facing icicles that they can send flying in a cone toward up to '''three opponents'''. To determine success, the caster must roll their '''Mystic Ability''' Total against the target's '''Dexterity Ability''' Total. For each successful hit, the caster then rolls '''1d4''' damage per successful hit. '''This ability can be cast once combat scenario.'''&lt;br /&gt;
&lt;br /&gt;
'''Armored Permafrost''' - The caster is able to envelop themselves in durable, steely cold, yet light permafrost, providing a temporary '''+5 bonus''' to their '''Dexterity Ability Total'''. This frosty armor shields them from any non-fire-related attacks, offering formidable defense. However, fire-related attacks completely ignore the armor and negate the '''+5 Dexterity Ability Total bonus'''. This ability can be used once per combat encounter. &lt;br /&gt;
&lt;br /&gt;
'''Absolute-Zero Tempest''' - The caster can focus and summon a torrential blizzard from their chest, which spreads out across a '''10x10 block''' area. This blizzard blocks out any sunlight, casting an abyssal shadow over the area, save for the light of a very small aurora borealis emanating from around the caster. While casting this spell, the caster is unable to perform any other action and must maintain focus. However, any non-allies of the caster (as the caster can choose who the spell affects) suffer a '''-4 penalty''' on '''all rolls''' and are also hit with '''1d8''' damage. If the caster is struck by anything, they immediately lose concentration, and the spell dissipates. '''This ability can be used once every 24 hours.'''&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Gladewalker&amp;diff=1173</id>
		<title>Gladewalker</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Gladewalker&amp;diff=1173"/>
		<updated>2024-10-22T17:30:22Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
While numerous magical disciplines in Pannotia trace their roots back to ancient traditions and practices, none rival the antiquity and seamless integration with the world's natural forces as much as the Gladewalkers. Regarded as pioneers in mastering magic with exceptional proficiency, Gladewalkers exhibit remarkable versatility and adeptness in harnessing the inherent power of the surrounding flora and fauna for both combat and practical purposes. Once confined to a unified grove, the Gladewalkers have since dispersed, now inhabiting a myriad forests, wealds, and jungles across the known world. They disseminate their teachings of peace and preservation, weaving the tendrils of their wisdom one vine at a time.&lt;br /&gt;
&lt;br /&gt;
==History and Culture==&lt;br /&gt;
&lt;br /&gt;
Emerging as a Druidic enclave long predating the era of the Great Equilibrium, the Gladewalkers find their genesis in the vast jungles and forests of Ellawren, notably those safeguarded and governed by the Nephi race. According to the most credible accounts, the Westling Woods stand as the cradle of this magical discipline. Most Gladewalkers assert having undertaken a pilgrimage to the heart of the Westling Woods, confessing it having been a sacred journey to express gratitude to the profound natural forces that shape their craft.&lt;br /&gt;
&lt;br /&gt;
The Gladewalkers were once an organized institution adhering to a formalized religious doctrine. They professed allegiance to a singular deity, Garowen, whom some speculate may indicate that this faith revolved around the Fey Lord entity known as Auld Mossbrows. This conjecture arises from their shared commitment to the preservation of nature, however sources of this information are so old and antiquated that they cannot be reliably verified, though some scholars are also convinced that faith in Garowen may still be prevalent to this day amongst active Gladewalkers.  &lt;br /&gt;
&lt;br /&gt;
Contrary to the assumption that Gladewalkers are strict pacifists, the truth reveals a nuanced stance. While they exhibit reluctance in using their magic to cause harm, their commitment lies in defending themselves and the delicate balance of nature. Throughout the tumultuous period of the Great Equilibrium, numerous Gladewalkers actively participated in battles, albeit abstaining from fatal strikes. Their motivation stemmed from a deep concern for the environmental impact inflicted by both conflicting sides. In their eyes, the imperative for peace outweighed any personal cost.&lt;br /&gt;
&lt;br /&gt;
In the contemporary magical landscape, Gladewalkers, like many other disciplines, have evolved beyond the confines of their original institution in the Westling Woods of Ellawren. Rather than exclusively undergoing acolyte training in a centralized location, they have dispersed, establishing smaller groves in diverse wooded areas around the globe. This decentralization reflects their adaptability and recognition of the widespread need to safeguard nature through their unique magical practices. &lt;br /&gt;
&lt;br /&gt;
Gladewalkers possess distinctive characteristics that make them easily recognizable, maintaining a semblance of their once druidic roots. Whether adorned with bark antlers, ivy climbing up their arms, or donning the stereotypical green robes typical to their grove, they seamlessly incorporate nature into their appearance. Despite their distinctiveness, Gladewalkers generally garner positive regard throughout Pannotia, even earning respect from the majority in Galudon, despite their conflicting ideals.&lt;br /&gt;
&lt;br /&gt;
Preferring a peaceful coexistence, Gladewalkers tend to keep to themselves, championing their preservationist ideals through non-violent means such as demonstrations and protests. Striking a unique agreement with the authorities, they refrain from launching attacks on the capital. In return, they are granted equal respect and the freedom to wield their magic in the open fields, forests, groves, and natural landscapes—furthering their commitment to the harmonious balance between magic and nature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable People and Locations==&lt;br /&gt;
&lt;br /&gt;
Most Gladewalkers keep their personal lives and history to themselves, however one name in particular tends to be brought up the most in their respective communities.&lt;br /&gt;
&lt;br /&gt;
Bleiddyn - Bleiddyn held numerous titles as a Nephi, such as Bleiddyn Wolfson of Cadwallon the Murdered, All-King of the Birchskinned, and Lord of all tribes in the Westling Woods. Regarded as one of the earliest and most formidable leaders of the Nephi, he held a more significant role as an Archmage of the Gladewalkers. During the skirmishes of the Great Equilibrium, he prominently employed his Gladewalker magics. However, he shifted his focus upon returning, dedicating the remainder of his life to advocating pacifist principles among the Nephi.&lt;br /&gt;
&lt;br /&gt;
Prominent locations associated with Gladewalkers are invariably tied to major groves. A notable example is the Holzweald Forests in the Kingdom of Holzweald, renowned for hosting a substantial number of Gladewalker groves. This distinction renders Holzweald as the home to the largest assembly of acolytes practicing this particular discipline, surpassing all other Human nations.&lt;br /&gt;
&lt;br /&gt;
In Galudon, two significant Gladewalker groves hold prominence. The primary grove is nestled deep within the Forest of Nahir, situated at the heart of the country. The second, albeit slightly less prominent, resides in the Marsh Wealds, settled along the roads to Hindmarsh.&lt;br /&gt;
&lt;br /&gt;
Across the known world, Ellawren stands as the primary host for the majority of Gladewalker groves, with their ancestral region of the Westling Woods maintaining the most distinguished among them. The Woods are expansive, with the deeper recesses so densely canopied that they are shrouded in near-complete darkness. However, the location is discernible by the presence of the largest and oldest tree, situated at the heart of the Woods, simply known as 'The Everbloom.' This colossal tree radiates a luminance that spans for miles, casting its brilliant glow over the surroundings.&lt;br /&gt;
&lt;br /&gt;
==Spells== &lt;br /&gt;
&lt;br /&gt;
===Tier One - 1 Point Invested===&lt;br /&gt;
'''Tangle Grasp:''' The caster is capable of growing and wielding long tendrils of floral material from their arms, shooting them into the ground and back up around a target, holding them in place and preventing them from moving for one emote. They have '''disadvantage''' on their next 2 rolls. '''This ability can be used once per combat scenario.'''&lt;br /&gt;
&lt;br /&gt;
'''Canopy Cloak:''' The caster possesses the ability to morph into ordinary animals, with the maximum size being that of a bear. In these transformed states, they are restricted from utilizing weapons and must adhere to their standard Ability Totals for rolls. However, there are bonuses based on the size of the animal: a +1 Strength Ability Total bonus applies for canine-sized creatures and a +3 Strength bonus for bears. Additionally, smaller animals receive a +3 bonus to their Dexterity Ability Total for the transformation duration. If your character drops below half of their total Hit Points, the transformation is terminated. Damage dealt while in animal form is always 1d4 damage on successful hit and can be aesthetic to the animal. '''This ability can be used once per day.'''&lt;br /&gt;
&lt;br /&gt;
'''Roots of Renewal''': The caster harnesses natural flora to mend broken objects, machinery, and even buildings. However, this effect is temporary, lasting only 24 hours. Consequently, the repaired objects require professional attention from specialists to ensure a lasting fix. This ability can only be used once on an object, and cannot be recast until the object is properly repaired. Additionally, your character possesses a healing touch that can be employed once every 3 days to restore 5 Hit points to one character, including themselves.&lt;br /&gt;
===Tier Two - Two points invested===&lt;br /&gt;
'''Fury of the Forests:''' The local fauna, including dogs, cats, birds, or rodents, respond to your summons with swift determination, attacking up to two targets. To determine the success of your attack, '''roll your Mystics Ability Total, while your opponents roll Dexterity''' to determine if they evade. Upon a successful connection, roll '''1d8''' to determine damage for each target hit. This can be used once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
'''Solar Flare:''' The caster harnesses the radiant energy of the sun, unleashing a potent surge of solar light that emanates from within their body. This illumination envelops the caster for a duration of 6 hours, enabling effortless navigation through darkened spaces. Within the radius of this radiant burst, anyone other than the caster within the emote distance experiences a forceful impact, causing '''1d4''' points of damage and compelling them to the ground. Additionally, this solar power possesses the capacity to disrupt machinery, overloading it for a period of 10 minutes and inducing malfunction. However, '''the caster can only invoke this ability once every 12 hours.'''  &lt;br /&gt;
&lt;br /&gt;
'''Thornweave Shield:''' The caster is able to summon a giant wall of condensed floral matter in front of them, 5 blocks wide and 8 blocks tall. The wall is climbable and can be used to scale buildings, block incoming strikes or seal off passageways. '''This ability can be used once daily.'''&lt;br /&gt;
===Tier Three- Three points invested===&lt;br /&gt;
'''Grovemother’s Wrath''': The caster summons the wrath of nature to coalesce into their form. This transforms the caster into a monster of pure nature. Their body becomes solid wood and sprouts vines from all over. A consuming rage overtakes them and boosts their attack rolls by +6 for the duration. They must use their vines to attack dealing '''1d14''' damage on a successful hit. When the transformation ends after '''8 emotes''' the caster is left '''exhausted and drained and they lose 8hp'''. If the caster is incapacitated while in this form they revert back to their normal form over the course of a minute. They retain their '''normal Hit Point total''' and '''can use this ability once per day.'''&lt;br /&gt;
&lt;br /&gt;
'''Bloom Cascade''': The caster pulls on their spiritual connection to all around them and releases a burst of potentia to imbue the area with new life. Purging corruption such as disease or blight and renewing areas that have grown barren or infertile as well as being able to heal the wounds of those close by. In progressions, '''you can remove blight or disease from an affected area or breathe new life to barren areas'''. In combat your blast of raw potentia allows you to heal up to '''3 allies''' within a '''10 block''' radius for '''8 Hit Points''' each. This ability can be used once per 24 hours. &lt;br /&gt;
&lt;br /&gt;
'''Crown of Thorns''': The caster calls upon their connection to the living land and summons the legendary crown of thorns to their brow. While wearing the crown, the casters' eyes gain a '''powerful emerald glow''' while their iris's become brown. While wearing the crown, the caster can also control any plant life around them to do their bidding and '''may commune with animals and plants''' who see the caster almost as their liege lord (This is particularly useful in Progressions but can be used in game to gain info for progressions, but not on other players. Simply make a ticket if you wish to convene with flora and fauna in the discord, note your location in game and staff will return with a response to any questions asked.) In combat when around plants you can have them attack or grapple with your enemies, and incapacitated enemies can be bound or held by the plants. '''The plants around you act on your turn''' however they serve as a form of extra attack dealing '''1d6''' damage on a successful hit. You can only have up to '''4 plants make an attack per turn''' and they must be within a '''6 block''' range of your target. '''You can use this ability once every 2-days.'''{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers =  BillyTheScruffy, C_Farly&lt;br /&gt;
|Processors = C_Farly&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Virotechnist&amp;diff=1172</id>
		<title>Virotechnist</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Virotechnist&amp;diff=1172"/>
		<updated>2024-10-22T17:28:02Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Virotechnia (Vi-roh-TEK-nee-ah) represents a groundbreaking fusion of ancient magical healing practices and modern technological advancements within the realm of Pannotia. Originating from the ancient order of healers known as the Viridisians, the Virotechnia emerged as a response to the increasing skepticism and restrictions surrounding magic following the Great Equilibrium. Historically revered for their ability to mend the wounded and cure ailments using magical vitality, the Viridisians faced unprecedented challenges as demand for their services surged amidst plagues and wars, all while their numbers dwindled. By 1824 AE, equipped with their Tech-foci, the Virotechnia had become a respected institution, akin to an international humanitarian order, delivering essential healthcare across war-torn regions and disease-ravaged cities. Despite ongoing skepticism, especially by the magic skeptical, the Virotechnia stands as a firm example of the delicate balance between tradition and innovation, embodying hope and progress in the Age of Steam and Scepter.&lt;br /&gt;
&lt;br /&gt;
==History &amp;amp; Culture==&lt;br /&gt;
Whereas most of Aesox views magic with suspicion, seeing it as dangerous or unnatural, the ancient order of healers, known as the Viridisians, remains to be excessively debated. For centuries, they have practiced the art of using magical vitality to mend the wounded and cure the sick. They were crucial in maintaining the population's health, especially amidst plagues and wars. However, the Great Equilibrium in 0 AE acted as a catalyst and threatened to push the Viridisians into obscurity. As anti-magic sentiments tightened their grip on Aesox, the Viridisians found themselves increasingly isolated, their numbers dwindling, and their practices restricted by local governments and superstition.&lt;br /&gt;
&lt;br /&gt;
The toll on their bodies from healing magic became unsustainable. Each act of healing drained them physically, leading to exhaustion, severe illness, or death in extreme cases. With the rise of wars and diseases, the demand for their services grew, and it became evident that their traditional methods were not viable. By 1813 AE, the last whisperings of the Viridisians sought assistance from technomancers and engineers, but it was too late. Their ancient knowledge faced the same fate as the Last Remnant Order, whose mystical teachings had already vanished into myth.&lt;br /&gt;
&lt;br /&gt;
Desperate to prevent their legacy from fading, the Viridisians' leaders took a bold step. They sought assistance from the brilliant, technical minds of Aesox, known for its advancements in science, alchemy, and engineering. In their efforts, the Viridisians reached out to artificers, alchemists, and technomancers, hoping to find a way to make healing magic less taxing on the body. This unlikely collaboration between mysticism and science led to breakthroughs after years of experimentation and failure. The invention of Tech-foci—revolutionary devices capable of storing a healer's life energy and magnifying their magical potential—changed everything. These devices acted as &amp;quot;batteries,&amp;quot; allowing healers to work longer and perform complex miracles without depleting their own vitality.&lt;br /&gt;
&lt;br /&gt;
Thus, the Virotechnia emerged, merging the arcane with the technical. Their new name, reflecting this fusion, combined &amp;quot;Viro,&amp;quot; from vitality and healing, and &amp;quot;Technia,&amp;quot; from the technological precision augmenting their magic. The Virotechnia evolved from simple healers to medical engineers, requiring mastery of magical healing and the mechanics behind Tech-foci. They established academies and training centers across the continent, teaching a curriculum that blended arcane theory with practical knowledge in biology, medicine, alchemy, and engineering.&lt;br /&gt;
&lt;br /&gt;
Even centuries after the Great Equilibrium had occurred, the Virotechnia faced mixed reactions. The cataclysm shook Aesox, challenging both magical and technological sectors. Many factions, inspired by the Last Remnant, sought to reclaim ancient knowledge, while others aimed to harness the lingering energies unleashed during the Equilibrium.&lt;br /&gt;
&lt;br /&gt;
The Great Equilibrium presented both a challenge and an opportunity for the budding Virotechnia. As tensions rose and magical disturbances increased, their services became more essential than ever. Communities turned to them for aid against physical and magical ailments emerging in the aftermath of the Equilibrium. Despite this demand, skepticism grew on both sides: some feared the resurgence of magic, while others questioned the efficacy of technological enhancements. The Virotechnia found themselves at the forefront of the struggle to balance these competing forces, advocating for the responsible use of both magic and technology.&lt;br /&gt;
&lt;br /&gt;
By 1824 AE, the Virotechnia had become an influential and respected institution by magic tolerated civilisations, akin to an international humanitarian orderwith similar allowances. They remain a neutral force, traveling across war-torn lands and disease-ravaged cities, offering healing services to all, regardless of political affiliation. Their work saved lives and cured diseases, leading to a reluctant acceptance of their methods, even in staunchly anti-magic regions.&lt;br /&gt;
&lt;br /&gt;
However, significant challenges still persist. Anti-magic factions continue to exist across Human nations, with some viewing the Virotechnia’s fusion of magic and technology as a dangerous blasphemy. There were rumors of extremist groups plotting to sabotage their Tech-foci, either to weaponize them or to prove their danger.&lt;br /&gt;
&lt;br /&gt;
The Virotechnia are also under constant strain, facing overwhelming demand for their services in chaotic regions. Disease outbreaks and conflicts stretched their resources thin, testing their skills to the limits. Internally, the order faced ideological rifts among its members. Some feared that reliance on technological enhancements could dilute their magical heritage, while others advocated for continued innovation as essential for their survival and efficacy. This internal conflict, although not yet manifesting as overt division, posed a risk to the unity of the order.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
'''Apothecians''' - Apprentices of the order, Apothecians begin their journey by learning the delicate balance between their own vitality, the stored energy within Tech-foci, and the complexities of anatomy, alchemy, and magical healing. They study both arcane and technological disciplines, focusing on the basics of medical and healing magic. Apothecians are often stationed in academies or less dangerous regions, assisting senior healers and gaining hands-on experience.&lt;br /&gt;
&lt;br /&gt;
'''Mediurgeons''' - Fully trained members of the Virotechnia, Mediurgeons have mastered the use of Tech-foci and magical healing techniques. They often specialize in fields such as trauma surgery, regeneration, magical disease treatment, or prosthetics. Mediurgeons are the primary field operatives of the order, traveling to crisis zones, warfronts, and plague-infested areas to provide essential medical care. They represent the backbone of the order, applying both their magical skills and technological expertise to save lives.&lt;br /&gt;
&lt;br /&gt;
'''Viroarchs''' - The senior leaders, innovators, and policymakers of the Virotechnia, Virooarchs oversee research, development, and diplomatic relations. They are responsible for advancing the order’s healing methods, creating new types of Tech-foci, and ensuring the Virotechnia’s place in the political landscape of Aesox. Viroarchs often lead research institutions or serve as advisors in regional councils, constantly working to improve the tools and techniques that define the order.&lt;br /&gt;
&lt;br /&gt;
==Notable People &amp;amp; Places==&lt;br /&gt;
'''Senior-Viroarch Velen Iskiri''' - A visionary leader within the Virotechnia, Velen Iskiri is credited with some of the most recent advancements in Tech-foci design. His innovations have expanded the capacity and efficiency of these devices, allowing Mediurgeons to perform more advanced healing without risking their own lives. He is a fierce advocate for the continued integration of technology into magical healing and serves as the head of the Aulon Vitae, the Virotechnia’s primary research institution.&lt;br /&gt;
&lt;br /&gt;
'''Senior-Mediurgeon Calista Ryn''' - Known as the Angel of the Wastes, Calista Ryn has become a legend for her tireless work in the most dangerous and desolate areas of the X isles. Specializing in trauma and battlefield surgery, she has saved countless lives, often working under extreme conditions with minimal resources. Despite facing personal risk, she embodies the Virotechnia's mission of neutrality, helping soldiers from all sides of conflicts. Her reputation as a healer is unmatched, though she is also a polarizing figure within the order for her critical views on tradition.&lt;br /&gt;
&lt;br /&gt;
'''Sophomore-Apothecian Zaira Arken''' - Zaira Arken is a skilled technomancer who has played a pivotal role in the development of new materials for Tech-foci. Her research focuses on harnessing natural energies to create sustainable and efficient healing devices. A forward-thinking innovator, Zaira often collaborates with other technologists and magical practitioners, bridging gaps between different fields to promote a collaborative approach to healthcare.&lt;br /&gt;
&lt;br /&gt;
'''Junior-Mediurgeon Lirael Thorne''' - Lirael Thorne is a pioneering researcher specializing in regenerative healing techniques using both magic and alchemy. Known for her empathetic bedside manner, she has developed groundbreaking methods that reduce the recovery time for patients suffering from severe injuries. Lirael often leads expeditions into remote areas including the Dwarven territories to provide care, documenting her findings to share with her peers. Her focus on holistic healing has garnered her both admiration and criticism within the Virotechnia.&lt;br /&gt;
&lt;br /&gt;
'''Engineer-Therapist Rowan Kaldur''' - Rowan Kaldur, an expert in both engineering and therapeutic practices, is renowned for his contributions to the development of ergonomic Tech-foci. He has designed devices that not only enhance the efficacy of healing magic but also prioritize the well-being of Mediurgeons. His empathetic approach to engineering reflects his belief that technology should enhance the human experience rather than complicate it, earning him the respect of many within the Virotechnia.&lt;br /&gt;
&lt;br /&gt;
'''The Aulon Vitae''' - The Aulon Vitae is the heart of Virotechnia's technological and magical advancements, serving as both an academy and a research hub. Located on a mechanical island at the international boundary between Aesox and Ellawen, it is a center of learning and innovation for the Order. The Aulon Vitae functions as an educational institution, training new Apothecians, and as a laboratory where Viroarchs develop cutting-edge healing techniques and devices. The building itself, a marvel of both arcane and technological design, symbolizes the fusion of magic and science that defines Virotechnia.&lt;br /&gt;
&lt;br /&gt;
'''The Hearth of Vitalis -''' A sacred site for the Virotechnia, the Hearth of Vitalis is where the last gathering of the Viridisians took place before their transformation into the Virotechnia. Located deep within the Glenmire Forest, the Hearth is a tranquil place, surrounded by ancient trees believed to be the origin of the Viridisians magic. Though rarely visited, it is a pilgrimage site for Virotechnia members seeking to reconnect with the spiritual roots of their order’s ancient heritage.&lt;br /&gt;
&lt;br /&gt;
'''Taldric's Bastion''' - A mobile fortress and medical unit, Taldric's Bastion is a massive airship outfitted with the latest medical and healing technologies, allowing the Virotechnia to deploy quickly to crisis zones. Named after Taldric Viridisius, one of the founding figures of the original Viridisians, the Bastion serves as both a field hospital and a command center for major operations. It has been instrumental in responding to disasters and outbreaks, making it one of the most critical assets of the order.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
===Tech-foci Rules===&lt;br /&gt;
*The caster can only have a total of Three Tech-foci at a time.&lt;br /&gt;
*Tech-foci can be targeted and destroyed, sharing the caster’s Mystic Ability Total as dodge rolls.&lt;br /&gt;
The Tech-foci regenerate after 12 hours.&lt;br /&gt;
===Tier One - One Point Invested===&lt;br /&gt;
'''Aether Repair Protocol''' - The caster expends a Tech-focus that temporarily bonds with a wounded individual, compensating for the fractured and injured limb until a medic can see them. This heals 1 HP that only lasts for the combat scene and grants the target a +2 to their next physical roll for one emote. Once the combat is over, the Tech-foci unbonds, taking back the 1 HP it healed. It can be used twice per combat encounter.&lt;br /&gt;
&lt;br /&gt;
'''Bio-Suture Module''' - The caster can regenerate skin tissue over minor wounds or surgical incisions using their Tech-focus, also generating detailed X-rays. This can be done in one emote healing aesthetic injury. It does not heal deeper injuries or fractures but can stabilize bleeding and prevent further damage.&lt;br /&gt;
&lt;br /&gt;
'''Vitality Stabilizer''': The caster deploys a Tech-foci to create a protective barrier around a wounded ally, stabilizing their condition and preventing further deterioration. The shield ensures the ally cannot drop below 1 HP and cannot act for the spell’s duration. However, the target cannot be healed or damaged beyond 1 HP until the shield expires. The shield lasts for two turns (emotes). This ability can be used once per day or indefinitely when out of combat.&lt;br /&gt;
&lt;br /&gt;
===Tier Two - Two Points Invested===&lt;br /&gt;
'''Holo-Heal Interface''' - The caster employs advanced Aether servo-drones to repair significant damage rapidly. The target heals 2d4 HP over two turns. However, due to the intensity of the process, the target will suffer from brief exhaustion after imposing a -2 penalty on their next physical action. This ability can be used once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
'''Renewal Matrix''' - The caster extends a tech-foci bonding with an ally’s biological systems, creating a supportive matrix that enhances the target’s natural resilience, lasting two turns. The ally regains 2 HP at the start of each turn as their biological processes are optimized. The matrix requires intense focus from the caster as they channel the spell, imposing a -2 penalty on the caster’s physical rolls while the spell is active. This ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
'''Neural Link''' - The caster can establish a temporary psychic link with a wounded ally, allowing them to feel and diagnose the exact nature of internal injuries, diseases, or magical ailments. This insight gives the caster advantage on their next healing attempt, allowing for precision healing. This link lasts for one emote and can only be used once per encounter. In addition to this, the caster gains one Free Point investment in Medicine.&lt;br /&gt;
&lt;br /&gt;
===Tier Three - Three Points Invested===&lt;br /&gt;
'''Sustain.exe''' - The caster's tech focus channels their potentia to heal a severely injured ally. Over the course of three turns, the target regains 3d6 HP, and major wounds like broken bones or organ damage are repaired. This process leaves the target in a weakened state afterward, imposing disadvantage on their next two rolls. This ability can be used once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
'''Vital_surge.cmd''' - The caster sends their tech Foci to scan the corpse of a recently deceased ally (within five minutes/turns of death) constructing a diagram of their body, restoring them to life with 1 HP. The target remains weakened, unable to perform complex actions or use magic for the next 24 hours. This ability can only be used once weekly and only in non-instant death circumstances.&lt;br /&gt;
&lt;br /&gt;
'''Aethernetic Reconstruction Chassis''' - The caster channels the potentia reserves of their three Tech-foci to forge a formidable bond with a willing—or unwilling—target (OOC consent is required for unwilling targets). This invasive augmentation infuses the target with a powerful aethernetic chassis, restoring them to half of their maximum health and enhancing their physical abilities with a +2 bonus to Dexterity and Strength for the duration of the effect.&lt;br /&gt;
&lt;br /&gt;
As the caster directs their potentia, the Tech-foci intricately weave into the target’s form, amplifying their capabilities for a total of five emotes. During this time, the caster's safety becomes the augmented’s sole focus, instilling them with tunnel vision that prioritizes their protection above all else.&lt;br /&gt;
&lt;br /&gt;
However, as the augmentation dissipates and the Tech-foci are forcefully withdrawn, the target is left in a state of disorientation, suffering a -2 penalty to Dexterity and Strength for 24 hours as they struggle to readjust to their natural state. This ability can only be used once weekly.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Rion&lt;br /&gt;
|Processors = Ashurism, Battlebrawn, Nyxalia, BillyTheScruffy&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Constitution&amp;diff=1163</id>
		<title>Constitution</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Constitution&amp;diff=1163"/>
		<updated>2024-10-07T14:56:36Z</updated>

		<summary type="html">&lt;p&gt;BillyTheScruffy: /* Sports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is your Hit Point total. Maintaining a healthy mindset and lifestyle (by placing Talent Points into Constitution Talent Categories) increases your overall Hit Point score. Once your Hit Points hit 0, your character falls unconscious and can be killed. Your opponent must however opt to use a killing blow, otherwise your character is permanently incapacitated until helped up by another character, at which point they’ll regain 1 Hit Point. Do not fret however! Your character can revive using these mechanics if they do die. Moreover, your character can crawl to safety and, after the combat scenario ends, regain 1 Hit Point until seen to by a Medical Professional (Another character with at least 1 Talent Point in Medicine) or 3 IRL days pass (At which point they regain all their Hit Points but may still roleplay out being injured. This is preferred.) &lt;br /&gt;
&lt;br /&gt;
==Point Allocation==&lt;br /&gt;
===Allocation Rules===&lt;br /&gt;
*For every one point you invest in a specific Talent subcategory under Constitution, you gain +1 overall in your Constitution Ability Total. &lt;br /&gt;
*For every two points you invest in a specific Talent subcategory under Constitution, you gain an additional + 3 overall in your Constitution Ability Total. &lt;br /&gt;
*If you max out a Constitution talent subcategory with 3 Talent points, you gain an additional +5 overall in your Constitution Ability Total. &lt;br /&gt;
&lt;br /&gt;
These boosts do not stack. For example, if you have two points invested in a specific Talent subcategory under Constitution, you only gain the stated +3 overall. You do not add the +1 from the 1 point investment option.&lt;br /&gt;
&lt;br /&gt;
==Gardening==&lt;br /&gt;
You invest some of your time in maintaining gardens, farming and foraging and become quite adept and agile at your work. Higher Talent Point investments see an increase in your character’s overall strength and knowledge as the months of toiling fly by. &lt;br /&gt;
&lt;br /&gt;
*1 Point invested:- Your character’s work with plant life has given them agile limbs. Add + 1 to your overall Dexterity Ability Category.&lt;br /&gt;
&lt;br /&gt;
*2 Points invested:- Extended periods of time working amidst nature has given them a noticeable muscle increase. Add +1 to your overall Strength Ability Category. &lt;br /&gt;
&lt;br /&gt;
*3 Points invested:- After a lengthy time expenditure, your character easily recognises rare plants and how to utilize them. An extra Talent Point in the Medicine subcategory under Scrutiny. As 3 points have been applied to Gardening, your Talent Point investment in the Medicine subcategory cannot exceed 2, even with this boost.&lt;br /&gt;
&lt;br /&gt;
==Sports==&lt;br /&gt;
Your character has taken up a multitude of physical past-times for pleasure and competition. They compete in a wide array of sporting festivals and have a body that shows it, becoming more agile than the average person and claiming fame for their sporting achievements.&lt;br /&gt;
&lt;br /&gt;
*1 Point invested - Your character is incredibly light on their feet from a lot of time on sporting pitches. Add +1 to your overall Dexterity Ability Total.&lt;br /&gt;
&lt;br /&gt;
*2 Points invested - After some time, your character’s experience has provided them knowledge in how to Disengage from combat scenarios. Your character also knows how to perform the Disengage Skill.&lt;br /&gt;
&lt;br /&gt;
*3 Points invested - Your character is a multi kingdom renowned sportsman, a celebrity of sorts for their talent and ability. Not only do you have celebrity status (You can make the claim that your character is famous for their sporting prowess in your backstory) but they have developed a highly agile body. Add +2 to your overall Dexterity Ability Total. Your character also knows the Evasive Footwork Skill. Your character also has automatic access to the Magnate System (Though you still have to make the relevant Magnate System Application.)&lt;br /&gt;
&lt;br /&gt;
==Animal Husbandry==&lt;br /&gt;
Your character spends a lot of time around animals, caring for them and understanding their needs. They may also have taught them useful tricks and, with additional time spent around varied species, may learn how to calm them. &lt;br /&gt;
&lt;br /&gt;
*1 Point invested - Your character has acquired an animal companion. Your character can command the animal to perform an action but it cannot be an attack in combat. Your companion can be killed and has 6 health (Constitution). If it dies, another animal companion can replace it after 24 hours. (Your animal companion can be a common animal no larger than a dog. It can be an automaton or magical familiar but acts only as if a regular animal)&lt;br /&gt;
&lt;br /&gt;
*2 Points invested - Your time with animals has taught you how to handle and subdue wild or angered creatures. You can roll a d20 and any roll higher than 12 calms the animal and forces it to be passive, and forces it to exit combat. You may only use this skill once per scenario. Also, add +1 to your overall Dexterity Ability Total.&lt;br /&gt;
&lt;br /&gt;
*3 Points invested - Your character can call in assistance from a ferocious animal in combat scenarios. The animal has the same constitution as your character and has 8 Strength and 8 Dexterity. Successful hits from this animal companion do 1 d6 of damage. Additionally, your character can greatly heal hurt creatures, for example, animals, beasts and even Cursed Races. They can heal them to maximum Hit Points once per day. Your character also owns exotic animals, and this notoriety grants them access to Magnate System events, but not to the System itself. &lt;br /&gt;
&lt;br /&gt;
==Wayfarer==&lt;br /&gt;
Wayfarers are natural-born explorers of land, versatile, sharp, and extremely eagle-eyed. Not a boulder or crooked tree goes unnoticed by Wayfarers who offer their services, usually, to those wishing to hike long stretches through the wilderness. &lt;br /&gt;
&lt;br /&gt;
*1 Point Invested - Your character is able to traverse rough terrain with ease, and quietly if necessary. In progressions/newslets, you can easily track people, beasts and find your way easily. Add +1 to your overall Dexterity Ability Total. They also have a small chance of stumbling onto treasure maps in Newslets/Progressions.&lt;br /&gt;
&lt;br /&gt;
*2 Points Invested - Your character has grown stronger from their exploits in the wilds. Add +1 to your overall Strength Ability Total. They also have a medium chance of stumbling across treasure maps in Newslets/Progressions.&lt;br /&gt;
&lt;br /&gt;
*3 Points Invested - Your character is a master at Wayfaring and will rarely fail in progressions/newslets when tracking people, beasts, or finding their way. Your character can guide groups in these Newslets/Progressions to their desired location with ease and without getting lost and can act as a cartographer to map areas accurately and efficiently. Additionally, add +1 to your Dexterity Ability Total and are awarded an extra Talent Point in the Perception subcategory under Scrutiny. As 3 points have been applied to Wayfarer, your Talent Point investment in the Perception subcategory cannot exceed 2, even with this boost. They also have a high chance of stumbling across treasure maps in Newslets/Progressions.&lt;br /&gt;
&lt;br /&gt;
==Smithing==&lt;br /&gt;
Your character has trained at a smithy at some point in their life and knows their way around the creation of weapons and armor. They’re skilled with smithy equipment and, at higher tiers, have grown stronger from their years of honing their craft. &lt;br /&gt;
&lt;br /&gt;
*1 Point Invested - Working at a forge has increased your character’s overall brawn. Add +1 to your Strength Ability Total. Additionally, your character can forge their own weapons (non-tech related) for themselves or others. &lt;br /&gt;
&lt;br /&gt;
*2 Points Invested -  Your character is a well-known blacksmith and you can use that information in your character’s backstory. Additionally, they can also identify metals easily and have enough knowledge on how to utilize them in machines. They are awarded an extra Talent Point in the Engineering subcategory under Dexterity. This cannot exceed the 3 Talent point limit on one subcategory. &lt;br /&gt;
&lt;br /&gt;
*3 Points Invested - Wielding a hammer during their work has given your character the unique ability to use it as a weapon. If your character has already specified two weapons as their preferred weapons, you may add Forge Hammer as a third. You may roll twice on attacks with your Forge Hammer (With your overall Strength Ability Total) and take the highest roll of the two. Your character’s Smithing business also has public notoriety, and grants them automatic access to the Magnate system (Though you still have to make the relevant Magnate System Application).&lt;br /&gt;
&lt;br /&gt;
==The Arts==&lt;br /&gt;
Your character has adapted Arts and culture into their everyday lifestyle. They have taken up an Arts discipline and have grown proficient in its exercise. Their discipline can be any art related discipline (For example, music, drawing, painting, pottery, sculpting, dance, etc.) This proficiency may be listed more than once on your character sheet to facilitate multiple Arts disciplines but you must state which discipline it is, as shown at the beginning of this paragraph.&lt;br /&gt;
&lt;br /&gt;
*1 Point Invested - Your character’s meticulous study in their chosen discipline and the academic areas involving it have bettered their sense of creative thought. Add +1 to your Scrutiny Ability Total. &lt;br /&gt;
&lt;br /&gt;
*2 Points Invested - Your character’s knowledge for their discipline continues to expand, even into the areas of its origins and related events, historical or otherwise. Furthermore, their time invested in honing their artistic talent has given them a greater mind for their craft and knowledge surrounding it. They are awarded an extra Talent point in Academics, allowing for a free Academics path of their choosing. This cannot exceed the 3 Talent point limit in one subcategory. &lt;br /&gt;
&lt;br /&gt;
*3 Points Invested - After much trial and tribulation, your character has become quite notable not just in Galudon but also further abroad for their works. They are considered famous for their Arts Discipline and this can be written into their backstory. Additionally your character’s notoriety grants them automatic access to High Society events without being part of the Magnate system (For example, they have access to Noble events without being Noble) and can even find themselves having easier access attending dignitaries abroad in Progressions/Newslets for possible in-game money rewards. &lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
Your character has a knack for preparing, cooking and presenting food. Cooking is the art and science of preparing food through various techniques such as chopping, sautéing, baking, and grilling. It involves combining ingredients in a harmonious way to enhance flavors, textures, and nutritional value. The process often requires creativity, precision, and an understanding of different culinary methods. &lt;br /&gt;
&lt;br /&gt;
*1 Point Invested - With one point invested, your character is capable of brewing beer and cider, creating wines, and distilling spirits.  You may also put this towards creating above average meals, or creating recipes for factory production. Your character also has developed an eye for minute detail. Add an extra Talent Point in the Perception subcategory under Scrutiny. This additional point cannot break the 3 point limit in any one Talent subcategory. &lt;br /&gt;
&lt;br /&gt;
*2 Points Invested - Two points invested in cooking will make you a renowned chef.  Your restaurant will be considered one of the best in town.  Your character may also have name recognition for anything they bottle or peddle to the masses of Ironhurst. Add an extra talent point in the Medicine/Alchemy Talent subcategory under Scrutiny. This additional point cannot break the 3-point limit in any Talent subcategory. Additionally, at the cost of in-game currency, your character can trade with Foreign Merchants outside of Galudon for Slimefun food-related goods. Make a ticket on the Gears of Galudon Discord to organize the sale/trade and get a quote as to the cost. They may also sell in-game items for an agreed sum. Your character can also participate in Progressions/Newslets and attend dignitary meetings, foreign galas, and important locations and they have a medium chance of getting important information relating to ongoing world affairs.&lt;br /&gt;
&lt;br /&gt;
*3 Points Invested - At three points invested, your character may sell their products abroad for fame in Progressions/Newslets. This may get your character into dignitary meetings, foreign galas, and important locations in Progressions/Newslets, and they have a high chance of gaining important information relating to ongoing world affairs. Also,  your consumable products can be exported for enhanced revenue (In-game Currency). To sell your goods, make a ticket on the Discord Ticket Bot and detail what you’re attempting to sell. Your name goes beyond the shores of Galudon as a famous producer of fine food or beverages, your character is considered famous and this can be written into their backstory.&lt;/div&gt;</summary>
		<author><name>BillyTheScruffy</name></author>
	</entry>
</feed>