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	<title>Gears of Galudon - User contributions [en]</title>
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	<updated>2026-06-06T19:49:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Ferox&amp;diff=2166</id>
		<title>Ferox</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Ferox&amp;diff=2166"/>
		<updated>2026-06-03T06:26:15Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races Info&lt;br /&gt;
|image = RabbitFeroxEngineer.png|1000px&lt;br /&gt;
|pronunciation = Fair-ocks&lt;br /&gt;
|population = Approx. 80 Million&lt;br /&gt;
|naming = Varies by culture&lt;br /&gt;
|magic = Yes&lt;br /&gt;
|minmaxage = Varies by Subtype&lt;br /&gt;
|minmaxheight = Varies by Subtype&lt;br /&gt;
|weight = Varies by Subtype&lt;br /&gt;
|eye = Varies by Subtype&lt;br /&gt;
|hair = Varies by Subtype&lt;br /&gt;
|skin = Varies by Subtype&lt;br /&gt;
|halfbreed = Yes. Humans and elven races.&lt;br /&gt;
|Credit = LekkuLovers&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
[[File:SnakeFeroxBlue.png|thumb|Ferox Shifting allows some Ferox to display more human or animal-like traits.]]&lt;br /&gt;
&lt;br /&gt;
The Ferox are a race of bipedal humanoids who resemble various land animals from around the world. Whether canine, feline, rodent, avian, or even a blend of multiple animals, there are very few Ferox traits that could be shocking to anyone, anymore. Ruins discovered by [[Dwarf|Dwarven]] miners around natural deposits of [[Cymrinite]] have led historians to theorize that perhaps the earliest Ferox were wild animals who, after millennia of exposure to Cymrinite, went through an expedited evolution. This led to heightened intelligence, and gave some the ability to shift their bodies so that they could express more near-human qualities, like five-fingered hands and upright postures. Ferox would then go on to become nomadic tribes, to integrate into other established cultures, or to settle their own civilizations, always holding to their own unique blend of naturalism as well as a zealous curiosity that drives them to travel, learn, and create new discoveries. While many Ferox consider themselves a product of whatever society they grew up in, blending seamlessly into various countries and cities across the world, others maintain ties to their own traditions and cultures. These tribes, clans, and civilizations are too abundant to name, and include every subtype of Ferox imaginable, even those that have not yet been added to this list. Some major Ferox cultures continue to have relevance to this day, and serve as an appropriate study for anyone interested in the overarching story of one of [[Geography|Pannotia’s]] oldest [[Races|races]].&lt;br /&gt;
&lt;br /&gt;
Ferox can resemble any animal that exists in Galudon, with the exception of marine life and insects/bugs, even if that species is not named specifically on this page. Ferox Subtypes are meant to cover the most broad application possible, with smaller niches available to be filled in at a later date.&lt;br /&gt;
&lt;br /&gt;
==Appearance and Biology==&lt;br /&gt;
&lt;br /&gt;
[[File:MesstroFerox.png|thumb|Individuals with two different Ferox subtype lineages can have mixed aesthetics, such as this Reptile-Hooved Ferox.]]&lt;br /&gt;
&lt;br /&gt;
The exact physical appearances of the Ferox are difficult to describe in vague terms, as their animalistic traits vary between individuals even among the same subtype. Additional information can be found for specific Ferox subtypes below, and on their specific pages, but in general, the Ferox always bear the appearance of animals from Pannotia (which includes all real animals from the IRL world). They always stand upright, either on two legs (plantigrade, digitigrade, or ungulate), or a tail, and possess two arms, and always bear the ears and tails of their creature counterparts (or scales for reptiles). &lt;br /&gt;
&lt;br /&gt;
Ferox are an adaptable Race and are born with the innate skills of the animal they resemble. For example, they may have a strong sense of smell, good low-light vision, or the capability to move quietly and gracefully. Their fur, hide, and skin are also variable, though mainly adhere to the natural colors normal to their animal counterpart species. Both full-blooded and Half-Ferox exist on every level of the spectrum between animal and human-like.&lt;br /&gt;
&lt;br /&gt;
Thanks to their early close contact with Cymrinite, many Ferox have the special ability to transform parts of their anatomy at will, in a process called Ferox Shifting. These changes are strictly aesthetic in every fashion when it comes to game mechanics - the use of a snake tail instead of legs does nothing to one’s typical movement speed, and the addition of claws does not improve unarmed combat states. These shifts are meant to allow for flexibility in character design and emotes, not to give advantages in combat. Additionally, this only covers the shift between a more animalistic appearance, and a near-human one. It never allows one to completely transform into a full animal. It also never allows for a complete erasure of the animal traits, always including ears and a tail, or scales. Likewise, it does not allow one to change their hair color or physical traits randomly, always sticking to the colors of their natural hair or fur, and those traits that resemble their animal genetics. It also cannot regrow a limb, or periphery traits like ears and wings, and doesn’t heal wounds. An injury remains whether a Ferox shifts or not. Any played character is welcome to either have the shifting ability or not have it, though most NPC Ferox likely do not.&lt;br /&gt;
&lt;br /&gt;
Half Ferox are possible, and may take on some traits of both their lineages. This includes half-humans and half-elves, as well as cross-animal Ferox, which can result in some design freedom including, for example, the addition of horns to felines, wings to reptiles, or long bushy tails to rodents. Coloring should still follow the influence of the animals which inspire the design, meaning that a fox who gains antlers does not randomly become blue, rather, they would still have either fox or deer-like colors and traits. To avoid creating chimeras, cross-species Ferox are limited to two animal inspirations at most. The antlered fox, for example, cannot also have a grandparent who is a Roc, and thus also have wings and a beak. Additionally, the Ferox shifting ability will always lead to the same physical design and traits. In the example of the antlered fox, this means that the Ferox cannot decide to switch between deer and fox ears on a whim, rather they have an animal-like appearance, and a human-like appearance, and they simply shift between those two ends of the spectrum, but they always look like themselves. &lt;br /&gt;
&lt;br /&gt;
===Diet=== &lt;br /&gt;
With sensitive taste buds, Ferox are some of the best and most respected food connoisseurs in Pannotia. However, due to their diversity, it can be extremely tricky to anticipate the dietary needs of every Ferox when planning to host them for dinner. This has led to the widespread belief that Ferox are incredibly difficult to cook for, leading to social faux pas that may simply be best avoided by not even attempting to cook for them. Still, some daring chefs may try, at their own discretion. The specific tastes of each Ferox subtype can be found on their own pages.&lt;br /&gt;
&lt;br /&gt;
==Mentality and Philosophy==&lt;br /&gt;
The Ferox are intelligent people, regardless of what animal they appear to be. They possess the same mental capacity for problem-solving, communication, workmanship, compassion, etc. as any other sentient race in Pannotia. They are explorers, tinkerers, cartographers, scientists, and culture-spreaders by nature, carrying their traditions with them wherever they go, or adapting to new ways of life with ease. With nomadic roots that carry them across all societies and nations, many continue to wander throughout their lives.&lt;br /&gt;
&lt;br /&gt;
Despite their differences across all clans and species subtypes, the same basic belief system creates the fundamental core of all Ferox philosophy. It is a '''naturalistic''' philosophy, which encompasses two key beliefs. One, that '''nature is sacred''', and two, that '''nature is in a constant state of duality''', or cycles. What this means will have some slight variance between Ferox cultures, but in general there is no “good and evil” in Ferox philosophy, only the existence of opposites that live in balance to one another by shifting through the cycles of nature. Life and death, peace and conflict, the individual and the collective, knowledge and ignorance - all things have a place in the natural world, and each culture has formed their own unique set of beliefs based on this core idea. An individual Ferox may combine or pick from other philosophies however they wish, often forming their own specific outlook on the meaning of nature and its cycles, and how a person can live within balance. This also allows them to explore other religions, so long as their veneration of the natural world comes first. &lt;br /&gt;
&lt;br /&gt;
Politically, the Ferox are as diverse as any other people. However, they should always hold strict to their loyalty to the planet, and tend to act on behalf of the natural world, environmental conservation, and allowing isolated peoples to carry on undisturbed. While they are not luddites, and indeed many thrive as engineers and brilliant inventors, they will always keep the rest of the world in their designs, and will feel that any Ferox who does not do the same is betraying their own blood, and their connection to the world, the plants, and the animals without whom they would not exist. &lt;br /&gt;
&lt;br /&gt;
Unique beliefs about the world, about nature, and about what facets of nature’s duality are considered sacred will vary between Ferox Clans. In no way are the Ferox a homogenous culture, and even among the same societies, political opinions and individual personalities are extremely diverse.&lt;br /&gt;
&lt;br /&gt;
==Ferox Diversity==&lt;br /&gt;
Since the beginning of their history, the Ferox have been a diverse group who each found unique niches to fill throughout the world. Some settled early, establishing complex cities with their own unique hierarchies. Others remain nomadic to this day, hidden in whatever wild havens remain in the world. Some have yet to be discovered, and others integrated into established societies while holding fast to their own unique beliefs and traditions. Population counts are approximations at best, and there are undoubtedly more Ferox cultures that have yet to be counted. Certain populations, Rodent and Rabbit Ferox especially, make up a greater percentage of the total population of Ferox than others.&lt;br /&gt;
&lt;br /&gt;
===Population Breakdown===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Canine Ferox&lt;br /&gt;
! 12 million&lt;br /&gt;
|-&lt;br /&gt;
| Feline Ferox&lt;br /&gt;
| 15 million&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Ferox&lt;br /&gt;
| 10 thousand&lt;br /&gt;
|-&lt;br /&gt;
| Serpent Ferox&lt;br /&gt;
| 4 million&lt;br /&gt;
|-&lt;br /&gt;
| Ursa Ferox&lt;br /&gt;
| 300 thousand&lt;br /&gt;
|-&lt;br /&gt;
| Critter Ferox&lt;br /&gt;
| 40 million&lt;br /&gt;
|-&lt;br /&gt;
| Avian Ferox&lt;br /&gt;
| 6 million&lt;br /&gt;
|-&lt;br /&gt;
| Primate Ferox&lt;br /&gt;
| 600 thousand&lt;br /&gt;
|-&lt;br /&gt;
| Hooved Ferox&lt;br /&gt;
| 2 million&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Canine Ferox==&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Canine Ferox]] &lt;br /&gt;
|color =&lt;br /&gt;
|image = Canines1.jpeg&lt;br /&gt;
|caption = Dogs, Wolves, Foxes&lt;br /&gt;
|text = Canine Ferox include those with traits from all '''domestic''' and '''wild dog''' breeds, as well as '''wolves''' and '''foxes'''. Typically, this means an elongated snout, triangular ears, pointed teeth, and often bushy tails. It can also mean clawed hands and feet with or without paw-pads, and digitigrade or plantigrade legs. Below you can find more info about the wolf raider clans, a globe-spanning guild of fox spies (coming soon!), and elite training academies for dogs.&lt;br /&gt;
&lt;br /&gt;
'''Dominant Cultures:'''&lt;br /&gt;
&amp;lt;Gallery mode=&amp;quot;nolines&amp;quot; |heights=200 widths=200&amp;gt;&lt;br /&gt;
File:houndswell1.jpeg|[[Houndswell Training Academies|Dogs: Houndswell Training Academies]]&lt;br /&gt;
File:stjarnvarg1.jpeg|[[Stjarnvarg Raiders|Wolves: The Stjarnvarg Raiders]]&lt;br /&gt;
File:Sample1.jpg|Foxes Coming Soon&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Feline Ferox==&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Feline Ferox]] &lt;br /&gt;
|color =&lt;br /&gt;
|image = Feline1.jpeg&lt;br /&gt;
|caption = Wild, Large, or Domestic&lt;br /&gt;
|text = These Ferox share traits with '''domestic cats''', '''big cats''', or any type of '''wildcat'''. They typically have large, sensitive ears, a small snout, pointed teeth, and a tail which resembles their animal counterpart. They can have fur or skin patterns with stripes, spots, or points, and may have retractable claws on either animal or human-like hands and feet. These felines can have digitigrade or plantigrade legs, and have excellent low-light vision. Below you can find more info about the ancient and powerful cat cities, and their prestigious guild of courtesans.&lt;br /&gt;
&lt;br /&gt;
'''Dominant Cultures:'''&lt;br /&gt;
&amp;lt;Gallery mode=&amp;quot;nolines&amp;quot; |heights=200 widths=200&amp;gt;&lt;br /&gt;
File:udjamu1.jpeg|[[Udjamu Cities|All Felines: The Udjamu Cat Cities]]&lt;br /&gt;
File:courtesansguild1.jpeg|[[Courtesans Guild|All Races: The Courtesans Guild]]&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Reptile Ferox==&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Reptile Ferox]] &lt;br /&gt;
|color =&lt;br /&gt;
|image = Serpents1.jpeg&lt;br /&gt;
|caption = Serpents, Dinosaurs, Lizards&lt;br /&gt;
|text = Reptile Ferox include those who resemble '''serpents''', '''dinosaurs''', and '''lizards'''. With a wide array of heights and truly exotic features, these Ferox often appear the most alien to humans. While some have tails, appearing like '''Naga/Lamia''', others do not. Serpent Ferox can also forgo their legs and instead adopt a tail to support their upper bodies, and may have small snakes growing from their heads, instead of or in addition to having hair, giving a '''Gorgon'''-like appearance. Many reptiles sport pointed teeth, or fangs, though some with dinosaur features may have bill-shaped or beak-shaped mouths. Reptile Ferox always show some amount of scales on their body or face. Below you can find more info about the dinosaurs and the tyrant king they worship like a god, the lizard-folk, and the enigmatic enclave of serpent assassins.&lt;br /&gt;
&lt;br /&gt;
'''Dominant Cultures:'''&lt;br /&gt;
&amp;lt;Gallery mode=&amp;quot;nolines&amp;quot; |heights=200 widths=200&amp;gt;&lt;br /&gt;
File:veneficar1.jpeg|[[Veneficar|Serpents: The Veneficar]]&lt;br /&gt;
File:deinarch1.jpeg|[[Deinarch Kingdom|Dinosaurs: The Deinarch Kingdom]]&lt;br /&gt;
File:Sample1.jpg|Lizards Coming Soon&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ursa Ferox==&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Ursa Ferox]] &lt;br /&gt;
|color =&lt;br /&gt;
|image = Urse1.jpeg&lt;br /&gt;
|caption = All Bears&lt;br /&gt;
|text = All '''bears''', from pandas to grizzlies, are considered Ursa Ferox. Typically large and hardy people, the Ursa Ferox can have large hands or paws, always with five fingers and toes, often with powerful claws. Their fur tends to be thick, and they can have a long or short snout as well as pointed teeth. Their ears are typically small and round, and they have short tails. Below you can find more info about the self-sufficient bears and their meditative lifestyle. ''(Coming soon!)''&lt;br /&gt;
&lt;br /&gt;
'''Dominant Cultures:'''&lt;br /&gt;
&amp;lt;Gallery mode=&amp;quot;nolines&amp;quot; |heights=200 widths=200&amp;gt;&lt;br /&gt;
File:Sample1.jpg|Bears Coming Soon&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Critter Ferox==&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Critter Ferox]] &lt;br /&gt;
|color =&lt;br /&gt;
|image = Critters1.jpeg&lt;br /&gt;
|caption = Rodents, Misc. Small Animals&lt;br /&gt;
|text = This catch-all term for Ferox includes various '''rodents''' and '''small mammals''', such as '''rats''', '''mice''', '''rabbits''', '''opossums''', '''raccoons''', '''guinea pigs''', and most creatures who do not fit elsewhere. They tend to be the most diminutive in stature, with large ears and sensitive noses. They often have prominent teeth, with many rodent-adjacent animals having long, hairless tails. These Ferox tend to live in large communities, with prolific families. Below you can find more info about capitalist rabbit engineers, the rat mafia, and the rodents and other small mammals trying to survive in a world that sees them as easy targets.&lt;br /&gt;
&lt;br /&gt;
'''Dominant Cultures:'''&lt;br /&gt;
&amp;lt;Gallery mode=&amp;quot;nolines&amp;quot; |heights=200 widths=200&amp;gt;&lt;br /&gt;
File:Purpaurea.jpeg|[[Purpaurean Utopia|Rabbits: The Purpaurean Utopia]]&lt;br /&gt;
File:RatMafia2.jpeg|[[City of Cavumborough|Critters: The City of Cavumborough and the Rat Mafia]]&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Avian Ferox==&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Avian Ferox]] &lt;br /&gt;
|color =&lt;br /&gt;
|image = Avians1.jpeg&lt;br /&gt;
|caption = Birds and Harpies&lt;br /&gt;
|text = Avian Ferox range from those with typical '''bird''' traits, to the near-monstrous '''roc''' and '''harpy''' archetypes. All Avian Ferox have feathers, and can have clawed feet with three to four toes, with sharp talons. They may have feathers in place of or in addition to hair, and/or growing across their body. They can have a pair of wings on their back, or their arms can grow long flight-feathers. Depending on the individual, they can have humanoid faces, or beaks. Below you can find more info about the fleet of airships that makes up the trade federation which dominates bird culture, and about the rebellious sky-pirate harpies, who value freedom above all else.&lt;br /&gt;
&lt;br /&gt;
'''Dominant Cultures:'''&lt;br /&gt;
&amp;lt;Gallery mode=&amp;quot;nolines&amp;quot; |heights=200 widths=200&amp;gt;&lt;br /&gt;
File:aft1.jpeg|[[Avian Federation of Trade|The Avian Federation of Trade, and the Sky-Pirate Harpies]]&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Primate Ferox==&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Primate Ferox]] &lt;br /&gt;
|color =&lt;br /&gt;
|image = Primate1.jpeg&lt;br /&gt;
|caption = Monkeys and Apes&lt;br /&gt;
|text = These Ferox include '''apes''', '''lemurs''', and all sorts of '''monkeys''', large and small. Though their appearances range between this aesthetically diverse group, they all have five-fingered hands, and the option of fur in a variety of colors and patterns. Many have long, prehensile tails, and large round ears. Below you can find more info about the monastic monkeys and their quest for balance between discipline and fun.&lt;br /&gt;
&lt;br /&gt;
'''Dominant Cultures:'''&lt;br /&gt;
&amp;lt;Gallery mode=&amp;quot;nolines&amp;quot; |heights=200 widths=200&amp;gt;&lt;br /&gt;
File:greenpalm.jpeg|[[Order of the Green Palm|All Primates: The Order of the Green Palm]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hooved Ferox==&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Hooved Ferox]] &lt;br /&gt;
|color =&lt;br /&gt;
|image = Hooved1.jpeg&lt;br /&gt;
|caption = All Hooved Animals, Minotaurs, Unicorns&lt;br /&gt;
|text = Ferox with traits from any animal with hooves, such as '''deer''', '''cows''', '''sheep''', '''moose''', '''horses''', '''goats''', and '''pigs''', are categorized simply as Hooved Ferox. Many of these Ferox have antlers or horns. Some have hair, while others have wool, both of which can be varying degrees of straight or curly. These Ferox typically do not choose to have human-like plantigrade feet, instead maintaining hooves and animalistic legs, reminiscent of '''satyrs''' or '''fauns'''. Others will opt for a humanoid body with an entirely animalistic head, evoking a classic '''Minotaur''' appearance. They can even have a single horn in the center of the forehead, remeniscent of '''unicorns'''. Below you can find more info about the nature-loving tribes of hooved Ferox, who adorn themselves with flowers and greenery to express their emotions. &lt;br /&gt;
&lt;br /&gt;
'''Dominant Cultures:'''&lt;br /&gt;
&amp;lt;Gallery mode=&amp;quot;nolines&amp;quot; |heights=200 widths=200&amp;gt;&lt;br /&gt;
File:grovekeepers1.jpeg|[[Clan of the Grove-Keepers|All Hooved: The Clan of the Grovekeepers]]&lt;br /&gt;
File:Sample1.jpg|[[Jornvaki|Bovids: The Jornvaki Strongholds]]&lt;br /&gt;
File:Sample1.jpg|[[Kahari|Equines/Cervids/Caprids: The Kahari Clans]]&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Marine Ferox do not exist. Whatever evolutionary happenstance caused Ferox to emerge, it did not extend to fish or other water based animals.&lt;br /&gt;
*Reptilian Ferox who form bonds with other races typically have their partners tattoo the Ferox’s scale patterns onto the other’s skin as a show of commitment. &lt;br /&gt;
*There are potentially hundreds of Ferox populations still to be discovered and studied by Galudonian scholars. &lt;br /&gt;
{{RaceDirectory}}&lt;br /&gt;
----&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = LekkuLovers&lt;br /&gt;
|Writers =  LekkuLord, LadyLekku&lt;br /&gt;
|Processors = Ashurism, Bimberi&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Eliminator&amp;diff=2132</id>
		<title>Eliminator</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Eliminator&amp;diff=2132"/>
		<updated>2026-04-29T21:48:04Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A specialized long-range marksman, the Eliminator focuses on strategic positioning and lethal precision to neutralize high-priority targets from afar. They represent the pinnacle of focused lethality, always searching for - or creating - the perfect opening.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A high-complexity talent reliant on ammo management and a powerful sixth shot. The Gunslinger is a mobile sharpshooter specializing in ricochets and trickshots.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Marked Shot'''&lt;br /&gt;
| A ranged '''DEX''' attack dealing '''1d2/1d4/1d6 damage''' based on their points in Gunslinger. The Gunslinger uses a '''6-round''' cylinder; the sixth '''round''' deals '''double damage''', after which they must '''Reload''' before attacking again.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Full Cylinder'''&lt;br /&gt;
| The Gunslinger performs a standard '''Reload''', preparing their weapon for the next '''6 rounds'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Trick Shooter'''&lt;br /&gt;
| The Gunslinger's Marked Shots can ricochet, allowing them to either deal half damage to a second target, or bypass Line of Sight (attacking at '''Disadvantage''' in either case).&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Quick Draw'''&lt;br /&gt;
| A rapid, practiced reload grants the Gunslinger '''3 rounds''' immediately.&lt;br /&gt;
| 3 Turns&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''The First Draw'''&lt;br /&gt;
| Spending all remaining '''rounds''', the Gunslinger unloads them in a rapid succession of Marked Shots against a single target. All but the last attack are made with '''Disadvantage'''.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Fast Hands'''&lt;br /&gt;
| When a Marked Shot misses, the Gunslinger may choose to discard an additional '''round'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Artillerist&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A specialized long-range crowd controller, the Artillerist uses powerful weaponry to barrage the enemy with areas of effect, inflicting knockback and debilitating effects from afar.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Seige Shot'''&lt;br /&gt;
| A heavy ranged '''STR''' attack dealing '''1d8/1d10/1d12 damage''' based on their points in Artillerist. Due to the weapon's size, this attack '''cannot''' be used in the same turn as moving.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Concussive Volley'''&lt;br /&gt;
| The Artillerist fires a volley at a '''3x3 area''', making a '''STR''' vs '''SCR''' attack roll for all targets. This deals no damage but inflicts '''Dazed'''.&lt;br /&gt;
| 2 Turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Blast Radius'''&lt;br /&gt;
| The Artillerist's high-explosive ordnance causes attacks to deal half damage to adjacent targets (including a missed primary target) and knocks them away from the primary target by 1 block.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Shrapnel Payload'''&lt;br /&gt;
| Fires a specialized volley at a '''3x3 area''' that deals no damage but knocks all targets out of the area, creating Difficult Terrain for the remainder of combat.&lt;br /&gt;
| Two charges, 2 Turn Cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Pinpoint Barrage'''&lt;br /&gt;
| The Artillerist launches '''three Siege Shots''' simultaneously, but becomes '''Dazed''' until the end of their next turn from the backblast.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Overloaded Rounds'''&lt;br /&gt;
| When the Artillerist knocks a target back, they may choose to '''double''' the distance of the knockback.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Ranger&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A classic ranged combatant, the Ranger specializes in consistent damage and applying control effects with specialized arrows and shots, focusing on high precision.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunter's Shot'''&lt;br /&gt;
| A measured rangedd '''STR''' attack dealing '''1d8/1d10/1d12 damage''' based on their points in Ranger. The Ranger targets weak points, dealing the enemy's '''CON attribute''' as '''flat bonus damage'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Tanglefoot Shot'''&lt;br /&gt;
| The Ranger fires a specialized shot, making a '''STR''' vs '''SCR''' attack roll. If successful, it '''Restrains''' the target.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Precise Aim'''&lt;br /&gt;
| The Ranger's attacks are highly accurate, and ignore up to '''2 points''' of the target's '''Damage Reduction'''.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppressive Fire'''&lt;br /&gt;
| The Ranger targets a '''5x5 area''' within range. Make a '''STR''' vs '''DEX''' attack against anyone caught in the area, dealing '''half''' of a normal Hunter's Shot's base damage to anyone hit.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''The Killing Blow'''&lt;br /&gt;
| The Ranger winds up for '''1 turn'''. If they are undamaged by the start of their next turn, they make an Attack that deals a flat '''16 damage''' and '''cannot miss'''. Taking damage before the attack puts the ability on cooldown until the end of combat.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Feral Trap'''&lt;br /&gt;
| When an enemy moves to a block within melee range of the Ranger, they may immediately '''Restrain''' them.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes, NancyBrown, Marytha&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Vanguard&amp;diff=2131</id>
		<title>Vanguard</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Vanguard&amp;diff=2131"/>
		<updated>2026-04-29T21:47:49Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Serving as the resolute bulwark of the battlefield, the Vanguard specializes in frontline endurance and sustained combat, possessing the resilience to withstand significant injury while maintaining their offensive momentum.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gearknight&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Aided by powered contrivance, be it in the form of armour, replacement limbs, or heavy weaponry, Gearknights bring immense power to the field - so long as they can manage the constant heat output of their equipment.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Augmented Blows'''&lt;br /&gt;
| Using their enhanced force in melee, the Gearknight strikes with '''STR''', dealing '''2d5/2d6/2d7 damage''' based on their points in Gearknight. When rolling to hit, this generates '''1 Heat'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Steam Vent'''&lt;br /&gt;
| Purging steam into their immediate surroundings, the Gearknight obscures themselves from incoming attacks, gaining Advantage on their next Defence roll.&lt;br /&gt;
| No Cooldown (2 Heat)&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Volatile Core'''&lt;br /&gt;
| While at '''4+ Heat''', the Gearknight rolls their Heat when landing an attack, and deals that much additional damage. However, they also take damage equal to their Heat at the end of their turn.&lt;br /&gt;
At '''8 Heat''', they will immediately Overheat. This resets '''Heat''' to '''0''', and '''Dazes''' them until the end of their next turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Steam Jets'''&lt;br /&gt;
| Venting a burst of steam for accelerated motion, the Gearknight leaps to a location within '''8 blocks''', dealing '''1d6 damage''' to enemies adjacent to the destination block.&lt;br /&gt;
| No Cooldown (4 Heat)&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Actuator Overdrive'''&lt;br /&gt;
| Recirculating heat back into their engines, the Gearknight overdrives their equipment. For '''2 turns''', they add current Heat to their movement and increase attack range by +1. After this ends, they immediately gain 4 Heat.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Shock Distributors'''&lt;br /&gt;
| When hit, the Gearknight may either consume up to '''4 Heat''' to reduce damage taken by that much, or generate up to '''4 Heat''' to increase damage taken by that much.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Chirurgeon&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Specializing in rapid medical intervention, the Chirurgeon focuses on survivability aids and temporary HP, providing powerful support for allies.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Acupressure'''&lt;br /&gt;
| Targeting pressure points, the Chirurgeon strikes with a melee '''CON''' attack, dealing '''1d2/1d4/1d6 damage''' based on their points in Chirurgeon. This ability may instead be used on an ally to heal them equal to the damage roll.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Stabilizing Surge'''&lt;br /&gt;
| A rapid application of supportive measures grants an adjacent ally a surge of resilience until the end of your next turn, granting '''4+CON temp HP''' for the duration.&lt;br /&gt;
| 3 Turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Experienced Hands'''&lt;br /&gt;
| The Chirurgeon's practiced medical skill makes all of their healing, including temp HP, '''25% more effective''' (rounded '''up''').&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Cleansing Salve'''&lt;br /&gt;
| Applying a concentrated salve, the Chirurgeon removes all negative status effects from an ally, healing them for '''2 HP''' for each status removed.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Emergency Revivification'''&lt;br /&gt;
| Using extreme, high-risk techniques, the Chirurgeon can restore an Incapacitated ally to '''10 HP''' immediately.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Self-Care Protocol'''&lt;br /&gt;
| Recognizing the importance of self-preservation, the Chirurgeon may use any of their abilities that target an ally on themselves as well.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Guardian&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A steadfast and straightforward protector, the Guardian specializes in protecting allies, drawing enemy attention, and locking down the field with a focus on durability.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Vigilant Strike'''&lt;br /&gt;
| The Guardian makes a powerful melee STR attack dealing '''1d8/1d10/1d12 damage''' based on their points in Guardian. On a successful hit, the target is temporarily distracted, giving them '''Disadvantage''' on their next attack against anyone else.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Forced Repositioning'''&lt;br /&gt;
| The Guardian swiftly moves to swap places with an ally within '''5 blocks''', maneuvering them out of immediate danger.&lt;br /&gt;
| 2 Turns&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Immovable Stance'''&lt;br /&gt;
| The Guardian's presence reinforces allies, granting them and all adjacent allies '''2 flat Damage Reduction'''. While adjacent to at least one ally, the Guardian cannot be moved by enemy abilities. Using any Attack other than Vigilant Strike disables this effect until the start of their next turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Shield Bash'''&lt;br /&gt;
| The Guardian makes a quick, stunning strike with a '''STR''' vs '''SCR''' attack roll. If successful, it deals '''1d4 damage''' and knocks the target '''Prone'''.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Bulwark of Resilience'''&lt;br /&gt;
| The Guardian plants their feet, creating a '''5x5 block''' defensive zone around themself. Until the Guardian's next turn, they and all allies in the zone are '''immune''' to attacks originating from outside the zone, but the Guardian '''cannot move'''.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Bodyguard Protocol'''&lt;br /&gt;
| When an ally within '''5 blocks''' is attacked, the Guardian can instantly leap to an adjacent space and interpose themselves, taking the damage instead.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes, NancyBrown, Marytha&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Skirmisher&amp;diff=2130</id>
		<title>Skirmisher</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Skirmisher&amp;diff=2130"/>
		<updated>2026-04-29T21:46:26Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A fast-moving and evasive hunter, the Skirmisher focuses on diving in and out of the fray to bring down their foes. While yielding raw destructive power to Vanguards or Eliminators, their superior mobility ensures they remain almost impossible to pin down.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Blade Dancer&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|An agile and mobile fighter, the Blade Dancer focuses on stance-swapping to flow between defensive zone control and aggressive high damage using the accumulated momentum of their movement.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Stance Strike'''&lt;br /&gt;
| A precise '''DEX''' attack dealing '''1d4/1d6/1d8''' damage based on their points in Blade Dancer. In '''Melee Stance''', a hit moves both the Blade Dancer and the enemy '''1 block'''. In '''Ranged Stance''', a hit reduces the target's movement next turn by '''2 blocks'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Flowing Change'''&lt;br /&gt;
| With a practiced shift, the Blade Dancer swaps their current '''Stance''' and may immediately move up to '''2 blocks'''.&lt;br /&gt;
| Once per Turn&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Master of Forms'''&lt;br /&gt;
| Changing '''Stance''' grants '''1 Flow''' (max '''8'''). '''Flow''' is added as a '''damage roll''' bonus to Melee Attacks, and an '''attack roll''' bonus to Ranged Attacks. Using a Melee or Ranged Attack automatically swaps the Blade Dancer to the corresponding '''Stance'''.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Dancing Advance'''&lt;br /&gt;
| The Blade Dancer dashes up to '''5 blocks''' in a straight line toward an enemy without triggering opportunity attacks. If they end adjacent to the enemy, they may immediately make a Melee Stance Strike.&lt;br /&gt;
| 2 Turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Unseen Flurry'''&lt;br /&gt;
| Consuming all built-up '''Flow''', the Blade Dancer unleashes a rapid series of attacks. For every point of '''Flow''' consumed, make an Attack ('''1d4 damage''', no bonus from '''Flow''') against a target within Melee range.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Whirlwind Defense'''&lt;br /&gt;
| Capitalizing on an enemy's mistake, when an enemy misses an attack against the Blade Dancer, they may immediately swap their '''Stance'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Berserker&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A dedicated melee fighter whose strength grows with their pain, the Berserker thrives on being close to death, using a reckless abandon to deal massive damage and refuse death itself.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Reckless Swing'''&lt;br /&gt;
| A powerful melee STR attack dealing '''1d6/1d10/1d14 damage''' based on their points in Berserker. If the Berserker's '''current HP''' is lower than their target's, this attack gains '''Advantage'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Price'''&lt;br /&gt;
| The Berserker pays a physical cost for power, dealing '''4 damage''' to themself (ignoring reduction). Their next Reckless Swing deals an additional '''1d8 damage'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Too Angry to Die'''&lt;br /&gt;
| The Berserker's rage grows with their injuries, granting a flat bonus to damage dealt with '''Reckless Swing''' based on missing health (25% HP lost: +1, 50% HP lost: +3, 75% HP lost: +5, 100% HP lost: +7).&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Blind Charge'''&lt;br /&gt;
| The Berserker dashes up to '''5 blocks''' in a frenzy, taking Attacks of Opportunity along the way.&lt;br /&gt;
| 2 Turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Last Stand'''&lt;br /&gt;
| When the Berserker would reach '''0 HP''', they remain at '''0 HP''' but '''do not''' become '''Incapacitated''' until the end of their next turn. During this time, they become immune to all damage and healing. This cannot be used while '''Dazed'''.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| '''Vicious Retaliation'''&lt;br /&gt;
| When an enemy hits the Berserker with a Melee Attack, they may immediately make a Reckless Swing against that enemy with '''Disadvantage'''.&lt;br /&gt;
| 2 turns&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Duelist&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A reliable one-versus-one fighter, the Duelist uses frequent movement and constant repositioning to outmaneuver opponents, specializing in disarming and punishing enemy misses.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Precision Feint'''&lt;br /&gt;
| A swift and focused melee DEX attack dealing '''1d6/1d8/1d10''' damage based on their points in Duelist. After the attack, the Duelist may immediately move '''1 block''' without provoking opportunity attacks.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Evasive Footwork'''&lt;br /&gt;
| After being struck by an Attack, the Duelist can quickly reposition, moving up to '''2 blocks'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Blademaster's Grace'''&lt;br /&gt;
| The Duelist moves with effortless grace. After landing an Attack, their '''Movement Distance''' is reset, once per turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Riposte'''&lt;br /&gt;
| The Duelist attempts a precise counter, making a '''DEX''' vs '''SCR''' attack roll. If successful, the target is '''Disarmed'''.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Flurry of Blades'''&lt;br /&gt;
| For the remainder of the turn, the Duelist cannot provoke opportunity attacks, and makes a Precision Feint against all enemies they move within melee range of (once per target).&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Opening Exploitation'''&lt;br /&gt;
| When an enemy misses a Melee Attack against the Duelist, they may immediately make a Precision Feint against them.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes, NancyBrown, Marytha&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Strategist&amp;diff=2129</id>
		<title>Strategist</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Strategist&amp;diff=2129"/>
		<updated>2026-04-29T21:45:47Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Highly specialized niche operatives, Strategists bring unique tools to the field to dismantle threats that others cannot address. Though lacking in general utility, they provide unrivaled performance when operating within their specific element.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Assassin&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A dedicated tankbuster, the Assassin is extremely weak against highly evasive opponents, but annihilates immobile juggernauts by applying and cashing in Death Marks for lethal, unblockable damage.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Shadow Stab'''&lt;br /&gt;
| A quick '''DEX''' melee attack dealing '''1d2/1d4/1d6 damage''' based on their points in Assassin. A hit applies 1 '''Death Mark'''; a miss removes 1 '''Death Mark'''. A target reaching 5 '''Death Marks''' takes damage '''equal to their remaining HP''', bypassing '''all damage reduction'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Blinding Toxin'''&lt;br /&gt;
| The Assassin throws a dart of toxins at a target within '''10 blocks''', making a '''DEX''' vs '''SCR''' attack roll. A successful hit inflicts '''Blind''' for 1 turn.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Marked for Annihilation'''&lt;br /&gt;
| The Assassin gains a '''+1 bonus''' to attack rolls for each '''Death Mark''' on their target.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Exploit Opening'''&lt;br /&gt;
| The Assassin expertly exploits a momentary lapse in the target's defense, instantly applying 2 '''Death Marks'''.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Execute'''&lt;br /&gt;
|The Assassin makes a precise attack with '''Advantage'''. If this attack causes the target to reach 5 '''Death Marks''', the Assassin cannot be targeted until the start of their next turn, and their Movement Distance is reset.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Double'''&lt;br /&gt;
| When targeted by an Attack, the Assassin may swap places with a target that has at least 1 '''Death Mark''', causing that target to be the recipient of the attack instead.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Hunter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|An anti-cursed specialist who utilizes secretive castialt tools. The Hunter sacrifices general performance for specific power against Mystic and Cursed foes, bringing specialized disruptive tools to the field.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Castialt Bolt'''&lt;br /&gt;
| A '''DEX''' ranged attack dealing '''1d4/1d6/1d8 damage''' based on their points in Hunter. Against '''Cursed''' targets, it deals an additional '''1d2/1d4/1d6 damage''' that bypasses damage reduction.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Purification Dust'''&lt;br /&gt;
| The Hunter whips a pouch of castialt and nulliron dust at a '''5x5 area''' within '''10 blocks'''. Targets in the area cannot use Cursed abilities, and any invisibility or flight from Cursed abilities '''immediately ends'''. The zone lasts '''2 turns'''.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Nullifying Edge'''&lt;br /&gt;
| After damaging a Cursed target, the Hunter's techniques ensure they cannot heal by any means for '''1 turn'''.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Sweep Kick'''&lt;br /&gt;
| The Hunter makes a sweeping attack against all enemies in Melee Range with a '''DEX''' vs '''SCR''' attack roll. If successful, it knocks them back '''5 blocks''' and deals '''2 damage'''.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Radiant Pendant'''&lt;br /&gt;
| Unveils a pendant of purified castialt. For '''2 turns''', the Hunter cannot be targeted by any Cursed targets due to the blinding light.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Interdiction Shot'''&lt;br /&gt;
| When an enemy within '''10 blocks''' attempts to cast a Spell or Cursed ability, the Hunter may make a '''DEX''' vs '''SCR''' attack roll to fire a dust-bolt. On a hit, the enemy's ability is placed on cooldown without activating.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Overseer&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A generalized support specialist who fields a combat companion up to the size of a large dog to scout, buff allies, and apply team buffs, using their scrutiny to direct the flow of combat.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Designate Target'''&lt;br /&gt;
| A '''SCR''' ranged attack where the '''Companion''' deals '''1d2/1d4/1d6 damage''' based on their points in Overseer. Hitting an enemy attaches the '''Companion''' ('''15 HP''', uses the Overseer's '''SCR''' for defence rolls). On hit, an Ally within 5 blocks of the target gains '''Advantage''' on their next Attack against the target. Lost '''Companions''' are reacquired after '''24 hours'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Mobilize'''&lt;br /&gt;
| The Overseer grants a target ally +2 to their next movement, and removes any movement-reducing debuffs.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Tactical Advantage'''&lt;br /&gt;
| As long as the Overseer's '''Companion''' is attached to an enemy, all Allies gain +2 to attack rolls against that enemy.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Direct Strike'''&lt;br /&gt;
| A quick directive grants an Ally '''Advantage''' on their next attack.&lt;br /&gt;
| 1 Turn&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Coordinated Assault'''&lt;br /&gt;
| All allies within Melee Range of the Overseer's '''Companion''' immediately make an available Attack against the Companion's target.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Defensive Override'''&lt;br /&gt;
| When an ally is targeted by an Attack, the Overseer may roll their SCR and add the result to the ally's Defence roll.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes, NancyBrown, Marytha&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Reinsheep&amp;diff=2128</id>
		<title>Reinsheep</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Reinsheep&amp;diff=2128"/>
		<updated>2026-04-27T02:40:29Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: wtf how did this even happen?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mammalia]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not include anything above this line. --&amp;gt;&lt;br /&gt;
{{Info fauna&lt;br /&gt;
|image = noimg.png&lt;br /&gt;
|officialname = Rangifer Aries&lt;br /&gt;
|nicknames = Reinsheep&lt;br /&gt;
|classification = Mammalia&lt;br /&gt;
|habitat = Mountain Ranges, Meadows&lt;br /&gt;
|domesticated = Yes(Skilled - Lvl 2 Animal Handling)&lt;br /&gt;
|status = Common&lt;br /&gt;
|}}&lt;br /&gt;
==Overview==&lt;br /&gt;
With the return of Reinsheep to some forest and open plains areas, they were very commonly thought to be overhunted. However, now with herds being bred on farms to return to the wilds they are slowly returning to the ecosystem. They are sturdy creatures that have been quite prominent in the north and south, both having variants to fit the settings. With time they have even been spotted in forests located outside the cities, granted some herds have become bold and have been seen walking into many cities with grassy and clean water sources before returning to the wild.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
It is quite unclear how the reinsheep came to be as very little is known about their origin besides the first sighting of a herd in the mountains. Even with that first encounter, it was thought to be just the babbling of a drunk old man. But with the herds becoming more prominent in the North and South the confirmation of their existence has become something more believed.&lt;br /&gt;
&lt;br /&gt;
The sweet and tender nature of these creatures is why they are so commonly allowed to live amongst farm animals and even why they are kept on farms in general on purpose. However, their kind nature should not always be questioned as they have been known to become violent with strangers on farms and even hostile when strangers touch their babies or take them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Reinsheep are more docile creatures than their Reindeer cousin, holding more attributes and characteristics similar to sheep. They are kind creatures who will often remember the faces of those who feed them their favorite treats: Carrots. It is common to see these large creatures kneeling before children to let them pet their manes and wool bodies. &lt;br /&gt;
&lt;br /&gt;
==Anatomy==&lt;br /&gt;
The Reinsheep is a quite large animal, some even reaching heights and even taller than some dwarves and ferox races. The average of most Reinsheep height caps out at around five feet but it is said that some can even reach close to seven or eight feet through delicate selective breeding, making them rideable to some of certain heights. Their horns do account for quite a bit of their height but are often found lying around forests when they are shed due to damage or season. The wool of the reinsheep is considered quite luxurious as it comes in a few natural colors including White, black, dark brown, and a rare pattern of speckled brown that is similar to many reindeer. The meat on these animals is quite filling and considered perfect for those living in more frozen settings as it takes little time to cook it. &lt;br /&gt;
&lt;br /&gt;
The Northern variant of Reinsheep tends to be far more sturdy, taller and has thicker wool that is perfect for making coats out of. It is said that one adult Northern Reinsheep can make one dwarf coat or two children's coats depending on the skill of the seamstress. These creatures are a vital part of many tribes and smaller towns' way of life as they are often considered a very reliable food source when they are kept on farms and fed properly. They have even been known to be useful at pulling farm and recreational vehicles like sleighs. &lt;br /&gt;
&lt;br /&gt;
The Southern variants of Reinsheep are far more sleek and lean when it comes to their coat and meat but their lack of meat they make up with their wider variant of coat and wool colors, having some of the most vibrant shades of white, black, and speckles brown colors. Unlike the Northern variant, it takes more than one Reinsheep to make attire but their coat colors are often more desired by those who want a wider variant of monochrome colors for their wardrobe. It is considered common to see large herds of the Southern Reinsheep to be followed by a group, either for conservation due to overhunting or those waiting for them to be in season for hunting.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is considered an urban legend that many Northern Reinsheep will even find lost children in snowy terrain and lead them back to groups of people, but only one account of this has occurred and even then it was because a man with a bright red suit had been on a sleigh with his herd when the child was located. It was a very great gift that holiday season for the child to find their way home.&lt;br /&gt;
&lt;br /&gt;
{{Fauna}}&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Renajaka&lt;br /&gt;
|Processors = Nahinn&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2126</id>
		<title>Template:SubraceTable</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2126"/>
		<updated>2026-04-23T00:58:37Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A generalised table for recording the physical and other characteristics of named subraces, dynasties, bloodlines, or other formally organised subgroups within a race.&lt;br /&gt;
&lt;br /&gt;
Supports up to ten subrace rows. All column headers are relabelled via parameters, so the same template works for any combination of characteristics. The script and gloss fields are optional and may be omitted for races without non-Latin naming conventions.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption        = Main header&lt;br /&gt;
 &lt;br /&gt;
| col1_header    = Subrace&lt;br /&gt;
| col2_header    = [Column 2 heading]&lt;br /&gt;
| col3_header    = [Column 3 heading]&lt;br /&gt;
| col4_header    = [Column 4 heading]&lt;br /&gt;
| col5_header    = [Column 5 heading]&lt;br /&gt;
| col6_header    = [Column 6 heading]&lt;br /&gt;
 &lt;br /&gt;
| 1              = [Subrace page name]&lt;br /&gt;
| 1_script       = [Native script form, optional]&lt;br /&gt;
| 1_gloss        = [Romanised gloss, optional]&lt;br /&gt;
| 1_col2         = [Value]&lt;br /&gt;
| 1_col3         = [Value]&lt;br /&gt;
| 1_col4         = [Value]&lt;br /&gt;
| 1_col5         = [Value]&lt;br /&gt;
| 1_col6         = [Value]&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
See below for an example of the table in use.&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption         = Physical Characteristics of the Nine Dynasties&lt;br /&gt;
| col1_header     = Dynasty&lt;br /&gt;
| col2_header     = Ceremonial Colour&lt;br /&gt;
| col3_header     = Skin Tone&lt;br /&gt;
| col4_header     = Common Iris Colours&lt;br /&gt;
| col5_header     = Horn Character&lt;br /&gt;
| col6_header     = Tail Tip Shape&lt;br /&gt;
&lt;br /&gt;
| 1               = Kutsushin&lt;br /&gt;
| 1_script        = 屈心&lt;br /&gt;
| 1_gloss         = yielding heart&lt;br /&gt;
| 1_col2          = Velvety, deep crimson reminiscent of aged wine or arterial blood&lt;br /&gt;
| 1_col3          = Pale gold to silver-grey; the most desaturated of the nine, often appearing ghostly in low light&lt;br /&gt;
| 1_col4          = Spectral deep violet; luminescent pale silver with a metallic sheen&lt;br /&gt;
| 1_col5          = Moderate length, upright with a slight inward curve; subdued relative to other dynasties&lt;br /&gt;
| 1_col6          = A sharp-edged crescent spade, weighted for balance during fluid, ceremonial movement&lt;br /&gt;
&lt;br /&gt;
| 2               = Akagane&lt;br /&gt;
| 2_script        = 赤鉄&lt;br /&gt;
| 2_gloss         = red iron&lt;br /&gt;
| 2_col2          = Heavy industrial iron-grey suffused with deep, oxidiszed red undertones&lt;br /&gt;
| 2_col3          = Rich, warm gold with the burnished, reflective sheen of polished brass&lt;br /&gt;
| 2_col4          = Intense amber-gold; the flickering, internal glow of burnt orange embers&lt;br /&gt;
| 2_col5          = Broad-set and forward-angled; among the most prominent of the nine&lt;br /&gt;
| 2_col6          = A dense, utilitarian tapered point, reinforced with external keratinous ridges&lt;br /&gt;
&lt;br /&gt;
| 3               = Shirokage&lt;br /&gt;
| 3_script        = 白影&lt;br /&gt;
| 3_gloss         = white shadow&lt;br /&gt;
| 3_col2          = Shimmering, translucent silver like moonlight reflected on fresh frost&lt;br /&gt;
| 3_col3          = Pale, cool-toned gold; the lightest of the nine after the Kutsushin, nearly alabaster&lt;br /&gt;
| 3_col4          = Piercing, neon-vivid green; a crystalline and frost-bitten icy blue&lt;br /&gt;
| 3_col5          = Long and narrow; fine-tapered at the tip&lt;br /&gt;
| 3_col6          = Elegantly forked and slender, prone to twitching with high-frequency nervous energy&lt;br /&gt;
&lt;br /&gt;
| 4               = Mizuchi&lt;br /&gt;
| 4_script        = 蛟&lt;br /&gt;
| 4_gloss         = flood dragon&lt;br /&gt;
| 4_col2          = Murky, deep sea green with undulating teal highlights that shift with movement&lt;br /&gt;
| 4_col3          = Balanced mid-range gold, often appearing slightly olive or &amp;quot;brackish&amp;quot; in cool light&lt;br /&gt;
| 4_col4          = Shifting sea blue; tidal teal; rare mutations yield a murky, pale green&lt;br /&gt;
| 4_col5          = Most variable curvature of any dynasty; no typical form&lt;br /&gt;
| 4_col6          = An aquatic, inward-curled hook designed for anchoring against swift currents&lt;br /&gt;
&lt;br /&gt;
| 5               = Tsurubami&lt;br /&gt;
| 5_script        = 橡&lt;br /&gt;
| 5_gloss         = oak gall&lt;br /&gt;
| 5_col2          = Earthy, deep ochre pigmented with the grit and warmth of fertile loam&lt;br /&gt;
| 5_col3          = Lustrous, heavily saturated warm gold like sunset over a ripe wheat field&lt;br /&gt;
| 5_col4          = Thick, resinous warm amber; a dusty, matte ochre-gold&lt;br /&gt;
| 5_col5          = Shorter and broader-set than average; low forward curve&lt;br /&gt;
| 5_col6          = A formidable, heavy rounded club suited for land clearance and blunt defense&lt;br /&gt;
&lt;br /&gt;
| 6               = Kurogane&lt;br /&gt;
| 6_script        = 黒鉄&lt;br /&gt;
| 6_gloss         = black iron&lt;br /&gt;
| 6_col2          = Dense, light-absorbing charcoal with a matte, soot-like finish&lt;br /&gt;
| 6_col3          = Neutral, stoic mid-range gold with a stony, desaturated texture&lt;br /&gt;
| 6_col4          = Cold steel grey; the ominous, dark depth of pressurised iron-blue&lt;br /&gt;
| 6_col5          = The most broadly spaced of any dynasty; a wide lateral spread&lt;br /&gt;
| 6_col6          = An ornate, studded ball tip, often reinforced with natural metallic mineral deposits&lt;br /&gt;
&lt;br /&gt;
| 7               = Haikō&lt;br /&gt;
| 7_script        = 灰光&lt;br /&gt;
| 7_gloss         = ash light&lt;br /&gt;
| 7_col2          = Ghostly ash-white, resembling sun-bleached bone or spent hearth cinders&lt;br /&gt;
| 7_col3          = Delicate light gold, possessing a porcelain-like cool undertone and soft finish&lt;br /&gt;
| 7_col4          = Muted pale silver-grey; the gentle, hazy luminescence of a soft violet dawn&lt;br /&gt;
| 7_col5          = Slender and closely set; among the most understated of the nine&lt;br /&gt;
| 7_col6          = A delicate, multi-tiered fanned tip used primarily for expressive social signaling&lt;br /&gt;
&lt;br /&gt;
| 8               = Enryū&lt;br /&gt;
| 8_script        = 炎竜&lt;br /&gt;
| 8_gloss         = flame dragon&lt;br /&gt;
| 8_col2          = Violent, radiant ember orange that appears to glow with internal heat&lt;br /&gt;
| 8_col3          = Deep, richly saturated gold; the warmest-toned and most vibrant of the nine&lt;br /&gt;
| 8_col4          = Blazing ember orange; a fierce, predatory and highly-reflective amber-red&lt;br /&gt;
| 8_col5          = Swept back and flaring; the most dramatically angled horn form among the dynasties&lt;br /&gt;
| 8_col6          = A complex structure of rattling, tapered layers that produce a dry hiss when agitated&lt;br /&gt;
&lt;br /&gt;
| 9               = Tōkon&lt;br /&gt;
| 9_script        = 刀魂&lt;br /&gt;
| 9_gloss         = blade-soul&lt;br /&gt;
| 9_col2          = Abyssal dark blue-black, akin to a whetted blade’s edge seen in starlight&lt;br /&gt;
| 9_col3          = Hardened mid-range gold with a metallic, slightly cool cast and high durability&lt;br /&gt;
| 9_col4          = Inky deep indigo; a sharp, focused and intimidating violet-black&lt;br /&gt;
| 9_col5          = The straightest and most vertically oriented of the nine; minimal lateral curve&lt;br /&gt;
| 9_col6          = A razor-thin but widened tip, honed to a naturally sharp and lethal edge&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Parameter !! scope=&amp;quot;col&amp;quot; | Required !! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caption&amp;lt;/code&amp;gt; || Yes || Table caption describing the race and characteristic scope.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col1_header&amp;lt;/code&amp;gt; || No || Header for the subrace name column. Defaults to &amp;quot;Subrace&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col2_header&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;col6_header&amp;lt;/code&amp;gt; || No || Headers for columns 2–6.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || At least one || Page name of the subrace, used as both display text and wikilink target.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_script&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_script&amp;lt;/code&amp;gt; || No || Native script form of the subrace name (e.g. 屈心). Renders beneath the name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_gloss&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_gloss&amp;lt;/code&amp;gt; || No || Romanised gloss or translation rendered in italics after the script form.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col2&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col2&amp;lt;/code&amp;gt; || No || Value for column 2 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col3&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col3&amp;lt;/code&amp;gt; || No || Value for column 3 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col4&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col4&amp;lt;/code&amp;gt; || No || Value for column 4 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col5&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col5&amp;lt;/code&amp;gt; || No || Value for column 5 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col6&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col6&amp;lt;/code&amp;gt; || No || Value for column 6 for that row.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Infobox&lt;br /&gt;
| bodystyle = width: 100%; border-collapse: collapse; min-width: 800px;&lt;br /&gt;
| title     = {{{caption|}}}&lt;br /&gt;
| titlestyle = background: #f2f2f2; border: 1px solid #aaa; padding: 10px;&lt;br /&gt;
&lt;br /&gt;
| data1 = &amp;lt;div style=&amp;quot;display: flex; font-weight: bold; background: #eaecf0; border: 1px solid #aaa; padding: 8px 0; text-align: center;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col1_header|Subrace}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col2_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col3_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col4_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col5_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px;&amp;quot;&amp;gt;{{{col6_header|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data2 = {{#if:{{{1|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{1|}}}'''{{#if:{{{1_script|}}}{{{1_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{1_script|}}}{{#if:{{{1_script|}}}|{{#if:{{{1_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{1_gloss|}}}|''{{{1_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data3 = {{#if:{{{2|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{2|}}}'''{{#if:{{{2_script|}}}{{{2_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{2_script|}}}{{#if:{{{2_script|}}}|{{#if:{{{2_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{2_gloss|}}}|''{{{2_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data4 = {{#if:{{{3|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{3|}}}'''{{#if:{{{3_script|}}}{{{3_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{3_script|}}}{{#if:{{{3_script|}}}|{{#if:{{{3_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{3_gloss|}}}|''{{{3_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data5 = {{#if:{{{4|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{4|}}}'''{{#if:{{{4_script|}}}{{{4_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{4_script|}}}{{#if:{{{4_script|}}}|{{#if:{{{4_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{4_gloss|}}}|''{{{4_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data6 = {{#if:{{{5|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{5|}}}'''{{#if:{{{5_script|}}}{{{5_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{5_script|}}}{{#if:{{{5_script|}}}|{{#if:{{{5_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{5_gloss|}}}|''{{{5_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data7 = {{#if:{{{6|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{6|}}}'''{{#if:{{{6_script|}}}{{{6_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{6_script|}}}{{#if:{{{6_script|}}}|{{#if:{{{6_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{6_gloss|}}}|''{{{6_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data8 = {{#if:{{{7|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{7|}}}'''{{#if:{{{7_script|}}}{{{7_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{7_script|}}}{{#if:{{{7_script|}}}|{{#if:{{{7_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{7_gloss|}}}|''{{{7_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data9 = {{#if:{{{8|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{8|}}}'''{{#if:{{{8_script|}}}{{{8_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{8_script|}}}{{#if:{{{8_script|}}}|{{#if:{{{8_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{8_gloss|}}}|''{{{8_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data10 = {{#if:{{{9|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{9|}}}'''{{#if:{{{9_script|}}}{{{9_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{9_script|}}}{{#if:{{{9_script|}}}|{{#if:{{{9_gloss|}}}|&amp;amp;nbsp;—&amp;amp;nbsp;}}}}{{#if:{{{9_gloss|}}}|''{{{9_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2125</id>
		<title>Template:SubraceTable</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2125"/>
		<updated>2026-04-23T00:56:58Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Parser functions added let's goooo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A generalised table for recording the physical and other characteristics of named subraces, dynasties, bloodlines, or other formally organised subgroups within a race.&lt;br /&gt;
&lt;br /&gt;
Supports up to ten subrace rows. All column headers are relabelled via parameters, so the same template works for any combination of characteristics. The script and gloss fields are optional and may be omitted for races without non-Latin naming conventions.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption        = Main header&lt;br /&gt;
 &lt;br /&gt;
| col1_header    = Subrace&lt;br /&gt;
| col2_header    = [Column 2 heading]&lt;br /&gt;
| col3_header    = [Column 3 heading]&lt;br /&gt;
| col4_header    = [Column 4 heading]&lt;br /&gt;
| col5_header    = [Column 5 heading]&lt;br /&gt;
| col6_header    = [Column 6 heading]&lt;br /&gt;
 &lt;br /&gt;
| 1              = [Subrace page name]&lt;br /&gt;
| 1_script       = [Native script form, optional]&lt;br /&gt;
| 1_gloss        = [Romanised gloss, optional]&lt;br /&gt;
| 1_col2         = [Value]&lt;br /&gt;
| 1_col3         = [Value]&lt;br /&gt;
| 1_col4         = [Value]&lt;br /&gt;
| 1_col5         = [Value]&lt;br /&gt;
| 1_col6         = [Value]&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
See below for an example of the table in use.&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption         = Physical Characteristics of the Nine Dynasties&lt;br /&gt;
| col1_header     = Dynasty&lt;br /&gt;
| col2_header     = Ceremonial Colour&lt;br /&gt;
| col3_header     = Skin Tone&lt;br /&gt;
| col4_header     = Common Iris Colours&lt;br /&gt;
| col5_header     = Horn Character&lt;br /&gt;
| col6_header     = Tail Tip Shape&lt;br /&gt;
&lt;br /&gt;
| 1               = Kutsushin&lt;br /&gt;
| 1_script        = 屈心&lt;br /&gt;
| 1_gloss         = yielding heart&lt;br /&gt;
| 1_col2          = Velvety, deep crimson reminiscent of aged wine or arterial blood&lt;br /&gt;
| 1_col3          = Pale gold to silver-grey; the most desaturated of the nine, often appearing ghostly in low light&lt;br /&gt;
| 1_col4          = Spectral deep violet; luminescent pale silver with a metallic sheen&lt;br /&gt;
| 1_col5          = Moderate length, upright with a slight inward curve; subdued relative to other dynasties&lt;br /&gt;
| 1_col6          = A sharp-edged crescent spade, weighted for balance during fluid, ceremonial movement&lt;br /&gt;
&lt;br /&gt;
| 2               = Akagane&lt;br /&gt;
| 2_script        = 赤鉄&lt;br /&gt;
| 2_gloss         = red iron&lt;br /&gt;
| 2_col2          = Heavy industrial iron-grey suffused with deep, oxidiszed red undertones&lt;br /&gt;
| 2_col3          = Rich, warm gold with the burnished, reflective sheen of polished brass&lt;br /&gt;
| 2_col4          = Intense amber-gold; the flickering, internal glow of burnt orange embers&lt;br /&gt;
| 2_col5          = Broad-set and forward-angled; among the most prominent of the nine&lt;br /&gt;
| 2_col6          = A dense, utilitarian tapered point, reinforced with external keratinous ridges&lt;br /&gt;
&lt;br /&gt;
| 3               = Shirokage&lt;br /&gt;
| 3_script        = 白影&lt;br /&gt;
| 3_gloss         = white shadow&lt;br /&gt;
| 3_col2          = Shimmering, translucent silver like moonlight reflected on fresh frost&lt;br /&gt;
| 3_col3          = Pale, cool-toned gold; the lightest of the nine after the Kutsushin, nearly alabaster&lt;br /&gt;
| 3_col4          = Piercing, neon-vivid green; a crystalline and frost-bitten icy blue&lt;br /&gt;
| 3_col5          = Long and narrow; fine-tapered at the tip&lt;br /&gt;
| 3_col6          = Elegantly forked and slender, prone to twitching with high-frequency nervous energy&lt;br /&gt;
&lt;br /&gt;
| 4               = Mizuchi&lt;br /&gt;
| 4_script        = 蛟&lt;br /&gt;
| 4_gloss         = flood dragon&lt;br /&gt;
| 4_col2          = Murky, deep sea green with undulating teal highlights that shift with movement&lt;br /&gt;
| 4_col3          = Balanced mid-range gold, often appearing slightly olive or &amp;quot;brackish&amp;quot; in cool light&lt;br /&gt;
| 4_col4          = Shifting sea blue; tidal teal; rare mutations yield a murky, pale green&lt;br /&gt;
| 4_col5          = Most variable curvature of any dynasty; no typical form&lt;br /&gt;
| 4_col6          = An aquatic, inward-curled hook designed for anchoring against swift currents&lt;br /&gt;
&lt;br /&gt;
| 5               = Tsurubami&lt;br /&gt;
| 5_script        = 橡&lt;br /&gt;
| 5_gloss         = oak gall&lt;br /&gt;
| 5_col2          = Earthy, deep ochre pigmented with the grit and warmth of fertile loam&lt;br /&gt;
| 5_col3          = Lustrous, heavily saturated warm gold like sunset over a ripe wheat field&lt;br /&gt;
| 5_col4          = Thick, resinous warm amber; a dusty, matte ochre-gold&lt;br /&gt;
| 5_col5          = Shorter and broader-set than average; low forward curve&lt;br /&gt;
| 5_col6          = A formidable, heavy rounded club suited for land clearance and blunt defense&lt;br /&gt;
&lt;br /&gt;
| 6               = Kurogane&lt;br /&gt;
| 6_script        = 黒鉄&lt;br /&gt;
| 6_gloss         = black iron&lt;br /&gt;
| 6_col2          = Dense, light-absorbing charcoal with a matte, soot-like finish&lt;br /&gt;
| 6_col3          = Neutral, stoic mid-range gold with a stony, desaturated texture&lt;br /&gt;
| 6_col4          = Cold steel grey; the ominous, dark depth of pressurised iron-blue&lt;br /&gt;
| 6_col5          = The most broadly spaced of any dynasty; a wide lateral spread&lt;br /&gt;
| 6_col6          = An ornate, studded ball tip, often reinforced with natural metallic mineral deposits&lt;br /&gt;
&lt;br /&gt;
| 7               = Haikō&lt;br /&gt;
| 7_script        = 灰光&lt;br /&gt;
| 7_gloss         = ash light&lt;br /&gt;
| 7_col2          = Ghostly ash-white, resembling sun-bleached bone or spent hearth cinders&lt;br /&gt;
| 7_col3          = Delicate light gold, possessing a porcelain-like cool undertone and soft finish&lt;br /&gt;
| 7_col4          = Muted pale silver-grey; the gentle, hazy luminescence of a soft violet dawn&lt;br /&gt;
| 7_col5          = Slender and closely set; among the most understated of the nine&lt;br /&gt;
| 7_col6          = A delicate, multi-tiered fanned tip used primarily for expressive social signaling&lt;br /&gt;
&lt;br /&gt;
| 8               = Enryū&lt;br /&gt;
| 8_script        = 炎竜&lt;br /&gt;
| 8_gloss         = flame dragon&lt;br /&gt;
| 8_col2          = Violent, radiant ember orange that appears to glow with internal heat&lt;br /&gt;
| 8_col3          = Deep, richly saturated gold; the warmest-toned and most vibrant of the nine&lt;br /&gt;
| 8_col4          = Blazing ember orange; a fierce, predatory and highly-reflective amber-red&lt;br /&gt;
| 8_col5          = Swept back and flaring; the most dramatically angled horn form among the dynasties&lt;br /&gt;
| 8_col6          = A complex structure of rattling, tapered layers that produce a dry hiss when agitated&lt;br /&gt;
&lt;br /&gt;
| 9               = Tōkon&lt;br /&gt;
| 9_script        = 刀魂&lt;br /&gt;
| 9_gloss         = blade-soul&lt;br /&gt;
| 9_col2          = Abyssal dark blue-black, akin to a whetted blade’s edge seen in starlight&lt;br /&gt;
| 9_col3          = Hardened mid-range gold with a metallic, slightly cool cast and high durability&lt;br /&gt;
| 9_col4          = Inky deep indigo; a sharp, focused and intimidating violet-black&lt;br /&gt;
| 9_col5          = The straightest and most vertically oriented of the nine; minimal lateral curve&lt;br /&gt;
| 9_col6          = A razor-thin but widened tip, honed to a naturally sharp and lethal edge&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Parameter !! scope=&amp;quot;col&amp;quot; | Required !! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caption&amp;lt;/code&amp;gt; || Yes || Table caption describing the race and characteristic scope.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col1_header&amp;lt;/code&amp;gt; || No || Header for the subrace name column. Defaults to &amp;quot;Subrace&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col2_header&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;col6_header&amp;lt;/code&amp;gt; || No || Headers for columns 2–6.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || At least one || Page name of the subrace, used as both display text and wikilink target.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_script&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_script&amp;lt;/code&amp;gt; || No || Native script form of the subrace name (e.g. 屈心). Renders beneath the name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_gloss&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_gloss&amp;lt;/code&amp;gt; || No || Romanised gloss or translation rendered in italics after the script form.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col2&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col2&amp;lt;/code&amp;gt; || No || Value for column 2 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col3&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col3&amp;lt;/code&amp;gt; || No || Value for column 3 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col4&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col4&amp;lt;/code&amp;gt; || No || Value for column 4 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col5&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col5&amp;lt;/code&amp;gt; || No || Value for column 5 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col6&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col6&amp;lt;/code&amp;gt; || No || Value for column 6 for that row.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Infobox&lt;br /&gt;
| bodystyle = width: 100%; border-collapse: collapse; min-width: 800px;&lt;br /&gt;
| title     = {{{caption|}}}&lt;br /&gt;
| titlestyle = background: #f2f2f2; border: 1px solid #aaa; padding: 10px;&lt;br /&gt;
&lt;br /&gt;
| data1 = &amp;lt;div style=&amp;quot;display: flex; font-weight: bold; background: #eaecf0; border: 1px solid #aaa; padding: 8px 0; text-align: center;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col1_header|Subrace}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col2_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col3_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col4_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col5_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px;&amp;quot;&amp;gt;{{{col6_header|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data2 = {{#if:{{{1|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{1|}}}'''{{#if:{{{1_script|}}}{{{1_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{1_script|}}}{{#if:{{{1_script|}}}{{#if:{{{1_gloss|}}}|1}}| — }}{{#if:{{{1_gloss|}}}|''{{{1_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data3 = {{#if:{{{2|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{2|}}}'''{{#if:{{{2_script|}}}{{{2_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{2_script|}}}{{#if:{{{2_script|}}}{{#if:{{{2_gloss|}}}|1}}| — }}{{#if:{{{2_gloss|}}}|''{{{2_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data4 = {{#if:{{{3|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{3|}}}'''{{#if:{{{3_script|}}}{{{3_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{3_script|}}}{{#if:{{{3_script|}}}{{#if:{{{3_gloss|}}}|1}}| — }}{{#if:{{{3_gloss|}}}|''{{{3_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data5 = {{#if:{{{4|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{4|}}}'''{{#if:{{{4_script|}}}{{{4_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{4_script|}}}{{#if:{{{4_script|}}}{{#if:{{{4_gloss|}}}|1}}| — }}{{#if:{{{4_gloss|}}}|''{{{4_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data6 = {{#if:{{{5|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{5|}}}'''{{#if:{{{5_script|}}}{{{5_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{5_script|}}}{{#if:{{{5_script|}}}{{#if:{{{5_gloss|}}}|1}}| — }}{{#if:{{{5_gloss|}}}|''{{{5_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data7 = {{#if:{{{6|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{6|}}}'''{{#if:{{{6_script|}}}{{{6_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{6_script|}}}{{#if:{{{6_script|}}}{{#if:{{{6_gloss|}}}|1}}| — }}{{#if:{{{6_gloss|}}}|''{{{6_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data8 = {{#if:{{{7|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{7|}}}'''{{#if:{{{7_script|}}}{{{7_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{7_script|}}}{{#if:{{{7_script|}}}{{#if:{{{7_gloss|}}}|1}}| — }}{{#if:{{{7_gloss|}}}|''{{{7_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data9 = {{#if:{{{8|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{8|}}}'''{{#if:{{{8_script|}}}{{{8_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{8_script|}}}{{#if:{{{8_script|}}}{{#if:{{{8_gloss|}}}|1}}| — }}{{#if:{{{8_gloss|}}}|''{{{8_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
| data10 = {{#if:{{{9|}}}|&amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{9|}}}'''{{#if:{{{9_script|}}}{{{9_gloss|}}}|&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{9_script|}}}{{#if:{{{9_script|}}}{{#if:{{{9_gloss|}}}|1}}| — }}{{#if:{{{9_gloss|}}}|''{{{9_gloss|}}}''}}&amp;lt;/small&amp;gt;}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2124</id>
		<title>Template:SubraceTable</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2124"/>
		<updated>2026-04-22T05:37:40Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A generalised table for recording the physical and other characteristics of named subraces, dynasties, bloodlines, or other formally organised subgroups within a race.&lt;br /&gt;
&lt;br /&gt;
Supports up to ten subrace rows. All column headers are relabelled via parameters, so the same template works for any combination of characteristics. The script and gloss fields are optional and may be omitted for races without non-Latin naming conventions.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption        = Main header&lt;br /&gt;
 &lt;br /&gt;
| col1_header    = Subrace&lt;br /&gt;
| col2_header    = [Column 2 heading]&lt;br /&gt;
| col3_header    = [Column 3 heading]&lt;br /&gt;
| col4_header    = [Column 4 heading]&lt;br /&gt;
| col5_header    = [Column 5 heading]&lt;br /&gt;
| col6_header    = [Column 6 heading]&lt;br /&gt;
 &lt;br /&gt;
| 1              = [Subrace page name]&lt;br /&gt;
| 1_script       = [Native script form, optional]&lt;br /&gt;
| 1_gloss        = [Romanised gloss, optional]&lt;br /&gt;
| 1_col2         = [Value]&lt;br /&gt;
| 1_col3         = [Value]&lt;br /&gt;
| 1_col4         = [Value]&lt;br /&gt;
| 1_col5         = [Value]&lt;br /&gt;
| 1_col6         = [Value]&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
See below for an example of the table in use. Please note it ONLY supports this exact number of rows until billy gives me parser functions to set up the #if statements lol:&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption         = Physical Characteristics of the Nine Dynasties&lt;br /&gt;
| col1_header     = Dynasty&lt;br /&gt;
| col2_header     = Ceremonial Colour&lt;br /&gt;
| col3_header     = Skin Tone&lt;br /&gt;
| col4_header     = Common Iris Colours&lt;br /&gt;
| col5_header     = Horn Character&lt;br /&gt;
| col6_header     = Tail Tip Shape&lt;br /&gt;
&lt;br /&gt;
| 1               = Kutsushin&lt;br /&gt;
| 1_script        = 屈心&lt;br /&gt;
| 1_gloss         = yielding heart&lt;br /&gt;
| 1_col2          = Velvety, deep crimson reminiscent of aged wine or arterial blood&lt;br /&gt;
| 1_col3          = Pale gold to silver-grey; the most desaturated of the nine, often appearing ghostly in low light&lt;br /&gt;
| 1_col4          = Spectral deep violet; luminescent pale silver with a metallic sheen&lt;br /&gt;
| 1_col5          = Moderate length, upright with a slight inward curve; subdued relative to other dynasties&lt;br /&gt;
| 1_col6          = A sharp-edged crescent spade, weighted for balance during fluid, ceremonial movement&lt;br /&gt;
&lt;br /&gt;
| 2               = Akagane&lt;br /&gt;
| 2_script        = 赤鉄&lt;br /&gt;
| 2_gloss         = red iron&lt;br /&gt;
| 2_col2          = Heavy industrial iron-grey suffused with deep, oxidiszed red undertones&lt;br /&gt;
| 2_col3          = Rich, warm gold with the burnished, reflective sheen of polished brass&lt;br /&gt;
| 2_col4          = Intense amber-gold; the flickering, internal glow of burnt orange embers&lt;br /&gt;
| 2_col5          = Broad-set and forward-angled; among the most prominent of the nine&lt;br /&gt;
| 2_col6          = A dense, utilitarian tapered point, reinforced with external keratinous ridges&lt;br /&gt;
&lt;br /&gt;
| 3               = Shirokage&lt;br /&gt;
| 3_script        = 白影&lt;br /&gt;
| 3_gloss         = white shadow&lt;br /&gt;
| 3_col2          = Shimmering, translucent silver like moonlight reflected on fresh frost&lt;br /&gt;
| 3_col3          = Pale, cool-toned gold; the lightest of the nine after the Kutsushin, nearly alabaster&lt;br /&gt;
| 3_col4          = Piercing, neon-vivid green; a crystalline and frost-bitten icy blue&lt;br /&gt;
| 3_col5          = Long and narrow; fine-tapered at the tip&lt;br /&gt;
| 3_col6          = Elegantly forked and slender, prone to twitching with high-frequency nervous energy&lt;br /&gt;
&lt;br /&gt;
| 4               = Mizuchi&lt;br /&gt;
| 4_script        = 蛟&lt;br /&gt;
| 4_gloss         = flood dragon&lt;br /&gt;
| 4_col2          = Murky, deep sea green with undulating teal highlights that shift with movement&lt;br /&gt;
| 4_col3          = Balanced mid-range gold, often appearing slightly olive or &amp;quot;brackish&amp;quot; in cool light&lt;br /&gt;
| 4_col4          = Shifting sea blue; tidal teal; rare mutations yield a murky, pale green&lt;br /&gt;
| 4_col5          = Most variable curvature of any dynasty; no typical form&lt;br /&gt;
| 4_col6          = An aquatic, inward-curled hook designed for anchoring against swift currents&lt;br /&gt;
&lt;br /&gt;
| 5               = Tsurubami&lt;br /&gt;
| 5_script        = 橡&lt;br /&gt;
| 5_gloss         = oak gall&lt;br /&gt;
| 5_col2          = Earthy, deep ochre pigmented with the grit and warmth of fertile loam&lt;br /&gt;
| 5_col3          = Lustrous, heavily saturated warm gold like sunset over a ripe wheat field&lt;br /&gt;
| 5_col4          = Thick, resinous warm amber; a dusty, matte ochre-gold&lt;br /&gt;
| 5_col5          = Shorter and broader-set than average; low forward curve&lt;br /&gt;
| 5_col6          = A formidable, heavy rounded club suited for land clearance and blunt defense&lt;br /&gt;
&lt;br /&gt;
| 6               = Kurogane&lt;br /&gt;
| 6_script        = 黒鉄&lt;br /&gt;
| 6_gloss         = black iron&lt;br /&gt;
| 6_col2          = Dense, light-absorbing charcoal with a matte, soot-like finish&lt;br /&gt;
| 6_col3          = Neutral, stoic mid-range gold with a stony, desaturated texture&lt;br /&gt;
| 6_col4          = Cold steel grey; the ominous, dark depth of pressurised iron-blue&lt;br /&gt;
| 6_col5          = The most broadly spaced of any dynasty; a wide lateral spread&lt;br /&gt;
| 6_col6          = An ornate, studded ball tip, often reinforced with natural metallic mineral deposits&lt;br /&gt;
&lt;br /&gt;
| 7               = Haikō&lt;br /&gt;
| 7_script        = 灰光&lt;br /&gt;
| 7_gloss         = ash light&lt;br /&gt;
| 7_col2          = Ghostly ash-white, resembling sun-bleached bone or spent hearth cinders&lt;br /&gt;
| 7_col3          = Delicate light gold, possessing a porcelain-like cool undertone and soft finish&lt;br /&gt;
| 7_col4          = Muted pale silver-grey; the gentle, hazy luminescence of a soft violet dawn&lt;br /&gt;
| 7_col5          = Slender and closely set; among the most understated of the nine&lt;br /&gt;
| 7_col6          = A delicate, multi-tiered fanned tip used primarily for expressive social signaling&lt;br /&gt;
&lt;br /&gt;
| 8               = Enryū&lt;br /&gt;
| 8_script        = 炎竜&lt;br /&gt;
| 8_gloss         = flame dragon&lt;br /&gt;
| 8_col2          = Violent, radiant ember orange that appears to glow with internal heat&lt;br /&gt;
| 8_col3          = Deep, richly saturated gold; the warmest-toned and most vibrant of the nine&lt;br /&gt;
| 8_col4          = Blazing ember orange; a fierce, predatory and highly-reflective amber-red&lt;br /&gt;
| 8_col5          = Swept back and flaring; the most dramatically angled horn form among the dynasties&lt;br /&gt;
| 8_col6          = A complex structure of rattling, tapered layers that produce a dry hiss when agitated&lt;br /&gt;
&lt;br /&gt;
| 9               = Tōkon&lt;br /&gt;
| 9_script        = 刀魂&lt;br /&gt;
| 9_gloss         = blade-soul&lt;br /&gt;
| 9_col2          = Abyssal dark blue-black, akin to a whetted blade’s edge seen in starlight&lt;br /&gt;
| 9_col3          = Hardened mid-range gold with a metallic, slightly cool cast and high durability&lt;br /&gt;
| 9_col4          = Inky deep indigo; a sharp, focused and intimidating violet-black&lt;br /&gt;
| 9_col5          = The straightest and most vertically oriented of the nine; minimal lateral curve&lt;br /&gt;
| 9_col6          = A razor-thin but widened tip, honed to a naturally sharp and lethal edge&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Parameter !! scope=&amp;quot;col&amp;quot; | Required !! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caption&amp;lt;/code&amp;gt; || Yes || Table caption describing the race and characteristic scope.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col1_header&amp;lt;/code&amp;gt; || No || Header for the subrace name column. Defaults to &amp;quot;Subrace&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col2_header&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;col6_header&amp;lt;/code&amp;gt; || No || Headers for columns 2–6.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || At least one || Page name of the subrace, used as both display text and wikilink target.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_script&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_script&amp;lt;/code&amp;gt; || No || Native script form of the subrace name (e.g. 屈心). Renders beneath the name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_gloss&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_gloss&amp;lt;/code&amp;gt; || No || Romanised gloss or translation rendered in italics after the script form.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col2&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col2&amp;lt;/code&amp;gt; || No || Value for column 2 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col3&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col3&amp;lt;/code&amp;gt; || No || Value for column 3 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col4&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col4&amp;lt;/code&amp;gt; || No || Value for column 4 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col5&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col5&amp;lt;/code&amp;gt; || No || Value for column 5 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col6&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col6&amp;lt;/code&amp;gt; || No || Value for column 6 for that row.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Infobox&lt;br /&gt;
| bodystyle = width: 100%; border-collapse: collapse; min-width: 800px;&lt;br /&gt;
| title     = {{{caption|}}}&lt;br /&gt;
| titlestyle = background: #f2f2f2; border: 1px solid #aaa; padding: 10px;&lt;br /&gt;
&lt;br /&gt;
| data1 = &amp;lt;div style=&amp;quot;display: flex; font-weight: bold; background: #eaecf0; border: 1px solid #aaa; padding: 8px 0; text-align: center;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col1_header|Subrace}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col2_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col3_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col4_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col5_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px;&amp;quot;&amp;gt;{{{col6_header|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data2 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{1|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{1_script|}}} — ''{{{1_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data3 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{2|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{2_script|}}} — ''{{{2_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data4 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{3|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{3_script|}}} — ''{{{3_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data5 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{4|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{4_script|}}} — ''{{{4_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data6 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{5|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{5_script|}}} — ''{{{5_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data7 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{6|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{6_script|}}} — ''{{{6_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data8 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{7|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{7_script|}}} — ''{{{7_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data9 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{8|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{8_script|}}} — ''{{{8_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data10 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{9|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{9_script|}}} — ''{{{9_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2123</id>
		<title>Template:SubraceTable</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2123"/>
		<updated>2026-04-22T05:36:06Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A generalised table for recording the physical and other characteristics of named subraces, dynasties, bloodlines, or other formally organised subgroups within a race.&lt;br /&gt;
&lt;br /&gt;
Supports up to ten subrace rows. All column headers are relabelled via parameters, so the same template works for any combination of characteristics. The script and gloss fields are optional and may be omitted for races without non-Latin naming conventions.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption        = Main header&lt;br /&gt;
 &lt;br /&gt;
| col1_header    = Subrace&lt;br /&gt;
| col2_header    = [Column 2 heading]&lt;br /&gt;
| col3_header    = [Column 3 heading]&lt;br /&gt;
| col4_header    = [Column 4 heading]&lt;br /&gt;
| col5_header    = [Column 5 heading]&lt;br /&gt;
| col6_header    = [Column 6 heading]&lt;br /&gt;
 &lt;br /&gt;
| 1              = [Subrace page name]&lt;br /&gt;
| 1_script       = [Native script form, optional]&lt;br /&gt;
| 1_gloss        = [Romanised gloss, optional]&lt;br /&gt;
| 1_col2         = [Value]&lt;br /&gt;
| 1_col3         = [Value]&lt;br /&gt;
| 1_col4         = [Value]&lt;br /&gt;
| 1_col5         = [Value]&lt;br /&gt;
| 1_col6         = [Value]&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
See below for an example of the table in use. Please note it ONLY supports this exact number of rows until billy gives me parser functions to set up the #if statements lol:&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption         = Physical Characteristics of the Nine Dynasties&lt;br /&gt;
| col1_header     = Dynasty&lt;br /&gt;
| col2_header     = Ceremonial Colour&lt;br /&gt;
| col3_header     = Skin Tone&lt;br /&gt;
| col4_header     = Common Iris Colours&lt;br /&gt;
| col5_header     = Horn Character&lt;br /&gt;
| col6_header     = Tail Tip Shape&lt;br /&gt;
&lt;br /&gt;
| 1               = Kutsushin&lt;br /&gt;
| 1_script        = 屈心&lt;br /&gt;
| 1_gloss         = yielding heart&lt;br /&gt;
| 1_col2          = Velvety, deep crimson reminiscent of aged wine or arterial blood&lt;br /&gt;
| 1_col3          = Pale gold to silver-grey; the most desaturated of the nine, often appearing ghostly in low light&lt;br /&gt;
| 1_col4          = Spectral deep violet; luminescent pale silver with a metallic sheen&lt;br /&gt;
| 1_col5          = Moderate length, upright with a slight inward curve; subdued relative to other dynasties&lt;br /&gt;
| 1_col6          = A sharp-edged crescent spade, weighted for balance during fluid, ceremonial movement&lt;br /&gt;
&lt;br /&gt;
| 2               = Akagane&lt;br /&gt;
| 2_script        = 赤鉄&lt;br /&gt;
| 2_gloss         = red iron&lt;br /&gt;
| 2_col2          = Heavy industrial iron-grey suffused with deep, oxidized red undertones&lt;br /&gt;
| 2_col3          = Rich, warm gold with the burnished, reflective sheen of polished brass&lt;br /&gt;
| 2_col4          = Intense amber-gold; the flickering, internal glow of burnt orange embers&lt;br /&gt;
| 2_col5          = Broad-set and forward-angled; among the most prominent of the nine&lt;br /&gt;
| 2_col6          = A dense, utilitarian tapered point, reinforced with external keratinous ridges&lt;br /&gt;
&lt;br /&gt;
| 3               = Shirokage&lt;br /&gt;
| 3_script        = 白影&lt;br /&gt;
| 3_gloss         = white shadow&lt;br /&gt;
| 3_col2          = Shimmering, translucent silver like moonlight reflected on fresh frost&lt;br /&gt;
| 3_col3          = Pale, cool-toned gold; the lightest of the nine after the Kutsushin, nearly alabaster&lt;br /&gt;
| 3_col4          = Piercing, neon-vivid green; a crystalline and frost-bitten icy blue&lt;br /&gt;
| 3_col5          = Long and narrow; fine-tapered at the tip&lt;br /&gt;
| 3_col6          = Elegantly forked and slender, prone to twitching with high-frequency nervous energy&lt;br /&gt;
&lt;br /&gt;
| 4               = Mizuchi&lt;br /&gt;
| 4_script        = 蛟&lt;br /&gt;
| 4_gloss         = flood dragon&lt;br /&gt;
| 4_col2          = Murky, deep sea green with undulating teal highlights that shift with movement&lt;br /&gt;
| 4_col3          = Balanced mid-range gold, often appearing slightly olive or &amp;quot;brackish&amp;quot; in cool light&lt;br /&gt;
| 4_col4          = Shifting sea blue; tidal teal; rare mutations yield a murky, pale green&lt;br /&gt;
| 4_col5          = Most variable curvature of any dynasty; no typical form&lt;br /&gt;
| 4_col6          = An aquatic, inward-curled hook designed for anchoring against swift currents&lt;br /&gt;
&lt;br /&gt;
| 5               = Tsurubami&lt;br /&gt;
| 5_script        = 橡&lt;br /&gt;
| 5_gloss         = oak gall&lt;br /&gt;
| 5_col2          = Earthy, deep ochre pigmented with the grit and warmth of fertile loam&lt;br /&gt;
| 5_col3          = Lustrous, heavily saturated warm gold like sunset over a ripe wheat field&lt;br /&gt;
| 5_col4          = Thick, resinous warm amber; a dusty, matte ochre-gold&lt;br /&gt;
| 5_col5          = Shorter and broader-set than average; low forward curve&lt;br /&gt;
| 5_col6          = A formidable, heavy rounded club suited for land clearance and blunt defense&lt;br /&gt;
&lt;br /&gt;
| 6               = Kurogane&lt;br /&gt;
| 6_script        = 黒鉄&lt;br /&gt;
| 6_gloss         = black iron&lt;br /&gt;
| 6_col2          = Dense, light-absorbing charcoal with a matte, soot-like finish&lt;br /&gt;
| 6_col3          = Neutral, stoic mid-range gold with a stony, desaturated texture&lt;br /&gt;
| 6_col4          = Cold steel grey; the ominous, dark depth of pressurized iron-blue&lt;br /&gt;
| 6_col5          = The most broadly spaced of any dynasty; a wide lateral spread&lt;br /&gt;
| 6_col6          = An ornate, studded ball tip, often reinforced with natural metallic mineral deposits&lt;br /&gt;
&lt;br /&gt;
| 7               = Haikō&lt;br /&gt;
| 7_script        = 灰光&lt;br /&gt;
| 7_gloss         = ash light&lt;br /&gt;
| 7_col2          = Ghostly ash-white, resembling sun-bleached bone or spent hearth cinders&lt;br /&gt;
| 7_col3          = Delicate light gold, possessing a porcelain-like cool undertone and soft finish&lt;br /&gt;
| 7_col4          = Muted pale silver-grey; the gentle, hazy luminescence of a soft violet dawn&lt;br /&gt;
| 7_col5          = Slender and closely set; among the most understated of the nine&lt;br /&gt;
| 7_col6          = A delicate, multi-tiered fanned tip used primarily for expressive social signaling&lt;br /&gt;
&lt;br /&gt;
| 8               = Enryū&lt;br /&gt;
| 8_script        = 炎竜&lt;br /&gt;
| 8_gloss         = flame dragon&lt;br /&gt;
| 8_col2          = Violent, radiant ember orange that appears to glow with internal heat&lt;br /&gt;
| 8_col3          = Deep, richly saturated gold; the warmest-toned and most vibrant of the nine&lt;br /&gt;
| 8_col4          = Blazing ember orange; a fierce, predatory and highly-reflective amber-red&lt;br /&gt;
| 8_col5          = Swept back and flaring; the most dramatically angled horn form among the dynasties&lt;br /&gt;
| 8_col6          = A complex structure of rattling, tapered layers that produce a dry hiss when agitated&lt;br /&gt;
&lt;br /&gt;
| 9               = Tōkon&lt;br /&gt;
| 9_script        = 刀魂&lt;br /&gt;
| 9_gloss         = blade-soul&lt;br /&gt;
| 9_col2          = Abyssal dark blue-black, akin to a whetted blade’s edge seen in starlight&lt;br /&gt;
| 9_col3          = Hardened mid-range gold with a metallic, slightly cool cast and high durability&lt;br /&gt;
| 9_col4          = Inky deep indigo; a sharp, focused and intimidating violet-black&lt;br /&gt;
| 9_col5          = The straightest and most vertically oriented of the nine; minimal lateral curve&lt;br /&gt;
| 9_col6          = A razor-thin but widened tip, honed to a naturally sharp and lethal edge&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Parameter !! scope=&amp;quot;col&amp;quot; | Required !! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caption&amp;lt;/code&amp;gt; || Yes || Table caption describing the race and characteristic scope.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col1_header&amp;lt;/code&amp;gt; || No || Header for the subrace name column. Defaults to &amp;quot;Subrace&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col2_header&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;col6_header&amp;lt;/code&amp;gt; || No || Headers for columns 2–6.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || At least one || Page name of the subrace, used as both display text and wikilink target.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_script&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_script&amp;lt;/code&amp;gt; || No || Native script form of the subrace name (e.g. 屈心). Renders beneath the name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_gloss&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_gloss&amp;lt;/code&amp;gt; || No || Romanised gloss or translation rendered in italics after the script form.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col2&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col2&amp;lt;/code&amp;gt; || No || Value for column 2 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col3&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col3&amp;lt;/code&amp;gt; || No || Value for column 3 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col4&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col4&amp;lt;/code&amp;gt; || No || Value for column 4 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col5&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col5&amp;lt;/code&amp;gt; || No || Value for column 5 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col6&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col6&amp;lt;/code&amp;gt; || No || Value for column 6 for that row.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Infobox&lt;br /&gt;
| bodystyle = width: 100%; border-collapse: collapse; min-width: 800px;&lt;br /&gt;
| title     = {{{caption|}}}&lt;br /&gt;
| titlestyle = background: #f2f2f2; border: 1px solid #aaa; padding: 10px;&lt;br /&gt;
&lt;br /&gt;
| data1 = &amp;lt;div style=&amp;quot;display: flex; font-weight: bold; background: #eaecf0; border: 1px solid #aaa; padding: 8px 0; text-align: center;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col1_header|Subrace}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col2_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col3_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col4_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col5_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px;&amp;quot;&amp;gt;{{{col6_header|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data2 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{1|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{1_script|}}} — ''{{{1_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data3 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{2|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{2_script|}}} — ''{{{2_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data4 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{3|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{3_script|}}} — ''{{{3_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data5 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{4|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{4_script|}}} — ''{{{4_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data6 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{5|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{5_script|}}} — ''{{{5_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data7 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{6|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{6_script|}}} — ''{{{6_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data8 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{7|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{7_script|}}} — ''{{{7_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data9 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{8|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{8_script|}}} — ''{{{8_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data10 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{9|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{9_script|}}} — ''{{{9_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2122</id>
		<title>Template:SubraceTable</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Template:SubraceTable&amp;diff=2122"/>
		<updated>2026-04-22T05:35:46Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Created page with &amp;quot;&amp;lt;noinclude&amp;gt; A generalised table for recording the physical and administrative characteristics of named subraces, dynasties, bloodlines, or other formally organised subgroups within a race.  Supports up to ten subrace rows. All column headers are relabelled via parameters, so the same template works for any combination of characteristics. The script and gloss fields are optional and may be omitted for races without non-Latin naming conventions.  == Usage == &amp;lt;pre&amp;gt; {{Subrac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A generalised table for recording the physical and administrative characteristics of named subraces, dynasties, bloodlines, or other formally organised subgroups within a race.&lt;br /&gt;
&lt;br /&gt;
Supports up to ten subrace rows. All column headers are relabelled via parameters, so the same template works for any combination of characteristics. The script and gloss fields are optional and may be omitted for races without non-Latin naming conventions.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption        = Main header&lt;br /&gt;
 &lt;br /&gt;
| col1_header    = Subrace&lt;br /&gt;
| col2_header    = [Column 2 heading]&lt;br /&gt;
| col3_header    = [Column 3 heading]&lt;br /&gt;
| col4_header    = [Column 4 heading]&lt;br /&gt;
| col5_header    = [Column 5 heading]&lt;br /&gt;
| col6_header    = [Column 6 heading]&lt;br /&gt;
 &lt;br /&gt;
| 1              = [Subrace page name]&lt;br /&gt;
| 1_script       = [Native script form, optional]&lt;br /&gt;
| 1_gloss        = [Romanised gloss, optional]&lt;br /&gt;
| 1_col2         = [Value]&lt;br /&gt;
| 1_col3         = [Value]&lt;br /&gt;
| 1_col4         = [Value]&lt;br /&gt;
| 1_col5         = [Value]&lt;br /&gt;
| 1_col6         = [Value]&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
See below for an example of the table in use. Please note it ONLY supports this exact number of rows until billy gives me parser functions to set up the #if statements lol:&lt;br /&gt;
{{SubraceTable&lt;br /&gt;
| caption         = Physical Characteristics of the Nine Dynasties&lt;br /&gt;
| col1_header     = Dynasty&lt;br /&gt;
| col2_header     = Ceremonial Colour&lt;br /&gt;
| col3_header     = Skin Tone&lt;br /&gt;
| col4_header     = Common Iris Colours&lt;br /&gt;
| col5_header     = Horn Character&lt;br /&gt;
| col6_header     = Tail Tip Shape&lt;br /&gt;
&lt;br /&gt;
| 1               = Kutsushin&lt;br /&gt;
| 1_script        = 屈心&lt;br /&gt;
| 1_gloss         = yielding heart&lt;br /&gt;
| 1_col2          = Velvety, deep crimson reminiscent of aged wine or arterial blood&lt;br /&gt;
| 1_col3          = Pale gold to silver-grey; the most desaturated of the nine, often appearing ghostly in low light&lt;br /&gt;
| 1_col4          = Spectral deep violet; luminescent pale silver with a metallic sheen&lt;br /&gt;
| 1_col5          = Moderate length, upright with a slight inward curve; subdued relative to other dynasties&lt;br /&gt;
| 1_col6          = A sharp-edged crescent spade, weighted for balance during fluid, ceremonial movement&lt;br /&gt;
&lt;br /&gt;
| 2               = Akagane&lt;br /&gt;
| 2_script        = 赤鉄&lt;br /&gt;
| 2_gloss         = red iron&lt;br /&gt;
| 2_col2          = Heavy industrial iron-grey suffused with deep, oxidized red undertones&lt;br /&gt;
| 2_col3          = Rich, warm gold with the burnished, reflective sheen of polished brass&lt;br /&gt;
| 2_col4          = Intense amber-gold; the flickering, internal glow of burnt orange embers&lt;br /&gt;
| 2_col5          = Broad-set and forward-angled; among the most prominent of the nine&lt;br /&gt;
| 2_col6          = A dense, utilitarian tapered point, reinforced with external keratinous ridges&lt;br /&gt;
&lt;br /&gt;
| 3               = Shirokage&lt;br /&gt;
| 3_script        = 白影&lt;br /&gt;
| 3_gloss         = white shadow&lt;br /&gt;
| 3_col2          = Shimmering, translucent silver like moonlight reflected on fresh frost&lt;br /&gt;
| 3_col3          = Pale, cool-toned gold; the lightest of the nine after the Kutsushin, nearly alabaster&lt;br /&gt;
| 3_col4          = Piercing, neon-vivid green; a crystalline and frost-bitten icy blue&lt;br /&gt;
| 3_col5          = Long and narrow; fine-tapered at the tip&lt;br /&gt;
| 3_col6          = Elegantly forked and slender, prone to twitching with high-frequency nervous energy&lt;br /&gt;
&lt;br /&gt;
| 4               = Mizuchi&lt;br /&gt;
| 4_script        = 蛟&lt;br /&gt;
| 4_gloss         = flood dragon&lt;br /&gt;
| 4_col2          = Murky, deep sea green with undulating teal highlights that shift with movement&lt;br /&gt;
| 4_col3          = Balanced mid-range gold, often appearing slightly olive or &amp;quot;brackish&amp;quot; in cool light&lt;br /&gt;
| 4_col4          = Shifting sea blue; tidal teal; rare mutations yield a murky, pale green&lt;br /&gt;
| 4_col5          = Most variable curvature of any dynasty; no typical form&lt;br /&gt;
| 4_col6          = An aquatic, inward-curled hook designed for anchoring against swift currents&lt;br /&gt;
&lt;br /&gt;
| 5               = Tsurubami&lt;br /&gt;
| 5_script        = 橡&lt;br /&gt;
| 5_gloss         = oak gall&lt;br /&gt;
| 5_col2          = Earthy, deep ochre pigmented with the grit and warmth of fertile loam&lt;br /&gt;
| 5_col3          = Lustrous, heavily saturated warm gold like sunset over a ripe wheat field&lt;br /&gt;
| 5_col4          = Thick, resinous warm amber; a dusty, matte ochre-gold&lt;br /&gt;
| 5_col5          = Shorter and broader-set than average; low forward curve&lt;br /&gt;
| 5_col6          = A formidable, heavy rounded club suited for land clearance and blunt defense&lt;br /&gt;
&lt;br /&gt;
| 6               = Kurogane&lt;br /&gt;
| 6_script        = 黒鉄&lt;br /&gt;
| 6_gloss         = black iron&lt;br /&gt;
| 6_col2          = Dense, light-absorbing charcoal with a matte, soot-like finish&lt;br /&gt;
| 6_col3          = Neutral, stoic mid-range gold with a stony, desaturated texture&lt;br /&gt;
| 6_col4          = Cold steel grey; the ominous, dark depth of pressurized iron-blue&lt;br /&gt;
| 6_col5          = The most broadly spaced of any dynasty; a wide lateral spread&lt;br /&gt;
| 6_col6          = An ornate, studded ball tip, often reinforced with natural metallic mineral deposits&lt;br /&gt;
&lt;br /&gt;
| 7               = Haikō&lt;br /&gt;
| 7_script        = 灰光&lt;br /&gt;
| 7_gloss         = ash light&lt;br /&gt;
| 7_col2          = Ghostly ash-white, resembling sun-bleached bone or spent hearth cinders&lt;br /&gt;
| 7_col3          = Delicate light gold, possessing a porcelain-like cool undertone and soft finish&lt;br /&gt;
| 7_col4          = Muted pale silver-grey; the gentle, hazy luminescence of a soft violet dawn&lt;br /&gt;
| 7_col5          = Slender and closely set; among the most understated of the nine&lt;br /&gt;
| 7_col6          = A delicate, multi-tiered fanned tip used primarily for expressive social signaling&lt;br /&gt;
&lt;br /&gt;
| 8               = Enryū&lt;br /&gt;
| 8_script        = 炎竜&lt;br /&gt;
| 8_gloss         = flame dragon&lt;br /&gt;
| 8_col2          = Violent, radiant ember orange that appears to glow with internal heat&lt;br /&gt;
| 8_col3          = Deep, richly saturated gold; the warmest-toned and most vibrant of the nine&lt;br /&gt;
| 8_col4          = Blazing ember orange; a fierce, predatory and highly-reflective amber-red&lt;br /&gt;
| 8_col5          = Swept back and flaring; the most dramatically angled horn form among the dynasties&lt;br /&gt;
| 8_col6          = A complex structure of rattling, tapered layers that produce a dry hiss when agitated&lt;br /&gt;
&lt;br /&gt;
| 9               = Tōkon&lt;br /&gt;
| 9_script        = 刀魂&lt;br /&gt;
| 9_gloss         = blade-soul&lt;br /&gt;
| 9_col2          = Abyssal dark blue-black, akin to a whetted blade’s edge seen in starlight&lt;br /&gt;
| 9_col3          = Hardened mid-range gold with a metallic, slightly cool cast and high durability&lt;br /&gt;
| 9_col4          = Inky deep indigo; a sharp, focused and intimidating violet-black&lt;br /&gt;
| 9_col5          = The straightest and most vertically oriented of the nine; minimal lateral curve&lt;br /&gt;
| 9_col6          = A razor-thin but widened tip, honed to a naturally sharp and lethal edge&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Parameter !! scope=&amp;quot;col&amp;quot; | Required !! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;caption&amp;lt;/code&amp;gt; || Yes || Table caption describing the race and characteristic scope.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col1_header&amp;lt;/code&amp;gt; || No || Header for the subrace name column. Defaults to &amp;quot;Subrace&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;col2_header&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;col6_header&amp;lt;/code&amp;gt; || No || Headers for columns 2–6.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; || At least one || Page name of the subrace, used as both display text and wikilink target.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_script&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_script&amp;lt;/code&amp;gt; || No || Native script form of the subrace name (e.g. 屈心). Renders beneath the name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_gloss&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_gloss&amp;lt;/code&amp;gt; || No || Romanised gloss or translation rendered in italics after the script form.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col2&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col2&amp;lt;/code&amp;gt; || No || Value for column 2 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col3&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col3&amp;lt;/code&amp;gt; || No || Value for column 3 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col4&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col4&amp;lt;/code&amp;gt; || No || Value for column 4 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col5&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col5&amp;lt;/code&amp;gt; || No || Value for column 5 for that row.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1_col6&amp;lt;/code&amp;gt; – &amp;lt;code&amp;gt;10_col6&amp;lt;/code&amp;gt; || No || Value for column 6 for that row.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Infobox&lt;br /&gt;
| bodystyle = width: 100%; border-collapse: collapse; min-width: 800px;&lt;br /&gt;
| title     = {{{caption|}}}&lt;br /&gt;
| titlestyle = background: #f2f2f2; border: 1px solid #aaa; padding: 10px;&lt;br /&gt;
&lt;br /&gt;
| data1 = &amp;lt;div style=&amp;quot;display: flex; font-weight: bold; background: #eaecf0; border: 1px solid #aaa; padding: 8px 0; text-align: center;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col1_header|Subrace}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col2_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col3_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col4_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 0 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;{{{col5_header|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 0 5px;&amp;quot;&amp;gt;{{{col6_header|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data2 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{1|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{1_script|}}} — ''{{{1_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{1_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data3 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{2|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{2_script|}}} — ''{{{2_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{2_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data4 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{3|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{3_script|}}} — ''{{{3_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{3_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data5 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{4|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{4_script|}}} — ''{{{4_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{4_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data6 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{5|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{5_script|}}} — ''{{{5_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{5_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data7 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{6|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{6_script|}}} — ''{{{6_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{6_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data8 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{7|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{7_script|}}} — ''{{{7_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{7_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data9 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #f9f9f9;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{8|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{8_script|}}} — ''{{{8_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{8_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| data10 = &amp;lt;div style=&amp;quot;display: flex; border: 1px solid #aaa; border-top: none; align-items: stretch; background: #fff;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; border-right: 1px solid #aaa;&amp;quot;&amp;gt;'''{{{9|}}}'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;{{{9_script|}}} — ''{{{9_gloss|}}}''&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col2|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col3|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col4|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 1.5; padding: 8px 5px; border-right: 1px solid #aaa; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col5|}}}&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;flex: 2; padding: 8px 5px; font-size: 0.9em;&amp;quot;&amp;gt;{{{9_col6|}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Template:Info_fauna&amp;diff=2121</id>
		<title>Template:Info fauna</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Template:Info_fauna&amp;diff=2121"/>
		<updated>2026-04-21T05:20:14Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info fauna&lt;br /&gt;
|officialname = Kirisha&lt;br /&gt;
|nicknames = Frenchface&lt;br /&gt;
|classification = Short&lt;br /&gt;
|habitat = Inside a Hobbit Hole.&lt;br /&gt;
|domesticated = Yes&lt;br /&gt;
|status = Only one remaining&lt;br /&gt;
|diet = Piscivore&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 50%&amp;quot;&amp;gt;&lt;br /&gt;
{{Info fauna&lt;br /&gt;
|image = img.png (Delete this line if nothing)&lt;br /&gt;
|officialname = Official name (no period)&lt;br /&gt;
|nicknames = Common Nicknames.&lt;br /&gt;
|classification = Fish, mammal, reptile, etc.&lt;br /&gt;
|habitat = Where do they prosper?&lt;br /&gt;
|domesticated = Yes or No.&lt;br /&gt;
|status = Common, Rare, Extinct, Mythical, etc.&lt;br /&gt;
|diet = Carnivore, Herbivore, Omnivore, Piscivore, etc.&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{ infobox&lt;br /&gt;
| bodystyle   = width: 270px; min-width: 270px; float: right; padding-left: 1px; padding-right: 1px; background-color: #ffd8a9&lt;br /&gt;
| labelstyle  = width:30%; min-width: 30%; vertical-align: top; font-size: .8em; background-color: #FFFFFF&lt;br /&gt;
| datastyle   = font-size: .8em; background-color: #FFFFFF&lt;br /&gt;
| abovestyle  = background:#ffab47;&lt;br /&gt;
&lt;br /&gt;
| above       = {{{name|&amp;lt;includeonly&amp;gt;{{PAGENAME}}&amp;lt;/includeonly&amp;gt;}}}&lt;br /&gt;
| image       = [[File:{{{image|noimg.png}}}|200px]]&lt;br /&gt;
&lt;br /&gt;
| headerstyle = background:#ffab47;&lt;br /&gt;
| header1     = {{{classification|}}}&lt;br /&gt;
&lt;br /&gt;
| label2      = Official Name&lt;br /&gt;
| data2       = {{{officialname|}}}&lt;br /&gt;
&lt;br /&gt;
| label3      = Common Nicknames&lt;br /&gt;
| data3       = {{{nicknames|}}}&lt;br /&gt;
&lt;br /&gt;
| label4      = Classification&lt;br /&gt;
| data4       = {{{classification|}}}&lt;br /&gt;
&lt;br /&gt;
| label5      = Habitat&lt;br /&gt;
| data5       = {{{habitat|}}}&lt;br /&gt;
&lt;br /&gt;
| label6      = Domesticated&lt;br /&gt;
| data6       = {{{domesticated|}}}&lt;br /&gt;
&lt;br /&gt;
| label7      = Current Status&lt;br /&gt;
| data7       = {{{status|}}}&lt;br /&gt;
&lt;br /&gt;
| label8 = Diet&lt;br /&gt;
| data8 = {{{diet|}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Hemomancer&amp;diff=2120</id>
		<title>Hemomancer</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Hemomancer&amp;diff=2120"/>
		<updated>2026-04-18T22:22:07Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hemomancy, sometimes called Blood-Weaving or the Red Art, is a school of magic derived from Hemurgy - the innate capacity of [[Vampires]] to perceive and manipulate blood that is a natural expression of the Curse. While traditions of blood-influencing magic have appeared and faded throughout Pannotia's recorded history, Hemomancy is distinct from its predecessors in both origin and mechanism. Where earlier schools treated blood as a substance to be moved or transformed, Hemomancy operates primarily on the animating energies within it - the vital force that distinguishes living blood from spilled blood, and a beating heart from a stopped one. This distinction makes it substantially more flexible and more lethal than the traditions it has largely displaced, and it is by considerable margin the most widely practiced blood-oriented magical discipline in the modern era. Its origins lie not in any academy or scholarly tradition but in the survival pressures of the [[Saharnikov]] bloodline's early centuries, and the school retains the marks of those origins in both its techniques and its reputation.&lt;br /&gt;
&lt;br /&gt;
==History &amp;amp; Culture==&lt;br /&gt;
Hemomancy was not invented so much as it was refined under duress. The Saharnikov bloodline's internal culture, organised around martial dominance and ruthless culling of the weak, was hostile to Vampires of scholarly temperament almost by definition. Those among the early Saharnikov lineage who lacked the physical gifts their progenitor had engineered the bloodline to produce - the durability of Vitric armour, the density of form, the appetite for direct confrontation - found themselves at a compounding disadvantage: unable to compete in the terms their culture valued, and insufficiently disguised in their inadequacy to be overlooked. The options available to such a Vampire were limited. Many did not survive.&lt;br /&gt;
&lt;br /&gt;
Those who did survive tended to do so by making themselves useful in other ways. The Curse's natural Hemurgical abilities were present in every Saharnikov regardless of physical build, and a small number of these scholarly outliers recognised that Hemurgy, subjected to the kind of rigorous study the bloodline's warriors had no patience for, was considerably more potent than its instinctive applications suggested. The animating force within blood - the quality that made the blood of the living categorically different from the blood of the dead - could be addressed directly, manipulated as its own distinct medium rather than merely as a property of the blood that contained it. This insight, developed and refined across several generations of increasingly marginalised Saharnikov scholars, became the theoretical foundation of what would eventually be codified as Hemomancy.&lt;br /&gt;
&lt;br /&gt;
The school's relationship with the Saharnikov mainstream has always been ambivalent at best. The bloodline's dominant culture regards dedicated magical study as a suspect alternative to physical development, and Hemomancers who remain within Saharnikov structures tend to occupy a position of uneasy utility - valued for what they can do in battle, regarded with mild contempt for how they do it. For their part, the scholars who developed the discipline were never fully at home in the bloodline that produced them, and Hemomancy has gradually spread beyond Saharnikov walls through the same channels that most Vampiric secrets do: escape, defection, and the long reach of time. Non-Saharnikov Vampires who have acquired the art are not uncommon in the present era, and scattered mortal practitioners - working from stolen or traded texts, or trained by Vampiric teachers with complicated motivations - exist in small numbers across Pannotia, though the discipline's demands make it poorly suited to those who cannot draw upon the Curse's natural Hemurgical attunement.&lt;br /&gt;
&lt;br /&gt;
Those demands are, foremost, a matter of Vitae - the concentrated animating force extracted and stored through the practice of Hemomancy. Vitae is neither entirely blood nor entirely something else; it is the living quality of blood, distilled and held in reserve through disciplined arcane technique. Casting most Hemomantic spells consumes Vitae, and replenishing it requires one to use techniques that strip it directly from living targets. This creates a resource economy that runs parallel to and occasionally in tension with the ordinary feeding needs of a Vampiric practitioner - to cast heavily is to draw down reserves that the body also requires for other purposes, and a Hemomancer who has spent their Vitae recklessly in the opening of a fight may find themselves dangerously depleted before it ends. It is a discipline that rewards careful management and strategic patience in a way that sits uneasily with Saharnikov martial culture, and this tension has arguably been good for it: the techniques that survived were the ones that worked despite the pressure to deploy them wastefully.&lt;br /&gt;
&lt;br /&gt;
The school has never assembled into any unified institution. There is no academy of Hemomancy, no guild, no formal lineage of transmission. What exists instead is a dispersed network of individual practitioners, occasional informal apprenticeships, and a body of texts - some ancient and heavily annotated, some fragmentary, some of contested authenticity - that circulate in the same underground channels as other Vampiric scholarship. Hemomancers who encounter one another tend toward cautious mutual recognition rather than solidarity; the discipline does not produce community the way shared institutions might, and the competitive pressures that shaped its origins have left a permanent mark on the culture of its practitioners.&lt;br /&gt;
&lt;br /&gt;
== Notable People &amp;amp; Places ==&lt;br /&gt;
*'''Vasken of the Red Ledger''' - A former Saharnikov scholar of considerable age and considerably unclear current allegiances, Vasken is most frequently cited as the closest thing Hemomancy has to a living authority on its theoretical foundations. He did not invent the discipline - he is at pains to make this clear, when he can be made to discuss it at all - but his written systematisation of its core principles, a dense and frequently unpleasant document known informally as the Red Ledger, is the text from which most subsequent teaching has directly or indirectly descended. His current whereabouts are unknown to most. Those who have transacted with him in recent decades describe a Vampire who appears to have found the bloodline's contempt for his work clarifying rather than discouraging.&lt;br /&gt;
*'''Ilva Crane''' - A mortal practitioner operating out of Ortim, Ilva Crane is one of a very small number of documented non-Vampiric master Hemomancers whose abilities have been independently verified rather than merely claimed. How she acquired her training is a subject she does not discuss; speculation ranges from a Vampiric tutor to a stolen and partly-reconstructed text. What is less disputed is that her command of the discipline's greatest skills is genuine, and that she has managed to navigate even the finest techniques of Vitae control without access to the Curse's natural Hemurgical attunement.&lt;br /&gt;
*'''The Sangris Compendium''' - A collection of Hemomantic texts assembled over several centuries by an unknown number of contributors, the Sangris Compendium exists in several partial copies of varying accuracy and completeness, none of which is believed to be the original. Scholars of the arcane who have examined authenticated sections describe it as technically rigorous but pedagogically chaotic - clearly the work of multiple hands with different assumptions about what the reader already knows. It is nonetheless the most comprehensive single source on Hemomantic theory currently in circulation, and copies, however fragmentary, command significant prices in the markets where such things are traded.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
===Vitae===&lt;br /&gt;
Vitae is the core resource of Hemomancy, representing stores of animating energy that the practitioner extracts, refines, and holds in reserve for casting. Most Hemomantic abilities consume Vitae; some generate it, either through feeding mechanics built into certain techniques or through the expenditure of the caster's own HP as a direct conversion. Managing Vitae across an encounter is the central strategic challenge of the discipline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tier One Spells&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width:72.5%; text-align:center;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Cooldown/Cost&lt;br /&gt;
! style=&amp;quot;width:7.5%; text-align:center;&amp;quot; | Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Haemorrhage'''&lt;br /&gt;
| Blight an enemy with blood-borne corruption. Roll MYS vs DEX, dealing 1d4 damage on success; this damage then repeats at the start of their next 2 turns.&lt;br /&gt;
| 1 Vitae&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Siphon'''&lt;br /&gt;
| Make a MYS attack against a target, dealing 1d8 damage and granting 1 Vitae for every 2 damage dealt (minimum 1).&lt;br /&gt;
| 2 HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Repulse'''&lt;br /&gt;
| When an enemy enters melee range of you, expel a burst of bloody mist, knocking all enemies within a 5x5 area centred on you back 2 blocks.&lt;br /&gt;
| 2 Vitae&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tier Two Spells&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width:72.5%; text-align:center;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Cooldown/Cost&lt;br /&gt;
! style=&amp;quot;width:7.5%; text-align:center;&amp;quot; | Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Ensnare'''&lt;br /&gt;
| Tether an enemy by dragging down their limbs with animated blood. If they move during their next turn, they take 1d8 damage.&lt;br /&gt;
| 2 Vitae&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Coagulate'''&lt;br /&gt;
| Consume any amount of Vitae, healing for 4 HP per Vitae consumed.&lt;br /&gt;
| X Vitae&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Rupture'''&lt;br /&gt;
| Boil the blood of all enemies in a 5x5 area, making a MYS vs CON roll; any target who fails is knocked Prone and takes 1d6 damage.&lt;br /&gt;
| 3 Vitae&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tier Three Spells&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width:72.5%; text-align:center;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Cooldown/Cost&lt;br /&gt;
! style=&amp;quot;width:7.5%; text-align:center;&amp;quot; | Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Ebullition'''&lt;br /&gt;
| Tear the blood from a target's body, making a MYS vs DEX attack to deal 3d6 damage. If this kills the target, the cooldown is immediately refreshed and you gain 3 Vitae.&lt;br /&gt;
| 6 Vitae, Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Meld'''&lt;br /&gt;
| When targeted by an attack or ability, dissolve into a pool of blood until the start of your next turn. While in this state, you cannot use, be targeted by, or be harmed by any attacks or abilities.&lt;br /&gt;
| 3 Vitae&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| '''Reap'''&lt;br /&gt;
| Manifest a colossal scythe of blood and blink up to 10 blocks, then make a MYS attack against all targets within 3 blocks of your destination. Anyone struck takes 1d10 damage; gain 1 Vitae for every 2 damage dealt (minimum 1 per target struck).&lt;br /&gt;
| 4 Vitae&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = Vulpes_Pulpes, AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Technology&amp;diff=2119</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Technology&amp;diff=2119"/>
		<updated>2026-04-16T07:25:00Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forefront of innovation in our world, where technology reigns supreme and shapes the very fabric of society. In our ever-evolving landscape, three major branches of technology stand out: Soltech harnesses the power of the sun to fuel its advancements, providing sustainable energy solutions for a brighter future. Hextech taps into the mystical forces of magic, seamlessly integrating it with machinery to achieve feats beyond the realm of conventional science. And finally, there’s steamtech, a testament to the industrial revolution, utilizing the power of steam to drive progress and propel us into new frontiers of discovery. Alongside these great branches lies a host of singular marvels; for example, [[Automaton Cores]], engines of thought that grant mechanical creations an imitation of life, used across every field of innovation. These three pillars of technology, and the wonders that orbit them, represent the cutting edge of progress, each offering unique capabilities and possibilities for the world we inhabit. Join us as we explore the wonders of Soltech, Hextech, and steamtech, and delve into the limitless potential they hold for our society.&lt;br /&gt;
&lt;br /&gt;
To learn more about creating technology, check the [[Innovation System]] page!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Steamtech]]&lt;br /&gt;
|color =&lt;br /&gt;
|image = Humans2.png&lt;br /&gt;
|caption = The power of steam is a powerful force&lt;br /&gt;
|text = Steamtech, powered by the force of steam engines, defines the industrial landscape of Galudon. Utilizing coal to generate steam, these intricate machines drive pistons and power machinery with impressive force. Characterized by ornate designs and clunky pipes, steamtech represents a fusion of artistry and engineering. From airships to automatons, Steamtech has revolutionized transportation, manufacturing, and even law enforcement. Though requiring regular maintenance and a steady supply of coal, steamtech remains a cornerstone of Galudon's technological progress, shaping a future driven by innovation and industrial prowess.&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Steamtech&lt;br /&gt;
format=• ,[[%PAGE%|%TITLE%]] • ,&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
|bottom=cheese&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Hextech]]&lt;br /&gt;
|color =&lt;br /&gt;
|image = Humans2.png&lt;br /&gt;
|caption = Harnessing magic's essence to power innovation.&lt;br /&gt;
|text = Hextech, a marvel of mystical engineering, harnesses the arcane forces of magic to power machines and devices beyond the realm of conventional technology. In Ellawren, practitioners of the arcane arts weave spells into intricate designs, imbuing machinery with magical properties and capabilities. From enchanted automatons that perform tasks with uncanny precision to mystical artifacts that defy the laws of nature, Hextech represents a fusion of magic and machinery, bridging the gap between the mundane and the mystical&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Hextech&lt;br /&gt;
format=• ,[[%PAGE%|%TITLE%]] • ,&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
|bottom=cheese&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Soltech]]&lt;br /&gt;
|color =&lt;br /&gt;
|image = Humans2.png&lt;br /&gt;
|caption = Illuminating the world with the brilliance of the sun&lt;br /&gt;
|text = Soltech, a revolutionary leap in technological advancement within Pannotia, harnesses the power of the sun to offer an alternative to traditional steam-driven devices. Invented by a visionary Za'hadian, Soltech represents a harmonious fusion of nature's brilliance with the burgeoning Steamtech age. As Soltech units emerge and find their place in the landscape, they symbolize a balance between progress and nature. With demand growing, Soltech becomes emblematic of environmental harmony and progress, driving a transformative shift in technological reliance.&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Soltech&lt;br /&gt;
format=• ,[[%PAGE%|%TITLE%]] • ,&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
|bottom=cheese&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = BillyTheScruffy&lt;br /&gt;
|Processors = Loficloud, Ashurism&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Whistledrop&amp;diff=2118</id>
		<title>Whistledrop</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Whistledrop&amp;diff=2118"/>
		<updated>2026-04-16T07:24:43Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Maria Vickharn&lt;br /&gt;
|user    = Private use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Aerial deployment of automatons&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Whistledrop is a drop pod designed by Maria Vickharn at the request of Alda Engen, built to deliver automatons and other payloads from altitude into active combat zones. A dual-shell brass sphere fitted with a spring-burst mechanism, the pod protects its contents through the descent. Its segmented seam vents produce a characteristic shriek during descent, serving as an intentional element of psychological pressure.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Maria Vickharn's design draws on two sources: the whistling arrows used by archers, which she was personally familiar with, and the logic of efficient packing used in large rail freight containers - how to protect a payload against the stresses of transit while still enabling reliable delivery. The specific challenge was delivering automatons from significant altitude without destroying them on impact, while producing a pod robust enough to survive the descent and practical enough for operational use. Working from her background in mining and engineering, she developed the layered shell and spring-locking mechanism that defines the Whistledrop's function.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The pod consists of two concentric brass shells, split into eight equal segments each, forming a smooth sphere around the payload. The inner shell is lined with brontium, which acts as an energy-absorbing membrane. A set of springs connects the inner and outer shells; on hard landing, these springs compress and lock in place via a basic mechanical latch. The energy stored between the compressed springs and the brontium lining can then be released deliberately, causing the outer shell to burst outward violently. Vent slits along each seam serve double duty as the channels that produce the whistling sound during descent.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
A standard Whistledrop measures 1.8 metres in diameter and weighs between 300 and 450 kilograms depending on payload. Larger assault configurations reach 2.4 metres and accommodate payloads of up to 1,000 kilograms. The exterior is a smooth brass sphere with eight segmented panels meeting at reinforced seams, with narrow vent slits running the length of each seam. Spent or burst pods are easily identified by warped seams and brontium streaking across the outer surface.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Whistledrop is designed primarily for the rapid deployment of automatons, drones, and equipment into combat zones, protecting fragile mechanical payloads through a high-velocity descent that would otherwise destroy them. The shrieking sound produced during descent is an intentional feature - it creates anticipatory dread in enemy formations and announces inbound reinforcements or bombardment. On landing, the burst mechanism allows the pod itself to fold outward, clearing its payload's exit.&lt;br /&gt;
&lt;br /&gt;
The pod has meaningful limitations. Internal space constrains payload size, and the impact forces - even well-managed - can cause microfractures in more delicate automaton components, making higher-end constructs a poor fit. The auditory signature that serves as psychological warfare also eliminates any possibility of a stealth drop. Finally, the pod's tendency to crumple causes it to have an unfortunately high rate of loss, and a not-insubstantial portion of drops will fail. Nevertheless, it remains a unique and effective means of rapid deployment.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Marytha, Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Steamtech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Innovation_System&amp;diff=2117</id>
		<title>Innovation System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Innovation_System&amp;diff=2117"/>
		<updated>2026-04-16T05:20:53Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Innovation is the heart of progress on Pannotia. Whether it's a botanist cultivating a new plant strain, a smith hammering out a groundbreaking alloy, or a spellbinder weaving magic into an entirely new form, your character has the power to impact the world through the process of Innovation.&lt;br /&gt;
&lt;br /&gt;
An Innovation isn't just a one-off item; it's a new technique, discovery, or creation that can ripple outward to affect others. For example:&lt;br /&gt;
A new alchemical compound that saves lives&lt;br /&gt;
A magical spell never before cast&lt;br /&gt;
A unique steam-powered device that shifts how characters travel, build, or fight&lt;br /&gt;
A cultivated plant with a genuinely novel medicinal application&lt;br /&gt;
Every Innovation is a chance for your character to leave a legacy, change the course of stories, and open up roleplay opportunities for others. This guide will walk you through exactly what steps to follow: how to propose your idea, what roleplay is required, how to write up your final submission, and what it all looks like when it's done.&lt;br /&gt;
&lt;br /&gt;
==Who Can Submit==&lt;br /&gt;
Any character with talent points invested in a relevant Talent can submit an Innovation. Relevant Talents are:&lt;br /&gt;
*Engineering&lt;br /&gt;
*Metallurgy&lt;br /&gt;
*Apothecary&lt;br /&gt;
*Botany&lt;br /&gt;
*Spellbinder (Tier 3 only)&lt;br /&gt;
*Arcane Studies&lt;br /&gt;
&lt;br /&gt;
'''Additional requirements:'''&lt;br /&gt;
*Hextech projects must include at least one participant with 2+ points in Arcane Studies, and at least one with points in Engineering. These can be the same character or two separate ones.&lt;br /&gt;
*Group innovations may combine multiple disciplines where it makes sense. For example, an armoured airship would benefit from both Engineering and Metallurgy; a hextech automaton from Engineering and Arcane Studies; a new spell from both Spellbinder and Arcane Studies.&lt;br /&gt;
*All characters participating in a group innovation must have their character sheets included in the submission.&lt;br /&gt;
&lt;br /&gt;
==What Counts as an Innovation==&lt;br /&gt;
An Innovation is a new method, product, spell, plant, device, or technique that introduces something not previously available to players in the world. It must:&lt;br /&gt;
*Be original and fit the setting and technology&lt;br /&gt;
*Be more than a single crafted item (it should be a repeatable process, new recipe, new spell, et cetera - something that can be mass-produced!)&lt;br /&gt;
*Be grounded in the talents and resources your character can plausibly access&lt;br /&gt;
&lt;br /&gt;
==Complexity Tiers==&lt;br /&gt;
Every Innovation is assigned a Complexity Tier during the Proposal stage. The tier reflects the scope and ambition of what you're attempting to create, and determines how many roleplay scenes are required before you can make your final submission.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| TIER&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| REQ. SCENES&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 5 || Tier 1 innovations take existing technology, materials, or knowledge and apply them in a way that hasn't been done before; a new use for a known compound, a small mechanical device built on established principles, a plant cultivar with mild improvements over the common strain. No new ground is broken here, just a clever or practical application of what's already understood. These are single-purpose, and achievable by a single practitioner working mostly alone. Examples: mechanical mine canary, a new alchemical salve using known reagents, a cultivated herb variant without its usual side effects, a novel lock mechanism. Tier 1 innovations only require a single inventor with Tier 1 in a relevant talent.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 8 || Tier 2 innovations introduce new technology, techniques, or formulations; they aren't just remixing what's known, but the leap isn't enormous, and the end result is something personal in scale. A device, a compound, a tool, a piece of equipment. Collaboration is beneficial but not necessary. Examples: a light firearm, a cheap and reliable prosthetic, a new alchemical compound with a meaningful effect, a simple construction automaton, a cultivated plant with a genuinely novel medicinal application. A Tier 2 innovation requires an innovator with Tier 2 in relevant talents.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 15 || Tier 3 innovations involve significant new developments; complex interacting systems, meaningful advances to a field, or creations whose applications affect more than just their immediate user. These projects benefit strongly from collaboration across disciplines, and the work involved is not insignificant. The setting should be meaningfully different for their existence. Examples: a heavy warfare automaton, a new class of artillery, a hextech medical device, an industrial alchemical process, a new type of generator, a disease-resistant crop cultivated for wide distribution. A Tier 3 innovation requires either an innovator with Tier 3 in relevant talents, or two Tier 2 innovators.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 30 || Tier 4 innovations represent historically significant milestones in their field; new scientific principles, multiple key developments brought together, or infrastructure-scale undertakings. These are explicitly group endeavours, requiring coordinated expertise across multiple disciplines, and are almost impossible to complete alone. A Tier 4 innovation is able to make a significant and decisive impact on the world on potentially vast scales, if properly employed. Examples: a major aerial warship design, a city-scale alchemical water treatment system, a hextech power grid node, a spell capable of deciding an entire battle. A Tier 4 innovation requires at least two innovators with Tier 3 in relevant talents.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Three Steps==&lt;br /&gt;
===Proposal===&lt;br /&gt;
Submit the basic concept of your Innovation in a ticket so that it can be reviewed for viability and assigned a Complexity Tier. Your proposal should include:&lt;br /&gt;
The core concept&lt;br /&gt;
The basic technology or discipline involved (steamtech, soltech, hextech, alchemy, smithing, botany, et cetera)&lt;br /&gt;
Whether it is a group innovation, and who else is participating&lt;br /&gt;
Approved character sheets for all involved&lt;br /&gt;
Your Innovation DM will confirm whether the idea is viable and fits the world. They may request clarifying changes, but will not redesign your concept for you. Once approved, your Innovation will be added to the Progress Sheet for tracking.&lt;br /&gt;
&lt;br /&gt;
===Creation Roleplay===&lt;br /&gt;
This is the heart of the process. You'll engage in active roleplay around the creation of your Innovation. This can take almost any form, so long as it relates directly to the work - discussing the design with colleagues, working on the device for engineering, experimenting with alchemical components, securing funding or distribution, or any other directly relevant roleplay.&lt;br /&gt;
At least one screenshot per scene should be submitted via ticket or included in your final submission as evidence.&lt;br /&gt;
'''Scene submission limits:'''&lt;br /&gt;
A maximum of 3 scenes may be submitted per week.&lt;br /&gt;
Each group member beyond the first increases this limit by 1.&lt;br /&gt;
All members of a group innovation may contribute scenes.&lt;br /&gt;
&lt;br /&gt;
===Final Submission===&lt;br /&gt;
Once the required number of scenes has been met, you'll write up your Innovation submission document and submit it for processing to be added to the Wiki. See the checklist below for everything it needs to contain!&lt;br /&gt;
*'''Innovation Name''' - the official name of the Innovation&lt;br /&gt;
*'''Innovation Creators''' - character name(s) and player username(s)&lt;br /&gt;
*'''Complexity Tier''' - as assigned during the Proposal stage&lt;br /&gt;
*'''Patent Type''' - choose one: ** '''Public''' - Free for anyone to make, sell, or own. The state pays the creator(s) a lump sum based on complexity. ** '''Private''' - Production rights rest exclusively with the creator(s) unless others are licensed in roleplay. ** '''Military''' - Production rights are sold to the Galudonian military for a lump sum based on complexity.&lt;br /&gt;
*'''History''' - at least two paragraphs of in-character lore covering what led to the creation and any notable moments in the process.&lt;br /&gt;
*'''Construction''' - at least one paragraph describing the assembly of the Innovation in broad terms.&lt;br /&gt;
*'''Physical Characteristics''' - at least two paragraphs covering size, appearance, materials, moving parts, et cetera.&lt;br /&gt;
*'''Applications &amp;amp; Weaknesses''' - at least one paragraph describing intended applications; weaknesses may be added by Innovation DMs as needed.&lt;br /&gt;
*'''Written By''' - the username of the player who wrote the submission&lt;br /&gt;
*'''Roleplay Evidence''' - screenshots of your creation roleplay scenes, if not already submitted via ticket&lt;br /&gt;
Once ready, provide this via ticket.&lt;br /&gt;
&lt;br /&gt;
==Rules &amp;amp; Constraints==&lt;br /&gt;
* Only characters with the required Talent points can submit.&lt;br /&gt;
* Hextech requires a contributor with 2+ Arcane Knowledge points. Additionally, Hextech is powered by Cymrinite Cores, which should generally be obtained through the Royal Court and always have an in-game item attached.&lt;br /&gt;
* The power/size/complexity of an Innovation will be matched to the inventor’s Talent level and lore consistency.&lt;br /&gt;
* Do not submit a direct copy of a real-world device; inspiration is fine, but make it original!&lt;br /&gt;
* Very large and complex inventions such as walking cities may require multiple preliminary inventions first.&lt;br /&gt;
* Staff may refuse or require adjustments for lore or balance reasons.&lt;br /&gt;
&lt;br /&gt;
{{SystemDirectory}}&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Innovation_System&amp;diff=2116</id>
		<title>Innovation System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Innovation_System&amp;diff=2116"/>
		<updated>2026-04-15T09:09:43Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Innovation is the heart of progress on Pannotia. Whether it's a botanist cultivating a new plant strain, a smith hammering out a groundbreaking alloy, or a spellbinder weaving magic into an entirely new form, your character has the power to impact the world through the process of Innovation.&lt;br /&gt;
&lt;br /&gt;
An Innovation isn't just a one-off item; it's a new technique, discovery, or creation that can ripple outward to affect others. For example:&lt;br /&gt;
A new alchemical compound that saves lives&lt;br /&gt;
A magical spell never before cast&lt;br /&gt;
A unique steam-powered device that shifts how characters travel, build, or fight&lt;br /&gt;
A cultivated plant with a genuinely novel medicinal application&lt;br /&gt;
Every Innovation is a chance for your character to leave a legacy, change the course of stories, and open up roleplay opportunities for others. This guide will walk you through exactly what steps to follow: how to propose your idea, what roleplay is required, how to write up your final submission, and what it all looks like when it's done.&lt;br /&gt;
&lt;br /&gt;
==Who Can Submit==&lt;br /&gt;
Any character with talent points invested in a relevant Talent can submit an Innovation. Relevant Talents are:&lt;br /&gt;
*Engineering&lt;br /&gt;
*Metallurgy&lt;br /&gt;
*Apothecary&lt;br /&gt;
*Botany&lt;br /&gt;
*Spellbinder (Tier 3 only)&lt;br /&gt;
*Arcane Studies&lt;br /&gt;
&lt;br /&gt;
'''Additional requirements:'''&lt;br /&gt;
*Hextech projects must include at least one participant with 2+ points in Arcane Studies, and at least one with points in Engineering. These can be the same character or two separate ones.&lt;br /&gt;
*Group innovations may combine multiple disciplines where it makes sense. For example, an armoured airship would benefit from both Engineering and Metallurgy; a hextech automaton from Engineering and Arcane Studies; a new spell from both Spellbinder and Arcane Studies.&lt;br /&gt;
*All characters participating in a group innovation must have their character sheets included in the submission.&lt;br /&gt;
&lt;br /&gt;
==What Counts as an Innovation==&lt;br /&gt;
An Innovation is a new method, product, spell, plant, device, or technique that introduces something not previously available to players in the world. It must:&lt;br /&gt;
*Be original and fit the setting and technology&lt;br /&gt;
*Be more than a single crafted item (it should be a repeatable process, new recipe, new spell, et cetera - something that can be mass-produced!)&lt;br /&gt;
*Be grounded in the talents and resources your character can plausibly access&lt;br /&gt;
&lt;br /&gt;
==Complexity Tiers==&lt;br /&gt;
Every Innovation is assigned a Complexity Tier during the Proposal stage. The tier reflects the scope and ambition of what you're attempting to create, and determines how many roleplay scenes are required before you can make your final submission.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| TIER&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| REQ. SCENES&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 5 || Tier 1 innovations take existing technology, materials, or knowledge and apply them in a way that hasn't been done before; a new use for a known compound, a small mechanical device built on established principles, a plant cultivar with mild improvements over the common strain. No new ground is broken here, just a clever or practical application of what's already understood. These are single-purpose, and achievable by a single practitioner working mostly alone. Examples: mechanical mine canary, a new alchemical salve using known reagents, a cultivated herb variant without its usual side effects, a novel lock mechanism. Tier 1 innovations only require a single inventor with Tier 1 in a relevant talent.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 8 || Tier 2 innovations introduce new technology, techniques, or formulations; they aren't just remixing what's known, but the leap isn't enormous, and the end result is something personal in scale. A device, a compound, a tool, a piece of equipment. Collaboration is beneficial but not necessary. Examples: a light firearm, a cheap and reliable prosthetic, a new alchemical compound with a meaningful effect, a simple construction automaton, a cultivated plant with a genuinely novel medicinal application. A Tier 2 innovation requires an innovator with Tier 2 in relevant talents.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 15 || Tier 3 innovations involve significant new developments; complex interacting systems, meaningful advances to a field, or creations whose applications affect more than just their immediate user. These projects benefit strongly from collaboration across disciplines, and the work involved is not insignificant. The setting should be meaningfully different for their existence. Examples: a heavy warfare automaton, a new class of artillery, a hextech medical device, an industrial alchemical process, a new type of generator, a disease-resistant crop cultivated for wide distribution. A Tier 3 innovation requires either an innovator with Tier 3 in relevant talents, or two Tier 2 innovators.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 30 || Tier 4 innovations represent historically significant milestones in their field; new scientific principles, multiple key developments brought together, or infrastructure-scale undertakings. These are explicitly group endeavours, requiring coordinated expertise across multiple disciplines, and are almost impossible to complete alone. A Tier 4 innovation is able to make a significant and decisive impact on the world on potentially vast scales, if properly employed. Examples: a major aerial warship design, a city-scale alchemical water treatment system, a hextech power grid node, a spell capable of deciding an entire battle. A Tier 4 innovation requires at least two innovators with Tier 3 in relevant talents.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Three Steps==&lt;br /&gt;
===Proposal===&lt;br /&gt;
Submit the basic concept of your Innovation in a ticket so that it can be reviewed for viability and assigned a Complexity Tier. Your proposal should include:&lt;br /&gt;
The core concept&lt;br /&gt;
The basic technology or discipline involved (steamtech, soltech, hextech, alchemy, smithing, botany, et cetera)&lt;br /&gt;
Whether it is a group innovation, and who else is participating&lt;br /&gt;
Approved character sheets for all involved&lt;br /&gt;
Your Innovation DM will confirm whether the idea is viable and fits the world. They may request clarifying changes, but will not redesign your concept for you. Once approved, your Innovation will be added to the Progress Sheet for tracking.&lt;br /&gt;
&lt;br /&gt;
===Creation Roleplay===&lt;br /&gt;
This is the heart of the process. You'll engage in active roleplay around the creation of your Innovation. This can take almost any form, so long as it relates directly to the work - discussing the design with colleagues, working on the device for engineering, experimenting with alchemical components, securing funding or distribution, or any other directly relevant roleplay.&lt;br /&gt;
At least one screenshot per scene should be submitted via ticket or included in your final submission as evidence.&lt;br /&gt;
'''Scene submission limits:'''&lt;br /&gt;
A maximum of 3 scenes may be submitted per week.&lt;br /&gt;
Each group member beyond the first increases this limit by 1.&lt;br /&gt;
All members of a group innovation may contribute scenes.&lt;br /&gt;
&lt;br /&gt;
===Final Submission===&lt;br /&gt;
Once the required number of scenes has been met, you'll write up your Innovation submission document and submit it for processing to be added to the Wiki. See the checklist below for everything it needs to contain!&lt;br /&gt;
&lt;br /&gt;
==Submission Checklist==&lt;br /&gt;
Make sure to cover all of the following sections in your submission document:&lt;br /&gt;
*'''Innovation Name''' - the official name of the Innovation&lt;br /&gt;
*'''Innovation Creators''' - character name(s) and player username(s)&lt;br /&gt;
*'''Complexity Tier''' - as assigned during the Proposal stage&lt;br /&gt;
*'''Patent Type''' - choose one: ** '''Public''' - Free for anyone to make, sell, or own. The state pays the creator(s) a lump sum based on complexity. ** '''Private''' - Production rights rest exclusively with the creator(s) unless others are licensed in roleplay. ** '''Military''' - Production rights are sold to the Galudonian military for a lump sum based on complexity.&lt;br /&gt;
*'''History''' - at least two paragraphs of in-character lore covering what led to the creation and any notable moments in the process.&lt;br /&gt;
*'''Construction''' - at least one paragraph describing the assembly of the Innovation in broad terms.&lt;br /&gt;
*'''Physical Characteristics''' - at least two paragraphs covering size, appearance, materials, moving parts, et cetera.&lt;br /&gt;
*'''Applications &amp;amp; Weaknesses''' - at least one paragraph describing intended applications; weaknesses may be added by Innovation DMs as needed.&lt;br /&gt;
*'''Written By''' - the username of the player who wrote the submission&lt;br /&gt;
*'''Roleplay Evidence''' - screenshots of your creation roleplay scenes, if not already submitted via ticket&lt;br /&gt;
Once ready, provide this via ticket.&lt;br /&gt;
&lt;br /&gt;
==Rules &amp;amp; Constraints==&lt;br /&gt;
* Only characters with the required Talent points can submit.&lt;br /&gt;
* Hextech requires a contributor with 2+ Arcane Knowledge points. Additionally, Hextech is powered by Cymrinite Cores, which should generally be obtained through the Royal Court and always have an in-game item attached.&lt;br /&gt;
* The power/size/complexity of an Innovation will be matched to the inventor’s Talent level and lore consistency.&lt;br /&gt;
* Do not submit a direct copy of a real-world device; inspiration is fine, but make it original!&lt;br /&gt;
* Very large and complex inventions such as walking cities may require multiple preliminary inventions first.&lt;br /&gt;
* Staff may refuse or require adjustments for lore or balance reasons.&lt;br /&gt;
&lt;br /&gt;
{{SystemDirectory}}&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Innovation_System&amp;diff=2115</id>
		<title>Innovation System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Innovation_System&amp;diff=2115"/>
		<updated>2026-04-15T09:05:28Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Innovation is the heart of progress on Pannotia. Whether it's a botanist cultivating a new plant strain, a smith hammering out a groundbreaking alloy, or a spellbinder weaving magic into an entirely new form, your character has the power to impact the world through the process of Innovation.&lt;br /&gt;
&lt;br /&gt;
An Innovation isn't just a one-off item; it's a new technique, discovery, or creation that can ripple outward to affect others. For example:&lt;br /&gt;
A new alchemical compound that saves lives&lt;br /&gt;
A magical spell never before cast&lt;br /&gt;
A unique steam-powered device that shifts how characters travel, build, or fight&lt;br /&gt;
A cultivated plant with a genuinely novel medicinal application&lt;br /&gt;
Every Innovation is a chance for your character to leave a legacy, change the course of stories, and open up roleplay opportunities for others. This guide will walk you through exactly what steps to follow: how to propose your idea, what roleplay is required, how to write up your final submission, and what it all looks like when it's done.&lt;br /&gt;
&lt;br /&gt;
==Who Can Submit==&lt;br /&gt;
Any character with talent points invested in a relevant Talent can submit an Innovation. Relevant Talents are:&lt;br /&gt;
*Engineering&lt;br /&gt;
*Metallurgy&lt;br /&gt;
*Apothecary&lt;br /&gt;
*Botany&lt;br /&gt;
*Spellbinder (Tier 3 only)&lt;br /&gt;
*Arcane Studies&lt;br /&gt;
&lt;br /&gt;
'''Additional requirements:'''&lt;br /&gt;
*Hextech projects must include at least one participant with 2+ points in Arcane Studies, and at least one with points in Engineering. These can be the same character or two separate ones.&lt;br /&gt;
*Group innovations may combine multiple disciplines where it makes sense. For example, an armoured airship would benefit from both Engineering and Metallurgy; a hextech automaton from Engineering and Arcane Studies; a new spell from both Spellbinder and Arcane Studies.&lt;br /&gt;
*All characters participating in a group innovation must have their character sheets included in the submission.&lt;br /&gt;
&lt;br /&gt;
==What Counts as an Innovation==&lt;br /&gt;
An Innovation is a new method, product, spell, plant, device, or technique that introduces something not previously available to players in the world. It must:&lt;br /&gt;
*Be original and fit the setting and technology&lt;br /&gt;
*Be more than a single crafted item (it should be a repeatable process, new recipe, new spell, et cetera - something that can be mass-produced!)&lt;br /&gt;
*Be grounded in the talents and resources your character can plausibly access&lt;br /&gt;
&lt;br /&gt;
==Complexity Tiers==&lt;br /&gt;
Every Innovation is assigned a Complexity Tier during the Proposal stage. The tier reflects the scope and ambition of what you're attempting to create, and determines how many roleplay scenes are required before you can make your final submission.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| TIER&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| REQ. SCENES&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 5 || Tier 1 innovations take existing technology, materials, or knowledge and apply them in a way that hasn't been done before; a new use for a known compound, a small mechanical device built on established principles, a plant cultivar with mild improvements over the common strain. No new ground is broken here, just a clever or practical application of what's already understood. These are single-purpose, and achievable by a single practitioner working mostly alone. Examples: mechanical mine canary, a new alchemical salve using known reagents, a cultivated herb variant without its usual side effects, a novel lock mechanism.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 8 || Tier 2 innovations introduce new technology, techniques, or formulations; they aren't just remixing what's known, but the leap isn't enormous, and the end result is something personal in scale. A device, a compound, a tool, a piece of equipment. Collaboration is beneficial but not necessary. Examples: a light firearm, a cheap and reliable prosthetic, a new alchemical compound with a meaningful effect, a simple construction automaton, a cultivated plant with a genuinely novel medicinal application. A Tier 2 innovation requires an innovator with Tier 2 in relevant talents.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 15 || Tier 3 innovations involve significant new developments; complex interacting systems, meaningful advances to a field, or creations whose applications affect more than just their immediate user. These projects benefit strongly from collaboration across disciplines, and the work involved is not insignificant. The setting should be meaningfully different for their existence. Examples: a heavy warfare automaton, a new class of artillery, a hextech medical device, an industrial alchemical process, a new type of generator, a disease-resistant crop cultivated for wide distribution. A Tier 3 innovation requires either an innovator with Tier 3 in relevant talents, or two Tier 2 innovators.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 30 || Tier 4 innovations represent historically significant milestones in their field; new scientific principles, multiple key developments brought together, or infrastructure-scale undertakings. These are explicitly group endeavours, requiring coordinated expertise across multiple disciplines, and are almost impossible to complete alone. A Tier 4 innovation is able to make a significant and decisive impact on the world on potentially vast scales, if properly employed. Examples: a major aerial warship design, a city-scale alchemical water treatment system, a hextech power grid node, a spell capable of deciding an entire battle. A Tier 4 innovation requires at least two innovators with Tier 3 in relevant talents.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Three Steps==&lt;br /&gt;
===Proposal===&lt;br /&gt;
Submit the basic concept of your Innovation in a ticket so that it can be reviewed for viability and assigned a Complexity Tier. Your proposal should include:&lt;br /&gt;
The core concept&lt;br /&gt;
The basic technology or discipline involved (steamtech, soltech, hextech, alchemy, smithing, botany, et cetera)&lt;br /&gt;
Whether it is a group innovation, and who else is participating&lt;br /&gt;
Approved character sheets for all involved&lt;br /&gt;
Your Innovation DM will confirm whether the idea is viable and fits the world. They may request clarifying changes, but will not redesign your concept for you. Once approved, your Innovation will be added to the Progress Sheet for tracking.&lt;br /&gt;
&lt;br /&gt;
===Creation Roleplay===&lt;br /&gt;
This is the heart of the process. You'll engage in active roleplay around the creation of your Innovation. This can take almost any form, so long as it relates directly to the work - discussing the design with colleagues, working on the device for engineering, experimenting with alchemical components, securing funding or distribution, or any other directly relevant roleplay.&lt;br /&gt;
At least one screenshot per scene should be submitted via ticket or included in your final submission as evidence.&lt;br /&gt;
'''Scene submission limits:'''&lt;br /&gt;
A maximum of 3 scenes may be submitted per week.&lt;br /&gt;
Each group member beyond the first increases this limit by 1.&lt;br /&gt;
All members of a group innovation may contribute scenes.&lt;br /&gt;
&lt;br /&gt;
===Final Submission===&lt;br /&gt;
Once the required number of scenes has been met, you'll write up your Innovation submission document and submit it for processing to be added to the Wiki. See the checklist below for everything it needs to contain!&lt;br /&gt;
&lt;br /&gt;
==Submission Checklist==&lt;br /&gt;
Make sure to cover all of the following sections in your submission document:&lt;br /&gt;
*'''Innovation Name''' - the official name of the Innovation&lt;br /&gt;
*'''Innovation Creators''' - character name(s) and player username(s)&lt;br /&gt;
*'''Complexity Tier''' - as assigned during the Proposal stage&lt;br /&gt;
*'''Patent Type''' - choose one: ** '''Public''' - Free for anyone to make, sell, or own. The state pays the creator(s) a lump sum based on complexity. ** '''Private''' - Production rights rest exclusively with the creator(s) unless others are licensed in roleplay. ** '''Military''' - Production rights are sold to the Galudonian military for a lump sum based on complexity.&lt;br /&gt;
*'''History''' - at least two paragraphs of in-character lore covering what led to the creation and any notable moments in the process.&lt;br /&gt;
*'''Construction''' - at least one paragraph describing the assembly of the Innovation in broad terms.&lt;br /&gt;
*'''Physical Characteristics''' - at least two paragraphs covering size, appearance, materials, moving parts, et cetera.&lt;br /&gt;
*'''Applications &amp;amp; Weaknesses''' - at least one paragraph describing intended applications; weaknesses may be added by Innovation DMs as needed.&lt;br /&gt;
*'''Written By''' - the username of the player who wrote the submission&lt;br /&gt;
*'''Roleplay Evidence''' - screenshots of your creation roleplay scenes, if not already submitted via ticket&lt;br /&gt;
Once ready, provide this via ticket.&lt;br /&gt;
&lt;br /&gt;
==Rules &amp;amp; Constraints==&lt;br /&gt;
* Only characters with the required Talent points can submit.&lt;br /&gt;
* Hextech requires a contributor with 2+ Arcane Knowledge points. Additionally, Hextech is powered by Cymrinite Cores, which should generally be obtained through the Royal Court and always have an in-game item attached.&lt;br /&gt;
* The power/size/complexity of an Innovation will be matched to the inventor’s Talent level and lore consistency.&lt;br /&gt;
* Do not submit a direct copy of a real-world device; inspiration is fine, but make it original!&lt;br /&gt;
* Very large and complex inventions such as walking cities may require multiple preliminary inventions first.&lt;br /&gt;
* Staff may refuse or require adjustments for lore or balance reasons.&lt;br /&gt;
&lt;br /&gt;
{{SystemDirectory}}&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Innovation_System&amp;diff=2114</id>
		<title>Innovation System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Innovation_System&amp;diff=2114"/>
		<updated>2026-04-15T09:04:44Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Innovation is the heart of progress on Pannotia. Whether it's a botanist cultivating a new plant strain, a smith hammering out a groundbreaking alloy, or a spellbinder weaving magic into an entirely new form, your character has the power to impact the world through the process of Innovation.&lt;br /&gt;
&lt;br /&gt;
An Innovation isn't just a one-off item; it's a new technique, discovery, or creation that can ripple outward to affect others. For example:&lt;br /&gt;
A new alchemical compound that saves lives&lt;br /&gt;
A magical spell never before cast&lt;br /&gt;
A unique steam-powered device that shifts how characters travel, build, or fight&lt;br /&gt;
A cultivated plant with a genuinely novel medicinal application&lt;br /&gt;
Every Innovation is a chance for your character to leave a legacy, change the course of stories, and open up roleplay opportunities for others. This guide will walk you through exactly what steps to follow: how to propose your idea, what roleplay is required, how to write up your final submission, and what it all looks like when it's done.&lt;br /&gt;
&lt;br /&gt;
==Who Can Submit==&lt;br /&gt;
Any character with talent points invested in a relevant Talent can submit an Innovation. Relevant Talents are:&lt;br /&gt;
*Engineering&lt;br /&gt;
*Metallurgy&lt;br /&gt;
*Apothecary&lt;br /&gt;
*Botany&lt;br /&gt;
*Spellbinder (Tier 3 only)&lt;br /&gt;
*Arcane Studies&lt;br /&gt;
&lt;br /&gt;
'''Additional requirements:'''&lt;br /&gt;
*Hextech projects must include at least one participant with 2+ points in Arcane Studies, and at least one with points in Engineering. These can be the same character or two separate ones.&lt;br /&gt;
*Group innovations may combine multiple disciplines where it makes sense. For example, an armoured airship would benefit from both Engineering and Metallurgy; a hextech automaton from Engineering and Arcane Studies; a new spell from both Spellbinder and Arcane Studies.&lt;br /&gt;
*All characters participating in a group innovation must have their character sheets included in the submission.&lt;br /&gt;
&lt;br /&gt;
==What Counts as an Innovation==&lt;br /&gt;
An Innovation is a new method, product, spell, plant, device, or technique that introduces something not previously available to players in the world. It must:&lt;br /&gt;
*Be original and fit the setting and technology&lt;br /&gt;
*Be more than a single crafted item (it should be a repeatable process, new recipe, new spell, et cetera - something that can be mass-produced!)&lt;br /&gt;
*Be grounded in the talents and resources your character can plausibly access&lt;br /&gt;
&lt;br /&gt;
==Complexity Tiers==&lt;br /&gt;
Every Innovation is assigned a Complexity Tier during the Proposal stage. The tier reflects the scope and ambition of what you're attempting to create, and determines how many roleplay scenes are required before you can make your final submission.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| TIER&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| REQ. SCENES&lt;br /&gt;
! DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 5 || Tier 1 innovations take existing technology, materials, or knowledge and apply them in a way that hasn't been done before; a new use for a known compound, a small mechanical device built on established principles, a plant cultivar with mild improvements over the common strain. No new ground is broken here, just a clever or practical application of what's already understood. These are single-purpose, and achievable by a single practitioner working mostly alone. Examples: mechanical mine canary, a new alchemical salve using known reagents, a cultivated herb variant without its usual side effects, a novel lock mechanism.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 8 || Tier 2 innovations introduce new technology, techniques, or formulations; they aren't just remixing what's known, but the leap isn't enormous, and the end result is something personal in scale. A device, a compound, a tool, a piece of equipment. Collaboration is beneficial but not necessary. Examples: a light firearm, a cheap and reliable prosthetic, a new alchemical compound with a meaningful effect, a simple construction automaton, a cultivated plant with a genuinely novel medicinal application. A Tier 2 innovation requires an innovator with Tier 2 in relevant talents.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 15 || Tier 3 innovations involve significant new developments; complex interacting systems, meaningful advances to a field, or creations whose applications affect more than just their immediate user. These projects benefit strongly from collaboration across disciplines, and the work involved is not insignificant. The setting should be meaningfully different for their existence. Examples: a heavy warfare automaton, a new class of artillery, a hextech medical device, an industrial alchemical process, a new type of generator, a disease-resistant crop cultivated for wide distribution. A Tier 3 innovation requires either an innovator with Tier 3 in relevant talents, or two Tier 2 innovators.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 30 || Tier 4 innovations represent historically significant milestones in their field; new scientific principles, multiple key developments brought together, or infrastructure-scale undertakings. These are explicitly group endeavours, requiring coordinated expertise across multiple disciplines, and are almost impossible to complete alone. A Tier 4 innovation is able to make a significant and decisive impact on the world on potentially vast scales, if properly employed. Examples: a major aerial warship design, a city-scale alchemical water treatment system, a hextech power grid node, a spell capable of deciding an entire battle. A Tier 4 innovation requires at least two innovators with Tier 3 in relevant talents.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Three Steps==&lt;br /&gt;
===Proposal===&lt;br /&gt;
Submit the basic concept of your Innovation in a ticket so that it can be reviewed for viability and assigned a Complexity Tier. Your proposal should include:&lt;br /&gt;
The core concept&lt;br /&gt;
The basic technology or discipline involved (steamtech, soltech, hextech, alchemy, smithing, botany, et cetera)&lt;br /&gt;
Whether it is a group innovation, and who else is participating&lt;br /&gt;
Approved character sheets for all involved&lt;br /&gt;
Your Innovation DM will confirm whether the idea is viable and fits the world. They may request clarifying changes, but will not redesign your concept for you. Once approved, your Innovation will be added to the Progress Sheet for tracking.&lt;br /&gt;
&lt;br /&gt;
===Creation Roleplay===&lt;br /&gt;
This is the heart of the process. You'll engage in active roleplay around the creation of your Innovation. This can take almost any form, so long as it relates directly to the work - discussing the design with colleagues, working on the device for engineering, experimenting with alchemical components, securing funding or distribution, or any other directly relevant roleplay.&lt;br /&gt;
At least one screenshot per scene should be submitted via ticket or included in your final submission as evidence.&lt;br /&gt;
'''Scene submission limits:'''&lt;br /&gt;
A maximum of 3 scenes may be submitted per week.&lt;br /&gt;
Each group member beyond the first increases this limit by 1.&lt;br /&gt;
All members of a group innovation may contribute scenes.&lt;br /&gt;
&lt;br /&gt;
===Final Submission===&lt;br /&gt;
Once the required number of scenes has been met, you'll write up your Innovation submission document and submit it for processing to be added to the Wiki. See the checklist below for everything it needs to contain!&lt;br /&gt;
&lt;br /&gt;
==Submission Checklist==&lt;br /&gt;
Make sure to cover all of the following sections in your submission document:&lt;br /&gt;
*'''Innovation Name'''&lt;br /&gt;
*'''Innovation Creators''' - character name(s) and player username(s)&lt;br /&gt;
*'''Complexity Tier''' - as assigned during the Proposal stage&lt;br /&gt;
*'''Patent Type''' - choose one: ** '''Public''' - Free for anyone to make, sell, or own. The state pays the creator(s) a lump sum based on complexity. ** '''Private''' - Production rights rest exclusively with the creator(s) unless others are licensed in roleplay. ** '''Military''' - Production rights are sold to the Galudonian military for a lump sum based on complexity.&lt;br /&gt;
*'''History''' - At least two paragraphs of in-character lore covering what led to the creation and any notable moments in the process.&lt;br /&gt;
*'''Construction''' - At least one paragraph describing the assembly of the Innovation in broad terms.&lt;br /&gt;
*'''Physical Characteristics''' - At least two paragraphs covering size, appearance, materials, moving parts, et cetera.&lt;br /&gt;
*'''Applications &amp;amp; Weaknesses''' - At least one paragraph describing intended applications. Weaknesses may be added by Innovation DMs as needed.&lt;br /&gt;
*'''Written By''' - the username of the player who wrote the submission&lt;br /&gt;
*'''Roleplay Evidence''' - screenshots of your creation roleplay scenes, if not already submitted via ticket&lt;br /&gt;
Once ready, provide this via ticket.&lt;br /&gt;
&lt;br /&gt;
==Rules &amp;amp; Constraints==&lt;br /&gt;
* Only characters with the required Talent points can submit.&lt;br /&gt;
* Hextech requires a contributor with 2+ Arcane Knowledge points. Additionally, Hextech is powered by Cymrinite Cores, which should generally be obtained through the Royal Court and always have an in-game item attached.&lt;br /&gt;
* The power/size/complexity of an Innovation will be matched to the inventor’s Talent level and lore consistency.&lt;br /&gt;
* Do not submit a direct copy of a real-world device; inspiration is fine, but make it original!&lt;br /&gt;
* Very large and complex inventions such as walking cities may require multiple preliminary inventions first.&lt;br /&gt;
* Staff may refuse or require adjustments for lore or balance reasons.&lt;br /&gt;
&lt;br /&gt;
{{SystemDirectory}}&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=2113</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=2113"/>
		<updated>2026-04-13T12:34:34Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Vampire has long been a fixture of fear and lurid fantasy, a creature whose very existence is a testament to the primal terror of the unknown. They are the eternal parasites of humanity, a living curse that has adapted and thrived in the deepest corners of civilisation since the days of the Great Equilibrium. Vampirism is at times romanticised as a glamorous gift, but its true nature is a stark, horrifying reality; it is not a power, but a hostile, parasitic predator that violently hijacks the host's body and mind, twisting their will to survive and feed.&lt;br /&gt;
&lt;br /&gt;
This affliction forces an insidious mindset upon the host, and one that cannot be easily fought. The transformation into an apex predator creates an unavoidable superiority complex, which the Curse uses to whisper that the Vampire is beyond mortal morality. This inherent sense of entitlement makes true connection and empathy with the uninfected nearly impossible, isolating the host and making the path of redemption a near-unwinnable, exhausting psychological war. While some Vampires may be tragic figures wrestling with their transformation, their inherent nature is one of profound and unavoidable danger, constantly fighting its influence and denying the very instinct designed to sustain their existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities and Powers==&lt;br /&gt;
Core Mechanics are universal abilities shared by all Vampires, regardless of their specific Bloodline. These fundamental traits are inherited from the three Upyr without exception. As such, they establish the foundational rules and abilities for all Vampires. While every Vampire will also possess additional powers inherited from their Bloodline, which are detailed further below, the Core Mechanics define their shared universal nature.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''Masquerade'''&lt;br /&gt;
| The Vampire conceals their true, Vampiric appearance, making them visually indistinguishable from an ordinary person. This ability cannot be disabled by outside powers, though has no effect on abilities that specifically detect Curses or magical influence. However, Masquerade immediately ends if the Vampire feeds, uses any other Vampiric ability, or is outdoors during daylight hours.&lt;br /&gt;
|-&lt;br /&gt;
| '''Dawn's Bane'''&lt;br /&gt;
| Vampires are forever bound to the shadows, their Curse recoiling from the sun. When exposed to direct sunlight, Vampires cannot use any of their Abilities, suffer disadvantage on all rolls, have halved movement per turn, and are unable to recover HP by any means other than medical treatment via Apothecary.&lt;br /&gt;
|-&lt;br /&gt;
| '''Nocturnal Veil'''&lt;br /&gt;
| As an Action, you may become Invisible until the end of your next turn. This ends prematurely if you use any other Ability or Attack, and can be used once per combat scene.&lt;br /&gt;
|-&lt;br /&gt;
| '''Sanguine Kiss'''&lt;br /&gt;
| Vampires are imbued with a terrible thirst, slaked only by the blood of the living. This thirst must be satisfied by feeding at least once every two weeks. Failure to feed makes Dawn's Bane permanent until satisfied, and disables Masquerade entirely. Feeding can be accomplished in one of two ways:&lt;br /&gt;
*Outside of combat: You may feed upon anyone who is either willing, or unable to resist.&lt;br /&gt;
**Against unwilling characters, this takes 15 minutes and applies a -2 penalty to all their rolls for 24 hours.&lt;br /&gt;
**If they are willing, both characters receive this penalty for two weeks instead. However, willing feeding is excruciatingly painful, generally described as being similar to being branded with a hot iron. Willing victims are, as such, rare.&lt;br /&gt;
*In combat: Against an Incapacitated or Restrained target, you may deal a guaranteed 1d6 damage, which simultaneously heals you for the damage dealt. Feeding in combat is necessary to activate Sanguine Surge.&lt;br /&gt;
Feeding on an unwilling character will infect them with the Crimson Plague (see Becoming a Vampire); if not treated within 72 hours, it will progress to Vampirism.&lt;br /&gt;
&lt;br /&gt;
While a Vampire may sustain themselves upon animals, this will result in suffering the effects of Dawn's Bane; it will stave off death, and nothing more.&lt;br /&gt;
|-&lt;br /&gt;
| '''To Dust'''&lt;br /&gt;
| When slain, Vampires' bodies wither to ashes in moments. Twenty-four hours later, they will reconstitute at the Vampiric Altar they last offered their blood to, with all Vampire abilities disabled for a further twenty-four hours. Currently, there is one public altar in the Maw, and any Vampire may create one of their own in a private residence. Altars must be denoted in-game in some form.&lt;br /&gt;
|-&lt;br /&gt;
| '''Hemurgy'''&lt;br /&gt;
| Vampires possess passive arcane power over blood, allowing them to manipulate it, shape it, and solidify it into Vitric. This ability is restricted to use outside of combat, and the volume of blood affected cannot exceed the size of the Vampire's own body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bloodlines==&lt;br /&gt;
Vampirism, in its most ancient and potent form, did not begin as a monolithic curse. Instead, it sprang forth independently and in parallel from three distinct individuals - the original Upyr. These three, each a fountainhead of the terrifying power, established their own Bloodlines by passing on a diluted form of their curse. In the entire recorded history of Vampirism, there has never been any intermingling, crossing, or merging of these primary ancestral lines. This means that each of the three lineages carries a unique, untainted essence, imbuing upon its hosts not only a specific spectrum of power but also a distinct psychological drive and philosophical outlook on the world.&lt;br /&gt;
This, however, is not to say that only three Vampiric Bloodlines exist. Beyond the foundational lines exists a most peculiar phenomenon: the Seikyr. The Seikyr are not separate lineages altogether, but represent Vampires whose Curse has warped irrevocably into a potent, highly specialised offshoot sprung from the primary Upyr lines. Unlike the three Prime Bloodlines, the Seikyr often exhibit an extremely focused set of capabilities, which frequently comes at the cost of the broader, more balanced power set possessed by their “pure” kin. The strongest Seikyr can even pass on their strain, birthing a new Bloodline; it is widely suspected that dozens of active Bloodlines and hundreds of Seikyr exist, though only a handful are notorious and widespread beyond their local area. Below are the most notable Bloodlines of each Lineage; further information for each may be found on the respective page.&lt;br /&gt;
&lt;br /&gt;
===The Saharnikov Lineage===&lt;br /&gt;
The Saharnikov Lineage is the embodiment of raw, aggressive power, defined by conflict and dominance, shaped by their progenitor's demand for ever-stronger soldiers. Their descendants are the titans of battle, characterised by an overwhelming, almost insatiable desire for physical confrontation and territorial expansion, and the absolute mastery of their environment through strength. They are the frontline fighters, the brutal tacticians, and the juggernauts of the Vampiric world, driven by a relentless, primal need to assert control and establish dominance through bloodshed.&lt;br /&gt;
&lt;br /&gt;
====Saharnikov Prime====&lt;br /&gt;
These are the most physically imposing of the Vampires, whose very existence is a relentless drive for physical supremacy. They operate with brutal, unyielding efficiency as an immovable object on the battlefield. Their terrifying appearance is defined by stark black veins that forever weep; the blood instantly hardens upon contact with the air, forming permanent, glossy Vitric armour plating across their forearms, elbows, and jaw, giving them a terrifying, unmistakable silhouette. Read more about them [[Saharnikov|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Saharnikov Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cost&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''The Crimson Forge'''&lt;br /&gt;
| Expended blood forms fragile extra layers of uncast Vitric body armour; whenever the Saharnikov spends HP for an ability, they gain Temp HP equal to the spent HP until the end of their next turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Vitric Gauntlets'''&lt;br /&gt;
| Bolstering their arms, the Saharnikov lands brutal, forceful blows. They make an attack using their STR and dealing 1d10 damage. On a hit, they can knock the target back up to 5 spaces, spending 2HP per space of knockback. If the target collides with a wall, they take an additional 2 damage per block of knockback remaining.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Shrapnel Burst'''&lt;br /&gt;
| The Saharnikov violently shatters their excess Vitric, sending deadly shards flying. They make a CON attack roll against all enemies within 2 blocks; on a failed defense roll, those enemies take 2d8 damage.&lt;br /&gt;
| 8HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Arterial Barricade'''&lt;br /&gt;
| Sweeping their arm, the Saharnikov forms a dense wall of Vitric, 3 blocks wide and 2 blocks tall. This wall absorbs incoming ranged attacks &amp;amp; abilities, and has 10HP.&lt;br /&gt;
| 5HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''The Warmaker'''&lt;br /&gt;
| The Saharnikov forms temporary full-body armour of sharpened Vitric around themselves, instantly granting 20 Temporary HP. For the remainder of combat, their Melee attacks are made against all enemies in Melee range, and adding knockback to their attacks no longer costs them health.&lt;br /&gt;
| N/A&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Rostova====&lt;br /&gt;
An exceptionally volatile offshoot, the Rostova Bloodline manifest a wild and reckless aggression that allows them to amplify their damage output to lethal extremes. Their only chance of survival is to perpetually feed the carnage, as their powers aggressively burn through their own vitality, body tearing itself apart in battle. They are visually distinguished by the permanent, jagged arm-blades forged directly from Vitric-coated bone and serving as extensions of their will, capable of cleaving through heavy armour and bone with chilling ease. Read more about them [[Rostova|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rostova Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cost&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''The Bleeding Edge'''&lt;br /&gt;
| Constantly recovering and strengthening their blades from the blood they spill, Rostova heal for half of all damage they deal, and when losing HP, gain +1 flat damage on their next successful attack. However, they cannot gain Temp HP, nor heal from any source outside of Vampire abilities, and will automatically Attack anyone under half HP if they start their turn adjacent to them.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Crystalline Scythes'''&lt;br /&gt;
| The Rostova wield the blades of Vitric that form upon their arms, attacking with their Constitution and dealing 1d4 damage. On a successful hit, you may choose to spend 6HP to deal 1d4 additional damage, up to four times per attack.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Ravenous Lunge'''&lt;br /&gt;
| Tearing forward with blades ahead, the Rostova may dash up to 5 blocks in a straight line without triggering opportunity attacks, passing through enemies. This deals 1d6 damage to everyone within melee range of any block dashed through.&lt;br /&gt;
| 10HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Boiling Veins'''&lt;br /&gt;
| Flooding their body with adrenaline, the Rostova gains Advantage on all damage rolls for the next 2 turns.&lt;br /&gt;
| 4HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Exsanguinate'''&lt;br /&gt;
| Flying into a blind frenzy, the Rostova sprints to the nearest target, friend or foe, and makes two Attacks with Crystalline Scythes against them. If any of these reduce the target to 0 HP, kill them and repeat this ability immediately. This cannot be ended voluntarily until it fails to kill a target.&lt;br /&gt;
| N/A&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Sokolov====&lt;br /&gt;
A rare offshoot, the Sokolov are viewed with virulent disdain by their kin for their “weakness”, rejecting the Curse's grasp in favour of fighting it back and retaining their self control, turning its power to the aid of others even as they fight a constant war with their bloodthirst and pride. Their Vitric manifests not as armour or blades, but as precise, ultra-fine surgical threads, almost invisible to the naked eye; their skin, meanwhile, is unnervingly translucent, faintly revealing the intricate structure of their internal organs beneath. Read more about them [[Sokolov|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sokolov Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cost&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutualistic Symbiosis'''&lt;br /&gt;
| You do not apply a feeding debuff or cause pain when feeding, and you may use Sanguine Kiss on willing allies. This will heal them for twice the damage dealt at the end of their turn. Additionally, you can sense if a Vampire has fed on an unwilling target in the past week. However, you may not feed on nor infect anyone unwilling, willingly harm anyone who has not harmed you in that scene, or help others break any of these rules.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Surgical Intervention'''&lt;br /&gt;
| Making precision strikes against key muscles, the Sokolov attacks with SCR and deals 1d4 damage. On a hit, the target's next attack roll is made with a flat -2 to the result.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Triage'''&lt;br /&gt;
| When an ally within 10 blocks is struck by an Attack, you may weave crimson threads to suture their wounds, healing them for half the damage taken.&lt;br /&gt;
| 5HP&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| '''Expeditious Infusion'''&lt;br /&gt;
| You infuse your next restorative act, preparing Vitric threads to support it. The next time you use a healing ability, double all HP it restores.&lt;br /&gt;
| 5HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Last Gift'''&lt;br /&gt;
| Immediately Incapacitate yourself, creating a storm of threads that gather around all allies in range, granting them 5 flat damage reduction and healing them 2HP per round for the remainder of combat.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Grimshaw Lineage===&lt;br /&gt;
The Grimshaw lineage are masters of control, influence, and psychological warfare. Their Vampiric descendants possess a formidable manipulative edge, weaponising their very presence into an overwhelming force. Their true strength is not in overt force but in their terrifying capacity to bend the wills of others, forging unbreakable chains of obedience.&lt;br /&gt;
&lt;br /&gt;
====Grimshaw Prime====&lt;br /&gt;
Possessing a terrifying, statuesque, and unnervingly perfect appearance, they embody oppressive, unyielding authority. They dominate the battlefield not through blows, but through oppressive, hard crowd control and unshakeable psychological presence. Their skin mimics the texture of cold, polished stone, set with unblinking, monocolour red eyes that appear to absorb light. Any wound reveals an internal anatomy composed entirely of raw, dense crimson Vitric instead of organic flesh and sinew. Read more about them [[Grimshaw|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grimshaw Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Gravitas'''&lt;br /&gt;
| Enemies within 5 blocks require two blocks of movement for each block moved directly away from the Grimshaw as stoney growths erupt from the ground to drag them back. Enemies starting their turn within this zone take 1d6 damage.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Halt'''&lt;br /&gt;
| Striking with the full force of their body, the Grimshaw attacks with CON, dealing 1d4 damage. On a hit, the enemy's movement speed is halved during their next turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Kneel'''&lt;br /&gt;
| Commanding an enemy to the ground, the Grimshaw imbues their voice with unnatural power, making a CON vs SCR roll. On a success, the target is forced to kneel, Restraining them until they use an action to resist and stand.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Pitiful'''&lt;br /&gt;
| The Grimshaw hardens their skin as stone, gaining 5 Temp HP for each enemy within 5 blocks.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''The Dominator'''&lt;br /&gt;
| Roll CON vs SCR for all enemies within 5 blocks of the Grimshaw. On a success, they are immediately knocked Prone and take 2d6 damage. On a failure, they still take 1d6 damage.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Thornefield====&lt;br /&gt;
Resembling grand, ancient monuments left to be eternally reclaimed by nature, they are oft rooted in place, focusing entirely on spatial control and the unwavering command of their thralls. They rarely engage directly, preferring to make an area utterly impenetrable. Their stone-like forms are extensively overgrown and riotous, wrapped in creeping, pale roots and vines coated in Vitric thorns. They are living, impenetrable fortresses, bringing their garden wherever they go. Read more about them [[Thornefield|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thornefield Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Caretaker’s Touch'''&lt;br /&gt;
| Thornefields cannot use Attacks directly. Enemies within a Thornefield's Thicket at the start of their turn are automatically Attacked with MYS as the thorned vines lash at them from below, dealing 1d12 damage on a hit.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Garden of Ruin'''&lt;br /&gt;
| The Thornefield summons a Briar-Thrall up to 10 blocks away, raising stone into a statue that grows over with thorned vines in moments. The space in a 5x5 block area centered on a Briar-Thrall is overgrown so long as it remains, and considered to be a Thicket.&lt;br /&gt;
| 1 turn&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Creeping Vines'''&lt;br /&gt;
| All Briar-Thralls move up to 2 blocks, statues dragged by the writhing vines beneath.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Grasping Roots'''&lt;br /&gt;
| All Thickets rise up, dragging at the feet of anyone within them. Roll MYS vs DEX for all enemies inside a Thicket, and Restrain until the end of their next turn on success.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Riotous Growth'''&lt;br /&gt;
| The vines overgrow to monstrous size, thick enough to impede even basic movement. For the remainder of combat, all Thickets are Difficult Terrain for enemies.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Valemont====&lt;br /&gt;
These are withered, starved husks emaciated down to the bone, retaining a terrifying, gaunt statuesque quality, evocative of a twisted gargoyle. They are parasitic terrors, capable of actively and rapidly draining the very mental faculties of their prey to empower themselves. Their heavily fractured skin evokes shattered stone, the Vitric beneath often jutting out violently; they are the visual personification of starvation and relentless depletion. Read more about them [[Valemont|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valemont Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Hollow Vessel'''&lt;br /&gt;
| Whenever the Valemont applies a debuff to an enemy, they gain Temp HP equal to their current SCR. This cannot stack.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Atrophic Drain'''&lt;br /&gt;
| Tearing at the very psyche of their victims, the Valemont attacks with SCR, but deals 0 damage. On a hit, they tear 1 SCR from the target for the rest of combat. This reduces the target's SCR by that amount, and grants it to the Valemont. If a target reaches -4 SCR, they are immediately slain.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Incursion'''&lt;br /&gt;
| Forcing a mental assault into the target’s mind, the Valemont rolls SCR vs SCR. On a success, this Dazes the target until the end of their next turn as their mind is overwhelmed by the violent intrusion.&lt;br /&gt;
| Twice per combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Fatigue'''&lt;br /&gt;
| Targeting an enemy within emote range, the Valemont drains their vitality momentarily, sapping at their will to fight. They suffer a -2 to the result of all rolls made in their next turn.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Utter Decay'''&lt;br /&gt;
| Until the start of their next turn, the Valemont gains Temp HP equal to double their SCR. All enemies within 10 blocks have their movement speed halved for this time, as their will to fight begins to fade. At the start of their next turn, they gouge at the minds of all in reach, making an Atrophic Drain attack against all enemies remaining within range.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Toussaint Lineage===&lt;br /&gt;
The Toussaint lineage thrives on subterfuge, calculated chaos, and absolute unpredictability. Their descendants are the troublemakers, the elusive infiltrators, and the agents of disruption, possessing an uncanny, almost magical knack for misdirection and infiltration. They are the most volatile and philosophically anarchic of the three lineages, with many seeking to dismantle order and authority through sheer anarchy rather than establish any of their own.&lt;br /&gt;
&lt;br /&gt;
====Toussaint Prime====&lt;br /&gt;
The subtlest and most deceptively mundane-looking of the Bloodlines, they fight as elusive masters of misdirection, relying on perfect Vitric duplicates to confuse enemies, absorb blows, and even serve as magical conduits. The Bloodline to have varied the least over the centuries, facing the least pressure from their progenitor to adapt, their sole physical tell even absent the Masquerade is a difficult one to notice - they cast no shadow whatsoever, even under the brightest light. Read more about them [[Toussaint|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Toussaint Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Heteropagus'''&lt;br /&gt;
| All Toussaint Vampires have a Vitric duplicate, which inherits all their Attributes, cannot be told apart from them, and moves at the same time they do (to a maximum of 15 blocks from its originator), but has 1 HP. Attempts to target either while both are visible must roll 1d2, targeting the real Toussaint on a 1 and the duplicate on a 2. All Attacks and Abilities can be used from the duplicate, but still incur their cooldowns. If destroyed, this can be recreated with an action.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Phantom Strike'''&lt;br /&gt;
| Lashing out with a quick lunge, the Toussaint strikes with DEX to deal 1d8 damage. This Attack can be made from up to 5 blocks away, teleporting them behind the target on a successful roll.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Castle'''&lt;br /&gt;
| The Toussaint trades places with their duplicate instantly.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Hall of Mirrors'''&lt;br /&gt;
| In response to an incoming attack, the duplicate and original swap position, redirecting the attack to the other. This is used instead of rolling defense.&lt;br /&gt;
| 3 Turns&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''The Trickster'''&lt;br /&gt;
| A trio of illusions split from the Toussaint’s form, always nearby. The next three non-AoE Attacks or Abilities aimed at them will automatically strike an illusion without a defense roll, and dissipate harmlessly.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Croix====&lt;br /&gt;
The ultimate unseen executioners, they are pure stealth assassins, built to strike from total obscurity and fade away before the target's allies can even formulate a counter-attack. They are masters of the surgical, untraceable kill, an art they have turned into their own competitive sport. Their physical bodies (though notably not their possessions) are composed entirely of dense, coalesced shadows that constantly flow upward and dissipate like smoke from a dying fire; they are physically shadow-stuff given form. Read more about them [[Croix|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Croix Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Shrouded'''&lt;br /&gt;
| All Croix are surrounded by a shadowy fog that clings near their person. Enemies standing adjacent to them are Blinded during the Croix’s turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Executioner’s Blade'''&lt;br /&gt;
| The Croix strikes from their shroud of shadow, using DEX to attack for 1d8 damage. If they are Invisible when making this Attack, it deals maximum damage.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Into Darkness'''&lt;br /&gt;
| Melding with the shadows, the Croix becomes Invisible until the end of their next turn. This ability's Cooldown is reset upon killing an enemy.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Walk Between'''&lt;br /&gt;
| Blinking between blocks adjacent to two targets within 5 blocks of one another, the Croix steps directly from one's shadow to the other's. Once used, this ability may be used again any number of times before the turn ends without consuming a charge.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Nightfall'''&lt;br /&gt;
| For the rest of combat, when the Croix kills an enemy, they take another full turn.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Free Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Valois====&lt;br /&gt;
The apex hunters of the deep, the Valois thrive on paranoia and isolation. They excel at inducing deep-seated psychological terror, luring foes from their allies only to reveal their monstrous nature and tear them apart. Their eyes permanently weep a thick, black liquid that never dries, and their jaws can unhinge completely to reveal a horrifying maw of layered teeth, designed not just to bite but to shred flesh. Read more about them [[Valois|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valois Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Alone in the Dark'''&lt;br /&gt;
| If an enemy has no allies within 8 blocks, the Valois may attack with Unhinged Maw without expending their action. This may be done once each turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Unhinged Maw'''&lt;br /&gt;
| Tearing into an enemy with their monstrous maw, the Valois attacks with STR to deal 1d6 damage, and heals for 2HP on hit.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Allure'''&lt;br /&gt;
| Targeting an enemy within 10 blocks, the Valois’ power lures them in, forcing them to roll SCR to defend. If they do not roll 8 or higher, they must move as far as they can toward the Valois at the start of their next turn.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Abduction'''&lt;br /&gt;
| Briefly appearing behind a target within 5 blocks, then grabbing them, the Valois teleports both themselves and the target up to 5 blocks away. This can pass through walls, but not break into buildings.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Into the Abyss'''&lt;br /&gt;
| The entire battlefield is plunged into unnatural, inky darkness for the remainder of combat, reducing the maximum range of targeted Attacks and Abilities from non-Vampires to 5 blocks if higher, and Alone in the Dark's isolation range to 2 blocks.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Becoming a Vampire==&lt;br /&gt;
The metamorphosis into a Vampire is a grim process leaving irreversible marks upon the victim, yet the path to this cursed existence is not singular. While the folklore often focuses on the monstrous, predatory nature of these beings, it is crucial to understand that few Vampires embraced this destiny willingly. Many are victims, people who were simply in the wrong place at the wrong time and survived an attack themselves, only to succumb to the parasitic corruption left behind. However, there are indeed those - disillusioned, desperate, or simply seeking power without care for the cost - who actively court the curse, willingly surrendering their mortality for the promise of unnatural strength, a bargain that inevitably costs them, and all in their path, dearly.&lt;br /&gt;
&lt;br /&gt;
The most common method of transformation involves surviving a predatory attack or a non-fatal bite from a Vampire, but failing to receive the necessary arcane or specialised medical treatment before the arcane parasite takes permanent root in the host's body. A Vampire's attack is not merely one of blood-draining; it is an act of infectious contamination, injecting a nascent seed of their own affliction - often referred to, in this early stage, as the Crimson Plague - into the victim's bloodstream.&lt;br /&gt;
&lt;br /&gt;
For a three day period immediately following the attack, the Plague can often be cured with bloodletting and ingestion of dayclaw salts, though even this is by no means certain - the Crimson Plague is believed by scholars to persist through a curing attempt roughly one in ten cases. If the survivor is too late, or if the initial attack was too severe, the nascent Curse begins to systematically corrupt the host as it develops into a full Vampiric infection. This agonising process involves fever, extreme aversion to sunlight, vivid nightmares, and an overwhelming, debilitating thirst that cannot be sated by water. Once the parasite completes its work - a process that spans another two days after the incubation period - the former victim awakens as a fledgling Vampire, a thrall bound by blood and experiencing the full spectrum of their new, monstrous existence.&lt;br /&gt;
&lt;br /&gt;
A far more deliberate and swift path to Vampirism, however, involves the direct ingestion of Vampire blood. This act bypasses the slow, unpredictable nature of surviving an attack and facing the Crimson Plague, and provides a more controlled, though no less dangerous, form of infection. The method is primarily employed by two distinct groups: those in search of quick power, and Vampires seeking to deliberately create a new thrall.&lt;br /&gt;
&lt;br /&gt;
The desperate and power-hungry are the more common of the two, for their lives are often fraught with danger and lived afoul of the law already, and the allure of cheap power is a hard one to resist. They believe this gamble will grant them strength and speed beyond their mundane counterparts and opponents, and may well be right. However, this is a dangerous game to play; too much blood can cause a swift, agonising death from overwhelming the body, while too little may only result in temporary sickness, not to mention the risk of other substances being included.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, older Vampires sometimes utilise this method to deliberately spawn a new thrall, often for the purpose of creating a loyal servant or a disposable soldier. The Vampire-to-be is usually bound and the Vampire's blood is poured down their throat. This is a brutal form of conversion, and often quite traumatic as the body is wracked by the violence of sudden infection - but for those who undergo the process willingly, it inflicts a blood-bonded loyalty that keeps the thrall loyal to their creator. The resulting thrall is often weaker and more easily controlled than a Vampire created through survival as well, making this a favored technique amongst those seeking to rapidly expand their local influence and dominance.&lt;br /&gt;
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==Mental Changes==&lt;br /&gt;
The transformation into a Vampire involves an aggressive, unavoidable psychological restructuring driven entirely by the Curse. This mental siege is the most insidious and defining aspect of Vampirism, dictating the creature's subsequent actions and moral path. The Curse does not merely give the host new powers; it violently hijacks their mind, replacing core instincts and empathy with a cold, predatory framework suited to the survival and propagation of the parasite.&lt;br /&gt;
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*'''Parasitic Preservation:''' The Curse hardwires a desperate, overriding compulsion to remain infected and spread Vampirism. This survival imperative supersedes all former loyalties, moral codes, or personal relationships. The Vampire’s core drive becomes to remain cursed at any cost. Unlike the other mental effects, this particular change cannot be resisted with any amount of training, as the mere attempt triggers desperate survival instincts.&lt;br /&gt;
*'''Eroded Empathy:''' Empathy for mortals rapidly erodes, replaced by a cold, detached worldview where any non-Vampires are viewed strictly as a resource. Mortals cease to be individuals with rights and become objects defined by their usefulness, often merely the value of their blood.&lt;br /&gt;
*'''Superiority Complex:''' The shedding of many mortal needs and requirement to prey upon others creates an unavoidable, inherent superiority complex. The Curse uses this sense of entitlement to whisper that the Vampire is beyond morality, justifying any atrocity as a mere natural consequence of their elevated status.&lt;br /&gt;
*'''Constant Hunger:''' The ceaseless, overwhelming hunger for blood is a physical and mental anchor. The scent of blood or the thrill of the hunt presents an almost impossible temptation, constantly challenging the Vampire’s ability to maintain a human facade or follow any semblance of a moral code.&lt;br /&gt;
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While the psychological shifts are profound and universal, the host's original sense of morality remains locked in a constant, exhausting psychological war with the Sanguine Curse. This is the path of redemption, a near-unwinnable struggle defined by constant vigilance and conscious choice.&lt;br /&gt;
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True victory is not a one-time event or a cure, but a conscious, moment-to-moment decision to deny the parasite's core instincts - to ''not'' feed until starving, to ''not'' kill indiscriminately, and to ''not'' embrace the superiority complex. Holding oneself back is slow and difficult. The parasite will continuously seek opportunities to reassert control, and any lapse in judgment, particularly during moments of extreme hunger or stress, risks sliding the Vampire right back where they began - or worse, leave them with no control at all, a fully instinctual monster desperate to slake a thirst long denied. For a Vampire attempting to cling to their humanity, life is a perpetual state of psychological exhaustion. Every interaction with a mortal is a test of self-control; every minute spent denying the hunger is a battle won. It is an internal conflict without end, where the smallest mistake can lead to catastrophic violence and a total surrender to the dark nature of the Curse.&lt;br /&gt;
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==Physical Changes==&lt;br /&gt;
The physical transformation into a Vampire begins upon the Curse's full implantation but is constantly evolving, driven by the unique expression of the Sanguine Curse. While the specific, dramatic manifestations are heavily influenced by the Bloodline one inherits (as detailed in the ''Bloodlines'' section), there are universal anatomical and sensory shifts that mark every single individual afflicted with Vampirism, regardless of their lineage.&lt;br /&gt;
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Once the transformation is complete, the following changes are observed in all Vampires:&lt;br /&gt;
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*'''Unnatural Pallor:''' The Vampire's skin universally takes on an unnerving, pallid sheen atop its existing tone. This is not simple paleness, but a structural change in the epidermis due to the re-routing of bodily fluids and the near-total reliance on consumed blood rather than natural vitality. Closely associated with this is a faint, almost iridescent network of dark veins that is often visible just beneath the skin, especially around the eyes.&lt;br /&gt;
*'''Sanguine Eyes:''' The most immediate and striking visual tell of a fully-turned Vampire is the colouration of the eyes. The iris, regardless of the host’s original colour, permanently shifts to a vivid, often unnervingly deep crimson. This grants the Vampire exceptional night vision and an unnatural sensitivity to the minutiae of light and shadow. In moments of hunger, or while wielding the Curse’s powers, this crimson colouration can briefly intensify, causing the iris to glow with an intense, burning scarlet light.&lt;br /&gt;
*'''Arcane Dentition:''' The canine teeth, both upper and lower, undergo an immediate and agonising transformation. They become longer and sharper, evolving into specialised needles designed to pierce thick hide or flesh and deliver a precise bite. These arcane fangs are retractable and are often concealed when the Vampire is attempting to pass as mortal, but they snap into place instantly when the creature is feeding, enraged, or preparing for combat. Unlike mundane teeth, these fangs are extremely resilient, capable of self-repair, and able to puncture even light armour.&lt;br /&gt;
*'''Physiological Enhancement:''' The new anatomy grants the Vampire a formidable physical advantage over mortals. Muscles become denser, bones become more resilient, and the entire physical form operates with inhuman efficiency. Even the most mild-mannered of Vampires possesses strength, speed, and reaction times that far surpass the peak human norm. Furthermore, the Curse grants a profound, almost total immunity to common mortal ailments, poisons, suffocation, and extreme temperatures.&lt;br /&gt;
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==Curing==&lt;br /&gt;
The total removal of the Sanguine Curse - the process known medically as excision - is possible, yet remains one of the most agonising and dangerous arcane medical procedures known. It is not a gentle healing process but a full-scale spiritual and physical assault designed to violently expel the arcane parasite altogether. Excision is an act of desperation, undertaken only when a Vampire has been successfully captured and forcibly restrained, as the patient will almost universally fight the cure with every shred of their terrifying strength.&lt;br /&gt;
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===The Excision Procedure===&lt;br /&gt;
The procedure is an archaic blend of specialised alchemy and ritualised surgery, requiring not only a highly skilled arcane physician but also significant security to maintain absolute physical and magical restraint. While the steps may vary slightly if needed, every divergence exponentially increases the risk it carries.&lt;br /&gt;
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#'''Preparation and Restraint:''' The Vampire must be rendered completely immobile and stripped of all ability to resist. Specialised bindings, crafted from silver and sunstone, are generally used for this purpose. The procedure begins only once the Vampire's aggressive resistance has been curbed or temporarily neutralised through the introduction of a potent alchemical paralytic agent administered via a purified silver needle.&lt;br /&gt;
#'''Ritualistic Bloodletting:''' The first stage of excision involves physically draining the contaminated, cursed vitae from the host. This is achieved not merely by extraction but through a highly ritualised, if barbaric, form of bloodletting. The physician makes precise, deep incisions at major arteries - often the radial, carotid, and femoral - using silver-tipped blades, allowing the blood to pool while still linked by flow to the body. The goal is to draw the Curse as thin as possible for the next step, and is the step most often fatal.&lt;br /&gt;
#'''Purging:''' Once the host is near complete exsanguination, a rare alchemical compound known as the Dayclaw Elixir is introduced directly into the host's system. This elixir is a highly concentrated mixture of blood, sunstone, concentrated silver particulate, and delquirium. This mixture acts as a violent internal purge, triggering a horrific, full-body convulsion as the Curse is violently ripped from its anchors in the host’s vitae network.&lt;br /&gt;
#'''Reconstitution:''' If the patient has survived thus far (which is by no means guaranteed), they enter a state of near-death. The physician must then immediately administer large doses of replacement blood, along with powerful restorative alchemies, to stabilise the host's body and prevent immediate fatality. The resulting former Vampire is left physically and mentally shattered, and requires extensive support and rehabilitation to return to a normal mortal state and wholly rid themselves of the Vampiric mindset. Most receive no such aid, falling back in with their coven and being infected again within days.&lt;br /&gt;
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Despite the prospect of returning to a normal life, a Vampire will '''never''' willingly seek out excision. The Curse hardwires a survival imperative that makes the cure an existential horror, forcing the Vampire to violently reject the concept of mortality and the loss of their powers. The Curse conditions the host's mind to perceive Vampirism not as an affliction, but as a superior, elevated state of existence. To a Vampire, the thought of returning to the status of a mortal - a fragile, short-lived creature susceptible to common illness, injury, and the ravages of time - is unthinkable. They view it not as being cured, but as being stripped of their rightful superiority and reduced to mere prey.&lt;br /&gt;
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This instinctual terror manifests as an absolute, overwhelming refusal to be subjected to the procedure. The Parasite's prime directive is absolute self-preservation, and any suggestion, let alone attempted application, of Excision triggers a catastrophic fight-or-flight response - not least for the significant chance of curing and killing them in a single act. The Vampire’s mind screams that the procedure is an immediate, agonising death sentence, leading them to fight with a reckless, berserk intensity far exceeding their normal capacity. They will fight to the death to avoid the cure, making forced restraint and immobilisation the first and most challenging hurdle in any attempted Excision, often resulting in fatality for one or more involved.&lt;br /&gt;
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This powerful instinct to resist the cure is so ingrained that it affects even the most morally conflicted among them; those who successfully struggle against their predatory instincts and refuse to feed on sapient races still overwhelmingly see Excision as an abomination. Their internal struggle is based on the belief that they are strong enough, superior enough, to wield the terrifying power of the Curse responsibly and rightfully maintain that higher state. Even in their efforts toward moral living, they still interpret the idea of surrendering that power as weakness and failure, and revert to desperate, fearful instinct when faced with such a prospect.&lt;br /&gt;
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==Culture and Hierarchy==&lt;br /&gt;
Vampiric society is not the loose, independent association of solitary monsters often depicted in folklore, but a deeply structured, fiercely hierarchical, and ruthlessly efficient collection of clans, covens, and territorial courts. Organisation broadly tends toward a strict, militaristic structure, largely determined by the blood-bond to the coven's progenitor. The leader, typically the oldest or most powerful member who directly infected or “sired” most of the younger members - frequently, in larger or older covens, a fledgling Seikyr - dictates the coven's philosophy and internal rules. This structure maintains strict centralisation, consolidating resources and power under a single, dominant will. Younger, less powerful Vampires (often referred to as 'Fledglings' or 'Thralls') are expected to follow the leader's dictates without question, viewing their subservience as a natural consequence of the Curse's hierarchical imperative. Disobedience is met with brutal recourse.&lt;br /&gt;
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Culturally, the Seikyr hold an almost spiritual and deeply significant status within the broader Vampire community, far exceeding that of mere powerful individuals. They are viewed as an evolved, higher state of the Bloodline's potential that transcends the ‘base’ nature of a lesser Vampire. A Seikyr represents a terrifying mastery over a specific niche, demonstrating the ultimate capacity for the Sanguine Curse to adapt and refine its power to the point of new heights. At the same time, this can lead to Seikyr finding exceptionally violent opposition amongst their kin; if they should be seen as a mistake, a dead end in their evolution, the response will often be an aggressive attempt to purge them from the local court.&lt;br /&gt;
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Vampires exhibit a profound moral and tactical divide in their approaches to mortals, driven entirely by the inherent philosophy of their Bloodline and the tactical needs of their coven. The raw power of the Saharnikovs typically manifests in covens that prefer to rule openly as tyrannical lords, treating mortals not just as a food source but as chattel to be harvested, often identified early by their habit of abducting locals. The psychological dominance of the Grimshaws, meanwhile, lends itself instead to brutal hierarchies with little concern for outside aggression, focused on holding a strict position and securing ever-growing resources rather than striking out with unneeded risks. Conversely, the Toussaint line, masters of subterfuge and illusion, excel at operating in plain sight, often with little plan but self-enrichment and satisfaction.&lt;br /&gt;
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This pragmatic, self-serving superiority is the norm, but the broader Vampire society holds a widespread, almost universal disgust for the isolated phenomenon that has recently arisen in the Kingdom of Galudon: the &amp;quot;registered&amp;quot; Vampires. These individuals, most infamously the reclusive Seikyr Sokolov, willingly live by mortal rules and subject themselves to human authority to live openly. They are universally viewed as the ultimate traitors - cowards who have surrendered their rightful place above their lessers for a pathetic, monitored existence. They are actively and aggressively hunted by loyalists of the traditional Bloodlines, who see their existence as a philosophical threat to the entire Vampiric ideal.&lt;br /&gt;
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Lastly, the entire Vampiric culture is fundamentally shaped by its bitter, bloody, and millennia-long feud with the Lycans, a constant state of war driven by countless battles and centuries of territorial disputes. This battle has long since become an inevitability burned into the back of the mind of every Vampire, constantly flaring into localised conflicts that decimate mortal settlements caught in the crossfire. Vampiric Bloodlines generally regard Lycans as savage, uncontrollable rivals whose chaotic, instinctual existence they feel must be purged to maintain their own orderly, calculated, and superior form of predatory life. They reserve a particular dread and enmity for the Eldskarn, the youngest of the Great Packs, whose very existence is owed to this war, and whose members reserve an unflinching hatred for even the most civilised of Vampires.&lt;br /&gt;
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==History==&lt;br /&gt;
===The Genesis (0s – 300 AE)===&lt;br /&gt;
*'''0:''' The Great Equilibrium reaches its catastrophic conclusion. In the final, apocalyptic clash, three combatants - Silva Saharnikov, Lord Lucent Grimshaw, and Alasanne Toussaint - are subjected to an unknown event of immense magical power. They perish on the battlefield, only to rise as the first Vampires: the Upyr, who display immense power before seemingly perishing in the following calamity. For three hundred years, the Upyr vanish from historical record. Believed dead by the surviving Human and Elven ranks, they quietly retreat to central Aesox, learning the limits of their immortal curse and cultivating the first true covens in absolute secrecy.&lt;br /&gt;
*'''300s:''' The Fiend Fellers of Ortim, visiting their colonial brethren in the nascent nations of Aesox to aid in their struggles against the Lycans, inadvertently uncover the hidden court of the Upyr. The ensuing conflict forces the Upyr into the open. Disagreeing on how to interact with the mortal world, Alasanne Toussaint completely abandons the other two, wandering off to pursue their own hedonistic whims, while Silva and Lucent forge a tense alliance.&lt;br /&gt;
*'''300s (cont):''' Lucent and Silva move to ambush a massive convoy of Ortimian traders in Aesox, but inadvertently collide with a massive swath of hunting Werewolves seeking the same target. The resulting skirmish is exceptionally bloody. Silva is gravely injured in the melee, but a number of the local packs suffer dramatic losses, their Ulveldst slain. This marks the first major, historically recorded interaction and the beginning of the eternal blood-feud between the two curses.&lt;br /&gt;
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===The Martial Age (310s – 800 AE)===&lt;br /&gt;
*'''310s:''' Completely disconnected from the warmaking of their siblings, Alasanne Toussaint begins a centuries-long streak of wandering Pannotia. Frequently appearing as a youthful, androgynous trickster - never keeping the same face or form - Alasanne establishes no fortresses and desires no control. Instead, they operate as a chaotic social parasite, showing up in mortal high society to play devastating pranks, sow chaos, and entice mortals into horrific debauchery, utterly irreverent toward the corrupting nature of their presence.&lt;br /&gt;
*'''450s:''' During a brutally protracted siege against a massive Lycan pack, one of Silva's most loyal generals, Lisenka Rostova, succumbs to blood-rage. Her crystalline blood-armour violently shatters and extrudes outward into jagged scythes. She becomes the first confirmed Seikyr, birthing a lineage of suicidally aggressive berserkers.&lt;br /&gt;
*'''720s:''' The first all-out war between the curses begins. At Lucent's command, Silva leads a massive vanguard deep into the Holzwealdean wilderness. To bolster their numbers, the two Upyr mass-turn countless Holzwealdean travellers and merchants. A staggering number of Lycan packs are slaughtered, allowing Lucent to claim the territory and construct the first of his major continental command centres deep in the forest: the “Dämmerthron”.&lt;br /&gt;
*'''730s:''' The Lycans retaliate with a massive, coordinated siege on Lucent’s new castle. Lucent, having entirely anticipated the strike, uses the fortress as bait while Silva retaliates with a devastating ambush from the treeline. During the chaos, Lucent captures a Vildjakt Ulvfar, dragging the beast into the deepest dungeons of the Dämmerthron. The Ulvfar has been sealed there ever since, subjected to centuries of horrific experimentation as Lucent attempts to concoct a bioweapon capable of driving Lycans into mass extinction.&lt;br /&gt;
*'''760s:''' Realising that fighting the Lycans directly is costly, Lucent and Silva begin pulling the political strings of mortal nations. They successfully orchestrate a devastating, open war between the human Kingdom of Solgardsborg and the northern Lycan packs, using human armies and resources to systematically thin the werewolf numbers for them.&lt;br /&gt;
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===The High Arcanum (810s – 1300 AE)===&lt;br /&gt;
*'''850s:''' Seeking to establish a homebase on every mainland continent, Lucent Grimshaw expands his reach, building a second massive, hidden fortress deep in the Nephi forests of Ellawren. Around this time, a massive, abandoned palace in the region is swallowed by unnatural overgrowth. Arcanists investigating are slaughtered by briar-stone thralls. Seikyr Thornefield is identified - a Grimshaw mutation that eschews mind control for terrifying, architectural manipulation.&lt;br /&gt;
*'''920s:''' A coalition of the Järnhamr, Vildjakt, and Eldskarn Great Packs attempt to eradicate a major Saharnikov court in the northern forests of Holzweald. This court had been aggressively encroaching on long-established Lycan hunting grounds, backing the local Lycans into a corner. While the Pack leaders decimate the court and slaughter many of the newly turned, the tide turns when Silva Saharnikov herself makes an appearance, wiping out the entire front line. The conflict spills into multiple mortal settlements, turning the entire area into a war-torn wasteland for decades.&lt;br /&gt;
*'''1020s:''' Dozens of merchant galleons begin washing ashore in the tropical South Aesoxian Sea, completely devoid of crews but stained with weeping black ink. After a close encounter by a particularly intrepid field researcher from the Teratological Society, the isolationist Valois Bloodline is formally recognised as the first major mutation in the Toussaint lineage, and the first known True Nymph Seikyr.&lt;br /&gt;
*'''1100s:''' Seeking an edge in her endless war, Silva Saharnikov develops a terrifying ritual. Instead of merely slaughtering Lycans, her covens actively enslave them, using arcane blood to bind captured werewolves into rabid, disposable shock troops.&lt;br /&gt;
*'''1250s:''' A strange sickness sweeps through several isolated Grimshaw covens. Vampires begin starving themselves of physical blood, feasting upon the mind and memories of their victims. The originator, Valemont, loses their identity entirely, giving rise to their tragic, emaciated Bloodline.&lt;br /&gt;
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===The Age of Knives (1310s – 1600 AE)===&lt;br /&gt;
*'''1320s:''' A massive revolt erupts amongst Saharnikov blood-cattle. A significant portion of the enslaved, blood-bound werewolves manage a coordinated escape, fleeing their Vampiric captors. Though many are hunted down and killed, the surviving escapees - now free but forever tainted by the Vampiric curse - scatter across the mainland, their existence a living testament to Silva's cruelty and a perpetual security threat to her forces.&lt;br /&gt;
*'''1415s:''' Seven of the most prominent Vampire hunters across Aesox are assassinated simultaneously in locked rooms by a single killer. The mysterious Seikyr Croix uses this violent “game” to announce the arrival of their Bloodline.&lt;br /&gt;
*'''1460s:''' The tense alliance between Silva and Lucent finally breaks. Disgusted by Lucent's preference for hiding in the shadows and manipulating the &amp;quot;status quo,&amp;quot; Silva demands control through sheer military might. Leaving Aesox behind, Silva shifts her primary focus to the heavily patrolled prison island of Nyxterra. She begins a centuries-long campaign of conquering the exiled cursed populations, intent on establishing herself as a true queen of the landmass and raising an army large enough to eventually march on Lucent himself.&lt;br /&gt;
*'''1580s:''' After centuries of infiltration by the Toussaint line, several high-ranking noble houses in central and southern Aesox are violently purged by mortal monster-hunting guilds. The event forces many of the already-disorganised Toussaint Bloodline to retreat further into the shadows, shifting their focus further towards highly isolated, solitary acts of chaos. Concurrently, Lucent Grimshaw quietly fills the power vacuums left behind, successfully embedding his Dominators into the highest echelons of almost every world government to perfectly maintain his desired superiority.&lt;br /&gt;
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===The Age of Hegemony (1610s – 1800 AE)===&lt;br /&gt;
*'''1620s:''' Lucent Grimshaw, seeing a potential threat to his subtle control, initiates a continent-wide purge of all Toussaint remnants. His Dominators expose hidden Toussaint agents and networks, consolidating Grimshaw's influence over mortal governments and solidifying his political hegemony across Aesox.&lt;br /&gt;
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*'''1750s:''' Frustrated by continuous, covert resistance from Grimshaw-influenced mortal institutions, Silva Saharnikov subtly shifts her mainland strategy. Instead of direct attack, her loyalists begin funding and arming anti-authoritarian revolutionary groups in the Kingdom of Galudon, seeking to destabilise Grimshaw's political control in the region through engineered mortal anarchy; a move that would later backfire.&lt;br /&gt;
*'''1790s:''' Seikyr Thornefield, the master architect, begins construction on several minor, hidden &amp;quot;outposts&amp;quot; across Aesox's wilderness. These heavily fortified, vine-choked fortresses serve as staging grounds and resource caches for the Grimshaw line, allowing Lucent to project power beyond the major cities and into contested territories without overt military action.&lt;br /&gt;
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===The Modern Era (1810s – Present)===&lt;br /&gt;
*'''1820s:''' Whispers spread through Galudon of a clandestine hospital where terminal patients are miraculously cured by figures weaving glowing, red threads. Seikyr Sokolov is identified - a bizarre mutation of the Saharnikov line that burns its own health to heal mortals. From her stronghold in Nyxterra, Silva Saharnikov immediately brands them an abomination and orders their extermination.&lt;br /&gt;
*'''1824:''' Facing annihilation from Saharnikov loyalists, Seikyr Sokolov approaches the Galudonian government. In a landmark political shift, Sokolov officially enrolls in the earliest stages of the registration programme, trading their abilities for state protection as the first registered Seikyr.&lt;br /&gt;
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{{Accreditation&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Crime_System&amp;diff=2111</id>
		<title>Crime System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Crime_System&amp;diff=2111"/>
		<updated>2026-04-13T05:14:12Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
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&lt;div&gt;Where magnates and nobility shape Ironhurst in the open, the underworld manipulates it in the shadows. The Crime System is a framework for criminal and Copperguard roleplayers who want structured conflict, meaningful stakes, and a shared story to push against. This system does not dictate day-to-day roleplay. You can commit and investigate crime at any time without needing the system to “approve” your scene. Rather, this system exists to provide a larger shared plotline to engage with alongside regular roleplay.&lt;br /&gt;
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At the center of the system are Storylines: a rotating, city-wide criminal plotline that runs for roughly four months at a time (three per year). Each Storyline introduces a major, ongoing opportunity that gangs and Copperguard departments alike can approach in different ways: heists, blackmail, kidnappings, infiltration, sabotage, alliances, betrayals, and more. By the end of the Storyline, someone comes out on top, and the winner takes the spoils.&lt;br /&gt;
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Participation is proactive and optional. If you engage with the Storyline, you can earn rewards and influence the outcome. If you don’t, nothing bad happens - you simply won’t gain much beyond watching the major story beats unfold as other groups make moves.&lt;br /&gt;
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The system is overseen by System DMs who post seasonal hooks, track interactions, and moderate events as necessary. These System DMs are presently Bimberi (@iseval) and AWildRhia (@sapphicpanic).&lt;br /&gt;
==Crime Storylines==&lt;br /&gt;
A Storyline is the central underworld conflict currently shaping Ironhurst. It acts as a shared motivator for criminals and Copperguard alike: a problem to exploit, a secret to uncover, a prize to seize, or a threat to contain. Each Storyline runs for a fixed period and is largely self-contained, with a clear beginning, escalation, and conclusion. While the outcome of one Storyline may influence the tone or details of the next, you do not need to have participated in previous Storylines to take part in the current one! Every Storyline is designed to stand on its own.&lt;br /&gt;
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Throughout the Storyline, events unfold based on player action. Every two weeks, a Crime Progression update is released that advances the story, reflecting what groups have done, what they failed to stop, and how the city has reacted. Some progressions may be accompanied by in-game events, encounters, or limited-time opportunities, depending on what the situation calls for.&lt;br /&gt;
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Storylines allow for a wide scope of interaction. There is no single “correct” way to engage with them. If you want to take action, simply create a ticket explaining what you intend to do and how it ties into the Storyline. This can include (but is not limited to) kidnapping or interrogating NPCs, stealing or destroying key items, forging documents or manifests, infiltrating organizations, spreading misinformation, or planning full-scale heists. The System DM will work with you to resolve the attempt and its consequences through in-game roleplay.&lt;br /&gt;
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At the end of a Storyline, there is a grand prize, as well as a number of smaller rewards. Which rewards you can access depends on how - and how much - you interacted with the Storyline. Additional, limited rewards may also appear during the Storyline in the form of Flashpoints.&lt;br /&gt;
==Flashpoints==&lt;br /&gt;
Flashpoints are short-lived openings that arise during a Storyline. They represent sudden openings and opportunities that demand immediate action. Each Flashpoint has a fixed duration: if no group takes it in time, the opportunity is lost. Flashpoints appear semi-randomly and are often tied to the current Storyline, though they may occasionally be independent events. Only one group can claim the rewards from a Flashpoint.&lt;br /&gt;
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Compared to regular robberies or other small-scale crime, Flashpoints offer richer and faster payouts, but they also carry greater risk. Pursuing one may expose your gang, provoke retaliation, or force you into dangerous situations with little room for error. The rewards are significant, but so are the stakes. If you want to pursue a Flashpoint, you must act quickly, and be prepared for the consequences of success or failure.&lt;br /&gt;
==Robberies==&lt;br /&gt;
Robberies represent small-scale, opportunistic crime: breaking into homes or businesses, lifting valuables, and getting out before things go wrong. These can be attempted at almost any time and do not require a Storyline, Flashpoint, or special approval to pursue - merely making a ticket to request any Narrative staff member DM the robbery to open doors and record results. Their only limiting factor is that each group may only run one a week, to prevent overwhelming staff.&lt;br /&gt;
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Most robberies are low risk, low reward. You are unlikely to walk away rich unless you get exceptionally lucky, but the consequences are generally limited and localized. These are meant to be the everyday crimes of Ironhurst’s underbelly; good for character development, building reputation, and padding your pockets, but with little impact beyond.&lt;br /&gt;
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Risk scales with where you choose to rob. Poorer districts are easier targets with smaller payouts. Wealthier districts bring better potential rewards, but also increased security, and the chance of Copperguard involvement. The richer the area, the more dangerous the attempt becomes.&lt;br /&gt;
&lt;br /&gt;
Magnate manors and major public buildings such as the University are a different beast entirely. Robbing one is extremely dangerous and carries serious consequences if you are caught. However, the potential payout is significantly higher than ordinary robberies. These are not casual crimes and should be treated accordingly - prepare well, have a plan, and have another for when something goes wrong. These may only be attempted as a planned heist, and should be discussed with the System DM, as well as presenting screenshot evidence of roleplay around the planning, casing, et cetera.&lt;br /&gt;
&lt;br /&gt;
Robberies are there to provide a mediated option between the mainstays of the system and day-to-day roleplay. They reward boldness and luck, but they will rarely yield returns comparable to Flashpoints or Storylines.&lt;br /&gt;
==Districts==&lt;br /&gt;
Ironhurst is a city of sharp contrasts. Wealth and security vary wildly depending on where you are, and not every district offers the same risks - or rewards - for criminal activity. Districts are here grouped by Tier, which represents both the difficulty and potential payout of burglary and similar crimes within that area. Higher Tier districts tend to have better loot, stronger security, more witnesses, and a greater likelihood of Copperguard being alerted. Districts may change Tier in the event of frequent, active guard patrols or uncontested criminal presence.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Districts - Low Risk, Low Reward===&lt;br /&gt;
These districts are poorer, and loosely policed if at all. Targets here are unlikely to yield real profits, but the risks are minimal.&lt;br /&gt;
*Rattletrap&lt;br /&gt;
*The Maw&lt;br /&gt;
*Terebinth Alley&lt;br /&gt;
*Lower Bink&lt;br /&gt;
*Centurion Row&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Districts - Moderate Risk, Moderate Reward===&lt;br /&gt;
These areas are more populated and better maintained. Security is present, but not overwhelming. Successful robberies can pay off, though mistakes are more likely to draw attention.&lt;br /&gt;
*Tisserand Square&lt;br /&gt;
*Sourgrave Close&lt;br /&gt;
*Coppercut Street&lt;br /&gt;
*Meridian Street&lt;br /&gt;
*Flintlock Row&lt;br /&gt;
*Pinnacle Row&lt;br /&gt;
*Eastgate&lt;br /&gt;
*Serpentine&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Districts - High Risk, High Reward===&lt;br /&gt;
Affluent districts with wealth worth stealing - and the defenses to protect it. Robbing here is dangerous, but the potential payout is significant.&lt;br /&gt;
*Peddleston Park&lt;br /&gt;
*Paradise Court&lt;br /&gt;
&lt;br /&gt;
===Tier 4 Targets - Extreme Risk, Extreme Reward===&lt;br /&gt;
These are not casual burglary targets. Expect considerable payouts, and severe consequences if you are discovered.&lt;br /&gt;
*Magnate Estates&lt;br /&gt;
*Major City Buildings (university, etc)&lt;br /&gt;
Attempting crime in Tier 4 areas should be treated as a major undertaking and may tie directly into Storylines or Flashpoints. It should only be done with considerable preparation.&lt;br /&gt;
==Fence &amp;amp; Requisition==&lt;br /&gt;
===The Fence===&lt;br /&gt;
The Fence exists for one reason: to turn stolen goods into leverage. When you steal valuables or contraband of any kind, the Fence is who takes it off your hands. In exchange, you receive Spintriae. These tokens are a currency accepted throughout the criminal underworld of Ironhurst.&lt;br /&gt;
&lt;br /&gt;
Spintriae can be:&lt;br /&gt;
*Cashed out for currency usable in World Progressions&lt;br /&gt;
*Used to acquire unique or restricted loot&lt;br /&gt;
*Traded or leveraged as part of criminal dealings&lt;br /&gt;
The Fence does not care how you got your goods - only that they’re valuable.&lt;br /&gt;
&lt;br /&gt;
Any character with Operations 2 may call the Fence to their location. The Fence will also occasionally appear on their own in public locations, allowing anyone to discreetly offload stolen goods in exchange for Spintriae.&lt;br /&gt;
&lt;br /&gt;
===Requisition===&lt;br /&gt;
The Requisition Office is the lawful counterpart to the Fence. When Copperguard successfully disrupt criminal activity - shutting down operations, recovering stolen goods, capturing key figures, or preventing major crimes - their department is awarded Requisition Chits. These function similarly to Spintriae, being able to be exchanged with the Requisition Officer for rewards.&lt;br /&gt;
&lt;br /&gt;
Requisition Chits cannot be used for illegal activity. Instead, they may be spent by Copperguard departments to:&lt;br /&gt;
*Secure one-time funding usable in World Progressions&lt;br /&gt;
*Acquire specialized equipment&lt;br /&gt;
*Gain access to intelligence or informants&lt;br /&gt;
The Requisition Officer may be requested by any Copperguard department commander to redeem their department’s chits.&lt;br /&gt;
&lt;br /&gt;
Together, the Fence and Requisition systems ensure that both sides of the law are rewarded for proactive play, whether you’re stealing from the city or working to keep it standing. Rewards are single use unless otherwise stated. All rewards are provided as in-game items, distinguishable by their (I forget the colour) names. These can be transferred to other players, just make a ticket to inform the System DM of the item changing hands! Once used, they should be removed with /trash. The number in circulation is noted, and abuse will result in being barred from this system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+ Fence Rewards&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:30%;text-align:right&amp;quot;|Cash-Out&lt;br /&gt;
|style=&amp;quot;width:1%;text-align:center&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;width:69%&amp;quot;|Convert Spintriae into money for World Progressions, at a rate of 1:1000.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Masterwork Lockpicks&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|2&lt;br /&gt;
| +3 to the result of one lock-related roll, be it a Robbery, Flashpoint, or Storyline action.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Disguise Kit&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|4&lt;br /&gt;
|Lets you perfectly alter your appearance and voice for 24 hours, including suitable documents. Cannot be used to perfectly copy someone who already exists.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Insider Tip&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|6&lt;br /&gt;
|A concrete piece of actionable info about a chosen topic tied to the current Storyline or a posted Flashpoint.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Breaching Charge&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|8&lt;br /&gt;
|Explosive for entry or sabotage. Immediately succeeds a roll to break through a lock or other barrier, but also requires an immediate roll to avoid being discovered.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Escape Route Map&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|10&lt;br /&gt;
|A map providing the opportunity to make a guaranteed escape from a scene.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|High-Grade Forgery&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|12&lt;br /&gt;
|A single forged document, which cannot be detected as falsified by any level of Perception. Nom de Plume will fail to show any author.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Breakout Kit&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|14&lt;br /&gt;
|A kit providing a uniform and keychain to access Copperguard headquarters or Cannonade. Grants the opportunity to access the Copperguard evidence room, or attempt to free a prisoner. Ticket to use.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Rare Material&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|30&lt;br /&gt;
|A small quantity of a Rare Material.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+ Requisition Rewards&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:30%;text-align:right;&amp;quot;|Funding Allocation&lt;br /&gt;
|style=&amp;quot;width:1%;text-align:center&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;width:69%&amp;quot;|Convert chits into department funding for World Progressions, at a rate of 1:1000.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Field Forensics Pack&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|2&lt;br /&gt;
|Improves evidence collection in a scene, granting an Advantage to all rolls relating to searching for evidence.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Disguise Kit&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|4&lt;br /&gt;
|Lets you convincingly alter appearance and voice for 24 hours, including suitable documents. Cannot be used to perfectly copy someone who already exists.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Temporary Security Detail&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|6&lt;br /&gt;
|NPC support to secure a location for a scene/event. This must be used in advance, and will be disclosed publicly!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Emergency Warrant Authorisation&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|8&lt;br /&gt;
|Allows unrestricted search and seizure rights to any one building not owned by the Crown for investigation purposes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Armoury Loan&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|10&lt;br /&gt;
|Guaranteed access to special equipment for an operation. This grants +3 to the result of all combat rolls for one encounter, and must be used at the encounter start.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Special Intelligence&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|12&lt;br /&gt;
|Grants automatic success on a major roll tied to Storyline/Flashpoint efforts.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Emergency Detention Order&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|14&lt;br /&gt;
|Allows legal detainment and questioning of a suspect without the need for evidence or due process, for up to 48 hours.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;|Rare Material&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|30&lt;br /&gt;
|A usable quantity of a Rare Material other than Cymrinite.&lt;br /&gt;
|}&lt;br /&gt;
==Application Process==&lt;br /&gt;
Participation in the Crime &amp;amp; Justice System is available to anyone as long as they fit the minimal requirements! Just fill out the application and put it in a ticket, where the DM will review it. Please note, your character must have an '''accepted''' character sheet.&lt;br /&gt;
&lt;br /&gt;
===Application Template===&lt;br /&gt;
*'''Leader Username:'''&lt;br /&gt;
*'''Leader Character Name:'''&lt;br /&gt;
*'''Leader Character Sheet:'''&lt;br /&gt;
*'''Group Name:'''&lt;br /&gt;
*'''Group Character Sheet(s):'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, JadexTheRed&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Template:Flora_Info&amp;diff=2108</id>
		<title>Template:Flora Info</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Template:Flora_Info&amp;diff=2108"/>
		<updated>2026-04-12T06:17:32Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Flora Info&lt;br /&gt;
|image           = noimg.png&lt;br /&gt;
|name            = Appascus&lt;br /&gt;
|officialname    = Flower Awesome&lt;br /&gt;
|commonname      = Cheese Flower&lt;br /&gt;
|classification  = Flower&lt;br /&gt;
|tier            = 2&lt;br /&gt;
|origins         = Spun's Eyeballs&lt;br /&gt;
|habitat         = Passionate people&lt;br /&gt;
|commonuse       = Food&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 50%&amp;quot;&amp;gt;&lt;br /&gt;
{{Flora Info&lt;br /&gt;
|image           = noimg.png (Delete this line if there's no image)&lt;br /&gt;
|officialname    = Offical name of the plant (make sure there's no period)&lt;br /&gt;
|commonname      = Common names&lt;br /&gt;
|classification  = To classify the plant&lt;br /&gt;
|origins         = Where the plant came from&lt;br /&gt;
|habitat         = Where it currently can be found&lt;br /&gt;
|commonuse       = What the plant is commonly used for&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{ infobox&lt;br /&gt;
| bodystyle   = width: 270px; min-width: 270px; float: right; padding-left: 1px; padding-right: 1px; background-color: #ffd8a9&lt;br /&gt;
| labelstyle  = width:30%; min-width: 30%; vertical-align: top; font-size: .8em; background-color: #FFFFFF&lt;br /&gt;
| datastyle   = font-size: .8em; background-color: #FFFFFF&lt;br /&gt;
| abovestyle  = background:#ffab47;&lt;br /&gt;
&lt;br /&gt;
| above       = {{{name|&amp;lt;includeonly&amp;gt;{{PAGENAME}}&amp;lt;/includeonly&amp;gt;}}}&lt;br /&gt;
| image       = [[File:{{{image|noimg.png}}}|200px]]&lt;br /&gt;
&lt;br /&gt;
| headerstyle = background:#ffab47;&lt;br /&gt;
| header1     = {{{classification|}}}&lt;br /&gt;
&lt;br /&gt;
| label2      = Official Name&lt;br /&gt;
| data2       = {{{officialname|}}}&lt;br /&gt;
&lt;br /&gt;
| label3      = Common Name&lt;br /&gt;
| data3       = {{{commonname|}}}&lt;br /&gt;
&lt;br /&gt;
| label4      = Classification&lt;br /&gt;
| data4       = {{{classification|}}}&lt;br /&gt;
&lt;br /&gt;
| label2      = Tier&lt;br /&gt;
| data2       = {{{tier|}}}&lt;br /&gt;
&lt;br /&gt;
| label5     = Origins&lt;br /&gt;
| data5       = {{{origins|}}}&lt;br /&gt;
&lt;br /&gt;
| label6      = Habitat&lt;br /&gt;
| data6       = {{{habitat|}}}&lt;br /&gt;
&lt;br /&gt;
| label7      = Common Use&lt;br /&gt;
| data7       = {{{commonuse|}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Template:Flora_Info&amp;diff=2107</id>
		<title>Template:Flora Info</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Template:Flora_Info&amp;diff=2107"/>
		<updated>2026-04-12T06:17:01Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Flora Info&lt;br /&gt;
|image           = noimg.png&lt;br /&gt;
|name            = Appascus&lt;br /&gt;
|officialname    = Flower Awesome&lt;br /&gt;
|commonname      = Cheese Flower&lt;br /&gt;
|classification  = Flower&lt;br /&gt;
|origins         = Spun's Eyeballs&lt;br /&gt;
|habitat         = Passionate people&lt;br /&gt;
|commonuse       = Food&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 50%&amp;quot;&amp;gt;&lt;br /&gt;
{{Flora Info&lt;br /&gt;
|image           = noimg.png (Delete this line if there's no image)&lt;br /&gt;
|officialname    = Offical name of the plant (make sure there's no period)&lt;br /&gt;
|commonname      = Common names&lt;br /&gt;
|classification  = To classify the plant&lt;br /&gt;
|origins         = Where the plant came from&lt;br /&gt;
|habitat         = Where it currently can be found&lt;br /&gt;
|commonuse       = What the plant is commonly used for&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{ infobox&lt;br /&gt;
| bodystyle   = width: 270px; min-width: 270px; float: right; padding-left: 1px; padding-right: 1px; background-color: #ffd8a9&lt;br /&gt;
| labelstyle  = width:30%; min-width: 30%; vertical-align: top; font-size: .8em; background-color: #FFFFFF&lt;br /&gt;
| datastyle   = font-size: .8em; background-color: #FFFFFF&lt;br /&gt;
| abovestyle  = background:#ffab47;&lt;br /&gt;
&lt;br /&gt;
| above       = {{{name|&amp;lt;includeonly&amp;gt;{{PAGENAME}}&amp;lt;/includeonly&amp;gt;}}}&lt;br /&gt;
| image       = [[File:{{{image|noimg.png}}}|200px]]&lt;br /&gt;
&lt;br /&gt;
| headerstyle = background:#ffab47;&lt;br /&gt;
| header1     = {{{classification|}}}&lt;br /&gt;
&lt;br /&gt;
| label2      = Official Name&lt;br /&gt;
| data2       = {{{officialname|}}}&lt;br /&gt;
&lt;br /&gt;
| label3      = Common Name&lt;br /&gt;
| data3       = {{{commonname|}}}&lt;br /&gt;
&lt;br /&gt;
| label4      = Classification&lt;br /&gt;
| data4       = {{{classification|}}}&lt;br /&gt;
&lt;br /&gt;
| label2      = Tier&lt;br /&gt;
| data2       = {{{tier|}}}&lt;br /&gt;
&lt;br /&gt;
| label5     = Origins&lt;br /&gt;
| data5       = {{{origins|}}}&lt;br /&gt;
&lt;br /&gt;
| label6      = Habitat&lt;br /&gt;
| data6       = {{{habitat|}}}&lt;br /&gt;
&lt;br /&gt;
| label7      = Common Use&lt;br /&gt;
| data7       = {{{commonuse|}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Liches&amp;diff=2104</id>
		<title>Liches</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Liches&amp;diff=2104"/>
		<updated>2026-04-04T23:13:01Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once entombed in myth and memory, the Liches were long thought extinguished, the final echoes of a bygone age sealed in ancient crypts and snuffed out in forgotten wars. Their kind predates the Great Equilibrium, their origins lost to a history the world has all but forgotten. Though most were unmade over the centuries, some endured, relics of sorcery so rare that even now many dismiss them as folktale or fabrication, but they have returned; and their resurgence is not quiet. Mortal institutions worry less of the Liches themselves, and more of their reach - for their agents walk freely among the living, and the eye of a Lich may see through any mask.&lt;br /&gt;
Perhaps more indisputably than most of their Cursed kin, Liches are an unabashed evil, for there are no Liches born solely of circumstance. Without fail, they are the fruit of mortal ambition, the arcane afterimage of a once-living sorcerer who has traded their loyalty for something far more enduring: dominion. Though their flesh may be frail or even discarded, their power is not diminished, merely distilled. A particularly potent Lich can rival or eclipse the mightiest of living casters, their power too terrible to be borne by living flesh. The path to Lichdom is not through bite or blood, but a binding ritual - a call into the beyond to become something new, something cold, calculating and eternal. Their true threat lies not in immortality, however, but in corruption. And what offer could tempt mortal souls more than eternity?&lt;br /&gt;
&lt;br /&gt;
=Abilities and Powers=&lt;br /&gt;
All Liches wield a host of dark powers, manifested in a number of differing forms. As an easy reference:&lt;br /&gt;
*Mortanum only receive the Mortanum Mechanics, but these are permanently active.&lt;br /&gt;
*Passive Mechanics are applied to all Liches, always.&lt;br /&gt;
*Liches have one set of Pact Mechanics, which only change in the event of a major shift in their personality and worldview. This should only happen very rarely.&lt;br /&gt;
*Liches have access to one Old Hunger Mechanic, based on the school of magic they have most recently consumed.&lt;br /&gt;
*All Lich abilities count as both Cursed abilities and Spells, other than those of the Pact of the Black Sun.&lt;br /&gt;
*Arcane Knowledge 2 or higher provides a superficial understanding of these abilities. However, the folklore understanding of Liches ensures that almost anyone is free to have a similar understanding of Without End, Arise Anew, and The Old Hunger if they wish.&lt;br /&gt;
==Passive Mechanics==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''Without End'''&lt;br /&gt;
| All Liches have a Phylactery, an object imbued with their accursed soul. Upon being Incapacitated, they disappear, reforming at the Phylactery’s location. Their maximum health is reduced to 1 for 24 hours.&lt;br /&gt;
|-&lt;br /&gt;
| '''Arise Anew'''&lt;br /&gt;
| Liches can seal an arcane pact with another character to turn them into a Mortanum, receiving the Mortanum Mechanics. OOC consent is required, but IC consent is not. This can be done even to the dead.&lt;br /&gt;
|-&lt;br /&gt;
| '''Masters of Darkness'''&lt;br /&gt;
| All Liches require at least one point invested in a magic school. Additionally, Dreadbinder Liches are able to use their Lich abilities while the Revenant is in combat, though still not attack.&lt;br /&gt;
|-&lt;br /&gt;
| '''Immortal Remains'''&lt;br /&gt;
| Due to their weakened bodies, Liches are unable to take Strength talents, and cannot increase their Dexterity above 8. Their arcane power does, however, give all Liches a +4 to their Mystic stat.&lt;br /&gt;
|-&lt;br /&gt;
| '''Behold the Infinite'''&lt;br /&gt;
| Most of a Lich’s power is forever contained in their Phylactery, too volatile to channel into their body. Provided they have sated The Old Hunger, by forcing their full presence into their mortal vessel as a free action, a Lich may briefly achieve Apotheosis. This can only be done once each week, lasts for the duration of combat, and its exact effects may be found under their Pact. This can be done aesthetically outside of combat, and its appearance can be freely designed within the themes of the chosen Pact. Height is limited at 10’.&lt;br /&gt;
|-&lt;br /&gt;
| '''The Old Hunger'''&lt;br /&gt;
| Liches can siphon the magical energies from an Incapacitated or willing mage. This inflicts a -2 to the mage’s Mystic stat for 48 hours, and grants the Lich a bonus for the next two weeks based on their magic school. Only one boon from The Old Hunger can be active at a time. If this is used on a willing target, both effects instead last for 1 week.&lt;br /&gt;
|-&lt;br /&gt;
| '''Sovereign Presence'''&lt;br /&gt;
| To fight alongside another Lich is anathema for the Curse; when doing so, all Liches fighting together suffer -4 to their Mystic attribute, and cannot enter Apotheosis.&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Strike'''&lt;br /&gt;
| The Lich unleashes a bolt of dark energy at a target within 10 blocks, dealing 1d8 damage. This ability rolls Mystic vs Dexterity, and gains an additional effect based on the Lich's chosen Pact.&lt;br /&gt;
| No cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mortanum receive the following three mechanics from this page, in addition to any others they already have. This incurs no point cost on the Mortanum, nor does it affect Cursed status; however, it is able to be detected by any ability that can sense the presence of magic.&lt;br /&gt;
==Mortanum Mechanics==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''Until the End'''&lt;br /&gt;
| When they would receive a killing blow, Mortanum return to safety at their Lich’s Phylactery. For the following 24 hours, all their Attributes are reduced to 1, and they are unable to use any Skills or Spells. This takes priority over other forms of resurrection, as the Mortanum does not actually die.&lt;br /&gt;
|-&lt;br /&gt;
| '''Frayed'''&lt;br /&gt;
| Mortanum are Undead. If cleansed of their pact, they revert to Wights.&lt;br /&gt;
|-&lt;br /&gt;
| '''Sealed in Blood'''&lt;br /&gt;
| Mortanum will always abide by the terms laid out in the pact that created them, determined by the players involved. If these terms are to fulfil a finite, one-off goal, they will be released upon its completion. Otherwise, they can only be released by the Lich responsible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pacts==&lt;br /&gt;
Every Lich bears a particular Pact, a refined use of their dark power. These represent the nature of their abilities, and manifest in part based on the Lich’s personality. No two Liches are quite alike, but the Pacts are certain familiar paths their power may tread; deviations are rare and curious things, seen most often in the Sovereigns and scarce elsewhere. While the Pact often imparts certain visual features upon the Lich, Apotheosis brings these to the forefront, casting them into wild, magic-imbued forms that persist across vessels, even over centuries.&lt;br /&gt;
&lt;br /&gt;
===Pact of the Hollow Throne===&lt;br /&gt;
Those who claim the Hollow Throne see themselves as above all others, mortal and immortal alike. With towering egos behind their regal arrogance, these Liches rule from on high, rarely soiling their own hands. With chosen Graveknights to enforce their will and armies of Mortanum beneath them, they embody the belief that death is a kingdom; and they, its monarchs. Even in stillness, their presence commands reverence from their loyalists, and resentment from their foes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Pact Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Anointed'''&lt;br /&gt;
| Liches of the Hollow Throne may conduct a ritual to choose one of their Mortanum as their Graveknight. The Lich and their Graveknight receive a +2 to the result of all attribute rolls while present in the same scene, but a -2 while apart. Only one Graveknight can exist per Lich, and conducting the ritual again will rob the prior Graveknight of their status.&lt;br /&gt;
| Once per month&lt;br /&gt;
| Non-Combat&lt;br /&gt;
|-&lt;br /&gt;
| '''Undying Service'''&lt;br /&gt;
| When the Graveknight is reduced to 0 HP with their Lich present, the Lich may raise them anew. This costs half their health, healing the Graveknight for the same amount.&lt;br /&gt;
| Once per week&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| '''Called to War'''&lt;br /&gt;
| The Lich can create a one-way portal, drawing their Graveknight through it to their side from any distance.&lt;br /&gt;
| Once per week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Strike: Dominance'''&lt;br /&gt;
| When Soul Strike is used, the Graveknight’s next successful Attack on the target deals +2 additional damage.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Apotheosis Abilities&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Imperial Aura'''&lt;br /&gt;
| While in Apotheosis, all allies within 8 blocks of the Lich have +2 to all attribute rolls.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Hand of Dominion'''&lt;br /&gt;
| The Lich may command their Graveknight to attack an enemy in their range immediately. This does not cost the Graveknight’s action on their next turn.&lt;br /&gt;
| 3 turns&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pact of the Black Sun===&lt;br /&gt;
Liches of the Black Sun are prophets of annihilation, devoted to entropy as a final truth. Where others seek power for dominance or legacy, these nihilistic arcanists embrace the eclipse, wielding destruction like a sacred rite. Their power is inevitable and inescapable, spreading like rot until nothing is left but silence and devastation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Pact Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Forlorn Star'''&lt;br /&gt;
| Liches of the Black Sun can Eclipse an enemy, marking them with unnatural shadow until the end of combat or consumed by another ability. On its own, this has no effect.&lt;br /&gt;
| Once per turn&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Fire on High'''&lt;br /&gt;
| The Lich can summon a pillar of fire on all Eclipsed enemies. This does 1d3 damage to every target for each Eclipsed target, then clears all Eclipse marks.&lt;br /&gt;
| 2 turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Abyssal Occlusion'''&lt;br /&gt;
| The Lich can create a shroud of darkness on all Eclipsed enemies, applying a debuff based on the number of targets and then clearing all Eclipse marks. At 1-2 targets, this applies Blinded for one turn. At 3-4 targets, this applies Dazed for one turn. At 5+ targets, this applies both Dazed and Restrained for 2 turns.&lt;br /&gt;
| 1 turn&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Strike: Annihilation'''&lt;br /&gt;
| If Soul Strike hits a target, the target becomes Eclipsed.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Apotheosis Abilities&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Midnight Mantle'''&lt;br /&gt;
| While the Lich is in Apotheosis, Eclipsed targets suffer a -2 to all attack or ability rolls against the Lich.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Totality'''&lt;br /&gt;
| All enemies within 6 blocks of the Lich are Eclipsed immediately.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pact of the Crimson Tome===&lt;br /&gt;
Not all Liches are monsters to their minions - some are caretakers, of a sort. Those who follow the Crimson Tome weave the essence of life itself, harvesting the energies of others not solely to destroy, but to preserve those they favor. As much nurturing as controlling, they treat their thralls with a macabre affection, carefully tending their followers that they might better fulfil their duties.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Pact Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Vitae Drain'''&lt;br /&gt;
| Ripping the essence from a target and dealing 3 flat damage, Liches of the Crimson Tome collect charges of Vitae for their other powers. Used against enemies, this requires a Mystic roll against the target’s Dexterity roll.&lt;br /&gt;
| No cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Stolen Vigor'''&lt;br /&gt;
| Expending one Vitae charge, the Lich grants an ally unnatural vitality, giving them 4 temporary HP.&lt;br /&gt;
| No cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Veins of Life'''&lt;br /&gt;
| The Lich weaves a link between multiple combatants, binding their vitality together. For each Vitae charge expended, this can be applied to one additional target. This applies the following effects for 3 turns:&lt;br /&gt;
*Half of any healing, including temporary healing, given to linked enemies is given to all linked allies.&lt;br /&gt;
*Half of any damage taken by linked allies is taken by all linked enemies.&lt;br /&gt;
| Once per day&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Strike: Vitality'''&lt;br /&gt;
| If Soul Strike hits an enemy, the Lich gains one charge of Vitae.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Apotheosis Abilities&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarlet Duet'''&lt;br /&gt;
| While in Apotheosis, all of the Lich’s Pact Mechanics affect an additional target for free.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Rebirth in Red'''&lt;br /&gt;
| The Lich can expend all Vitae charges to return an Incapacitated ally to combat, healing them by 4 HP for each charge.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pact of the Biting Blade===&lt;br /&gt;
Forged in ancient vows and bound by their code, Liches of the Biting Blade are duelists, warriors, and righteous sorts to the core. They wield weapons forged of black iron and sealed with arcane oaths, fighting with grim resolve. Though Liches they remain, they adhere to a certain code of honour, meeting foes blade-first and challenging rivals to face them in battle. Where others command, they lead from the front, forever resolute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Pact Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Branded Blade'''&lt;br /&gt;
| Liches who bear this Pact may imbue a melee weapon with their power, and summon it to hand at will. This weapon rolls Mystic to attack or defend, has a range of 2 blocks, and deals 1d12+2 damage on a hit. It does not prevent spellcasting and cannot be disarmed, but cannot utilise other equipment-reliant combat Talents such as Shielding. The Lich has full proficiency with this weapon, no matter what it is.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Warding Parry'''&lt;br /&gt;
| When a non-magical ranged attack is made against them, the Lich can roll 1d10. On any number above 5, the attack is deflected by their imbued weapon, dealing no damage.&lt;br /&gt;
| No cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| '''To the Death'''&lt;br /&gt;
| The Lich may mark a target within 5 blocks as their Rival for the remainder of combat. Striking the Rival with their bound weapon will deal +2 damage, and they suffer -2 to attack rolls against anyone other than the Lich.&lt;br /&gt;
| Once per day&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Strike: Warrior's Reach'''&lt;br /&gt;
| Soul Strike deals only 1d4 damage, but pulls the target 4 blocks closer to the Lich on a hit.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Apotheosis Abilities&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Oathbound'''&lt;br /&gt;
| The imbued weapon has its range increased to 3 blocks, and its damage increased to 1d14+2. While in Apotheosis, all temporary buffs to Strength and Dexterity are applied to attack and defense rolls.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Duel’s End'''&lt;br /&gt;
| The Lich may instantly teleport behind their Rival, making an attack against them that cannot be dodged or have its damage reduced. If this reduces the target to 0 HP, heal for half the damage dealt and refresh the cooldown of both this ability and To the Death.&lt;br /&gt;
| Once per day&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pact of the Burning Library===&lt;br /&gt;
Beyond Pannotia lies the Scriptorium, a pocket realm lit by ever-burning script and green flame - a scorched shadow of the Library Nook. Those Liches who uncover it are not scholars, but kindling for the truth to burn. They light themselves aflame to learn, to destroy, and to remember what was never known. These Liches embody obsession, often unrecognizable even to themselves after long enough, as their hunger for knowledge consumes all they were.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Pact Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Kindling'''&lt;br /&gt;
| The Lich may alight themselves with the flames of the Scriptorium, taking 1d3 damage per turn. For every turn they burn, they gain +1 to Mystic rolls and damage rolls, stacking up to +4. This can be extinguished at will, but doing so resets the bonus.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Torn Grimoire'''&lt;br /&gt;
| The Lich surrounds themselves with burning pages, making any approach precarious. For 2 turns, anyone making a melee attack against the Lich immediately suffers 1d4 damage, even if they miss.&lt;br /&gt;
| Once per combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Incendiary Recitation'''&lt;br /&gt;
| The Lich reads a forbidden passage from the Scriptorium, unleashing a wave of flame. All enemies in a 3-block cone must roll Dexterity vs Mystic, taking 1d8 damage on a failure.&lt;br /&gt;
| 2 turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Strike: Incandescence'''&lt;br /&gt;
| If Kindling is active, Soul Strike deals +2 damage and uses the Lich's Kindling stacks as additional range (up to +4 blocks).&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Apotheosis Abilities&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Burning Revelation'''&lt;br /&gt;
| While in Apotheosis, Liches of the Burning Library cannot be reduced below '''5 HP''' by their own abilities. Additionally, while Kindling is active, Mystic rolls always roll with Advantage.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Codex Infernal'''&lt;br /&gt;
| The Lich summons a flaming tome from the Scriptorium, casting a random spell from its pages. Roll '''1d5''', suffering damage equal to the roll and casting the corresponding spell:&lt;br /&gt;
'''1''' - Bouncing Bolt: Roll Mystics vs Dexterity. On a hit, a bounding fireball deals '''1d6''' damage to the target. This can repeat or jump to any target within '''5 blocks''' any number of times, but ends once a roll is failed.&lt;br /&gt;
&lt;br /&gt;
'''2''' - Firestorm: Target a 3x3 zone, creating a whirling firestorm around it that causes '''1d10''' damage to anyone attempting to enter or leave it. This zone dissipates after 2 turns.&lt;br /&gt;
&lt;br /&gt;
'''3''' - Pyroclasm: Choose a direction, and immolate a line '''3 blocks wide''' from the caster to emote range. Anyone caught inside the affected area must succeed on a Mystic vs Dexterity roll, or suffer '''1d10''' damage and be knocked prone.&lt;br /&gt;
&lt;br /&gt;
'''4''' - Meteoric Impact: Target a '''5x5 zone''', rolling Mystic vs Dexterity for each person caught inside. On a hit, deal '''1d10 damage'''. On a miss, the target must immediately leave the zone as they escape the incoming fireball.&lt;br /&gt;
&lt;br /&gt;
'''5''' - Burning Truth: Reveal a terrible truth to the target. The revelation paralyses them, causing them to be '''Dazed''' for one turn and suffer '''2d8 damage'''.&lt;br /&gt;
| 1 turn&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pact of the Ashen Halo===&lt;br /&gt;
A rare few Liches bear the mantle of former Empyreans, and still cling to what they once were - angels of battle, holy warriors, crusaders for a cause that stood above all others. Through hubris or tragedy, they now blaze with a halo of ash, their radiance hollowed out in service of a new master. All too often, these Liches believe they can still be saviors, even as their very presence scoures the world around them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Pact Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Judgement'''&lt;br /&gt;
| A target is afflicted by a brand of fire for 3 turns. Each time the target makes an attack or uses a damaging ability, the Lich suffers 1d4 damage as the brand burns brighter.&lt;br /&gt;
| 3 turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Ashen Martyr'''&lt;br /&gt;
| The Lich may choose to transfer a debuff from an ally within emote range to themselves. If they do, the Lich is healed for 3 HP. Multiple copies of the same debuff stack their duration.&lt;br /&gt;
| No cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| '''Nadir'''&lt;br /&gt;
| Whenever the Lich is reduced below half HP, they unleash a burst of abyssal flame. All characters in line of sight are Blinded for one turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Strike: Scourge'''&lt;br /&gt;
| If Soul Strike hits a target marked by Judgement, it deals +1d4 additional damage.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Apotheosis Abilities&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Beatific Agony'''&lt;br /&gt;
| The Lich emits an aura to all within 6 blocks. Allies within the aura receive +1 to the result of their rolls, and regenerate 3 HP each turn. All effects are doubled when below half HP.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''The Fall'''&lt;br /&gt;
| Briefly taking flight and clearing their debuffs, the Lich then dives to a position within emote range. On arrival, roll Mystic vs Dex to Daze and deal 1d6 damage to all enemies within 4 blocks, while granting allies in this range 5 temporary HP that lasts for 2 turns.&lt;br /&gt;
| Once per combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pact of the Stolen Sigil===&lt;br /&gt;
They know what they are. Every other Curse might be deceived into thinking them kin, but a Stolen Sigil Lich carries the knowledge of their own inauthenticity like a splinter behind the eye: present, sharp, impossible to forget. They did not ascend, they were assembled. And from that wound - that foundational humiliation - they have forged something almost admirable: a focused, technical contempt for everything the true Liches hold sacred. A small shard of charged, artificial pseudo-Cymrinite is embedded within their mortal vessel's heart, maintaining the magical link most Liches use to puppeteer their bodies from within their Phylactery - without it, the connection would simply collapse. Their hextech core is not a weakness they apologise for; it is a weapon. If true Liches are the aristocracy of undeath, then the Stolen Sigil are the thieves of immortality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Pact Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Stolen Sigil Mechanics'''&lt;br /&gt;
| A summary of how this Pact modifies the standard Lich passive mechanics:&lt;br /&gt;
*'''Brittle Vessel''' replaces ''Without End''. Reforming functions identically, but the Hextech Phylactery has '''no magical protection''' and can be destroyed by any character who locates it without special expertise. It must be located somewhere inside the city of Ironhurst. A ticket should still be made.&lt;br /&gt;
*'''No Mortanum'''. The Stolen Sigil Lich cannot create Mortanum. Any attempt simply fails with no effect on the target.&lt;br /&gt;
*'''The Toll''' replaces ''The Old Hunger''. When feeding, the Lich may choose: inflict the standard -2 Mystic debuff on the target and gain the boon of the Old Hunger, or upon themselves and do not. If the core is not stabilised at least once per week, the Lich suffers a '''permanent -4 to all attribute rolls''' until they do so.&lt;br /&gt;
*'''Stolen Lexicon''' replaces ''Masters of Darkness''. The Lich may identify any form of Magic used within emote range as a free action, even without Arcane Knowledge. They gain '''Advantage''' on all MYS defense rolls.&lt;br /&gt;
*The '''pseudo-Cymrinite shard''' embedded in the vessel's heart maintains the puppeteering link. If the shard is forcibly removed or destroyed while the Lich is not Incapacitated, the Lich is immediately Incapacitated, falling comatose. The shard can be detected by any ability that senses magic. This shard is not true Cymrinite, and once removed, becomes inert quartz until reinserted into a living vessel.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Copycat Circuit'''&lt;br /&gt;
| The Lich studies a Spell they have witnessed being used in this combat, and may replicate a weaker version of it. Making a MYS vs MYS attack roll - on a success, the Lich produces a version of the ability that deals '''half damage''' or half the effect duration, rounded down, and has a '''1-turn cooldown''' regardless of the original's cooldown.&lt;br /&gt;
*With 2 points of Engineering, the replicated ability deals '''three-quarters damage or effect''', rounded down.&lt;br /&gt;
*With 3 points of Engineering, the replicated ability deals full damage or effect. The Lich still cannot replicate Apotheosis abilities.&lt;br /&gt;
Any Spell may be replicated. Mundane or non-Spell Cursed abilities cannot be copied.&lt;br /&gt;
| Once per combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Hextech Nullifier'''&lt;br /&gt;
| The Lich charges a target with an arcane anti-current. For '''2 turns''', the target suffers '''Disadvantage''' on all MYS rolls. Requires a MYS attack roll to land.&lt;br /&gt;
*With 2 points of Engineering, the duration extends to '''3 turns'''.&lt;br /&gt;
*With 3 points of Engineering, if the target attempts to use ''Behold the Infinite'' while Nullified, the attempt fails and the weekly use is wasted. If already in Apotheosis, they are shunted out of it.&lt;br /&gt;
| 2 turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Grounding Wire'''&lt;br /&gt;
| The Lich embeds an arcane anchor in the ground beneath a target within 6 blocks. The target is '''Restrained''' for '''1 turn'''. The anchor persists after the Restrain expires: while the target remains within 2 blocks of the anchor's location, they suffer '''-1 to all attribute rolls''' for a further 2 turns.&lt;br /&gt;
*With 2 points of Engineering, the initial Restrain duration increases to '''2 turns'''.&lt;br /&gt;
*With 3 points of Engineering, the anchor also prevents any movement, teleportation, or blink effects originating from the target while they are Restrained.&lt;br /&gt;
| Once per combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Strike: Diagnostic'''&lt;br /&gt;
| If Soul Strike hits a target, the Lich may immediately identify and end a single ongoing magical ability or effect cast by the target. Against true Liches, this additionally reveals which Pact they bear if it was not already known.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;| Apotheosis Abilities&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Imitation is Flattery'''&lt;br /&gt;
| While in Apotheosis, ''Copycat Circuit'' loses its once-per-combat restriction and may be used any time the Lich witnesses a Spell within emote range. Each use now costs a Reaction. Additionally, the Lich's Engineering-scaled abilities each gain their '''3-point Engineering bonus for free''', regardless of the Lich's actual Engineering investment. If they already have T3 Engineering, their SCR and MYS are added to one another for the duration of Apotheosis as their full intellect is applied to arcane mastery.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Surge Spike'''&lt;br /&gt;
| The Lich unleashes a disruptive pulse of potentia, targeting a Lich or Mage within emote range. For the next '''3 turns''', the target Lich cannot use ''Behold the Infinite'' or enter Apotheosis. If the target is already in Apotheosis when this is used, Apotheosis ends immediately and that use is consumed. If the target is a Mage, this instead locks them out of all T3 Spells for the same duration. Requires a MYS vs MYS attack roll to land. This ability has no effect on other Stolen Sigil Liches or non-Lich, non-Mage targets.&lt;br /&gt;
| Once per combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Old Hunger Mechanics==&lt;br /&gt;
A Lich’s mortal presence is sustained entirely by magic, and hungers always for more. When they siphon from an Incapacitated mage, they taste the essence of their art, reshaping it into a twisted reflection of its source. Only one boon can be active at a time. For Custom Grimoires, the closest category should be chosen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Noetica (Thanotic Sorcery, Dreadbinding, Somaturgy, Hemomancy)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Primordia (Hellcaster, Tundrathurgy)&lt;br /&gt;
|-&lt;br /&gt;
| Undying Essence: The first time the Lich would be Incapacitated each combat, they are reduced to 1 HP.&lt;br /&gt;
| Volatile Essence: All damaging Spells or Lich abilities deal +2 damage, once per target per cast.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Esoterica (Chaosweaver, Rhythmagia, Rune-Knight)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Natura (Gladewalker, Galecaster)&lt;br /&gt;
|-&lt;br /&gt;
| Guiding Essence: Upon rolling a 1, reroll.&lt;br /&gt;
| Roiling Essence: The area within 8 blocks of the Lich is considered Difficult Terrain for enemies.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Machina (Technomancy, Virotechnia)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Arcana (Spellbinder, The Last Remnant, Auximancy)&lt;br /&gt;
|-&lt;br /&gt;
| Adaptive Essence: Whenever failing a roll, gain +1 to all attribute rolls for the remainder of combat. This resets after a success.&lt;br /&gt;
| Warding Essence: When being targeted by a spell, roll 1d10. On a 7 or higher, the spell is deflected. Up to 3 successful deflections per combat encounter.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=Becoming a Lich=&lt;br /&gt;
The path to Lichdom is perilous and irreversible. Only two known routes exist, and both carry horrifying consequences. The first, the Rite of Fealty, is an unwholesome pact, a deliberate offering of one's soul in service to a power beyond Pannotia; the mortal frame is hollowed, the soul unbound, and the self remade in the image of unending purpose. Traditionally, the Rite requires three elements: a mastery of necromantic disciplines, the construction of a Phylactery - a vessel worthy of one's immortal essence, inscribed with the seals necessary to contain the power to come - and the invocation of the mysterious patron whose assent seals the transformation. This final element is the most elusive, for the patron does not speak. Its acceptance, or lack thereof, is revealed only in the moment of death.&lt;br /&gt;
&lt;br /&gt;
The second method is more common, though no less disturbing: an extant Lich may transfer their essence into another sentient being. Whether done by consent or conquest, this results in the rise of a new Lich who is both themselves and not. The memories, magical prowess, and even the ego of the prior Lich bleed into the new vessel. Sometimes the host willingly submits, enthralled by promises of power; others are groomed from birth for the purpose, chosen to serve as vessels long before they understand the implications. In desperate times, a Lich may even force themselves into an unwilling body to avoid final death, or be manipulated into doing so by bold souls who hold the threat of a true end against them.&lt;br /&gt;
&lt;br /&gt;
=Mental Changes=&lt;br /&gt;
All Liches experience a number of changes to their mentality, persistent across vessels. These are not natural, but the result of their Curse shaping them for their new purpose, sculpting their minds for their designed role. Liches newly overtaken will not change overnight - the mentality slowly seeps in over the course of weeks and even months, a slow decline as the Curse asserts its nature.&lt;br /&gt;
&lt;br /&gt;
*Liches are vain, without exception. The most pronounced manifestation of this comes when dealing with other liches - while able to tolerate them in an interpersonal capacity and even engage with one another in Veils, they will always seek to exceed one another. The mere presence of their kin is often enough to spark an immediate clash of egos, though it should be remembered that this can be born as much from fondness as hate.&lt;br /&gt;
&lt;br /&gt;
*The idea of fighting with the help of another Lich is borderline unthinkable. To do so is to admit oneself lesser, and for beings so driven by the call of dominion, this is an almost intolerable idea. A fellow Lich slighting ego by helping in a fight will often result in a furious declaration of a duel thereafter.&lt;br /&gt;
&lt;br /&gt;
*For the most part, Liches look down on mortals as good for little more than fodder, entertainment, or pets. Even other Curses are, in the end, only tools - to be sacrificed, bound to service, or simply slain as seen fit. They may be attached to their mortal servants, but this should never be mistaken for seeing them as equals.&lt;br /&gt;
&lt;br /&gt;
*Though death is of little direct consequence to a Lich, they seek to avoid it where they can. Not only is it a blow to their oft-inflated egos, but more than a few of their number have been brought low by overconfidence. Without very good reason, they will rarely choose destruction over capture.&lt;br /&gt;
&lt;br /&gt;
*Liches bear a burning, unrelenting hatred for their Empyrean cousins. There is no room to negotiate, cooperate, or even be particularly subtle: Liches will '''always''' seek the debasement, humiliation, and destruction of their distant kin with burning fervour.&lt;br /&gt;
&lt;br /&gt;
=Physical Changes=&lt;br /&gt;
Liches vary wildly in form, but their appearance is always unmistakably their own. No matter how many vessels a Lich takes over the centuries, their unique physical essence manifests identifiably across each new body. This signature may include skeletal features, certain gestures or postures, or even the sound of their voice - distinct traits that persist regardless of the host’s original form. This consistency is not accidental but a result of the Phylactery’s influence, reshaping the host to reflect the Lich's true self. In addition to the below, a Lich may freely manifest visual elements associated with their Pact’s themes. For example, a Hollow Throne Lich may have a glowing crown on their head, or an Ashen Halo Lich might bear wings of black iron.&lt;br /&gt;
&lt;br /&gt;
===Universal Lich Traits===&lt;br /&gt;
*Undeath.&lt;br /&gt;
*Any skin, fur, or scales suffers a loss of colour. While it may retain a slight hue, Liches often look almost monochrome.&lt;br /&gt;
*Glowing irises, usually green. These can have other colours befitting a Lich's theme, but will never look quite like the eyes of another Curse.&lt;br /&gt;
&lt;br /&gt;
===Optional Lich Traits===&lt;br /&gt;
*Gray or black sclera.&lt;br /&gt;
*Voice echoing, as if coming from somewhere distant.&lt;br /&gt;
*Mummification or reduction to a skeletal form.&lt;br /&gt;
*Nails and teeth growing unnaturally long and sharp.&lt;br /&gt;
*Ability to detach and reattach body parts.&lt;br /&gt;
&lt;br /&gt;
==Curing==&lt;br /&gt;
Conventional wisdom holds that a Lich cannot be cured - and while this is largely true, it is not entirely so. The state of Lichdom is irreversible in terms of restoring the individual to mortality; once the transformation is complete, there is no known method to reclaim a living soul. However, there are arcane techniques that allow for the temporary disruption of a Lich’s presence. If captured, a Lich’s spirit can be forcefully expelled from its vessel by someone with Arcane Knowledge 3 by layering the vessel with arcane rites and burning Opavera incense. If the host was taken within the past month, this leaves them drained but free of its influence - after this point, it will instead leave behind an inert husk, devoid of animating will. Either way, this banishment does not destroy the Lich; it merely displaces them, returned to their Phylactery to seize whatever form they may.&lt;br /&gt;
&lt;br /&gt;
True destruction of a Lich requires one crucial step: the annihilation of their Phylactery. This is a feat few are capable of achieving. The location and nature of a Phylactery is a closely guarded secret, and even possessing it is not enough; one must act with great care to unravel and destroy the object. A ticket should be made when attempting to do so. Without this expertise, the Lich will inevitably reform, even if temporarily subdued. Those who claim to have “slain” a Lich typically speak of containment or spiritual severance, not true death. Even stripped of their vessel, a Lich’s essence may linger for centuries, haunting places they once ruled. Until their Phylactery is destroyed, a Lich is never truly gone.&lt;br /&gt;
&lt;br /&gt;
=Culture and Hierarchy=&lt;br /&gt;
When discussing Liches, it is crucial to remember that their existence spans great gulfs of time. Lich culture is that of people not merely long-lived, but largely untethered from the passage of ages. Their philosophy is not uniform - no ideology so ancient and widespread could be - but all Liches are bound by a common axis: the pursuit of dominion. Their sense of morality, such as it exists, is a matter of utility. That which elevates the self, expands influence, preserves knowledge, or furthers the work of their Patron is good. That which threatens their work, dilutes legacy, or destroys knowledge is evil. But these are not terms they often use - Liches prefer necessity and decadence, preservation and profanation. Even cruelty is not seen as inherently wicked, merely wasteful if poorly applied. Their ethics are not built on compassion for the short-lived and fickle, but for greater purpose.&lt;br /&gt;
&lt;br /&gt;
This dispassionate ethic extends even to their dealings with each other. No Lich is quite fond of their kin; at best, they admire one another with wary respect, tempered by suspicion. They are peers only in the broadest sense. When Liches speak of each other, it is with language veiled in irony, courtesy laced with contempt. Titles are used religiously between their own number, for names are too mutable, too fleeting to be relied upon. A fellow Lich does not address the Sower of Gilded Thorns as “Myrral” or “Thess,” even if those may be the names of their vessel at one time or another, but as the Sower of Gilded Thorns, or more intimately just the Gilded Thorn or the Sower.&lt;br /&gt;
&lt;br /&gt;
As with their titles and legacies, so too are their lives cultivated expressions of grandeur. To imagine the Lich as a withered husk muttering in tombs is to misunderstand them entirely. Many are lavish, excessive creatures, whose crypts are carved into exposed basalt, whose goblets overflow with wine older than nations. Hedonism among the undying is not rare - it is expected. Yet this indulgence is not random, but carefully curated. Each pleasure is a statement of selfhood, a declaration of worth. A Lich who bathes in crushed silver petals each dusk is not being frivolous; they are demonstrating power, taste, and the exquisite influence of their station. That they might no longer even possess flesh is irrelevant.&lt;br /&gt;
&lt;br /&gt;
Nowhere is this curated excess and philosophical performance more formalized than in the Veils. The Veils are the closest thing Liches have to a society - and even calling them that strains the term. At once sacred orders and competitive vanity projects, each Veil is defined by the obsessions of its members and the vision of its founding Lich. Some are austere, concerned only with the highest forms of necromantic theory. Others are decadent salons, more masquerade than monastery. All are drenched in tradition and ritual, in magical theater so dense and codified that it becomes nigh on indistinguishable from religious practice.&lt;br /&gt;
&lt;br /&gt;
A Veil is rarely large. A dozen Liches is an uncomfortably crowded affair; more often there are three or four true members, surrounded by layers of acolytes, attendants, Mortanum, and Homunculi. Membership is invitation-only, and initiation is a ceremony that may involve soul-weighing and duelling sigils. Once inside, the rewards are immense - but so are the dangers. Veils splinter frequently, betrayals are inevitable, and few Liches ever leave a Veil without paying a heavy price. Veil gatherings are theatrical in the extreme. Everything from seating arrangements to the very shadows cast by furnishings is significant and carefully planned. A misspoken rune or mismatched sigil-drape can spark duels or curses, vendettas spanning centuries. And yet, for all this posturing, the Veils serve a real purpose: they are the one place Liches may find their kin in an environment of genuine safety.&lt;br /&gt;
&lt;br /&gt;
Yet even in these rare sanctuaries, the true constant of Lichdom is in persistence. This is the bedrock truth upon which Lich philosophy rests. While mortals struggle under the tyranny of continuity - their identities bound by flesh, by the slow erosion of time - the Lich regards the self as a thing separable and sculptable. Their body is not their self, but merely their Vessel, a temporary host animated by the indwelling essence preserved within the Phylactery, the true seat of their being. Each Lich retains a title, an epithet or mantle woven with purpose and lore, longer the heavier their history and influence - the Librarian of Vanishing Hours, the Epistolary Warden of Black Spines, the Archivist of Unyielding Truth in Sanguine Mirrors. They bear always a similar structure, a hallmark of their shared legacy in the Conclave. The title is not a name in the mortal sense, however. It is an identity, an anchor that exists independently of appearance or voice. Titles carry lineage, philosophy, achievement, and renown. It is by title that other Liches know and recognize one another even when the Vessel has changed, even when the personality is alien.&lt;br /&gt;
&lt;br /&gt;
Vessels are temporary, though some Liches may favor a particular form for centuries. Others change frequently, whether out of necessity or simple boredom. Some even orchestrate elaborate &amp;quot;deaths&amp;quot; for their current Vessel, staging mournful pageants or symbolic rebirths to mark the assumption of a new form. The practice of curating the lives of one's Vessels-to-be is not uncommon - and while some Liches allow their new incarnations to retain fragments of their previous self, others carefully strip them down and rewrite them, slowly overwriting until only echoes remain. Of course, this absorption is rarely absolute. Each Vessel leaves its mark. Over time, the Lich becomes a mosaic of influences, obsessions, dialects, quirks - shadows of who they have been. For outsiders, it can be disorienting. A Lich who was known to show mercy may later prove sadistic and cruel, not from whimsy but from a change of self. Among their own kind, such shifts are accepted as natural, even expected, lest one suffer stagnation.&lt;br /&gt;
&lt;br /&gt;
And indeed, if change is essential, then the architects of change are revered above all. The Sovereigns are those who stepped into undeath at the very birth of their kind, and were part of the striking of the first pact. These were the architects of their philosophy, the ones who formed the original Veils, who laid out the Rite of Fealty that others might follow in their footsteps. Most Sovereigns are gone - scattered into wraithlike slivers, sealed within oubliettes of their own design, slain by hunters - but some still endure. They are ancient, closer to myth than fact for their younger kin. Their authority is unspoken, but undeniable. Many hold patronage over entire Veils, more symbols than participants.&lt;br /&gt;
&lt;br /&gt;
Firstborn, the independent Liches, are those who came later and yet are beholden to no master, no bloodline, no sponsor. They are rare. Most new Liches are Secondborn. The Secondborn are inheritors - those elevated by the Rite of Fealty, typically from loyal mortals, bound apprentices, or slain rivals deemed worthy of a chance at a higher calling. In many cases, Secondborn retain most of their original personality for a time, though this invariably yields to Lichdom as the transformation deepens, the echo of their original self carrying across centuries of hosts. They often serve their creators in direct or indirect ways, and while some rise to prominence in their own right, others remain forever in the shadow of their parent. Among Liches, this hierarchy is rarely spoken of openly - to call another “Secondborn” is to risk being seen as petty. But it is understood nevertheless. Veil gatherings are rife with subtle indicators: seating orders, whose word is heard first, the coloration of sigils. Respect is coded, and lineage is an inexorable part of it.&lt;br /&gt;
&lt;br /&gt;
Such intricate social machinery, however, requires more than ritual and title. It demands agents, extensions of the self to maintain one's presence and influence. Liches rely upon a class of arcane constructs known collectively as Homunculi, simplified creations of potentia, shaped and woven to task. Some are minor: floating eyes, ink-handed scribes, brass-weavers, mirror-walkers. Others are more elaborate, wearing shells of enchanted bone or silk-flesh masks, capable of conversation and reactive thought, if only down simple paths. As much as tools, they are expressions of their creator’s aesthetic, and the styling of one’s Homunculi is a reflection of taste. Among the more robust forms are reanimated corpses stripped of soul and will, animated by embedded Homunculi. They serve as laborers, guards, and occasionally hosts for simple runic seals. While the uninformed may see these as simple husks, true masters know the difference: a Homunculus moves with the deference of a puppet that knows its master.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
==The Whispering Age==&lt;br /&gt;
The origins of the Liches are as much myth as memory, and nothing embodies this more than the Time of Whispers. This was not an era of empires or sweeping battles, but of shadowed chambers and whispered names spoken beneath old stone. The Conclave of Whispers, as they came to be known, were an assembly of rogue arcanists - sorcerers and scholars who vanished from mortal academia without warning, their paths diverted by a yearning for forbidden knowledge. They sought neither glory nor dominion in those early years, only understanding of the veiled forces that slipped between the cracks of reality. It was a retreat, not a conquest; a descent into hidden places where secrets waited.&lt;br /&gt;
&lt;br /&gt;
What set the Conclave apart from other occult movements of the age was their purposeful isolation. While the Interlopers tangled with nations, the Conclave's detachment was almost fanatical. Their disdain for mundane politics, for the tide of wars and kingdoms, was absolute. They viewed such things as distractions from true power, irrelevant to the deeper mastery of magic they pursued. In what few surviving fragments exist from this period, there are repeated mentions of &amp;quot;preparations,&amp;quot; of &amp;quot;thin hours,&amp;quot; of a call into the unseen. If there was any guiding philosophy to the Conclave, it was that the world of Pannotia was but a gilded cage.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, ideological rifts within the Conclave began to deepen. Some pursued mortal strength and worldly ability, while others still sought their long-desired communion with entities dwelling beyond the mortal coil. Arguments turned into schisms, and schisms into hostile divisions. The term “Covenant” as applied to their cousins likely originates from this period, though it appears as both a noun and a slur in conflicting records. At some uncertain point, the Conclave finally succeeded in reaching out across the planes, seeking communion - or perhaps, an audience - with a power vast enough to grant them their desires. The result was twofold. Twin forces answered the call, each offering a different path forward. This, more than any philosophical divide, finally shattered the Conclave.&lt;br /&gt;
&lt;br /&gt;
What precisely these entities were remains lost, perhaps intentionally so. Even the most egotistical Sovereigns, so eager to name-drop for effect, retreat into euphemism when describing this moment. The division was immediate and catastrophic. One group pledged itself to the promise of strength - bound purpose, and collective might. These drew, almost without exception, from the Covenants. The other chose eternity - the shedding of mortality and the pursuit of endless personal mastery. These founded the first of what would later be called the Veils. There is no record of a formal declaration of war between them. Instead, the animosity seems to have ignited the moment the twin pacts were sealed. Two ideologies irreconcilable, now backed by very different powers.&lt;br /&gt;
&lt;br /&gt;
What little record exists from this time - sealed in shadowed libraries or locked within the crypts of the most ancient Liches - suggests the Time of Whispers ended not with glorious victory, but with fragmentation. The Conclave dissolved entirely, its members swallowed into their opposing paths. Even those ancient Liches who lived through it seem reluctant to speak of those years. The most generous accounts call it a time of necessary upheaval, while others dismiss it as a muddled prelude to greatness.&lt;br /&gt;
&lt;br /&gt;
==The Silent War==&lt;br /&gt;
According to the Liches themselves, history truly begins here. The prior age - as formative as it was primitive - was a nascent one. The Silent War marked their true emergence, the moment the pact-bound Veils shed the last threads of mortal frailty and stepped fully into unlife. Such a sentiment pervades the era's self-recording: a florid obsession with rebirth, with superiority, with having chosen correctly. Though both factions had made their pacts, only one cared to name the war, to inscribe its eulogies. The Covenant, for all their strength, share not their histories.&lt;br /&gt;
&lt;br /&gt;
Little effort is made in Lich accounts to name the entity that granted them their gifts. It is always the Master Beyond the Fold, the Unseen One, or most commonly simply the Patron. Whatever name they learned - if indeed they ever knew one - is now cloaked in poetry and dogma. What matters, they insist, is not the identity of that which gave them unlife, but what it meant: the transformation into something more, and allegiance to a greater cause. Their enemies - the Covenants - are rarely afforded the same courtesy. Referred to alternately as traitors and misguided zealots, they are painted as little more than wayward children who mistook servitude for apotheosis. It is telling that the first recorded appearance of the term Empyreans appears not in wider texts but in the writings of Lich chroniclers, bearing a bitingly sarcastic tone.&lt;br /&gt;
&lt;br /&gt;
The war itself, despite spanning generations, is described with striking brevity. Great battles are named, but rarely detailed. Hidden fortresses are said to have been consumed in moments, but no locations are preserved. Their records suggest the fighting was devastating, but for reasons known only to the Sovereigns, the bloodshed was worth carefully pruning from history. And indeed, despite their sweeping claims, both sides paid dearly. Veil and Covenant alike saw their numbers dwindle. Glorious though their posturing may be, most accounts hint at exhaustion rather than triumph. The war was not a conflagration, but a long, cold erasure - quiet assassinations, ruined sanctums, buried phylacteries, and ancient names lost to the dust of spite. Only the most paranoid, most cunning, or most entrenched endured. In the wake of such attrition, even the ageless can falter. With fewer and fewer of their distant kin left to hate, and fewer still worth the effort, the war faded into stasis. A quiet loathing persisted, but open conflict waned to rare skirmishes.&lt;br /&gt;
&lt;br /&gt;
As the wider world began to enter the Great Equilibrium - an event Lich records mention, if at all, as a time when lesser powers busied themselves in an upheaval - the remnants of the Veils began to stretch outward. This expansion is presented not as retreat, but as cultivation. Their numbers thinned but their ambition remained, now tempered by age and solitude. The Silent War taught them that their immortality was a shield which could be broken: it would save them from immediate destruction, but not temper the consequences of hubris forever. And so the few surviving Liches turned to new methods. The war ended not with treaties or collapse, but with a single, tacit understanding: they were eternal, and so had time enough to wait.&lt;br /&gt;
&lt;br /&gt;
==The Thousand Veils==&lt;br /&gt;
The Silent War left the Liches victorious in the way only immortals can be: by outlasting their very memory. But victory brought with it a peculiar problem - freedom. No longer tethered to the Covenant’s opposition or the urgency of conflict, the Liches began to look inward. They found, to no one’s great surprise, that they detested each other almost as much as they despised the Empyreans. Without a common foe, unity became unbearable. The great Veils, once forged in shared devotion to their undying pact, fragmented into countless lesser branches. Thus began the age of proliferation, the diaspora of egos that would come to define the Thousand Veils. To the uninitiated, it may seem curious that Liches - beings supposedly dedicated to the pursuit of ultimate knowledge - would spend so much of this era locked in petty feuds and aesthetic rivalry. But such an assumption fails to account for the nature of Lichdom itself. To exist unendingly is to cultivate not power, but legacy.&lt;br /&gt;
&lt;br /&gt;
In the absence of death, reputation becomes the currency of consequence. The Thousand Veils were less schools of thought and more stages upon which individual Liches could perform. Each fashioned their followers, lairs, and legends as reflections of their perceived superiority. Alliances were made and broken regularly. Appearances at Veil gatherings were occasions of immense drama - meticulously staged and always written about in exhausting detail. Though the Liches rarely collaborated in any true sense, the Veils did create a framework for interaction. They served as neutral ground for exchange: of ideas, of relics, of compliments and threats. A Lich might attend a gathering to debate arcane theory, or to issue a death writ disguised as polite commentary. It was during this period that many of the most elaborate Lich customs were born - the dueling of sigils, the seven forms of insult-by-inscription, the use of mirror-servants to deliver invitations so as not to &amp;quot;pollute&amp;quot; one's presence with another's aura. That many of these traditions survive to the modern age is a testament to how deeply the Thousand Veils shaped Lich culture.&lt;br /&gt;
&lt;br /&gt;
Paradoxically, it was in this deeply fragmented time that Liches began to grow in number. While many prized their unlife and guarded the Rite of Fealty with violent fervor, others saw in it a form of legacy. A worthy mortal might earn the secret as reward for decades or centuries of service - or, more often, as a final test. Some failed and perished in the attempt. Others succeeded and became junior Liches in their progenitor’s shadow. These &amp;quot;Secondborn&amp;quot; were often closely bound, not just by pact but by oath and design, and rarely rose to independence without drama. Still, their emergence meant that the Veils grew - not just in identity, but in number. Despite their growing count, Liches of this era remained largely aloof from the world beyond. The mortal realms shifted, rebuilt, and in time flourished - but to the Liches, these were transient dramas, best observed from afar save for keeping their Mortanum ever in its midst. Mortal rulers came and went, great wars erupted and subsided, and new powers rose, but the Veils in their countless forms endured. It was not a time of conquest, nor even of dominion. It was a time of watching, and waiting. And in their eyes, it was a golden age.&lt;br /&gt;
&lt;br /&gt;
==The Waning Days==&lt;br /&gt;
Yet no golden age is so golden that it cannot tarnish - though the Liches, of course, would insist it was not the fault of the Veils themselves. Decline, in their telling, came not through internal failure, but from betrayal. It began with a creeping quiet. Fewer rivalries, fewer feasts of knowledge, fewer summons scribed in dreamfire. In their place came silence: whole Veils reduced to ruins overnight, their glyph-etched keeps silent. The culprit was no mere mortal. It was one of their own - the Mortiferous. A Lich, and worse in so many of their eyes: unaffiliated. In the writings of the era, her name is often stylized with disdainful distance. The Pretender. The Usurper. Her hand-picked agents emerged as both executioners and evangelists - publicly decrying rogue necromancers while privately hunting those who spread such arts. Their crusade did not begin with the Veils, but it found them soon enough.&lt;br /&gt;
&lt;br /&gt;
At first, the spreading Thanotists were dismissed as overzealous cultists. Liches have long tolerated such irritants, expecting them to die off within a few generations, as mortals do. And yet, the Thanotists were systematic. Surgical. Entire Veils were excised from the map, their names struck from spell-crypts, their phylacteries shattered or worse, stolen. Some Liches, in their arrogance, faced them directly. Others chose discretion and vanished into tombs woven with silence and temporal wards. The Rite of Fealty, once whispered between master and apprentice as the price of eternal ascendance, became a liability. Fewer dared pass it on. This was not war - not as Liches understood it. There were no grand speeches, no immortal duels atop storm-lashed peaks, no poetry in the destruction. It was clinical. It was insultingly mortal. Their enemies did not meet them on equal terms; they arrived with squads, strategy, and the smug confidence of the living. Many Veils simply ceased to be. Others turned upon themselves, fracturing over whether to retaliate or retreat. The proud salons of the Hundred Veils shrank to a whisper, and the whisper to a rumor. At their nadir, it is said fewer than a dozen Liches walked each continent at any time.&lt;br /&gt;
&lt;br /&gt;
And yet, even in their dwindling, the Liches did what they always had. They endured. For them, centuries of silence were mere delay. Some sealed themselves within their phylacteries, placing protective homunculi to keep away the curious. Others scattered their souls across their domain, sustaining only a single sliver of self in ghostlight. The Mortiferous, it seemed, had won; but hers was a victory only the impatient would claim. And so the Liches waited. Not for mercy. Not for forgiveness. Only for a moment - however brief - when the world would forget them.&lt;br /&gt;
&lt;br /&gt;
==The New Dusk==&lt;br /&gt;
It ended much as it had begun - with silence. The Thanotist crusades did not conclude with fire or triumph, but quiet abandonment. No edict declared the war over. No ceremonies marked its conclusion. The orders simply stopped. Squads withdrew. Missions were rescinded. From the perspective of Liches, it was less a victory than simple inevitability. The Mortiferous had turned her gaze elsewhere - or perhaps, had begun to see her kin not as rivals, but as resources. Whatever the truth, it mattered little. The pressure lifted, and in the space where death once hunted death, a darker vitality returned. Ancient phylacteries, long buried beneath sunless ruins or sealed within forgotten dimensions, began to stir.&lt;br /&gt;
&lt;br /&gt;
Some did so of their own accord; others were discovered by unknowing hands - greedy mortals, aimless pilgrims, desperate fools. The result was always the same: reawakening. Liches long thought destroyed walked again, their minds sharpened by the long dark. Others had slumbered too deeply, and returned incomplete. Yet even these fragmentary revenants proved potent. Their return was not an explosion, but a seeping infestation. Cities found their crypts restless. Academies uncovered sigils etched into books they’d never owned. Whispers of old names began to circulate once more. And then came the true disturbance: new Liches. Not reborn, not unearthed - created. With alarming frequency. The Rite of Fealty, once considered an inheritance jealously guarded, began to reappear in unexpected places. Cults no one remembered forming began to speak of it. Necromantic grimoires, thought safely entombed, surfaced in pawnshops.&lt;br /&gt;
&lt;br /&gt;
The worst of this was the implication that someone - or something - was spreading the Rite. And not merely as a trickle, but as a torrent. Some Veils took credit. Some claimed prophecy. A few suggested the Master Beyond had stirred, that their mysterious Patron had returned. This was not seen as doom, but as confirmation. That the Great Work had never ceased. That all the centuries of dormancy, division, and persecution had merely been necessary preamble. And if their master had indeed returned its gaze to the mortal coil, then surely they, the faithful, would be its chosen hands once more. After all, what are a few centuries of silence against eternity?&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The New Dusk began only in the late 1790s. What caused the cessation of the campaign is so far unknown, even within Skarna.&lt;br /&gt;
*Despite its use against them, Thanotic Sorcery is surprisingly often wielded by Liches. Many of these are former hunters, captured and taken as new hosts.&lt;br /&gt;
*A Lich's first form always leaves the strongest echoes. No matter how many times they take new hosts, a trace of that very first vessel will remain.&lt;br /&gt;
*The Patron is watching you. Do not disappoint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = None&lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = Marytha, ElderShrub&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Combat_System&amp;diff=2103</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Combat_System&amp;diff=2103"/>
		<updated>2026-04-04T21:20:17Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Combat System Page delineates the comprehensive rules and process for Combat Roleplay, including the mechanics for Rolls, Abilities, and Status Effects. It is highly recommended that players engaging in Combat Roleplay review this page in its entirety, as proficiency in these rules will make for a much smoother experience.&lt;br /&gt;
&lt;br /&gt;
==Character Attributes==&lt;br /&gt;
Your character's capabilities are defined by five core Attributes:&lt;br /&gt;
*'''Constitution:''' Determines your maximum HP, which is calculated as 10 + (3*CON). It also governs abilities relying on physical bulk.&lt;br /&gt;
*'''Strength:''' Influences the effectiveness of most physical attacks and prowess-based abilities.&lt;br /&gt;
*'''Dexterity:''' Determines your base movement speed and your ability to dodge incoming attacks.&lt;br /&gt;
*'''Scrutiny:''' Defines your position in the Initiative Order and is used for Concentration defense rolls.&lt;br /&gt;
*'''Mystic:''' Governs the power and accuracy of magical spells and supernatural abilities.&lt;br /&gt;
==Rolls and Difficulty ==&lt;br /&gt;
Combat and action resolution involve two primary types of rolls:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll Type !! Dice &amp;amp; Modifier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| '''Attack Roll''' || 1d10 + half of the Attribute used || Used when attempting to hit a target.&lt;br /&gt;
|-&lt;br /&gt;
| '''Defense Roll''' || 1d8 + half of the Attribute used || Used when defending against an attack or ability.&lt;br /&gt;
|}&lt;br /&gt;
'''Important Roll Rules:'''&lt;br /&gt;
# '''Default Defense:''' If an Attack or Ability does not specify the Attribute used to defend against it, the defense is rolled with '''Dexterity'''.&lt;br /&gt;
# '''In-Game Rolling:''' Action and combat resolution are handled through the /attack and /defend commands. For instance, if a character is performing a '''Scrutiny defense roll''' and possesses a Scrutiny attribute of 9, the command utilised would be /defend 9. If they had Advantage, the command would instead be /defend 9 adv.&lt;br /&gt;
# '''Advantage and Disadvantage:''' These conditions require rolling twice, taking the better (Advantage) or worse (Disadvantage) result respectively. If a character has both at once, they cancel out.&lt;br /&gt;
# '''Resolving Ties:''' In the event of a tie between an Attack roll and a Defense roll, the result defaults in favor of the '''attacker'''.&lt;br /&gt;
# '''Multi-Target Attacks:''' When utilizing an Ability that targets multiple individuals, the attacker performs only '''one Attack roll''', the result of which defines the difficulty for all corresponding '''Defense rolls'''. Damage is resolved in the same manner, with a singular roll applied to every individual successfully hit.&lt;br /&gt;
# '''Rounding:''' In instances where rounding is required, results default to '''rounding down''' unless specifically stated otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Sequence==&lt;br /&gt;
===Initiating Combat===&lt;br /&gt;
'''Surprise Turn:''' If a target is caught off-guard, combat begins with a surprise turn. This occurs before the standard Initiative roll and is one full turn. Ability durations starting on this turn do not begin counting down until the user’s next turn has elapsed.&lt;br /&gt;
*'''Preparation:''' A character is considered prepared for combat if they have explicitly emoted drawing a weapon or preparing to cast a spell.&lt;br /&gt;
'''Initiative Order:''' All participants perform a '''Scrutiny attack roll''' to determine the turn order, acting in descending order of the results.&lt;br /&gt;
*'''Tiebreaker:''' Ties are broken by the higher '''Scrutiny''', or if still tied, '''Dexterity'''.&lt;br /&gt;
'''Leaving Combat:''' If you are more than 15 blocks away from all enemies at the end of your turn, you can leave combat.&lt;br /&gt;
===Actions and Abilities===&lt;br /&gt;
The following types of Abilities exist, with limitations on their use:&lt;br /&gt;
# '''Full Action/Attack:''' Only one Attack or Full Action may be used per turn.&lt;br /&gt;
# '''Passive Abilities:''' Always active.&lt;br /&gt;
# '''Reactions:''' May be used at any time, but require a specific condition outlined in the ability.&lt;br /&gt;
# '''Free Actions:''' Must be used during your own turn, but have no other impact on your freedom of action.&lt;br /&gt;
===Universal Abilities===&lt;br /&gt;
# '''Flee:''' This ability is a '''Full Action'''. It increases your movement distance to 8 blocks for the turn and prevents the use of any other Attacks or Abilities for the remainder of combat, though not Defense Rolls. Flee may still be reused.&lt;br /&gt;
# '''Attack of Opportunity:''' This ability is a '''Reaction'''. It allows making an available Melee Attack when an enemy leaves Melee Range. Some abilities may prevent using this against a target.&lt;br /&gt;
===Concentration and Duration===&lt;br /&gt;
# '''Concentration:''' Abilities that require Concentration prevent the use of any other full Action while in use.&lt;br /&gt;
## When taking damage while concentrating, you must make a '''Scrutiny defense roll'''. Failing this roll results in the end of the Ability.&lt;br /&gt;
# '''Ability Durations:''' Duration is measured in turns; one turn passes at the end of the user’s turn, beginning the turn after the ability was activated.&lt;br /&gt;
## ''Example: A two-turn duration ability proceeds as: turn 0 cast &amp;gt; turn 1 active &amp;gt; turn 2 active &amp;gt; turn 3 not active.''&lt;br /&gt;
&lt;br /&gt;
==Movement and Positioning==&lt;br /&gt;
# '''Base Movement:''' 3 blocks.&lt;br /&gt;
## '''Movement Increase:''' Base movement is increased by 1 block for every 2 points you have in '''Dexterity'''.&lt;br /&gt;
## '''Movement Cap:''' Movement cannot be increased above 6 blocks per turn without being increased by an Ability.&lt;br /&gt;
# '''Melee Range:''' 2 blocks.&lt;br /&gt;
# '''Ranged Range:''' 15 blocks, if not stated otherwise by the Attack or Ability.&lt;br /&gt;
# '''Line of Sight:''' Required to target an enemy, unless the Attack or Ability states otherwise.&lt;br /&gt;
# '''Blink''' and Teleportation: Any ability that uses the term '''&amp;quot;blink&amp;quot;''' or '''&amp;quot;teleport&amp;quot;''' does not trigger Opportunity Attacks when moving out of a character's Melee Range.&lt;br /&gt;
# '''Ranged Attack in Melee:''' Using a Ranged Attack or Ability while an enemy is within Melee Range incurs '''Disadvantage'''.&lt;br /&gt;
# '''Falling Damage:''' Falling more than 5 blocks results in taking '''1d10 damage for every 2 blocks fallen after 5'''.&lt;br /&gt;
&lt;br /&gt;
==Damage and Status Effects==&lt;br /&gt;
===Damage Rules===&lt;br /&gt;
# '''Damage Reduction:''' Damage Reduction cannot reduce damage from any source below 1.&lt;br /&gt;
# '''Untrained Attack:''' The basic attack when using a weapon you are not trained with is a flat '''STR defense roll''', and deals '''1d4 damage''' on a hit.&lt;br /&gt;
===Status Effects===&lt;br /&gt;
Status Effects, including Damage Reduction, will not stack unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status Effect !!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description and Penalty&lt;br /&gt;
|-&lt;br /&gt;
| '''Restrained''' || Cannot move, including via Abilities, and has Disadvantage on Defence rolls.&lt;br /&gt;
|-&lt;br /&gt;
| '''Blinded''' || Has Disadvantage on Attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
| '''Prone''' || Halved movement distance, and Attack rolls against the character have Advantage.&lt;br /&gt;
|-&lt;br /&gt;
| '''Disarmed''' || Cannot use Attacks, and must use a '''Full Action''' to re-equip their weapon or steady themselves if not using one.&lt;br /&gt;
|-&lt;br /&gt;
| '''Dazed''' || Cannot use Attacks or Abilities, and has Disadvantage on Defence rolls.&lt;br /&gt;
|-&lt;br /&gt;
| '''Difficult Terrain''' || Halved movement distance, and has Disadvantage on Attack and Defence rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi, AWildRhia&lt;br /&gt;
|Processors = Vulpes_Pulpes, AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Tradonata&amp;diff=2102</id>
		<title>Tradonata</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Tradonata&amp;diff=2102"/>
		<updated>2026-04-04T21:17:06Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Aidana Engen&lt;br /&gt;
|user    = Private use&lt;br /&gt;
|commonuses =&lt;br /&gt;
*Logistics&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Tradonata is a mechanical ornithopter designed by Aidana Engen for discreet personal courier work. Modelled closely on the anatomy of the dragonfly, it employs four independently-moving wings, six articulated carrying arms, and a compound-style crystal optical array to navigate autonomously between pre-established pickup and drop-off points. Lightweight but deceptively capable, it can carry parcels of up to ten pounds across considerable distances using only solar power and a radio receiver for guidance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Aidana Engen, spending much of their time coordinating the preparation and delivery of various war materials, began searching for a courier method that was both discreet and difficult to trace. Most of the parcels they needed to move were too heavy for any trained organic bird, which led them to consider an alternative: an automaton that borrowed the bird's role but exceeded its limitations.&lt;br /&gt;
&lt;br /&gt;
Drawn to the flight principles of flying insects - the interplay of lift, drag, and independent wing propulsion - they settled on the dragonfly as their design basis, specifically the order Odonata. The insect's four independently-operating wings offered superior manoeuvrability over conventional fixed or paired-wing designs, while its famous near-total field of vision inspired the Tradonata's crystal-lens optical system, shaped after the ommatidia of compound eyes. The result is a machine that mimics its biological model closely enough to pass a casual glance, while carrying considerably more than any real dragonfly could dream of.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
Construction begins with the hull and frame. Sheets of Aerin and iron rods are carefully shaped and bent to form the segmented lower thorax and abdomen, with precise tolerances required to keep all internal components stable and properly seated. Once the body is assembled, the six legs are constructed: each is built from smaller overlapping Aerin plates for flexibility, three-section rods with hinges, and rubber-lined wire tubes that act as artificial muscles - when tension is applied at the upper end, the arm curls and locks into a grip.&lt;br /&gt;
&lt;br /&gt;
With the frame complete, attention turns to the power system. A teardrop-shaped Luminarite Crystal is carved with precision tools and sectioned into solar panels, which feed into a battery cell occupying the full interior of the thorax. The solar panels are then fitted flush over the thorax's top surface, sealing the power components seamlessly within the hull.&lt;br /&gt;
&lt;br /&gt;
The navigational core is housed in the abdomen. A central mechanical assembly connects to ten axles - two to each side and six on the underside for the legs and wing mounts - and incorporates a magnetised compass needle on a pivot within a sealed casing. This is wired to the motor with spare connections reserved for the automaton core and radio receiver. Once the legs and wing ports are connected via dense rubber bands that allow independent articulation, the radio receiver is installed next: a delicate component requiring a careful hand to calibrate its frequency range before being slotted into a protective housing at the motor's front.&lt;br /&gt;
&lt;br /&gt;
The eyes are made from carefully cut and polished clear quartz, shaped to replicate the ommatidia of the Odonata's compound eye and designed to capture light from any angle. Each lens is finished with a water-resistant copal lacquer to maintain optical clarity in adverse weather. Paired light-receiving sensors relay the funnelled input to the system. The automaton core - a Tier 3 unit sourced from Thalen &amp;amp; Wyck - is then seated within the Aerin head and connected to the receiver, compass, motor, and eyes before the head is sealed.&lt;br /&gt;
&lt;br /&gt;
The antenna are wound from copper wire coiled over porcelain insulators, then connected to the full navigational array to complete the signal-receiving chain. Finally, the wings are constructed: each of the four is framed with steel poles, divided into four sections, and covered with copal-soaked silk stretched taut before Aerin plating locks the edges down. A counterweight at each wingtip provides stability in flight. The completed wings slot into the abdomen axles and are bound with rubber mounts that allow each to move fully independently. With all components assembled and sealed, the Luminarite cell is charged and a specialised radio tone is used to run the machine through its first operational commands.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
The Tradonata's main body spans roughly three feet in diameter with a total wingspan of five feet. Its predominantly Aerin construction gives it a distinctive shiny gold appearance, further ornamented with intricate etching and floral patterns across nearly every surface. Its glowing crystal eyes lend it an uncanny, almost mystical quality. In motion it is a busy sight - four wings beating in independent rhythms, six arms shifting and reaching, the head turning, the thorax flexing - an unmistakably mechanical creature that nonetheless moves with something approaching organic fluency.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
&lt;br /&gt;
The Tradonata is built for one purpose: fast, discreet, and reliable parcel delivery. It hauls packages of up to ten pounds between pre-established pickup and drop-off locations across continental distances, flying high in cloud cover to avoid predators and interception. Its speed and agility are its primary defences.&lt;br /&gt;
&lt;br /&gt;
They are, however, its only defences. The Tradonata has no combat capability and no meaningful structural resistance to damage - a solid hit will damage or destroy it outright. It also relies entirely on sunlight to power its Luminarite cell; in environments unable to supply adequate light, it will eventually shut down.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = EmberSprite&lt;br /&gt;
|Processors = &lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Soltech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Eliminator&amp;diff=2101</id>
		<title>Eliminator</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Eliminator&amp;diff=2101"/>
		<updated>2026-04-03T09:14:16Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A specialized long-range marksman, the Eliminator focuses on strategic positioning and lethal precision to neutralize high-priority targets from afar. They represent the pinnacle of focused lethality, always searching for - or creating - the perfect opening.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A high-complexity talent reliant on ammo management and a powerful sixth shot. The Gunslinger is a mobile sharpshooter specializing in ricochets and trickshots.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Marked Shot'''&lt;br /&gt;
| A '''DEX''' attack dealing '''1d2/1d4/1d6 damage''' based on their points in Gunslinger. The Gunslinger uses a '''6-round''' cylinder; the sixth '''round''' deals '''double damage''', after which they must '''Reload''' before attacking again.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Full Cylinder'''&lt;br /&gt;
| The Gunslinger performs a standard '''Reload''', preparing their weapon for the next '''6 rounds'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Trick Shooter'''&lt;br /&gt;
| The Gunslinger's Marked Shots can ricochet, allowing them to either deal half damage to a second target, or bypass Line of Sight (attacking at '''Disadvantage''' in either case).&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Quick Draw'''&lt;br /&gt;
| A rapid, practiced reload grants the Gunslinger '''3 rounds''' immediately.&lt;br /&gt;
| 3 Turns&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''The First Draw'''&lt;br /&gt;
| Spending all remaining '''rounds''', the Gunslinger unloads them in a rapid succession of Marked Shots against a single target. All but the last attack are made with '''Disadvantage'''.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Fast Hands'''&lt;br /&gt;
| When a Marked Shot misses, the Gunslinger may choose to discard an additional '''round'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Artillerist&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A specialized long-range crowd controller, the Artillerist uses powerful weaponry to barrage the enemy with areas of effect, inflicting knockback and debilitating effects from afar.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Seige Shot'''&lt;br /&gt;
| A heavy '''STR''' attack dealing '''1d8/1d10/1d12 damage''' based on their points in Artillerist. Due to the weapon's size, this attack '''cannot''' be used in the same turn as moving.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Concussive Volley'''&lt;br /&gt;
| The Artillerist fires a volley at a '''3x3 area''', making a '''STR''' vs '''SCR''' attack roll for all targets. This deals no damage but inflicts '''Dazed'''.&lt;br /&gt;
| 2 Turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Blast Radius'''&lt;br /&gt;
| The Artillerist's high-explosive ordnance causes attacks to deal half damage to adjacent targets (including a missed primary target) and knocks them away from the primary target by 1 block.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Shrapnel Payload'''&lt;br /&gt;
| Fires a specialized volley at a '''3x3 area''' that deals no damage but knocks all targets out of the area, creating Difficult Terrain for the remainder of combat.&lt;br /&gt;
| Two charges, 2 Turn Cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Pinpoint Barrage'''&lt;br /&gt;
| The Artillerist launches '''three Siege Shots''' simultaneously, but becomes '''Dazed''' until the end of their next turn from the backblast.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Overloaded Rounds'''&lt;br /&gt;
| When the Artillerist knocks a target back, they may choose to '''double''' the distance of the knockback.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;}&lt;br /&gt;
|+ Ranger&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|A classic ranged combatant, the Ranger specializes in consistent damage and applying control effects with specialized arrows and shots, focusing on high precision.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunter's Shot'''&lt;br /&gt;
| A measured '''STR''' attack dealing '''1d8/1d10/1d12 damage''' based on their points in Ranger. The Ranger targets weak points, dealing the enemy's '''CON attribute''' as '''flat bonus damage'''.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Tanglefoot Shot'''&lt;br /&gt;
| The Ranger fires a specialized shot, making a '''STR''' vs '''SCR''' attack roll. If successful, it '''Restrains''' the target.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Precise Aim'''&lt;br /&gt;
| The Ranger's attacks are highly accurate, and ignore up to '''2 points''' of the target's '''Damage Reduction'''.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Suppressive Fire'''&lt;br /&gt;
| The Ranger targets a '''5x5 area''' within range. Make a '''STR''' vs '''DEX''' attack against anyone caught in the area, dealing '''half''' of a normal Hunter's Shot's base damage to anyone hit.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| '''The Killing Blow'''&lt;br /&gt;
| The Ranger winds up for '''1 turn'''. If they are undamaged by the start of their next turn, they make an Attack that deals a flat '''16 damage''' and '''cannot miss'''. Taking damage before the attack puts the ability on cooldown until the end of combat.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Feral Trap'''&lt;br /&gt;
| When an enemy moves to a block within melee range of the Ranger, they may immediately '''Restrain''' them.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Reaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes, NancyBrown, Marytha&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Starburst_Engine&amp;diff=2100</id>
		<title>Starburst Engine</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Starburst_Engine&amp;diff=2100"/>
		<updated>2026-04-03T05:28:13Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: I swear to god this automatic formatting on the sheet being broken is killing me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image             = NoImg.png&lt;br /&gt;
|inventor          = Alda Engen, Elena Engen, Tysander de Lumiére&lt;br /&gt;
|user          = Private use&lt;br /&gt;
|commonuses =&lt;br /&gt;
*High-speed airship manoeuvres&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Starburst Engine Pod is a high-output propulsion system designed by Alda Engen in collaboration with Elena Engen and Tysander de Lumiére. Originally conceived to address the poor turning response of larger airships, the project expanded into a comprehensive propulsion redesign combining ducted-fan cruising with an ablative solar-discharge sprint system. A subsequent integration of Tysander de Lumiére's independently-developed steam jet work further augmented the system's mass flow, producing a pod capable of brutal short-duration thrust bursts alongside steady manoeuvring authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The project began when Katrin raised concerns about the difficulty of turning larger airships - a limitation that became increasingly frustrating in operational conditions. Alda took on the problem and, finding that a targeted fix was insufficient, elected instead to redesign the propulsion approach from the ground up. The goal became a dual-configuration system: ducted fans for efficient cruise, with a specialised sprint mode capable of raw speed bursts and rapid reorientation that standard propulsion simply could not match.&lt;br /&gt;
&lt;br /&gt;
Around the same time, Tysander de Lumiére had been developing steam jet systems independently. When Alda reviewed his work, the potential for integration was immediately apparent. By incorporating Tysander's entrailed steam feeds into the ablation chamber, mass flow through the nozzle could be meaningfully improved - adding to the sprint system's punch at the cost of only modest efficiency.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The pod is built around a stout duct ring of brass-braced iron forming the outer shroud, riveted to a short trunnion mast that provides the azimuth and gimbal mount. The inner ring is reinforced with fulvon ribs to dampen vibration from burst-mode operation. At the core of the ducted-fan module sits a variable-pitch fan with light-forged brass blades, faced with thin ferrumis liners for heat tolerance. The fan mounts on a clutch-coupled shaft driven from the ship's boiler, turbine, or an electric motor, with quick-access pitch linkages for rapid adjustment between cruise and sprint configurations.&lt;br /&gt;
&lt;br /&gt;
Behind the fan, along the centreline, lies the ablation chamber: a cylindrical space lined with replaceable ablative cartridges fed from a magazine. A focusing ring - the optic hood - converges luminarite crystal beams onto the cartridge face to initiate ablation. The chamber exterior is shielded with layered cryseon tubing, which rapidly wicks and dumps heat as the first thermal barrier. The luminarite crystals themselves are mounted in a gimballed collar with shutter plates and secondary focusing lenses, charged by solar input and directed onto the optic hood.&lt;br /&gt;
&lt;br /&gt;
Downstream of the chamber, a mechanical iris of interlocking segmented vanes - constructed from brass with ferrumis edging - acts as a contractible nozzle throat. An actuating rack-and-gear system opens and closes the iris rapidly: closed for ablation mode to maximise jet velocity, open for cruise to reduce back pressure. Around the chamber, poppet-valve-controlled ports admit superheated steam from the boiler manifold, improving mass flow through the nozzle at a slight cost to specific impulse. Inside the nozzle, fast-acting vanes handle fine thrust vectoring, working in tandem with the azimuth gimbal's coarse control. Fulvon dampers on the vane mounts prevent resonant loosening during burst operation. Power buffering and thermal banks are integrated at this stage to handle the system's considerable energy and heat demands.&lt;br /&gt;
&lt;br /&gt;
The cartridge magazine holds its load in canister rows behind an access panel, with a sprung ram arm feeding each cartridge into the chamber in sequence. Rearward of the nozzle, cryseon coil radiators and a condenser loop manage waste heat and particulate recovery, with a sump collecting condensed material for reclamation. Emergency vent lines and particulate scrubbers complete the cooling assembly. Safety interlocks keep the optical shutters default-closed and magazine feeds locked when the chamber is breached, with a manual mechanical kill lever for emergency shutdown. The outer housing is aerin casing seated between the structural frame ribs.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
Pod diameter scales with the vessel: roughly three to six metres for the smallest capable ships, up to eight to twelve metres for heavier-duty installations. Length from nose to aft runs approximately three to five metres. The pod mounts on an azimuth gimbal with two hundred and seventy degrees of rotation, complemented by internal vane vectoring across a twenty-degree fast-trim range. Dry pod mass is substantial, increasing further with a full cartridge magazine loaded for combat operations. These systems are intended for militarised heavy vessels; smaller craft should only attempt installation if specifically designed around the pod's mass and power demands. Visually, the pod presents brass and steel ribs with aerin housing plates between them, cryseon-blue cooling conduits coiling across the surface, and a segmented nozzle iris at the aft end. During sprint operation, the nozzle produces a vivid flash and a bright golden ablation plume.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
&lt;br /&gt;
The pod's sprint mode delivers short, brutal surges of thrust well-suited to rapid acceleration, sudden altitude changes, breaking grapples, and evading pursuit. Its vectoring authority makes it equally effective as a high-torque manoeuvring system for large hulls, giving sluggish vessels a degree of yaw control they would otherwise completely lack - and meaningful choice over which face they present to incoming fire. The core limitations are thermal and logistical. The ablation chamber and nozzle heat rapidly under sustained use, and duty cycle limits must be respected or the pod will be destroyed. Cryseon cooling helps significantly but is not a substitute for operational discipline. The system's mechanical complexity - iris, vanes, optics, magazine feeds - demands more maintenance than a conventional propulsion system, and the deep integration requirements mean these pods cannot simply be bolted onto an existing airship. A full structural refit, a soltech core, and thermal banks are the minimum prerequisites for safe installation.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Soltech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Tradonata&amp;diff=2099</id>
		<title>Tradonata</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Tradonata&amp;diff=2099"/>
		<updated>2026-04-03T05:24:47Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Created page with &amp;quot;{{TechnologyInfo |image             = NoImg.png |inventor          = Alda Engen, Elena Engen, Tysander de Lumiére |users          = Private use |commonuses = *High-speed airship manoeuvres |}}  The Starburst Engine Pod is a high-output propulsion system designed by Alda Engen in collaboration with Elena Engen and Tysander de Lumiére. Originally conceived to address the poor turning response of larger airships, the project expanded into a comprehensive propulsion redesi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image             = NoImg.png&lt;br /&gt;
|inventor          = Alda Engen, Elena Engen, Tysander de Lumiére&lt;br /&gt;
|users          = Private use&lt;br /&gt;
|commonuses =&lt;br /&gt;
*High-speed airship manoeuvres&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Starburst Engine Pod is a high-output propulsion system designed by Alda Engen in collaboration with Elena Engen and Tysander de Lumiére. Originally conceived to address the poor turning response of larger airships, the project expanded into a comprehensive propulsion redesign combining ducted-fan cruising with an ablative solar-discharge sprint system. A subsequent integration of Tysander de Lumiére's independently-developed steam jet work further augmented the system's mass flow, producing a pod capable of brutal short-duration thrust bursts alongside steady manoeuvring authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The project began when Katrin raised concerns about the difficulty of turning larger airships - a limitation that became increasingly frustrating in operational conditions. Alda took on the problem and, finding that a targeted fix was insufficient, elected instead to redesign the propulsion approach from the ground up. The goal became a dual-configuration system: ducted fans for efficient cruise, with a specialised sprint mode capable of raw speed bursts and rapid reorientation that standard propulsion simply could not match.&lt;br /&gt;
&lt;br /&gt;
Around the same time, Tysander de Lumiére had been developing steam jet systems independently. When Alda reviewed his work, the potential for integration was immediately apparent. By incorporating Tysander's entrailed steam feeds into the ablation chamber, mass flow through the nozzle could be meaningfully improved - adding to the sprint system's punch at the cost of only modest efficiency.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The pod is built around a stout duct ring of brass-braced iron forming the outer shroud, riveted to a short trunnion mast that provides the azimuth and gimbal mount. The inner ring is reinforced with fulvon ribs to dampen vibration from burst-mode operation. At the core of the ducted-fan module sits a variable-pitch fan with light-forged brass blades, faced with thin ferrumis liners for heat tolerance. The fan mounts on a clutch-coupled shaft driven from the ship's boiler, turbine, or an electric motor, with quick-access pitch linkages for rapid adjustment between cruise and sprint configurations.&lt;br /&gt;
&lt;br /&gt;
Behind the fan, along the centreline, lies the ablation chamber: a cylindrical space lined with replaceable ablative cartridges fed from a magazine. A focusing ring - the optic hood - converges luminarite crystal beams onto the cartridge face to initiate ablation. The chamber exterior is shielded with layered cryseon tubing, which rapidly wicks and dumps heat as the first thermal barrier. The luminarite crystals themselves are mounted in a gimballed collar with shutter plates and secondary focusing lenses, charged by solar input and directed onto the optic hood.&lt;br /&gt;
&lt;br /&gt;
Downstream of the chamber, a mechanical iris of interlocking segmented vanes - constructed from brass with ferrumis edging - acts as a contractible nozzle throat. An actuating rack-and-gear system opens and closes the iris rapidly: closed for ablation mode to maximise jet velocity, open for cruise to reduce back pressure. Around the chamber, poppet-valve-controlled ports admit superheated steam from the boiler manifold, improving mass flow through the nozzle at a slight cost to specific impulse. Inside the nozzle, fast-acting vanes handle fine thrust vectoring, working in tandem with the azimuth gimbal's coarse control. Fulvon dampers on the vane mounts prevent resonant loosening during burst operation. Power buffering and thermal banks are integrated at this stage to handle the system's considerable energy and heat demands.&lt;br /&gt;
&lt;br /&gt;
The cartridge magazine holds its load in canister rows behind an access panel, with a sprung ram arm feeding each cartridge into the chamber in sequence. Rearward of the nozzle, cryseon coil radiators and a condenser loop manage waste heat and particulate recovery, with a sump collecting condensed material for reclamation. Emergency vent lines and particulate scrubbers complete the cooling assembly. Safety interlocks keep the optical shutters default-closed and magazine feeds locked when the chamber is breached, with a manual mechanical kill lever for emergency shutdown. The outer housing is aerin casing seated between the structural frame ribs.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
Pod diameter scales with the vessel: roughly three to six metres for the smallest capable ships, up to eight to twelve metres for heavier-duty installations. Length from nose to aft runs approximately three to five metres. The pod mounts on an azimuth gimbal with two hundred and seventy degrees of rotation, complemented by internal vane vectoring across a twenty-degree fast-trim range. Dry pod mass is substantial, increasing further with a full cartridge magazine loaded for combat operations. These systems are intended for militarised heavy vessels; smaller craft should only attempt installation if specifically designed around the pod's mass and power demands. Visually, the pod presents brass and steel ribs with aerin housing plates between them, cryseon-blue cooling conduits coiling across the surface, and a segmented nozzle iris at the aft end. During sprint operation, the nozzle produces a vivid flash and a bright golden ablation plume.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
&lt;br /&gt;
The pod's sprint mode delivers short, brutal surges of thrust well-suited to rapid acceleration, sudden altitude changes, breaking grapples, and evading pursuit. Its vectoring authority makes it equally effective as a high-torque manoeuvring system for large hulls, giving sluggish vessels a degree of yaw control they would otherwise completely lack - and meaningful choice over which face they present to incoming fire. The core limitations are thermal and logistical. The ablation chamber and nozzle heat rapidly under sustained use, and duty cycle limits must be respected or the pod will be destroyed. Cryseon cooling helps significantly but is not a substitute for operational discipline. The system's mechanical complexity - iris, vanes, optics, magazine feeds - demands more maintenance than a conventional propulsion system, and the deep integration requirements mean these pods cannot simply be bolted onto an existing airship. A full structural refit, a soltech core, and thermal banks are the minimum prerequisites for safe installation.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Soltech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Starburst_Engine&amp;diff=2098</id>
		<title>Starburst Engine</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Starburst_Engine&amp;diff=2098"/>
		<updated>2026-04-03T05:24:20Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Created page with &amp;quot;{{TechnologyInfo |image             = NoImg.png |inventor          = Alda Engen, Elena Engen, Tysander de Lumiére |users          = Private use |commonuses = *High-speed airship manoeuvres |}}  The Starburst Engine Pod is a high-output propulsion system designed by Alda Engen in collaboration with Elena Engen and Tysander de Lumiére. Originally conceived to address the poor turning response of larger airships, the project expanded into a comprehensive propulsion redesi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image             = NoImg.png&lt;br /&gt;
|inventor          = Alda Engen, Elena Engen, Tysander de Lumiére&lt;br /&gt;
|users          = Private use&lt;br /&gt;
|commonuses =&lt;br /&gt;
*High-speed airship manoeuvres&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Starburst Engine Pod is a high-output propulsion system designed by Alda Engen in collaboration with Elena Engen and Tysander de Lumiére. Originally conceived to address the poor turning response of larger airships, the project expanded into a comprehensive propulsion redesign combining ducted-fan cruising with an ablative solar-discharge sprint system. A subsequent integration of Tysander de Lumiére's independently-developed steam jet work further augmented the system's mass flow, producing a pod capable of brutal short-duration thrust bursts alongside steady manoeuvring authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The project began when Katrin raised concerns about the difficulty of turning larger airships — a limitation that became increasingly frustrating in operational conditions. Alda took on the problem and, finding that a targeted fix was insufficient, elected instead to redesign the propulsion approach from the ground up. The goal became a dual-configuration system: ducted fans for efficient cruise, with a specialised sprint mode capable of raw speed bursts and rapid reorientation that standard propulsion simply could not match.&lt;br /&gt;
&lt;br /&gt;
Around the same time, Tysander de Lumiére had been developing steam jet systems independently. When Alda reviewed his work, the potential for integration was immediately apparent. By incorporating Tysander's entrailed steam feeds into the ablation chamber, mass flow through the nozzle could be meaningfully improved — adding to the sprint system's punch at the cost of only modest efficiency.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The pod is built around a stout duct ring of brass-braced iron forming the outer shroud, riveted to a short trunnion mast that provides the azimuth and gimbal mount. The inner ring is reinforced with fulvon ribs to dampen vibration from burst-mode operation. At the core of the ducted-fan module sits a variable-pitch fan with light-forged brass blades, faced with thin ferrumis liners for heat tolerance. The fan mounts on a clutch-coupled shaft driven from the ship's boiler, turbine, or an electric motor, with quick-access pitch linkages for rapid adjustment between cruise and sprint configurations.&lt;br /&gt;
&lt;br /&gt;
Behind the fan, along the centreline, lies the ablation chamber: a cylindrical space lined with replaceable ablative cartridges fed from a magazine. A focusing ring — the optic hood — converges luminarite crystal beams onto the cartridge face to initiate ablation. The chamber exterior is shielded with layered cryseon tubing, which rapidly wicks and dumps heat as the first thermal barrier. The luminarite crystals themselves are mounted in a gimballed collar with shutter plates and secondary focusing lenses, charged by solar input and directed onto the optic hood.&lt;br /&gt;
&lt;br /&gt;
Downstream of the chamber, a mechanical iris of interlocking segmented vanes — constructed from brass with ferrumis edging — acts as a contractible nozzle throat. An actuating rack-and-gear system opens and closes the iris rapidly: closed for ablation mode to maximise jet velocity, open for cruise to reduce back pressure. Around the chamber, poppet-valve-controlled ports admit superheated steam from the boiler manifold, improving mass flow through the nozzle at a slight cost to specific impulse. Inside the nozzle, fast-acting vanes handle fine thrust vectoring, working in tandem with the azimuth gimbal's coarse control. Fulvon dampers on the vane mounts prevent resonant loosening during burst operation. Power buffering and thermal banks are integrated at this stage to handle the system's considerable energy and heat demands.&lt;br /&gt;
&lt;br /&gt;
The cartridge magazine holds its load in canister rows behind an access panel, with a sprung ram arm feeding each cartridge into the chamber in sequence. Rearward of the nozzle, cryseon coil radiators and a condenser loop manage waste heat and particulate recovery, with a sump collecting condensed material for reclamation. Emergency vent lines and particulate scrubbers complete the cooling assembly. Safety interlocks keep the optical shutters default-closed and magazine feeds locked when the chamber is breached, with a manual mechanical kill lever for emergency shutdown. The outer housing is aerin casing seated between the structural frame ribs.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
Pod diameter scales with the vessel: roughly three to six metres for the smallest capable ships, up to eight to twelve metres for heavier-duty installations. Length from nose to aft runs approximately three to five metres. The pod mounts on an azimuth gimbal with two hundred and seventy degrees of rotation, complemented by internal vane vectoring across a twenty-degree fast-trim range. Dry pod mass is substantial, increasing further with a full cartridge magazine loaded for combat operations. These systems are intended for militarised heavy vessels; smaller craft should only attempt installation if specifically designed around the pod's mass and power demands. Visually, the pod presents brass and steel ribs with aerin housing plates between them, cryseon-blue cooling conduits coiling across the surface, and a segmented nozzle iris at the aft end. During sprint operation, the nozzle produces a vivid flash and a bright golden ablation plume.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
&lt;br /&gt;
The pod's sprint mode delivers short, brutal surges of thrust well-suited to rapid acceleration, sudden altitude changes, breaking grapples, and evading pursuit. Its vectoring authority makes it equally effective as a high-torque manoeuvring system for large hulls, giving sluggish vessels a degree of yaw control they would otherwise completely lack — and meaningful choice over which face they present to incoming fire. The core limitations are thermal and logistical. The ablation chamber and nozzle heat rapidly under sustained use, and duty cycle limits must be respected or the pod will be destroyed. Cryseon cooling helps significantly but is not a substitute for operational discipline. The system's mechanical complexity — iris, vanes, optics, magazine feeds — demands more maintenance than a conventional propulsion system, and the deep integration requirements mean these pods cannot simply be bolted onto an existing airship. A full structural refit, a soltech core, and thermal banks are the minimum prerequisites for safe installation.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Soltech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Helios_Core&amp;diff=2097</id>
		<title>Helios Core</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Helios_Core&amp;diff=2097"/>
		<updated>2026-04-03T05:23:12Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Created page with &amp;quot;{{TechnologyInfo |image      = NoImg.png |inventor   = Elena Engen |users    = Private use |commonuses = *Vessel-mounted siege weaponry |}}  The Helios Core is a military-grade solar energy system and directed-energy weapon developed by Elena Engen as a significant redesign of the earlier Solaris Core architecture. Where the Solaris Core was built around electrical output first and foremost, the Helios reorients the design toward high-density power storage and a focused...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Elena Engen&lt;br /&gt;
|users    = Private use&lt;br /&gt;
|commonuses =&lt;br /&gt;
*Vessel-mounted siege weaponry&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Helios Core is a military-grade solar energy system and directed-energy weapon developed by Elena Engen as a significant redesign of the earlier Solaris Core architecture. Where the Solaris Core was built around electrical output first and foremost, the Helios reorients the design toward high-density power storage and a focused thermal beam weapon, supported by a distributed collector petal array, modular vault clusters, and an enhanced thermal bank network. The system requires a ship-wide refit to install, and its full capability is not unlocked without an integrated automaton core to manage split-bank sequencing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Helios Core originated as a proposal from Elena Engen to repurpose the Solaris Core as a directed-energy weapon platform. Alda's review of the concept was swift and unfavourable: the existing architecture could not reliably sustain the peak power draws or thermal loads that a weapon application would demand without risking catastrophic failure. The assessment identified several single-point vulnerabilities in the original helio-vault layout, inadequate thermal buffering, and insufficiently responsive control circuitry. The recommendation was either an extensive structural redesign or abandonment of the weapon concept.&lt;br /&gt;
&lt;br /&gt;
Elena chose redesign. She initiated a systematic engineering program that produced a hardened, modular replacement: vault clusters replacing single-point vaults, expanded thermal banking, distributed collector petals spread across the hull, and reinforced optical assemblies throughout. Several subsystem concepts were incorporated from Katrin's schematics during development - principally her fault-tolerant bus routing and modular clamp interfaces. The primary automaton connection plates and monitoring sockets were left exposed for future integration, whether by design or otherwise.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Construction begins with the primary frame: a heavy inner cradle bolted to the ship's central keel ring, machined to match standard pod flanges at eight to twelve positions, with reinforcing ribs at turbine and rotational hardware mounts. The central Helios Conduit housing - a segmented tube that serves as the optical, mechanical, and electrical backbone - is bolted to this cradle with fulvon dampers, with bus wiring and cryseon cooling channels run parallel along its length and service access panels positioned every one and a half to two metres. The helio-vault cluster is arranged in six to twelve modular vault bays in a ring around the conduit. Each bay has a two-part cradle with mechanical clamps, and individual Helio-Vault units - reinforced luminarite cores in brass shells - are seated and connected via keyed charge-lock connectors and thermal bleed collars running to the thermal bus. Optical buslines connect the vaults to one another with isolation relays between each, and spare ports are left available for later expansion.&lt;br /&gt;
&lt;br /&gt;
The thermal bank network surrounds the vault cluster and steam lines. Cryseon-sheathed heat exchangers transfer heat to the ship's secondary boilers via a condensate return loop, while harthstone thermal blocks embedded in housing trays absorb excess heat and connect to the auxiliary steam header through braided ferrumis piping. Sacrificial burst plugs in each tray provide emergency venting capacity. The beam weapon assembly consists of a heavy brass barrel with layered mirror mounts, gimballed to the Helios Conduit with fulvon dampers. Luminarite rod assemblies seat into the conduit ends and align to the barrel aperture via screw shims, capped with rune-etched brass lead rings. The distributed collector petals - each a self-contained armoured module roughly half a metre to two metres across, edged with viridite - are mounted across the ship's superstructure and outriggers in recessed housings, connected to the main solar bus via protected optical conduits and cryseon micro-loops. Mechanical shutters on each petal allow them to be stowed securely in storm conditions.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The central core assembly spans roughly six to ten metres across the conduit cluster. Distributed petals occupy significant hull surface area, with mass concentrated centrally in the vault cluster and capacitor stacks. The core presents as a brass-domed conduit surrounded by armoured mirror rings and exposed luminarite rod ends, with cryseon fins and fulgurite veins snaking across its plated surfaces. The hull petals appear as small tessellated flower-shaped plates with shutters, their cryseon coils visible as a blue sheen along their edges. Moving components include petal shutters and servo actuators, the rotating main beam assembly, micrometer mirror rings, vault clamp mechanisms, and magazine plug assemblies.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Helios Core serves a dual role. As a power plant, it supports steady throughput to ship systems or rapid high-density energy dumps to key components for tactical spikes. As a weapon, it stacks pulse discharges from the vault cluster into a focused, tunable thermal lance capable of disabling enemy superstructures, melting armour, and detonating munitions at range. In sustained engagements, the thermal bank recovery loop also keeps secondary steam plants running, allowing a ship to run on steam well after the vaults have been depleted. The system's primary weaknesses are structural and operational. A vault breach or optical misalignment under full charge risks runaway thermal feedback - hearthburst plugs provide a margin of safety, but a full core breakdown will cause severe and likely irreparable hull damage. The Helios also underperforms its predecessor for strict electrical output, having sacrificed that focus in favour of weapon capability.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Soltech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Skarvholm_Bangsnap&amp;diff=2096</id>
		<title>Skarvholm Bangsnap</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Skarvholm_Bangsnap&amp;diff=2096"/>
		<updated>2026-04-03T05:19:54Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Created page with &amp;quot;{{TechnologyInfo |image      = NoImg.png |inventor   = Alexandre Silva |user         = Military use |commonuses = * Assassination |}}  The Skarvholm Bangsnap is a single-use autonomous explosive automaton developed by Alexandre Silva for exclusive supply to the Galudonian military. Modelled on the West Imperial Hawk in both form and function, each unit is pre-programmed to identify and intercept a designated target type before detonating on contact. Intended for precisio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Alexandre Silva&lt;br /&gt;
|user         = Military use&lt;br /&gt;
|commonuses =&lt;br /&gt;
* Assassination&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Skarvholm Bangsnap is a single-use autonomous explosive automaton developed by Alexandre Silva for exclusive supply to the Galudonian military. Modelled on the West Imperial Hawk in both form and function, each unit is pre-programmed to identify and intercept a designated target type before detonating on contact. Intended for precision use against personnel - particularly officers or other specific target profiles - the Bangsnap trades destructive area of effect for accuracy and deployability at scale.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As the war in Eudai ground on, Alexandre Silva spent considerable time speaking with naval officers and sailors about what they had witnessed at sea. Their accounts of dwarven vessels crewed largely by enslaved people - ships that appeared military targets until they were destroyed and the truth became apparent - weighed on him heavily. Silva, himself a survivor of imperial servitude, could not easily accept the logic of necessary casualties. He set himself the problem of a weapon that could deliver devastating precision while minimising harm to the enslaved aboard enemy vessels.&lt;br /&gt;
&lt;br /&gt;
He discarded conventional approaches early. Cannons and similar weapons lacked the pinpoint accuracy he required, and the technology of the age fell short of most of his more ambitious drafts. He had nearly abandoned the project when a West Imperial Hawk flew through a window of his Skarvholm manor. He followed it outside and watched it stoop on a rabbit - speed, precision, and power delivered in a single decisive movement. He returned to his workshop and did not stop until the concept was complete.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
The body is cast in two aluminium halves, each precast with mounting holes for the wings on the sides, the activation switch at the rear, and the head assembly at the top. Once cast, the internal mechanical components are installed first. A four-bar linkage system with dual crankshafts, cranks, and gears driven by an electric motor translates rotation into the wing-flapping motion; connecting rods push each wing through its up-and-down stroke as the crank turns. A small battery is mounted at the rear alongside the activation switch.&lt;br /&gt;
&lt;br /&gt;
The explosive payload occupies the upper body just below the head and consists of two small glass cylinders. The first cylinder is double-walled, with one chamber holding pellets of potassium and the other holding water, kept separated until impact. The second cylinder contains black powder. The head serves two purposes: it houses the targeting brain - pre-programmed to seek a specified target type and fly directly toward it - and it carries a downward-facing spike at its base. On contact with a surface, the head drives the spike into the first cylinder, mixing the potassium and water to produce an near-instantaneous reaction that in turn detonates the black powder cylinder.&lt;br /&gt;
&lt;br /&gt;
With internals installed, the two body halves are joined, wing rods threaded through their side apertures, the switch fitted at the back, and the head pressed into the top. The body is then welded shut, and the remaining external wing components and wiring are fitted to complete the unit.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
The Skarvholm Bangsnap is sized and shaped to approximate the West Imperial Hawk it is modelled after, with a corresponding wingspan and body profile. The head is designed purely for aerodynamics, housing only a single optical sensor. The main body is deliberately simple in construction - built for mass production rather than craftsmanship - with the wings being the one component that reflects careful workmanship. From any real distance, a deployed unit is difficult to distinguish from an actual bird in flight.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
&lt;br /&gt;
The Skarvholm Bangsnap is designed for sabotage and targeted assassination. Units are activated within a few hundred metres of the intended target area, after which they fly autonomously to intercept whatever target type they have been programmed for - whether a common soldier or a specific uniform or insignia. They are built for one-time use only. When deployed in swarms, they may cause meaningful damage even to structures or heavy equipment, though individually their payload is too small to reliably destroy hardened targets. Recommended activation is from an airship already in flight, though naval vessel and ground deployment are both viable.&lt;br /&gt;
&lt;br /&gt;
These units are to be sold exclusively to the Galudonian military and are not available for civilian purchase.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Nutter_Botter&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Steamtech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2095</id>
		<title>Little Devil Rounds</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2095"/>
		<updated>2026-04-03T05:16:13Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Alistair Athelrid, Ser'varyn Enris&lt;br /&gt;
|user    = Military use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Anti-personnel fire&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Athelrid &amp;quot;Little Devil&amp;quot; Expanding Round is a hollow-point ammunition design developed by Alistair Athelrid in collaboration with Ser'varyn Enris, intended for production and sale during the Dwarven war. Available in revolver and lever-action rifle calibres, each round is engineered to deform significantly on impact with soft tissue, maximising damage and reducing the likelihood of clean through-and-through wounds. Each completed round is packaged with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
When considering how to contribute to the war effort, Alistair Athelrid landed not on firearms or war machines but on something more easily produced and transported: ammunition. A well-made round could be manufactured in quantity, shipped to buyers efficiently, and put to immediate use without requiring the buyer to acquire new hardware. His design goal was a round that caused substantial damage and shrapnel injury on impact.&lt;br /&gt;
&lt;br /&gt;
He brought Ser'varyn Enris in to help refine the concept and assist with production. Through iterative testing, the two determined the correct proportions for bullet size, powder charge, lead composition, and cartridge geometry to reliably achieve the desired deformation effect. The result was a hollow-tipped lead projectile that reliably mushrooms on contact with a fluid-filled target.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The process begins with a clay mould, dried and prepared to cast the lead bullet in its final shape: a hollow-tipped form that will cause the bullet to mushroom on impact rather than pass cleanly through. Hot lead is poured into the mould and allowed to set. Standard brass cartridge cases - sized for either revolver or lever-action rifle calibre - are then primed using a hand priming tool. Black powder is measured and poured into the case, the cast bullet is crimped in at the mouth, and the completed round is inspected. Finished rounds are packed in ammunition boxes, each sealed with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The revolver variant uses a short brass casing with a lead bullet featuring a depression at the tip, while the lever-action variant uses a considerably longer brass casing with the same hollow-tipped lead bullet. Both share the same core deformation mechanic on impact.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Athelrid Expanding Round is designed to expand dramatically on impact with soft tissue, producing a large mushrooming effect that causes significantly more internal damage than a standard round and frequently results in the bullet remaining in the body as a shrapnel wound rather than passing through. This makes it well-suited to sidearm ranges and close-quarters engagements against unarmoured or lightly-armoured targets.&lt;br /&gt;
&lt;br /&gt;
The round's primary weakness is its reliance on fluid pressure to initiate expansion. When passing through non-fluid barriers - wood, light cover, armour - particularly at longer ranges, the bullet may fail to expand entirely, reducing it to a substandard penetrating round with no added effect.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = OneDinoBOI&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Smithing]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2094</id>
		<title>Little Devil Rounds</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2094"/>
		<updated>2026-04-03T05:07:29Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Alistair Athelrid, Ser'varyn Enris&lt;br /&gt;
|user    = Military use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Anti-personnel fire&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Athelrid &amp;quot;Little Devil&amp;quot; Expanding Round is a hollow-point ammunition design developed by Alistair Athelrid in collaboration with Ser'varyn Enris, intended for production and sale during the Dwarven war. Available in revolver and lever-action rifle calibres, each round is engineered to deform significantly on impact with soft tissue, maximising damage and reducing the likelihood of clean through-and-through wounds. Each completed round is packaged with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
When considering how to contribute to the war effort, Alistair Athelrid landed not on firearms or war machines but on something more easily produced and transported: ammunition. A well-made round could be manufactured in quantity, shipped to buyers efficiently, and put to immediate use without requiring the buyer to acquire new hardware. His design goal was a round that caused substantial damage and shrapnel injury on impact.&lt;br /&gt;
&lt;br /&gt;
He brought Ser'varyn Enris in to help refine the concept and assist with production. Through iterative testing, the two determined the correct proportions for bullet size, powder charge, lead composition, and cartridge geometry to reliably achieve the desired deformation effect. The result was a hollow-tipped lead projectile that reliably mushrooms on contact with a fluid-filled target.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The process begins with a clay mould, dried and prepared to cast the lead bullet in its final shape: a hollow-tipped form that will cause the bullet to mushroom on impact rather than pass cleanly through. Hot lead is poured into the mould and allowed to set. Standard brass cartridge cases - sized for either revolver or lever-action rifle calibre - are then primed using a hand priming tool. Black powder is measured and poured into the case, the cast bullet is crimped in at the mouth, and the completed round is inspected. Finished rounds are packed in ammunition boxes, each sealed with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The revolver variant uses a short brass casing with a lead bullet featuring a depression at the tip. The lever-action variant uses a considerably longer brass casing with the same hollow-tipped lead bullet. Both share the same core deformation mechanic on impact.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Athelrid Expanding Round is designed to expand dramatically on impact with soft tissue, producing a large mushrooming effect that causes significantly more internal damage than a standard round and frequently results in the bullet remaining in the body as a shrapnel wound rather than passing through. This makes it well-suited to sidearm ranges and close-quarters engagements against unarmoured or lightly-armoured targets.&lt;br /&gt;
&lt;br /&gt;
The round's primary weakness is its reliance on fluid pressure to initiate expansion. When passing through non-fluid barriers - wood, light cover, armour - particularly at longer ranges, the bullet may fail to expand entirely, reducing it to a substandard penetrating round with no added effect.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = OneDinoBOI&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Smithing]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2093</id>
		<title>Little Devil Rounds</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2093"/>
		<updated>2026-04-03T05:06:15Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Alistair Churchthorn, Ser'varyn Enris&lt;br /&gt;
|user    = Military use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Anti-personnel fire&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Churchthorn &amp;quot;Little Devil&amp;quot; Expanding Round is a hollow-point ammunition design developed by Alistair Churchthorn in collaboration with Ser'varyn Enris, intended for production and sale during the Dwarven war. Available in revolver and lever-action rifle calibres, each round is engineered to deform significantly on impact with soft tissue, maximising damage and reducing the likelihood of clean through-and-through wounds. Each completed round is packaged with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
When considering how to contribute to the war effort, Alistair Churchthorn landed not on firearms or war machines but on something more easily produced and transported: ammunition. A well-made round could be manufactured in quantity, shipped to buyers efficiently, and put to immediate use without requiring the buyer to acquire new hardware. His design goal was a round that caused substantial damage and shrapnel injury on impact.&lt;br /&gt;
&lt;br /&gt;
He brought Ser'varyn Enris in to help refine the concept and assist with production. Through iterative testing, the two determined the correct proportions for bullet size, powder charge, lead composition, and cartridge geometry to reliably achieve the desired deformation effect. The result was a hollow-tipped lead projectile that reliably mushrooms on contact with a fluid-filled target.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The process begins with a clay mould, dried and prepared to cast the lead bullet in its final shape: a hollow-tipped form that will cause the bullet to mushroom on impact rather than pass cleanly through. Hot lead is poured into the mould and allowed to set. Standard brass cartridge cases - sized for either revolver or lever-action rifle calibre - are then primed using a hand priming tool. Black powder is measured and poured into the case, the cast bullet is crimped in at the mouth, and the completed round is inspected. Finished rounds are packed in ammunition boxes, each sealed with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The revolver variant uses a short brass casing with a lead bullet featuring a depression at the tip. The lever-action variant uses a considerably longer brass casing with the same hollow-tipped lead bullet. Both share the same core deformation mechanic on impact.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Churchthorn Expanding Round is designed to expand dramatically on impact with soft tissue, producing a large mushrooming effect that causes significantly more internal damage than a standard round and frequently results in the bullet remaining in the body as a shrapnel wound rather than passing through. This makes it well-suited to sidearm ranges and close-quarters engagements against unarmoured or lightly-armoured targets.&lt;br /&gt;
&lt;br /&gt;
The round's primary weakness is its reliance on fluid pressure to initiate expansion. When passing through non-fluid barriers - wood, light cover, armour - particularly at longer ranges, the bullet may fail to expand entirely, reducing it to a substandard penetrating round with no added effect.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = OneDinoBOI&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Smithing]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2092</id>
		<title>Little Devil Rounds</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2092"/>
		<updated>2026-04-03T05:06:01Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Alistair Churchthorn, Ser'varyn Enris&lt;br /&gt;
|users    = Military use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Anti-personnel fire&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Churchthorn &amp;quot;Little Devil&amp;quot; Expanding Round is a hollow-point ammunition design developed by Alistair Churchthorn in collaboration with Ser'varyn Enris, intended for production and sale during the Dwarven war. Available in revolver and lever-action rifle calibres, each round is engineered to deform significantly on impact with soft tissue, maximising damage and reducing the likelihood of clean through-and-through wounds. Each completed round is packaged with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
When considering how to contribute to the war effort, Alistair Churchthorn landed not on firearms or war machines but on something more easily produced and transported: ammunition. A well-made round could be manufactured in quantity, shipped to buyers efficiently, and put to immediate use without requiring the buyer to acquire new hardware. His design goal was a round that caused substantial damage and shrapnel injury on impact.&lt;br /&gt;
&lt;br /&gt;
He brought Ser'varyn Enris in to help refine the concept and assist with production. Through iterative testing, the two determined the correct proportions for bullet size, powder charge, lead composition, and cartridge geometry to reliably achieve the desired deformation effect. The result was a hollow-tipped lead projectile that reliably mushrooms on contact with a fluid-filled target.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The process begins with a clay mould, dried and prepared to cast the lead bullet in its final shape: a hollow-tipped form that will cause the bullet to mushroom on impact rather than pass cleanly through. Hot lead is poured into the mould and allowed to set. Standard brass cartridge cases - sized for either revolver or lever-action rifle calibre - are then primed using a hand priming tool. Black powder is measured and poured into the case, the cast bullet is crimped in at the mouth, and the completed round is inspected. Finished rounds are packed in ammunition boxes, each sealed with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The revolver variant uses a short brass casing with a lead bullet featuring a depression at the tip. The lever-action variant uses a considerably longer brass casing with the same hollow-tipped lead bullet. Both share the same core deformation mechanic on impact.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Churchthorn Expanding Round is designed to expand dramatically on impact with soft tissue, producing a large mushrooming effect that causes significantly more internal damage than a standard round and frequently results in the bullet remaining in the body as a shrapnel wound rather than passing through. This makes it well-suited to sidearm ranges and close-quarters engagements against unarmoured or lightly-armoured targets.&lt;br /&gt;
&lt;br /&gt;
The round's primary weakness is its reliance on fluid pressure to initiate expansion. When passing through non-fluid barriers - wood, light cover, armour - particularly at longer ranges, the bullet may fail to expand entirely, reducing it to a substandard penetrating round with no added effect.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = OneDinoBOI&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Smithing]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2091</id>
		<title>Little Devil Rounds</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2091"/>
		<updated>2026-04-03T05:05:48Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Alistair Churchthorn, Ser'varyn Enris&lt;br /&gt;
|purpose    = Military use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Anti-personnel fire&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Churchthorn &amp;quot;Little Devil&amp;quot; Expanding Round is a hollow-point ammunition design developed by Alistair Churchthorn in collaboration with Ser'varyn Enris, intended for production and sale during the Dwarven war. Available in revolver and lever-action rifle calibres, each round is engineered to deform significantly on impact with soft tissue, maximising damage and reducing the likelihood of clean through-and-through wounds. Each completed round is packaged with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
When considering how to contribute to the war effort, Alistair Churchthorn landed not on firearms or war machines but on something more easily produced and transported: ammunition. A well-made round could be manufactured in quantity, shipped to buyers efficiently, and put to immediate use without requiring the buyer to acquire new hardware. His design goal was a round that caused substantial damage and shrapnel injury on impact.&lt;br /&gt;
&lt;br /&gt;
He brought Ser'varyn Enris in to help refine the concept and assist with production. Through iterative testing, the two determined the correct proportions for bullet size, powder charge, lead composition, and cartridge geometry to reliably achieve the desired deformation effect. The result was a hollow-tipped lead projectile that reliably mushrooms on contact with a fluid-filled target.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The process begins with a clay mould, dried and prepared to cast the lead bullet in its final shape: a hollow-tipped form that will cause the bullet to mushroom on impact rather than pass cleanly through. Hot lead is poured into the mould and allowed to set. Standard brass cartridge cases - sized for either revolver or lever-action rifle calibre - are then primed using a hand priming tool. Black powder is measured and poured into the case, the cast bullet is crimped in at the mouth, and the completed round is inspected. Finished rounds are packed in ammunition boxes, each sealed with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The revolver variant uses a short brass casing with a lead bullet featuring a depression at the tip. The lever-action variant uses a considerably longer brass casing with the same hollow-tipped lead bullet. Both share the same core deformation mechanic on impact.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Churchthorn Expanding Round is designed to expand dramatically on impact with soft tissue, producing a large mushrooming effect that causes significantly more internal damage than a standard round and frequently results in the bullet remaining in the body as a shrapnel wound rather than passing through. This makes it well-suited to sidearm ranges and close-quarters engagements against unarmoured or lightly-armoured targets.&lt;br /&gt;
&lt;br /&gt;
The round's primary weakness is its reliance on fluid pressure to initiate expansion. When passing through non-fluid barriers - wood, light cover, armour - particularly at longer ranges, the bullet may fail to expand entirely, reducing it to a substandard penetrating round with no added effect.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = OneDinoBOI&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Smithing]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Whistledrop&amp;diff=2090</id>
		<title>Whistledrop</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Whistledrop&amp;diff=2090"/>
		<updated>2026-04-03T05:05:30Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Maria Vickharn&lt;br /&gt;
|user    = Private use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Aerial deployment of automatons&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Whistledrop is a drop pod designed by Maria Vickharn at the request of Alda Engen, built to deliver automatons and other payloads from altitude into active combat zones. A dual-shell brass sphere fitted with a spring-burst mechanism, the pod protects its contents through the descent. Its segmented seam vents produce a characteristic shriek during descent, serving as an intentional element of psychological pressure.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Maria Vickharn's design draws on two sources: the whistling arrows used by archers, which she was personally familiar with, and the logic of efficient packing used in large rail freight containers - how to protect a payload against the stresses of transit while still enabling reliable delivery. The specific challenge was delivering automatons from significant altitude without destroying them on impact, while producing a pod robust enough to survive the descent and practical enough for operational use. Working from her background in mining and engineering, she developed the layered shell and spring-locking mechanism that defines the Whistledrop's function.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The pod consists of two concentric brass shells, split into eight equal segments each, forming a smooth sphere around the payload. The inner shell is lined with brontium, which acts as an energy-absorbing membrane. A set of springs connects the inner and outer shells; on hard landing, these springs compress and lock in place via a basic mechanical latch. The energy stored between the compressed springs and the brontium lining can then be released deliberately, causing the outer shell to burst outward violently. Vent slits along each seam serve double duty as the channels that produce the whistling sound during descent.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
A standard Whistledrop measures 1.8 metres in diameter and weighs between 300 and 450 kilograms depending on payload. Larger assault configurations reach 2.4 metres and accommodate payloads of up to 1,000 kilograms. The exterior is a smooth brass sphere with eight segmented panels meeting at reinforced seams, with narrow vent slits running the length of each seam. Spent or burst pods are easily identified by warped seams and brontium streaking across the outer surface.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Whistledrop is designed primarily for the rapid deployment of automatons, drones, and equipment into combat zones, protecting fragile mechanical payloads through a high-velocity descent that would otherwise destroy them. The shrieking sound produced during descent is an intentional feature - it creates anticipatory dread in enemy formations and announces inbound reinforcements or bombardment. On landing, the burst mechanism allows the pod itself to fold outward, clearing its payload's exit.&lt;br /&gt;
&lt;br /&gt;
The pod has meaningful limitations. Internal space constrains payload size, and the impact forces - even well-managed - can cause microfractures in more delicate automaton components, making higher-end constructs a poor fit. The auditory signature that serves as psychological warfare also eliminates any possibility of a stealth drop. Finally, the pod's tendency to crumple causes it to have an unfortunately high rate of loss, and a not-insubstantial portion of drops will fail. Nevertheless, it remains a unique and effective means of rapid deployment.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Marytha, Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Soltech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Carousel_Crinoline&amp;diff=2089</id>
		<title>Carousel Crinoline</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Carousel_Crinoline&amp;diff=2089"/>
		<updated>2026-04-03T05:05:05Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Mirari Laurier&lt;br /&gt;
|user       = Public use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Fashion&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Carousel Crinoline is a wearable mechanical garment frame designed by Mirari Laurier, blending the engineering culture of Ironhurst with the ornamental sensibility of baroque fashion. Built around a muscle-powered pulley system, the frame allows selected decorative elements to rise and fall in motion with the wearer, creating a kinetic sculptural effect beneath or over draped fabric. It is intended for semi-formal to formal occasions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Mirari Laurier arrived in Ironhurst approximately a month before beginning this project. Coming from a quieter upbringing, she found the city's scale and mechanical energy striking, and began studying its machinery - the parts, the movements, the underlying logic of it - alongside books on both mechanics and humanoid anatomy. She was looking for a way to bring the two worlds she now inhabited into dialogue: the ornate, handcrafted aesthetic she had grown up with and the industrial ingenuity she now found herself surrounded by. The Carousel Crinoline was her answer.&lt;br /&gt;
&lt;br /&gt;
Her first attempt was a rapid failure - the gears consumed the fabric entirely, and the hydraulic system could not bear the frame's weight. A full rework of the second attempt steered her toward muscle-powered mechanics, which proved far more tractable. The third attempt achieved a working balance of mechanical movement, materials, and proportions, and the fourth and final version added the clamping system that allows the frame to be opened and closed for wear.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
Twenty copper-plated steel pipes are cut to length and finished smooth with a one-inch interior clearance. Sixteen are bent to a semi-oval curve; the remaining four are shaped for the structural rings at the waist, top, frame peak, and bottom, which secure the sixteen uprights in their arrangement. Every other upright is fitted for decoration, with internal cables routed through the pipe walls to drive them up and down via alternating pulleys actuated by the wearer's movement. The three upper structural rings are welded to the frame; the waist ring remains separate.&lt;br /&gt;
&lt;br /&gt;
The completed frame is then cut cleanly in half and the edges smoothed to sit flush. Eight copper-plated steel sheets, each six by eight inches, are notched on two opposite edges and bent to form ball-and-socket casings that fit over the top of the frame and seat the waist pipe on steel ball bearings, allowing the two halves to rotate smoothly when worn. Two fitted metal clasps are attached to the front half at the waist to allow the frame to be donned and removed. Fabric - tulle or any comparable material - can then be draped underneath or over the completed frame.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
A completed Carousel Crinoline runs from the wearer's waist to the ankle. Copper-plated steel is the standard material, though any sufficiently lightweight metal is workable. Eight of the sixteen frame supports are active - alternating with the static supports - and each carries whatever decorative element has been chosen for that position, rising and falling with the wearer's movement. The waist clasp may be leather or metal depending on preference. Decorative elements on the active supports are interchangeable.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
&lt;br /&gt;
The Carousel Crinoline is a formal and semi-formal garment accessory. Its kinetic decoration is driven entirely by the wearer's own movement through the pulley system - when the wearer is still, the decorations are still. The frame can be modified to include gyroscopic elements for smoother movement, though this adds to its restrictive qualities. Some metals suitable for construction may cause adverse reactions with prolonged skin contact, and wearers should choose their materials accordingly.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = AnxietyismyTea&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Steamtech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Carousel_Crinoline&amp;diff=2088</id>
		<title>Carousel Crinoline</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Carousel_Crinoline&amp;diff=2088"/>
		<updated>2026-04-03T05:04:43Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Created page with &amp;quot;{{TechnologyInfo |image      = NoImg.png |inventor   = Mirari Laurier |purpose    = Public use |commonuses =  * Fashion |}}  The Carousel Crinoline is a wearable mechanical garment frame designed by Mirari Laurier, blending the engineering culture of Ironhurst with the ornamental sensibility of baroque fashion. Built around a muscle-powered pulley system, the frame allows selected decorative elements to rise and fall in motion with the wearer, creating a kinetic sculptur...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Mirari Laurier&lt;br /&gt;
|purpose    = Public use&lt;br /&gt;
|commonuses = &lt;br /&gt;
* Fashion&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Carousel Crinoline is a wearable mechanical garment frame designed by Mirari Laurier, blending the engineering culture of Ironhurst with the ornamental sensibility of baroque fashion. Built around a muscle-powered pulley system, the frame allows selected decorative elements to rise and fall in motion with the wearer, creating a kinetic sculptural effect beneath or over draped fabric. It is intended for semi-formal to formal occasions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Mirari Laurier arrived in Ironhurst approximately a month before beginning this project. Coming from a quieter upbringing, she found the city's scale and mechanical energy striking, and began studying its machinery - the parts, the movements, the underlying logic of it - alongside books on both mechanics and humanoid anatomy. She was looking for a way to bring the two worlds she now inhabited into dialogue: the ornate, handcrafted aesthetic she had grown up with and the industrial ingenuity she now found herself surrounded by. The Carousel Crinoline was her answer.&lt;br /&gt;
&lt;br /&gt;
Her first attempt was a rapid failure - the gears consumed the fabric entirely, and the hydraulic system could not bear the frame's weight. A full rework of the second attempt steered her toward muscle-powered mechanics, which proved far more tractable. The third attempt achieved a working balance of mechanical movement, materials, and proportions, and the fourth and final version added the clamping system that allows the frame to be opened and closed for wear.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
Twenty copper-plated steel pipes are cut to length and finished smooth with a one-inch interior clearance. Sixteen are bent to a semi-oval curve; the remaining four are shaped for the structural rings at the waist, top, frame peak, and bottom, which secure the sixteen uprights in their arrangement. Every other upright is fitted for decoration, with internal cables routed through the pipe walls to drive them up and down via alternating pulleys actuated by the wearer's movement. The three upper structural rings are welded to the frame; the waist ring remains separate.&lt;br /&gt;
&lt;br /&gt;
The completed frame is then cut cleanly in half and the edges smoothed to sit flush. Eight copper-plated steel sheets, each six by eight inches, are notched on two opposite edges and bent to form ball-and-socket casings that fit over the top of the frame and seat the waist pipe on steel ball bearings, allowing the two halves to rotate smoothly when worn. Two fitted metal clasps are attached to the front half at the waist to allow the frame to be donned and removed. Fabric - tulle or any comparable material - can then be draped underneath or over the completed frame.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
A completed Carousel Crinoline runs from the wearer's waist to the ankle. Copper-plated steel is the standard material, though any sufficiently lightweight metal is workable. Eight of the sixteen frame supports are active - alternating with the static supports - and each carries whatever decorative element has been chosen for that position, rising and falling with the wearer's movement. The waist clasp may be leather or metal depending on preference. Decorative elements on the active supports are interchangeable.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
&lt;br /&gt;
The Carousel Crinoline is a formal and semi-formal garment accessory. Its kinetic decoration is driven entirely by the wearer's own movement through the pulley system - when the wearer is still, the decorations are still. The frame can be modified to include gyroscopic elements for smoother movement, though this adds to its restrictive qualities. Some metals suitable for construction may cause adverse reactions with prolonged skin contact, and wearers should choose their materials accordingly.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = AnxietyismyTea&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Steamtech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2087</id>
		<title>Little Devil Rounds</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Little_Devil_Rounds&amp;diff=2087"/>
		<updated>2026-04-03T05:02:56Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Created page with &amp;quot;{{TechnologyInfo |image      = NoImg.png |inventor   = Alistair Churchthorn, Ser'varyn Enris |purpose    = Private use |}}  The Churchthorn &amp;quot;Little Devil&amp;quot; Expanding Round is a hollow-point ammunition design developed by Alistair Churchthorn in collaboration with Ser'varyn Enris, intended for production and sale during the Dwarven war. Available in revolver and lever-action rifle calibres, each round is engineered to deform significantly on impact with soft tissue, maximi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Alistair Churchthorn, Ser'varyn Enris&lt;br /&gt;
|purpose    = Private use&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Churchthorn &amp;quot;Little Devil&amp;quot; Expanding Round is a hollow-point ammunition design developed by Alistair Churchthorn in collaboration with Ser'varyn Enris, intended for production and sale during the Dwarven war. Available in revolver and lever-action rifle calibres, each round is engineered to deform significantly on impact with soft tissue, maximising damage and reducing the likelihood of clean through-and-through wounds. Each completed round is packaged with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
When considering how to contribute to the war effort, Alistair Churchthorn landed not on firearms or war machines but on something more easily produced and transported: ammunition. A well-made round could be manufactured in quantity, shipped to buyers efficiently, and put to immediate use without requiring the buyer to acquire new hardware. His design goal was a round that caused substantial damage and shrapnel injury on impact.&lt;br /&gt;
&lt;br /&gt;
He brought Ser'varyn Enris in to help refine the concept and assist with production. Through iterative testing, the two determined the correct proportions for bullet size, powder charge, lead composition, and cartridge geometry to reliably achieve the desired deformation effect. The result was a hollow-tipped lead projectile that reliably mushrooms on contact with a fluid-filled target.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The process begins with a clay mould, dried and prepared to cast the lead bullet in its final shape: a hollow-tipped form that will cause the bullet to mushroom on impact rather than pass cleanly through. Hot lead is poured into the mould and allowed to set. Standard brass cartridge cases - sized for either revolver or lever-action rifle calibre - are then primed using a hand priming tool. Black powder is measured and poured into the case, the cast bullet is crimped in at the mouth, and the completed round is inspected. Finished rounds are packed in ammunition boxes, each sealed with a Church of the Iron Head wax seal and a blessing parchment.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
The revolver variant uses a short brass casing with a lead bullet featuring a depression at the tip. The lever-action variant uses a considerably longer brass casing with the same hollow-tipped lead bullet. Both share the same core deformation mechanic on impact.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Churchthorn Expanding Round is designed to expand dramatically on impact with soft tissue, producing a large mushrooming effect that causes significantly more internal damage than a standard round and frequently results in the bullet remaining in the body as a shrapnel wound rather than passing through. This makes it well-suited to sidearm ranges and close-quarters engagements against unarmoured or lightly-armoured targets.&lt;br /&gt;
&lt;br /&gt;
The round's primary weakness is its reliance on fluid pressure to initiate expansion. When passing through non-fluid barriers - wood, light cover, armour - particularly at longer ranges, the bullet may fail to expand entirely, reducing it to a substandard penetrating round with no added effect.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = OneDinoBOI&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Smithing]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Whistledrop&amp;diff=2086</id>
		<title>Whistledrop</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Whistledrop&amp;diff=2086"/>
		<updated>2026-04-03T04:49:35Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: Created page with &amp;quot;{{TechnologyInfo |image      = NoImg.png |inventor   = Maria Vickharn |purpose    = Private use |}}  The Whistledrop is a drop pod designed by Maria Vickharn at the request of Alda Engen, built to deliver automatons and other payloads from altitude into active combat zones. A dual-shell brass sphere fitted with a spring-burst mechanism, the pod protects its contents through the descent. Its segmented seam vents produce a characteristic shriek during descent, serving as a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyInfo&lt;br /&gt;
|image      = NoImg.png&lt;br /&gt;
|inventor   = Maria Vickharn&lt;br /&gt;
|purpose    = Private use&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Whistledrop is a drop pod designed by Maria Vickharn at the request of Alda Engen, built to deliver automatons and other payloads from altitude into active combat zones. A dual-shell brass sphere fitted with a spring-burst mechanism, the pod protects its contents through the descent. Its segmented seam vents produce a characteristic shriek during descent, serving as an intentional element of psychological pressure.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Maria Vickharn's design draws on two sources: the whistling arrows used by archers, which she was personally familiar with, and the logic of efficient packing used in large rail freight containers - how to protect a payload against the stresses of transit while still enabling reliable delivery. The specific challenge was delivering automatons from significant altitude without destroying them on impact, while producing a pod robust enough to survive the descent and practical enough for operational use. Working from her background in mining and engineering, she developed the layered shell and spring-locking mechanism that defines the Whistledrop's function.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The pod consists of two concentric brass shells, split into eight equal segments each, forming a smooth sphere around the payload. The inner shell is lined with brontium, which acts as an energy-absorbing membrane. A set of springs connects the inner and outer shells; on hard landing, these springs compress and lock in place via a basic mechanical latch. The energy stored between the compressed springs and the brontium lining can then be released deliberately, causing the outer shell to burst outward violently. Vent slits along each seam serve double duty as the channels that produce the whistling sound during descent.&lt;br /&gt;
&lt;br /&gt;
==Physical Characteristics==&lt;br /&gt;
A standard Whistledrop measures 1.8 metres in diameter and weighs between 300 and 450 kilograms depending on payload. Larger assault configurations reach 2.4 metres and accommodate payloads of up to 1,000 kilograms. The exterior is a smooth brass sphere with eight segmented panels meeting at reinforced seams, with narrow vent slits running the length of each seam. Spent or burst pods are easily identified by warped seams and brontium streaking across the outer surface.&lt;br /&gt;
&lt;br /&gt;
==Applications &amp;amp; Weaknesses==&lt;br /&gt;
The Whistledrop is designed primarily for the rapid deployment of automatons, drones, and equipment into combat zones, protecting fragile mechanical payloads through a high-velocity descent that would otherwise destroy them. The shrieking sound produced during descent is an intentional feature - it creates anticipatory dread in enemy formations and announces inbound reinforcements or bombardment. On landing, the burst mechanism allows the pod itself to fold outward, clearing its payload's exit.&lt;br /&gt;
&lt;br /&gt;
The pod has meaningful limitations. Internal space constrains payload size, and the impact forces - even well-managed - can cause microfractures in more delicate automaton components, making higher-end constructs a poor fit. The auditory signature that serves as psychological warfare also eliminates any possibility of a stealth drop. Finally, the pod's tendency to crumple causes it to have an unfortunately high rate of loss, and a not-insubstantial portion of drops will fail. Nevertheless, it remains a unique and effective means of rapid deployment.&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists =&lt;br /&gt;
|Writers = Marytha, Bimberi&lt;br /&gt;
|Processors = Bimberi&lt;br /&gt;
}}&lt;br /&gt;
[[category:Innovation System]]&lt;br /&gt;
[[category:Player Written]]&lt;br /&gt;
[[category:Engineering]]&lt;br /&gt;
[[category:Soltech]]&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=2085</id>
		<title>Vampires</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Vampires&amp;diff=2085"/>
		<updated>2026-04-03T04:30:13Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Vampire has long been a fixture of fear and lurid fantasy, a creature whose very existence is a testament to the primal terror of the unknown. They are the eternal parasites of humanity, a living curse that has adapted and thrived in the deepest corners of civilisation since the days of the Great Equilibrium. Vampirism is at times romanticised as a glamorous gift, but its true nature is a stark, horrifying reality; it is not a power, but a hostile, parasitic predator that violently hijacks the host's body and mind, twisting their will to survive and feed.&lt;br /&gt;
&lt;br /&gt;
This affliction forces an insidious mindset upon the host, and one that cannot be easily fought. The transformation into an apex predator creates an unavoidable superiority complex, which the Curse uses to whisper that the Vampire is beyond mortal morality. This inherent sense of entitlement makes true connection and empathy with the uninfected nearly impossible, isolating the host and making the path of redemption a near-unwinnable, exhausting psychological war. While some Vampires may be tragic figures wrestling with their transformation, their inherent nature is one of profound and unavoidable danger, constantly fighting its influence and denying the very instinct designed to sustain their existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities and Powers==&lt;br /&gt;
Core Mechanics are universal abilities shared by all Vampires, regardless of their specific Bloodline. These fundamental traits are inherited from the three Upyr without exception. As such, they establish the foundational rules and abilities for all Vampires. While every Vampire will also possess additional powers inherited from their Bloodline, which are detailed further below, the Core Mechanics define their shared universal nature.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| '''Masquerade'''&lt;br /&gt;
| The Vampire conceals their true, Vampiric appearance, making them visually indistinguishable from an ordinary person. This ability cannot be disabled by outside powers, though has no effect on abilities that specifically detect Curses or magical influence. However, Masquerade immediately ends if the Vampire feeds, uses any other Vampiric ability, or is outdoors during daylight hours.&lt;br /&gt;
|-&lt;br /&gt;
| '''Dawn's Bane'''&lt;br /&gt;
| Vampires are forever bound to the shadows, their Curse recoiling from the sun. When exposed to direct sunlight, Vampires cannot use any of their Abilities, suffer disadvantage on all rolls, have halved movement per turn, and are unable to recover HP by any means.&lt;br /&gt;
|-&lt;br /&gt;
| '''Nocturnal Veil'''&lt;br /&gt;
| As an Action, you may become Invisible until the end of your next turn. This ends prematurely if you use any other Ability or Attack, and can be used once per combat scene.&lt;br /&gt;
|-&lt;br /&gt;
| '''Sanguine Kiss'''&lt;br /&gt;
| Vampires are imbued with a terrible thirst, slaked only by the blood of the living. This thirst must be satisfied by feeding at least once every two weeks. Failure to feed makes Dawn's Bane permanent until satisfied, and disables Masquerade entirely. Feeding can be accomplished in one of two ways:&lt;br /&gt;
*Outside of combat: You may feed upon anyone who is either willing, or unable to resist.&lt;br /&gt;
**Against unwilling characters, this takes 15 minutes and applies a -2 penalty to all their rolls for 24 hours.&lt;br /&gt;
**If they are willing, both characters receive this penalty for two weeks instead. However, willing feeding is excruciatingly painful, generally described as being similar to being branded with a hot iron. Willing victims are, as such, rare.&lt;br /&gt;
*In combat: Against an Incapacitated or Restrained target, you may deal a guaranteed 1d6 damage, which simultaneously heals you for the damage dealt. Feeding in combat is necessary to activate Sanguine Surge.&lt;br /&gt;
Feeding on an unwilling character will infect them with the Crimson Plague (see Becoming a Vampire); if not treated within 72 hours, it will progress to Vampirism.&lt;br /&gt;
&lt;br /&gt;
While a Vampire may sustain themselves upon animals, this will result in suffering the effects of Dawn's Bane; it will stave off death, and nothing more.&lt;br /&gt;
|-&lt;br /&gt;
| '''To Dust'''&lt;br /&gt;
| When slain, Vampires' bodies wither to ashes in moments. Twenty-four hours later, they will reconstitute at the Vampiric Altar they last offered their blood to, with all Vampire abilities disabled for a further twenty-four hours. Currently, there is one public altar in the Maw, and any Vampire may create one of their own in a private residence. Altars must be denoted in-game in some form.&lt;br /&gt;
|-&lt;br /&gt;
| '''Hemurgy'''&lt;br /&gt;
| Vampires possess passive arcane power over blood, allowing them to manipulate it, shape it, and solidify it into Vitric. This ability is restricted to use outside of combat, and the volume of blood affected cannot exceed the size of the Vampire's own body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bloodlines==&lt;br /&gt;
Vampirism, in its most ancient and potent form, did not begin as a monolithic curse. Instead, it sprang forth independently and in parallel from three distinct individuals - the original Upyr. These three, each a fountainhead of the terrifying power, established their own Bloodlines by passing on a diluted form of their curse. In the entire recorded history of Vampirism, there has never been any intermingling, crossing, or merging of these primary ancestral lines. This means that each of the three lineages carries a unique, untainted essence, imbuing upon its hosts not only a specific spectrum of power but also a distinct psychological drive and philosophical outlook on the world.&lt;br /&gt;
This, however, is not to say that only three Vampiric Bloodlines exist. Beyond the foundational lines exists a most peculiar phenomenon: the Seikyr. The Seikyr are not separate lineages altogether, but represent Vampires whose Curse has warped irrevocably into a potent, highly specialised offshoot sprung from the primary Upyr lines. Unlike the three Prime Bloodlines, the Seikyr often exhibit an extremely focused set of capabilities, which frequently comes at the cost of the broader, more balanced power set possessed by their “pure” kin. The strongest Seikyr can even pass on their strain, birthing a new Bloodline; it is widely suspected that dozens of active Bloodlines and hundreds of Seikyr exist, though only a handful are notorious and widespread beyond their local area. Below are the most notable Bloodlines of each Lineage; further information for each may be found on the respective page.&lt;br /&gt;
&lt;br /&gt;
===The Saharnikov Lineage===&lt;br /&gt;
The Saharnikov Lineage is the embodiment of raw, aggressive power, defined by conflict and dominance, shaped by their progenitor's demand for ever-stronger soldiers. Their descendants are the titans of battle, characterised by an overwhelming, almost insatiable desire for physical confrontation and territorial expansion, and the absolute mastery of their environment through strength. They are the frontline fighters, the brutal tacticians, and the juggernauts of the Vampiric world, driven by a relentless, primal need to assert control and establish dominance through bloodshed.&lt;br /&gt;
&lt;br /&gt;
====Saharnikov Prime====&lt;br /&gt;
These are the most physically imposing of the Vampires, whose very existence is a relentless drive for physical supremacy. They operate with brutal, unyielding efficiency as an immovable object on the battlefield. Their terrifying appearance is defined by stark black veins that forever weep; the blood instantly hardens upon contact with the air, forming permanent, glossy Vitric armour plating across their forearms, elbows, and jaw, giving them a terrifying, unmistakable silhouette. Read more about them [[Saharnikov|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Saharnikov Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cost&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''The Crimson Forge'''&lt;br /&gt;
| Expended blood forms fragile extra layers of uncast Vitric body armour; whenever the Saharnikov spends HP for an ability, they gain Temp HP equal to the spent HP until the end of their next turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Vitric Gauntlets'''&lt;br /&gt;
| Bolstering their arms, the Saharnikov lands brutal, forceful blows. They make an attack using their STR and dealing 1d10 damage. On a hit, they can knock the target back up to 5 spaces, spending 2HP per space of knockback. If the target collides with a wall, they take an additional 2 damage per block of knockback remaining.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Shrapnel Burst'''&lt;br /&gt;
| The Saharnikov violently shatters their excess Vitric, sending deadly shards flying. They make a CON attack roll against all enemies within 2 blocks; on a failed defense roll, those enemies take 2d8 damage.&lt;br /&gt;
| 8HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Arterial Barricade'''&lt;br /&gt;
| Sweeping their arm, the Saharnikov forms a dense wall of Vitric, 3 blocks wide and 2 blocks tall. This wall absorbs incoming ranged attacks &amp;amp; abilities, and has 10HP.&lt;br /&gt;
| 5HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''The Warmaker'''&lt;br /&gt;
| The Saharnikov forms temporary full-body armour of sharpened Vitric around themselves, instantly granting 20 Temporary HP. For the remainder of combat, their Melee attacks are made against all enemies in Melee range, and adding knockback to their attacks no longer costs them health.&lt;br /&gt;
| N/A&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Rostova====&lt;br /&gt;
An exceptionally volatile offshoot, the Rostova Bloodline manifest a wild and reckless aggression that allows them to amplify their damage output to lethal extremes. Their only chance of survival is to perpetually feed the carnage, as their powers aggressively burn through their own vitality, body tearing itself apart in battle. They are visually distinguished by the permanent, jagged arm-blades forged directly from Vitric-coated bone and serving as extensions of their will, capable of cleaving through heavy armour and bone with chilling ease. Read more about them [[Rostova|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Rostova Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cost&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''The Bleeding Edge'''&lt;br /&gt;
| Constantly recovering and strengthening their blades from the blood they spill, Rostova heal for half of all damage they deal, and when losing HP, gain +1 flat damage on their next successful attack. However, they cannot gain Temp HP, nor heal from any source outside of Vampire abilities, and will automatically Attack anyone under half HP if they start their turn adjacent to them.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Crystalline Scythes'''&lt;br /&gt;
| The Rostova wield the blades of Vitric that form upon their arms, attacking with their Constitution and dealing 1d4 damage. On a successful hit, you may choose to spend 6HP to deal 1d4 additional damage, up to four times per attack.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Ravenous Lunge'''&lt;br /&gt;
| Tearing forward with blades ahead, the Rostova may dash up to 5 blocks in a straight line without triggering opportunity attacks, passing through enemies. This deals 1d6 damage to everyone within melee range of any block dashed through.&lt;br /&gt;
| 10HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Boiling Veins'''&lt;br /&gt;
| Flooding their body with adrenaline, the Rostova gains Advantage on all damage rolls for the next 2 turns.&lt;br /&gt;
| 4HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Exsanguinate'''&lt;br /&gt;
| Flying into a blind frenzy, the Rostova sprints to the nearest target, friend or foe, and makes two Attacks with Crystalline Scythes against them. If any of these reduce the target to 0 HP, kill them and repeat this ability immediately. This cannot be ended voluntarily until it fails to kill a target.&lt;br /&gt;
| N/A&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Sokolov====&lt;br /&gt;
A rare offshoot, the Sokolov are viewed with virulent disdain by their kin for their “weakness”, rejecting the Curse's grasp in favour of fighting it back and retaining their self control, turning its power to the aid of others even as they fight a constant war with their bloodthirst and pride. Their Vitric manifests not as armour or blades, but as precise, ultra-fine surgical threads, almost invisible to the naked eye; their skin, meanwhile, is unnervingly translucent, faintly revealing the intricate structure of their internal organs beneath. Read more about them [[Sokolov|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sokolov Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cost&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutualistic Symbiosis'''&lt;br /&gt;
| You do not apply a feeding debuff or cause pain when feeding, and you may use Sanguine Kiss on willing allies. This will heal them for twice the damage dealt at the end of their turn. Additionally, you can sense if a Vampire has fed on an unwilling target in the past week. However, you may not feed on nor infect anyone unwilling, willingly harm anyone who has not harmed you in that scene, or help others break any of these rules.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Surgical Intervention'''&lt;br /&gt;
| Making precision strikes against key muscles, the Sokolov attacks with SCR and deals 1d4 damage. On a hit, the target's next attack roll is made with a flat -2 to the result.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Triage'''&lt;br /&gt;
| When an ally within 10 blocks is struck by an Attack, you may weave crimson threads to suture their wounds, healing them for half the damage taken.&lt;br /&gt;
| 5HP&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
| '''Expeditious Infusion'''&lt;br /&gt;
| You infuse your next restorative act, preparing Vitric threads to support it. The next time you use a healing ability, double all HP it restores.&lt;br /&gt;
| 5HP&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Last Gift'''&lt;br /&gt;
| Immediately Incapacitate yourself, creating a storm of threads that gather around all allies in range, granting them 5 flat damage reduction and healing them 2HP per round for the remainder of combat.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Grimshaw Lineage===&lt;br /&gt;
The Grimshaw lineage are masters of control, influence, and psychological warfare. Their Vampiric descendants possess a formidable manipulative edge, weaponising their very presence into an overwhelming force. Their true strength is not in overt force but in their terrifying capacity to bend the wills of others, forging unbreakable chains of obedience.&lt;br /&gt;
&lt;br /&gt;
====Grimshaw Prime====&lt;br /&gt;
Possessing a terrifying, statuesque, and unnervingly perfect appearance, they embody oppressive, unyielding authority. They dominate the battlefield not through blows, but through oppressive, hard crowd control and unshakeable psychological presence. Their skin mimics the texture of cold, polished stone, set with unblinking, monocolour red eyes that appear to absorb light. Any wound reveals an internal anatomy composed entirely of raw, dense crimson Vitric instead of organic flesh and sinew. Read more about them [[Grimshaw|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Grimshaw Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Gravitas'''&lt;br /&gt;
| Enemies within 5 blocks require two blocks of movement for each block moved directly away from the Grimshaw as stoney growths erupt from the ground to drag them back. Enemies starting their turn within this zone take 1d6 damage.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Halt'''&lt;br /&gt;
| Striking with the full force of their body, the Grimshaw attacks with CON, dealing 1d4 damage. On a hit, the enemy's movement speed is halved during their next turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Kneel'''&lt;br /&gt;
| Commanding an enemy to the ground, the Grimshaw imbues their voice with unnatural power, making a CON vs SCR roll. On a success, the target is forced to kneel, Restraining them until they use an action to resist and stand.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Pitiful'''&lt;br /&gt;
| The Grimshaw hardens their skin as stone, gaining 5 Temp HP for each enemy within 5 blocks.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''The Dominator'''&lt;br /&gt;
| Roll CON vs SCR for all enemies within 5 blocks of the Grimshaw. On a success, they are immediately knocked Prone and take 2d6 damage. On a failure, they still take 1d6 damage.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Thornefield====&lt;br /&gt;
Resembling grand, ancient monuments left to be eternally reclaimed by nature, they are oft rooted in place, focusing entirely on spatial control and the unwavering command of their thralls. They rarely engage directly, preferring to make an area utterly impenetrable. Their stone-like forms are extensively overgrown and riotous, wrapped in creeping, pale roots and vines coated in Vitric thorns. They are living, impenetrable fortresses, bringing their garden wherever they go. Read more about them [[Thornefield|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Thornefield Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Caretaker’s Touch'''&lt;br /&gt;
| Thornefields cannot use Attacks directly. Enemies within a Thornefield's Thicket at the start of their turn are automatically Attacked with MYS as the thorned vines lash at them from below, dealing 1d12 damage on a hit.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Garden of Ruin'''&lt;br /&gt;
| The Thornefield summons a Briar-Thrall up to 10 blocks away, raising stone into a statue that grows over with thorned vines in moments. The space in a 5x5 block area centered on a Briar-Thrall is overgrown so long as it remains, and considered to be a Thicket.&lt;br /&gt;
| 1 turn&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Creeping Vines'''&lt;br /&gt;
| All Briar-Thralls move up to 2 blocks, statues dragged by the writhing vines beneath.&lt;br /&gt;
| No Cooldown&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Grasping Roots'''&lt;br /&gt;
| All Thickets rise up, dragging at the feet of anyone within them. Roll MYS vs DEX for all enemies inside a Thicket, and Restrain until the end of their next turn on success.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Riotous Growth'''&lt;br /&gt;
| The vines overgrow to monstrous size, thick enough to impede even basic movement. For the remainder of combat, all Thickets are Difficult Terrain for enemies.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Valemont====&lt;br /&gt;
These are withered, starved husks emaciated down to the bone, retaining a terrifying, gaunt statuesque quality, evocative of a twisted gargoyle. They are parasitic terrors, capable of actively and rapidly draining the very mental faculties of their prey to empower themselves. Their heavily fractured skin evokes shattered stone, the Vitric beneath often jutting out violently; they are the visual personification of starvation and relentless depletion. Read more about them [[Valemont|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valemont Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Hollow Vessel'''&lt;br /&gt;
| Whenever the Valemont applies a debuff to an enemy, they gain Temp HP equal to their current SCR. This cannot stack.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Atrophic Drain'''&lt;br /&gt;
| Tearing at the very psyche of their victims, the Valemont attacks with SCR, but deals 0 damage. On a hit, they tear 1 SCR from the target for the rest of combat. This reduces the target's SCR by that amount, and grants it to the Valemont. If a target reaches -4 SCR, they are immediately slain.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Incursion'''&lt;br /&gt;
| Forcing a mental assault into the target’s mind, the Valemont rolls SCR vs SCR. On a success, this Dazes the target until the end of their next turn as their mind is overwhelmed by the violent intrusion.&lt;br /&gt;
| Twice per combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Fatigue'''&lt;br /&gt;
| Targeting an enemy within emote range, the Valemont drains their vitality momentarily, sapping at their will to fight. They suffer a -2 to the result of all rolls made in their next turn.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Utter Decay'''&lt;br /&gt;
| Until the start of their next turn, the Valemont gains Temp HP equal to double their SCR. All enemies within 10 blocks have their movement speed halved for this time, as their will to fight begins to fade. At the start of their next turn, they gouge at the minds of all in reach, making an Atrophic Drain attack against all enemies remaining within range.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Toussaint Lineage===&lt;br /&gt;
The Toussaint lineage thrives on subterfuge, calculated chaos, and absolute unpredictability. Their descendants are the troublemakers, the elusive infiltrators, and the agents of disruption, possessing an uncanny, almost magical knack for misdirection and infiltration. They are the most volatile and philosophically anarchic of the three lineages, with many seeking to dismantle order and authority through sheer anarchy rather than establish any of their own.&lt;br /&gt;
&lt;br /&gt;
====Toussaint Prime====&lt;br /&gt;
The subtlest and most deceptively mundane-looking of the Bloodlines, they fight as elusive masters of misdirection, relying on perfect Vitric duplicates to confuse enemies, absorb blows, and even serve as magical conduits. The Bloodline to have varied the least over the centuries, facing the least pressure from their progenitor to adapt, their sole physical tell even absent the Masquerade is a difficult one to notice - they cast no shadow whatsoever, even under the brightest light. Read more about them [[Toussaint|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Toussaint Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Heteropagus'''&lt;br /&gt;
| All Toussaint Vampires have a Vitric duplicate, which inherits all their Attributes, cannot be told apart from them, and moves at the same time they do (to a maximum of 15 blocks from its originator), but has 1 HP. Attempts to target either while both are visible must roll 1d2, targeting the real Toussaint on a 1 and the duplicate on a 2. All Attacks and Abilities can be used from the duplicate, but still incur their cooldowns. If destroyed, this can be recreated with an action.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Phantom Strike'''&lt;br /&gt;
| Lashing out with a quick lunge, the Toussaint strikes with DEX to deal 1d8 damage. This Attack can be made from up to 5 blocks away, teleporting them behind the target on a successful roll.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Castle'''&lt;br /&gt;
| The Toussaint trades places with their duplicate instantly.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Hall of Mirrors'''&lt;br /&gt;
| In response to an incoming attack, the duplicate and original swap position, redirecting the attack to the other. This is used instead of rolling defense.&lt;br /&gt;
| 3 Turns&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''The Trickster'''&lt;br /&gt;
| A trio of illusions split from the Toussaint’s form, always nearby. The next three non-AoE Attacks or Abilities aimed at them will automatically strike an illusion without a defense roll, and dissipate harmlessly.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Croix====&lt;br /&gt;
The ultimate unseen executioners, they are pure stealth assassins, built to strike from total obscurity and fade away before the target's allies can even formulate a counter-attack. They are masters of the surgical, untraceable kill, an art they have turned into their own competitive sport. Their physical bodies (though notably not their possessions) are composed entirely of dense, coalesced shadows that constantly flow upward and dissipate like smoke from a dying fire; they are physically shadow-stuff given form. Read more about them [[Croix|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Croix Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Shrouded'''&lt;br /&gt;
| All Croix are surrounded by a shadowy fog that clings near their person. Enemies standing adjacent to them are Blinded during the Croix’s turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Executioner’s Blade'''&lt;br /&gt;
| The Croix strikes from their shroud of shadow, using DEX to attack for 1d8 damage. If they are Invisible when making this Attack, it deals maximum damage.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Into Darkness'''&lt;br /&gt;
| Melding with the shadows, the Croix becomes Invisible until the end of their next turn. This ability's Cooldown is reset upon killing an enemy.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Walk Between'''&lt;br /&gt;
| Blinking between blocks adjacent to two targets within 5 blocks of one another, the Croix steps directly from one's shadow to the other's. Once used, this ability may be used again any number of times before the turn ends without consuming a charge.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Nightfall'''&lt;br /&gt;
| For the rest of combat, when the Croix kills an enemy, they take another full turn.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Free Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Seikyr Valois====&lt;br /&gt;
The apex hunters of the deep, the Valois thrive on paranoia and isolation. They excel at inducing deep-seated psychological terror, luring foes from their allies only to reveal their monstrous nature and tear them apart. Their eyes permanently weep a thick, black liquid that never dries, and their jaws can unhinge completely to reveal a horrifying maw of layered teeth, designed not just to bite but to shred flesh. Read more about them [[Valois|here]]!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Valois Mechanics&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Cooldown&lt;br /&gt;
! Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Alone in the Dark'''&lt;br /&gt;
| If an enemy has no allies within 8 blocks, the Valois may attack with Unhinged Maw without expending their action. This may be done once each turn.&lt;br /&gt;
| N/A&lt;br /&gt;
| Passive&lt;br /&gt;
|-&lt;br /&gt;
| '''Unhinged Maw'''&lt;br /&gt;
| Tearing into an enemy with their monstrous maw, the Valois attacks with STR to deal 1d6 damage, and heals for 2HP on hit.&lt;br /&gt;
| N/A&lt;br /&gt;
| Attack&lt;br /&gt;
|-&lt;br /&gt;
| '''Allure'''&lt;br /&gt;
| Targeting an enemy within 10 blocks, the Valois’ power lures them in, forcing them to roll SCR to defend. If they do not roll 8 or higher, they must move as far as they can toward the Valois at the start of their next turn.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
| '''Abduction'''&lt;br /&gt;
| Briefly appearing behind a target within 5 blocks, then grabbing them, the Valois teleports both themselves and the target up to 5 blocks away. This can pass through walls, but not break into buildings.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Sanguine Surge&lt;br /&gt;
|-&lt;br /&gt;
| '''Into the Abyss'''&lt;br /&gt;
| The entire battlefield is plunged into unnatural, inky darkness for the remainder of combat, reducing the maximum range of targeted Attacks and Abilities from non-Vampires to 5 blocks if higher, and Alone in the Dark's isolation range to 2 blocks.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Becoming a Vampire==&lt;br /&gt;
The metamorphosis into a Vampire is a grim process leaving irreversible marks upon the victim, yet the path to this cursed existence is not singular. While the folklore often focuses on the monstrous, predatory nature of these beings, it is crucial to understand that few Vampires embraced this destiny willingly. Many are victims, people who were simply in the wrong place at the wrong time and survived an attack themselves, only to succumb to the parasitic corruption left behind. However, there are indeed those - disillusioned, desperate, or simply seeking power without care for the cost - who actively court the curse, willingly surrendering their mortality for the promise of unnatural strength, a bargain that inevitably costs them, and all in their path, dearly.&lt;br /&gt;
&lt;br /&gt;
The most common method of transformation involves surviving a predatory attack or a non-fatal bite from a Vampire, but failing to receive the necessary arcane or specialised medical treatment before the arcane parasite takes permanent root in the host's body. A Vampire's attack is not merely one of blood-draining; it is an act of infectious contamination, injecting a nascent seed of their own affliction - often referred to, in this early stage, as the Crimson Plague - into the victim's bloodstream.&lt;br /&gt;
&lt;br /&gt;
For a three day period immediately following the attack, the Plague can often be cured with bloodletting and ingestion of dayclaw salts, though even this is by no means certain - the Crimson Plague is believed by scholars to persist through a curing attempt roughly one in ten cases. If the survivor is too late, or if the initial attack was too severe, the nascent Curse begins to systematically corrupt the host as it develops into a full Vampiric infection. This agonising process involves fever, extreme aversion to sunlight, vivid nightmares, and an overwhelming, debilitating thirst that cannot be sated by water. Once the parasite completes its work - a process that spans another two days after the incubation period - the former victim awakens as a fledgling Vampire, a thrall bound by blood and experiencing the full spectrum of their new, monstrous existence.&lt;br /&gt;
&lt;br /&gt;
A far more deliberate and swift path to Vampirism, however, involves the direct ingestion of Vampire blood. This act bypasses the slow, unpredictable nature of surviving an attack and facing the Crimson Plague, and provides a more controlled, though no less dangerous, form of infection. The method is primarily employed by two distinct groups: those in search of quick power, and Vampires seeking to deliberately create a new thrall.&lt;br /&gt;
&lt;br /&gt;
The desperate and power-hungry are the more common of the two, for their lives are often fraught with danger and lived afoul of the law already, and the allure of cheap power is a hard one to resist. They believe this gamble will grant them strength and speed beyond their mundane counterparts and opponents, and may well be right. However, this is a dangerous game to play; too much blood can cause a swift, agonising death from overwhelming the body, while too little may only result in temporary sickness, not to mention the risk of other substances being included.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, older Vampires sometimes utilise this method to deliberately spawn a new thrall, often for the purpose of creating a loyal servant or a disposable soldier. The Vampire-to-be is usually bound and the Vampire's blood is poured down their throat. This is a brutal form of conversion, and often quite traumatic as the body is wracked by the violence of sudden infection - but for those who undergo the process willingly, it inflicts a blood-bonded loyalty that keeps the thrall loyal to their creator. The resulting thrall is often weaker and more easily controlled than a Vampire created through survival as well, making this a favored technique amongst those seeking to rapidly expand their local influence and dominance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
The transformation into a Vampire involves an aggressive, unavoidable psychological restructuring driven entirely by the Curse. This mental siege is the most insidious and defining aspect of Vampirism, dictating the creature's subsequent actions and moral path. The Curse does not merely give the host new powers; it violently hijacks their mind, replacing core instincts and empathy with a cold, predatory framework suited to the survival and propagation of the parasite.&lt;br /&gt;
&lt;br /&gt;
*'''Parasitic Preservation:''' The Curse hardwires a desperate, overriding compulsion to remain infected and spread Vampirism. This survival imperative supersedes all former loyalties, moral codes, or personal relationships. The Vampire’s core drive becomes to remain cursed at any cost. Unlike the other mental effects, this particular change cannot be resisted with any amount of training, as the mere attempt triggers desperate survival instincts.&lt;br /&gt;
*'''Eroded Empathy:''' Empathy for mortals rapidly erodes, replaced by a cold, detached worldview where any non-Vampires are viewed strictly as a resource. Mortals cease to be individuals with rights and become objects defined by their usefulness, often merely the value of their blood.&lt;br /&gt;
*'''Superiority Complex:''' The shedding of many mortal needs and requirement to prey upon others creates an unavoidable, inherent superiority complex. The Curse uses this sense of entitlement to whisper that the Vampire is beyond morality, justifying any atrocity as a mere natural consequence of their elevated status.&lt;br /&gt;
*'''Constant Hunger:''' The ceaseless, overwhelming hunger for blood is a physical and mental anchor. The scent of blood or the thrill of the hunt presents an almost impossible temptation, constantly challenging the Vampire’s ability to maintain a human facade or follow any semblance of a moral code.&lt;br /&gt;
&lt;br /&gt;
While the psychological shifts are profound and universal, the host's original sense of morality remains locked in a constant, exhausting psychological war with the Sanguine Curse. This is the path of redemption, a near-unwinnable struggle defined by constant vigilance and conscious choice.&lt;br /&gt;
&lt;br /&gt;
True victory is not a one-time event or a cure, but a conscious, moment-to-moment decision to deny the parasite's core instincts - to ''not'' feed until starving, to ''not'' kill indiscriminately, and to ''not'' embrace the superiority complex. Holding oneself back is slow and difficult. The parasite will continuously seek opportunities to reassert control, and any lapse in judgment, particularly during moments of extreme hunger or stress, risks sliding the Vampire right back where they began - or worse, leave them with no control at all, a fully instinctual monster desperate to slake a thirst long denied. For a Vampire attempting to cling to their humanity, life is a perpetual state of psychological exhaustion. Every interaction with a mortal is a test of self-control; every minute spent denying the hunger is a battle won. It is an internal conflict without end, where the smallest mistake can lead to catastrophic violence and a total surrender to the dark nature of the Curse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
The physical transformation into a Vampire begins upon the Curse's full implantation but is constantly evolving, driven by the unique expression of the Sanguine Curse. While the specific, dramatic manifestations are heavily influenced by the Bloodline one inherits (as detailed in the ''Bloodlines'' section), there are universal anatomical and sensory shifts that mark every single individual afflicted with Vampirism, regardless of their lineage.&lt;br /&gt;
&lt;br /&gt;
Once the transformation is complete, the following changes are observed in all Vampires:&lt;br /&gt;
&lt;br /&gt;
*'''Unnatural Pallor:''' The Vampire's skin universally takes on an unnerving, pallid sheen atop its existing tone. This is not simple paleness, but a structural change in the epidermis due to the re-routing of bodily fluids and the near-total reliance on consumed blood rather than natural vitality. Closely associated with this is a faint, almost iridescent network of dark veins that is often visible just beneath the skin, especially around the eyes.&lt;br /&gt;
*'''Sanguine Eyes:''' The most immediate and striking visual tell of a fully-turned Vampire is the colouration of the eyes. The iris, regardless of the host’s original colour, permanently shifts to a vivid, often unnervingly deep crimson. This grants the Vampire exceptional night vision and an unnatural sensitivity to the minutiae of light and shadow. In moments of hunger, or while wielding the Curse’s powers, this crimson colouration can briefly intensify, causing the iris to glow with an intense, burning scarlet light.&lt;br /&gt;
*'''Arcane Dentition:''' The canine teeth, both upper and lower, undergo an immediate and agonising transformation. They become longer and sharper, evolving into specialised needles designed to pierce thick hide or flesh and deliver a precise bite. These arcane fangs are retractable and are often concealed when the Vampire is attempting to pass as mortal, but they snap into place instantly when the creature is feeding, enraged, or preparing for combat. Unlike mundane teeth, these fangs are extremely resilient, capable of self-repair, and able to puncture even light armour.&lt;br /&gt;
*'''Physiological Enhancement:''' The new anatomy grants the Vampire a formidable physical advantage over mortals. Muscles become denser, bones become more resilient, and the entire physical form operates with inhuman efficiency. Even the most mild-mannered of Vampires possesses strength, speed, and reaction times that far surpass the peak human norm. Furthermore, the Curse grants a profound, almost total immunity to common mortal ailments, poisons, suffocation, and extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==Curing==&lt;br /&gt;
The total removal of the Sanguine Curse - the process known medically as excision - is possible, yet remains one of the most agonising and dangerous arcane medical procedures known. It is not a gentle healing process but a full-scale spiritual and physical assault designed to violently expel the arcane parasite altogether. Excision is an act of desperation, undertaken only when a Vampire has been successfully captured and forcibly restrained, as the patient will almost universally fight the cure with every shred of their terrifying strength.&lt;br /&gt;
&lt;br /&gt;
===The Excision Procedure===&lt;br /&gt;
The procedure is an archaic blend of specialised alchemy and ritualised surgery, requiring not only a highly skilled arcane physician but also significant security to maintain absolute physical and magical restraint. While the steps may vary slightly if needed, every divergence exponentially increases the risk it carries.&lt;br /&gt;
&lt;br /&gt;
#'''Preparation and Restraint:''' The Vampire must be rendered completely immobile and stripped of all ability to resist. Specialised bindings, crafted from silver and sunstone, are generally used for this purpose. The procedure begins only once the Vampire's aggressive resistance has been curbed or temporarily neutralised through the introduction of a potent alchemical paralytic agent administered via a purified silver needle.&lt;br /&gt;
#'''Ritualistic Bloodletting:''' The first stage of excision involves physically draining the contaminated, cursed vitae from the host. This is achieved not merely by extraction but through a highly ritualised, if barbaric, form of bloodletting. The physician makes precise, deep incisions at major arteries - often the radial, carotid, and femoral - using silver-tipped blades, allowing the blood to pool while still linked by flow to the body. The goal is to draw the Curse as thin as possible for the next step, and is the step most often fatal.&lt;br /&gt;
#'''Purging:''' Once the host is near complete exsanguination, a rare alchemical compound known as the Dayclaw Elixir is introduced directly into the host's system. This elixir is a highly concentrated mixture of blood, sunstone, concentrated silver particulate, and delquirium. This mixture acts as a violent internal purge, triggering a horrific, full-body convulsion as the Curse is violently ripped from its anchors in the host’s vitae network.&lt;br /&gt;
#'''Reconstitution:''' If the patient has survived thus far (which is by no means guaranteed), they enter a state of near-death. The physician must then immediately administer large doses of replacement blood, along with powerful restorative alchemies, to stabilise the host's body and prevent immediate fatality. The resulting former Vampire is left physically and mentally shattered, and requires extensive support and rehabilitation to return to a normal mortal state and wholly rid themselves of the Vampiric mindset. Most receive no such aid, falling back in with their coven and being infected again within days.&lt;br /&gt;
&lt;br /&gt;
Despite the prospect of returning to a normal life, a Vampire will '''never''' willingly seek out excision. The Curse hardwires a survival imperative that makes the cure an existential horror, forcing the Vampire to violently reject the concept of mortality and the loss of their powers. The Curse conditions the host's mind to perceive Vampirism not as an affliction, but as a superior, elevated state of existence. To a Vampire, the thought of returning to the status of a mortal - a fragile, short-lived creature susceptible to common illness, injury, and the ravages of time - is unthinkable. They view it not as being cured, but as being stripped of their rightful superiority and reduced to mere prey.&lt;br /&gt;
&lt;br /&gt;
This instinctual terror manifests as an absolute, overwhelming refusal to be subjected to the procedure. The Parasite's prime directive is absolute self-preservation, and any suggestion, let alone attempted application, of Excision triggers a catastrophic fight-or-flight response - not least for the significant chance of curing and killing them in a single act. The Vampire’s mind screams that the procedure is an immediate, agonising death sentence, leading them to fight with a reckless, berserk intensity far exceeding their normal capacity. They will fight to the death to avoid the cure, making forced restraint and immobilisation the first and most challenging hurdle in any attempted Excision, often resulting in fatality for one or more involved.&lt;br /&gt;
&lt;br /&gt;
This powerful instinct to resist the cure is so ingrained that it affects even the most morally conflicted among them; those who successfully struggle against their predatory instincts and refuse to feed on sapient races still overwhelmingly see Excision as an abomination. Their internal struggle is based on the belief that they are strong enough, superior enough, to wield the terrifying power of the Curse responsibly and rightfully maintain that higher state. Even in their efforts toward moral living, they still interpret the idea of surrendering that power as weakness and failure, and revert to desperate, fearful instinct when faced with such a prospect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture and Hierarchy==&lt;br /&gt;
Vampiric society is not the loose, independent association of solitary monsters often depicted in folklore, but a deeply structured, fiercely hierarchical, and ruthlessly efficient collection of clans, covens, and territorial courts. Organisation broadly tends toward a strict, militaristic structure, largely determined by the blood-bond to the coven's progenitor. The leader, typically the oldest or most powerful member who directly infected or “sired” most of the younger members - frequently, in larger or older covens, a fledgling Seikyr - dictates the coven's philosophy and internal rules. This structure maintains strict centralisation, consolidating resources and power under a single, dominant will. Younger, less powerful Vampires (often referred to as 'Fledglings' or 'Thralls') are expected to follow the leader's dictates without question, viewing their subservience as a natural consequence of the Curse's hierarchical imperative. Disobedience is met with brutal recourse.&lt;br /&gt;
&lt;br /&gt;
Culturally, the Seikyr hold an almost spiritual and deeply significant status within the broader Vampire community, far exceeding that of mere powerful individuals. They are viewed as an evolved, higher state of the Bloodline's potential that transcends the ‘base’ nature of a lesser Vampire. A Seikyr represents a terrifying mastery over a specific niche, demonstrating the ultimate capacity for the Sanguine Curse to adapt and refine its power to the point of new heights. At the same time, this can lead to Seikyr finding exceptionally violent opposition amongst their kin; if they should be seen as a mistake, a dead end in their evolution, the response will often be an aggressive attempt to purge them from the local court.&lt;br /&gt;
&lt;br /&gt;
Vampires exhibit a profound moral and tactical divide in their approaches to mortals, driven entirely by the inherent philosophy of their Bloodline and the tactical needs of their coven. The raw power of the Saharnikovs typically manifests in covens that prefer to rule openly as tyrannical lords, treating mortals not just as a food source but as chattel to be harvested, often identified early by their habit of abducting locals. The psychological dominance of the Grimshaws, meanwhile, lends itself instead to brutal hierarchies with little concern for outside aggression, focused on holding a strict position and securing ever-growing resources rather than striking out with unneeded risks. Conversely, the Toussaint line, masters of subterfuge and illusion, excel at operating in plain sight, often with little plan but self-enrichment and satisfaction.&lt;br /&gt;
&lt;br /&gt;
This pragmatic, self-serving superiority is the norm, but the broader Vampire society holds a widespread, almost universal disgust for the isolated phenomenon that has recently arisen in the Kingdom of Galudon: the &amp;quot;registered&amp;quot; Vampires. These individuals, most infamously the reclusive Seikyr Sokolov, willingly live by mortal rules and subject themselves to human authority to live openly. They are universally viewed as the ultimate traitors - cowards who have surrendered their rightful place above their lessers for a pathetic, monitored existence. They are actively and aggressively hunted by loyalists of the traditional Bloodlines, who see their existence as a philosophical threat to the entire Vampiric ideal.&lt;br /&gt;
&lt;br /&gt;
Lastly, the entire Vampiric culture is fundamentally shaped by its bitter, bloody, and millennia-long feud with the Lycans, a constant state of war driven by countless battles and centuries of territorial disputes. This battle has long since become an inevitability burned into the back of the mind of every Vampire, constantly flaring into localised conflicts that decimate mortal settlements caught in the crossfire. Vampiric Bloodlines generally regard Lycans as savage, uncontrollable rivals whose chaotic, instinctual existence they feel must be purged to maintain their own orderly, calculated, and superior form of predatory life. They reserve a particular dread and enmity for the Eldskarn, the youngest of the Great Packs, whose very existence is owed to this war, and whose members reserve an unflinching hatred for even the most civilised of Vampires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===The Genesis (0s – 300 AE)===&lt;br /&gt;
*'''0:''' The Great Equilibrium reaches its catastrophic conclusion. In the final, apocalyptic clash, three combatants - Silva Saharnikov, Lord Lucent Grimshaw, and Alasanne Toussaint - are subjected to an unknown event of immense magical power. They perish on the battlefield, only to rise as the first Vampires: the Upyr, who display immense power before seemingly perishing in the following calamity. For three hundred years, the Upyr vanish from historical record. Believed dead by the surviving Human and Elven ranks, they quietly retreat to central Aesox, learning the limits of their immortal curse and cultivating the first true covens in absolute secrecy.&lt;br /&gt;
*'''300s:''' The Fiend Fellers of Ortim, visiting their colonial brethren in the nascent nations of Aesox to aid in their struggles against the Lycans, inadvertently uncover the hidden court of the Upyr. The ensuing conflict forces the Upyr into the open. Disagreeing on how to interact with the mortal world, Alasanne Toussaint completely abandons the other two, wandering off to pursue their own hedonistic whims, while Silva and Lucent forge a tense alliance.&lt;br /&gt;
*'''300s (cont):''' Lucent and Silva move to ambush a massive convoy of Ortimian traders in Aesox, but inadvertently collide with a massive swath of hunting Werewolves seeking the same target. The resulting skirmish is exceptionally bloody. Silva is gravely injured in the melee, but a number of the local packs suffer dramatic losses, their Ulveldst slain. This marks the first major, historically recorded interaction and the beginning of the eternal blood-feud between the two curses.&lt;br /&gt;
&lt;br /&gt;
===The Martial Age (310s – 800 AE)===&lt;br /&gt;
*'''310s:''' Completely disconnected from the warmaking of their siblings, Alasanne Toussaint begins a centuries-long streak of wandering Pannotia. Frequently appearing as a youthful, androgynous trickster - never keeping the same face or form - Alasanne establishes no fortresses and desires no control. Instead, they operate as a chaotic social parasite, showing up in mortal high society to play devastating pranks, sow chaos, and entice mortals into horrific debauchery, utterly irreverent toward the corrupting nature of their presence.&lt;br /&gt;
*'''450s:''' During a brutally protracted siege against a massive Lycan pack, one of Silva's most loyal generals, Lisenka Rostova, succumbs to blood-rage. Her crystalline blood-armour violently shatters and extrudes outward into jagged scythes. She becomes the first confirmed Seikyr, birthing a lineage of suicidally aggressive berserkers.&lt;br /&gt;
*'''720s:''' The first all-out war between the curses begins. At Lucent's command, Silva leads a massive vanguard deep into the Holzwealdean wilderness. To bolster their numbers, the two Upyr mass-turn countless Holzwealdean travellers and merchants. A staggering number of Lycan packs are slaughtered, allowing Lucent to claim the territory and construct the first of his major continental command centres deep in the forest: the “Dämmerthron”.&lt;br /&gt;
*'''730s:''' The Lycans retaliate with a massive, coordinated siege on Lucent’s new castle. Lucent, having entirely anticipated the strike, uses the fortress as bait while Silva retaliates with a devastating ambush from the treeline. During the chaos, Lucent captures a Vildjakt Ulvfar, dragging the beast into the deepest dungeons of the Dämmerthron. The Ulvfar has been sealed there ever since, subjected to centuries of horrific experimentation as Lucent attempts to concoct a bioweapon capable of driving Lycans into mass extinction.&lt;br /&gt;
*'''760s:''' Realising that fighting the Lycans directly is costly, Lucent and Silva begin pulling the political strings of mortal nations. They successfully orchestrate a devastating, open war between the human Kingdom of Solgardsborg and the northern Lycan packs, using human armies and resources to systematically thin the werewolf numbers for them.&lt;br /&gt;
&lt;br /&gt;
===The High Arcanum (810s – 1300 AE)===&lt;br /&gt;
*'''850s:''' Seeking to establish a homebase on every mainland continent, Lucent Grimshaw expands his reach, building a second massive, hidden fortress deep in the Nephi forests of Ellawren. Around this time, a massive, abandoned palace in the region is swallowed by unnatural overgrowth. Arcanists investigating are slaughtered by briar-stone thralls. Seikyr Thornefield is identified - a Grimshaw mutation that eschews mind control for terrifying, architectural manipulation.&lt;br /&gt;
*'''920s:''' A coalition of the Järnhamr, Vildjakt, and Eldskarn Great Packs attempt to eradicate a major Saharnikov court in the northern forests of Holzweald. This court had been aggressively encroaching on long-established Lycan hunting grounds, backing the local Lycans into a corner. While the Pack leaders decimate the court and slaughter many of the newly turned, the tide turns when Silva Saharnikov herself makes an appearance, wiping out the entire front line. The conflict spills into multiple mortal settlements, turning the entire area into a war-torn wasteland for decades.&lt;br /&gt;
*'''1020s:''' Dozens of merchant galleons begin washing ashore in the tropical South Aesoxian Sea, completely devoid of crews but stained with weeping black ink. After a close encounter by a particularly intrepid field researcher from the Teratological Society, the isolationist Valois Bloodline is formally recognised as the first major mutation in the Toussaint lineage, and the first known True Nymph Seikyr.&lt;br /&gt;
*'''1100s:''' Seeking an edge in her endless war, Silva Saharnikov develops a terrifying ritual. Instead of merely slaughtering Lycans, her covens actively enslave them, using arcane blood to bind captured werewolves into rabid, disposable shock troops.&lt;br /&gt;
*'''1250s:''' A strange sickness sweeps through several isolated Grimshaw covens. Vampires begin starving themselves of physical blood, feasting upon the mind and memories of their victims. The originator, Valemont, loses their identity entirely, giving rise to their tragic, emaciated Bloodline.&lt;br /&gt;
&lt;br /&gt;
===The Age of Knives (1310s – 1600 AE)===&lt;br /&gt;
*'''1320s:''' A massive revolt erupts amongst Saharnikov blood-cattle. A significant portion of the enslaved, blood-bound werewolves manage a coordinated escape, fleeing their Vampiric captors. Though many are hunted down and killed, the surviving escapees - now free but forever tainted by the Vampiric curse - scatter across the mainland, their existence a living testament to Silva's cruelty and a perpetual security threat to her forces.&lt;br /&gt;
*'''1415s:''' Seven of the most prominent Vampire hunters across Aesox are assassinated simultaneously in locked rooms by a single killer. The mysterious Seikyr Croix uses this violent “game” to announce the arrival of their Bloodline.&lt;br /&gt;
*'''1460s:''' The tense alliance between Silva and Lucent finally breaks. Disgusted by Lucent's preference for hiding in the shadows and manipulating the &amp;quot;status quo,&amp;quot; Silva demands control through sheer military might. Leaving Aesox behind, Silva shifts her primary focus to the heavily patrolled prison island of Nyxterra. She begins a centuries-long campaign of conquering the exiled cursed populations, intent on establishing herself as a true queen of the landmass and raising an army large enough to eventually march on Lucent himself.&lt;br /&gt;
*'''1580s:''' After centuries of infiltration by the Toussaint line, several high-ranking noble houses in central and southern Aesox are violently purged by mortal monster-hunting guilds. The event forces many of the already-disorganised Toussaint Bloodline to retreat further into the shadows, shifting their focus further towards highly isolated, solitary acts of chaos. Concurrently, Lucent Grimshaw quietly fills the power vacuums left behind, successfully embedding his Dominators into the highest echelons of almost every world government to perfectly maintain his desired superiority.&lt;br /&gt;
&lt;br /&gt;
===The Age of Hegemony (1610s – 1800 AE)===&lt;br /&gt;
*'''1620s:''' Lucent Grimshaw, seeing a potential threat to his subtle control, initiates a continent-wide purge of all Toussaint remnants. His Dominators expose hidden Toussaint agents and networks, consolidating Grimshaw's influence over mortal governments and solidifying his political hegemony across Aesox.&lt;br /&gt;
&lt;br /&gt;
*'''1750s:''' Frustrated by continuous, covert resistance from Grimshaw-influenced mortal institutions, Silva Saharnikov subtly shifts her mainland strategy. Instead of direct attack, her loyalists begin funding and arming anti-authoritarian revolutionary groups in the Kingdom of Galudon, seeking to destabilise Grimshaw's political control in the region through engineered mortal anarchy; a move that would later backfire.&lt;br /&gt;
*'''1790s:''' Seikyr Thornefield, the master architect, begins construction on several minor, hidden &amp;quot;outposts&amp;quot; across Aesox's wilderness. These heavily fortified, vine-choked fortresses serve as staging grounds and resource caches for the Grimshaw line, allowing Lucent to project power beyond the major cities and into contested territories without overt military action.&lt;br /&gt;
&lt;br /&gt;
===The Modern Era (1810s – Present)===&lt;br /&gt;
*'''1820s:''' Whispers spread through Galudon of a clandestine hospital where terminal patients are miraculously cured by figures weaving glowing, red threads. Seikyr Sokolov is identified - a bizarre mutation of the Saharnikov line that burns its own health to heal mortals. From her stronghold in Nyxterra, Silva Saharnikov immediately brands them an abomination and orders their extermination.&lt;br /&gt;
*'''1824:''' Facing annihilation from Saharnikov loyalists, Seikyr Sokolov approaches the Galudonian government. In a landmark political shift, Sokolov officially enrolls in the earliest stages of the registration programme, trading their abilities for state protection as the first registered Seikyr.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists =  &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Combat_System&amp;diff=2084</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Combat_System&amp;diff=2084"/>
		<updated>2026-04-03T04:25:56Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Combat System Page delineates the comprehensive rules and process for Combat Roleplay, including the mechanics for Rolls, Abilities, and Status Effects. It is highly recommended that players engaging in Combat Roleplay review this page in its entirety, as proficiency in these rules will make for a much smoother experience.&lt;br /&gt;
&lt;br /&gt;
==Character Attributes==&lt;br /&gt;
Your character's capabilities are defined by five core Attributes:&lt;br /&gt;
*'''Constitution:''' Determines your maximum HP, which is calculated as 10 + (3*CON). It also governs abilities relying on physical bulk.&lt;br /&gt;
*'''Strength:''' Influences the effectiveness of most physical attacks and prowess-based abilities.&lt;br /&gt;
*'''Dexterity:''' Determines your base movement speed and your ability to dodge incoming attacks.&lt;br /&gt;
*'''Scrutiny:''' Defines your position in the Initiative Order and is used for Concentration defense rolls.&lt;br /&gt;
*'''Mystic:''' Governs the power and accuracy of magical spells and supernatural abilities.&lt;br /&gt;
==Rolls and Difficulty ==&lt;br /&gt;
Combat and action resolution involve two primary types of rolls:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll Type !! Dice &amp;amp; Modifier !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| '''Attack Roll''' || 1d10 + half of the Attribute used || Used when attempting to hit a target.&lt;br /&gt;
|-&lt;br /&gt;
| '''Defense Roll''' || 1d8 + half of the Attribute used || Used when defending against an attack or ability.&lt;br /&gt;
|}&lt;br /&gt;
'''Important Roll Rules:'''&lt;br /&gt;
# '''Default Defense:''' If an Attack or Ability does not specify the Attribute used to defend against it, the defense is rolled with '''Dexterity'''.&lt;br /&gt;
# '''In-Game Rolling:''' Action and combat resolution are handled through the /attack and /defend commands. For instance, if a character is performing a '''Scrutiny defense roll''' and possesses a Scrutiny attribute of 9, the command utilised would be /defend 9. If they had Advantage, the command would instead be /defend 9 adv.&lt;br /&gt;
# '''Advantage and Disadvantage:''' These conditions require rolling twice, taking the better (Advantage) or worse (Disadvantage) result respectively. If a character has both at once, they cancel out.&lt;br /&gt;
# '''Resolving Ties:''' In the event of a tie between an Attack roll and a Defense roll, the result defaults in favor of the '''attacker'''.&lt;br /&gt;
# '''Multi-Target Attacks:''' When utilizing an Ability that targets multiple individuals, the attacker performs only '''one Attack roll''', the result of which defines the difficulty for all corresponding '''Defense rolls'''. Damage is resolved in the same manner, with a singular roll applied to every individual successfully hit.&lt;br /&gt;
# '''Rounding:''' In instances where rounding is required, results default to '''rounding down''' unless specifically stated otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Sequence==&lt;br /&gt;
===Initiating Combat===&lt;br /&gt;
'''Surprise Turn:''' If a target is caught off-guard, combat begins with a surprise turn. This occurs before the standard Initiative roll and is one full turn. Ability durations starting on this turn do not begin counting down until the user’s next turn has elapsed.&lt;br /&gt;
*'''Preparation:''' A character is considered prepared for combat if they have explicitly emoted drawing a weapon or preparing to cast a spell.&lt;br /&gt;
'''Initiative Order:''' All participants perform a '''Scrutiny attack roll''' to determine the turn order, acting in descending order of the results.&lt;br /&gt;
*'''Tiebreaker:''' Ties are broken by the higher '''Scrutiny''', or if still tied, '''Dexterity'''.&lt;br /&gt;
'''Leaving Combat:''' If you are more than 15 blocks away from all enemies at the end of your turn, you can leave combat.&lt;br /&gt;
===Actions and Abilities===&lt;br /&gt;
The following types of Abilities exist, with limitations on their use:&lt;br /&gt;
# '''Full Action/Attack:''' Only one Attack or Full Action may be used per turn.&lt;br /&gt;
# '''Passive Abilities:''' Always active.&lt;br /&gt;
# '''Reactions:''' May be used at any time, but require a specific condition outlined in the ability.&lt;br /&gt;
# '''Free Actions:''' Must be used during your own turn, but have no other impact on your freedom of action.&lt;br /&gt;
===Universal Abilities===&lt;br /&gt;
# '''Flee:''' This ability is a '''Full Action'''. It increases your movement distance to 8 blocks for the turn and prevents the use of any other Attacks or Abilities for the remainder of combat, though not Defense Rolls. Flee may still be reused.&lt;br /&gt;
===Concentration and Duration===&lt;br /&gt;
# '''Concentration:''' Abilities that require Concentration prevent the use of any other full Action while in use.&lt;br /&gt;
## When taking damage while concentrating, you must make a '''Scrutiny defense roll'''. Failing this roll results in the end of the Ability.&lt;br /&gt;
# '''Ability Durations:''' Duration is measured in turns; one turn passes at the end of the user’s turn, beginning the turn after the ability was activated.&lt;br /&gt;
## ''Example: A two-turn duration ability proceeds as: turn 0 cast &amp;gt; turn 1 active &amp;gt; turn 2 active &amp;gt; turn 3 not active.''&lt;br /&gt;
&lt;br /&gt;
==Movement and Positioning==&lt;br /&gt;
# '''Base Movement:''' 3 blocks.&lt;br /&gt;
## '''Movement Increase:''' Base movement is increased by 1 block for every 2 points you have in '''Dexterity'''.&lt;br /&gt;
## '''Movement Cap:''' Movement cannot be increased above 6 blocks per turn without being increased by an Ability.&lt;br /&gt;
# '''Melee Range:''' 2 blocks.&lt;br /&gt;
# '''Ranged Range:''' 15 blocks, if not stated otherwise by the Attack or Ability.&lt;br /&gt;
# '''Line of Sight:''' Required to target an enemy, unless the Attack or Ability states otherwise.&lt;br /&gt;
# '''Blink''' and Teleportation: Any ability that uses the term '''&amp;quot;blink&amp;quot;''' or '''&amp;quot;teleport&amp;quot;''' does not trigger Opportunity Attacks when moving out of a character's Melee Range.&lt;br /&gt;
# '''Ranged Attack in Melee:''' Using a Ranged Attack or Ability while an enemy is within Melee Range incurs '''Disadvantage'''.&lt;br /&gt;
# '''Falling Damage:''' Falling more than 5 blocks results in taking '''1d10 damage for every 2 blocks fallen after 5'''.&lt;br /&gt;
&lt;br /&gt;
==Damage and Status Effects==&lt;br /&gt;
===Damage Rules===&lt;br /&gt;
# '''Damage Reduction:''' Damage Reduction cannot reduce damage from any source below 1.&lt;br /&gt;
# '''Untrained Attack:''' The basic attack when using a weapon you are not trained with is a flat '''STR defense roll''', and deals '''1d4 damage''' on a hit.&lt;br /&gt;
===Status Effects===&lt;br /&gt;
Status Effects, including Damage Reduction, will not stack unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Status Effect !!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description and Penalty&lt;br /&gt;
|-&lt;br /&gt;
| '''Restrained''' || Cannot move, including via Abilities, and has Disadvantage on Defence rolls.&lt;br /&gt;
|-&lt;br /&gt;
| '''Blinded''' || Has Disadvantage on Attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
| '''Prone''' || Halved movement distance, and Attack rolls against the character have Advantage.&lt;br /&gt;
|-&lt;br /&gt;
| '''Disarmed''' || Cannot use Attacks, and must use a '''Full Action''' to re-equip their weapon or steady themselves if not using one.&lt;br /&gt;
|-&lt;br /&gt;
| '''Dazed''' || Cannot use Attacks or Abilities, and has Disadvantage on Defence rolls.&lt;br /&gt;
|-&lt;br /&gt;
| '''Difficult Terrain''' || Halved movement distance, and has Disadvantage on Attack and Defence rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi, AWildRhia&lt;br /&gt;
|Processors = Vulpes_Pulpes, AWildRhia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Curses&amp;diff=2083</id>
		<title>Curses</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Curses&amp;diff=2083"/>
		<updated>2026-03-29T22:16:01Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 = LenoreVamp.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 = 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.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Liches]]&lt;br /&gt;
|color = b57373&lt;br /&gt;
|image = noimg.png&lt;br /&gt;
|caption = &amp;quot;Masters of death, servants of shadow.&amp;quot;&lt;br /&gt;
|text = Once thought lost to an older age, the recently-resurgent Liches are a reminder of darker days. Whether pulling strings from the shadow or proclaiming their power as they seek to carve petty fiefdoms from mortal cloth, the deathless Liches present a uniquely persistent obstruction - and heralds, perhaps, of some yet more terrible force lurking beyond the shrinking bowers of man's domain. Their unnatural propensity for the arcane makes them a threat not to be trifled with; but worse is that their servants are always watching.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{RaceListBox&lt;br /&gt;
|title = [[Empyreans]]&lt;br /&gt;
|color = b57373&lt;br /&gt;
|image = noimg.png&lt;br /&gt;
|caption = &amp;quot;Returned from the shadows to bring Light.&amp;quot;&lt;br /&gt;
|text = Zealous heralds of the Light, the Empyreans have only now set out into the wider world, bringing with them the judgement of their Law and the word of their order's mother, the mysterious Hierophant. As much a militant end of days cult as a curse, the Empyreans were once lost to time; but with the return of their distant kin in the Liches, they believe the time of the end draws nigh... and will do anything to see their duty through.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Galecaster&amp;diff=2082</id>
		<title>Galecaster</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Galecaster&amp;diff=2082"/>
		<updated>2026-03-29T07:15:06Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galecasting - formally known in academic circles as the Fulminant Arts - is the volatile and highly kinetic mastery of atmospheric pressure and electrical discharge. It is a magic of sudden, violent movement. Practitioners do not gently coax the elements; they snap the air to their will, generating razor-sharp wind currents, manipulating barometric pressure to crush or repel, and channelling devastating arcs of raw lightning. It is a loud, arrogant discipline, favoured by mystic duelists who prefer to dictate the pace of a battlefield.&lt;br /&gt;
&lt;br /&gt;
==History and Culture==&lt;br /&gt;
The origins of Galecasting have been frequently muddied by revisionism over the centuries, much to the detriment of its first practitioners. In reality, the first true Fulminant mystics were born on the jagged, unforgiving coastlines and the freezing, high-altitude peaks of Aesox. They were ascetic storm-chasers and desperate sailors who learned that survival in a tempest did not come from fighting the storm, but from riding its currents. Early Galecasting was a crude, survivalist magic used to violently redirect gale-force winds away from settlements or call down lightning strikes to shatter avalanches.&lt;br /&gt;
&lt;br /&gt;
The discipline was violently dragged out of the wilderness and formalised not by local development, but by overseas intervention. The Thalzar quickly realised the tactical advantage of having mages who could dictate the weather. Thalzar militaries began aggressively recruiting and standardising any of these storm-callers who would sell their secrets. Under their patronage and with its history carefully divorced from its point of origin, Galecasting evolved from a survival tool into a precise military science. A single expert Galecaster stationed on a flagship could becalm enemy vessels in crucial manoeuvres, or snap the mainmasts of a ship with pinpoint lightning strikes.&lt;br /&gt;
&lt;br /&gt;
As the magic became heavily militarised, the culture around it shifted dramatically. Galecasters developed a reputation for being brash, adrenaline-addicted, and fiercely independent. The magic itself requires a highly active, elevated heart rate; a Galecaster must keep up with the storm to cast their most devastating spells. Consequently, they are rarely found sitting quietly in libraries, and are creatures of momentum, often finding employment in the wildest of places.&lt;br /&gt;
&lt;br /&gt;
Despite its formalisation by the Thalzar navies, there is still no central academy for Galecasting. The magic is simply too volatile to teach in crowded classrooms - a dozen novices accidentally crossing static currents could level an entire floor. Instead, the tradition relies on a grueling, highly selective master-apprentice dynamic. Training takes years and is notoriously dangerous; apprentices are routinely expected to meditate on exposed rooftops during howling gales, or hold high places and try to channel lightning away from themselves.&lt;br /&gt;
&lt;br /&gt;
==Notable People &amp;amp; Places==&lt;br /&gt;
*'''Admiral Elandorr Thel'rin:''' The architect of Galecasting's militarisation. Recognising the tactical advantage of weather-dictating mages, he championed the aggressive recruitment of Aesox's storm-chasers. He oversaw the standardisation of their crude survivalist magic into a precise military science and played a critical role in the project to erase the practice’s inconvenient origins and ensure it became better known as an Elven discipline than it ever was in its homeland.&lt;br /&gt;
*'''Corwin Gale:''' A renowned modern practitioner and a quintessential representative of the magic's original, non-militarised culture. He is famous for his grueling, solo pilgrimages to the Apex Needles and for practicing the magic in its raw, original form on the turbulent coastlines of Aesox. Known for his brash, adrenaline-addicted temperament, he embodies the discipline's roots in riding the storm.&lt;br /&gt;
*'''The Apex Needles:''' A series of towering, heavily scorched iron lightning rods constructed atop the highest peaks of the Solgardsborg mountains. These needles serve as a pilgrimage site for ambitious Galecasters, who travel there during the winter monsoons to deliberately absorb the continent's most violent lightning strikes in order to permanently expand their arcane reserves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tier One Spells&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Windstorm'''&lt;br /&gt;
| Galecasters can channel air currents summoned from around them in a specific direction; able to knock someone back by '''4 blocks''' or used passively to move items and even ships. This ability may be used freely outside of combat.&lt;br /&gt;
| 2 turns&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Windtunnel'''&lt;br /&gt;
| When being targeted with a non-magical '''Ranged Attack''', the Galecaster can create a tumbling tunnel of air to try to redirect the blow. This allows them to add half of their '''MYS''' attribute to the defense roll. If the defense roll succeeds, the attacker suffers '''half''' the damage they would have dealt.&lt;br /&gt;
| Twice per Combat&lt;br /&gt;
| Reaction&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Air Ball'''&lt;br /&gt;
| The Galecaster creates a ball of condensed air they can hover on. While this spell lasts, the Galecaster is immune to Difficult Terrain and gains two blocks of movement distance. This lasts for '''four turns'''.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tier Two Spells&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Thunderous Clap'''&lt;br /&gt;
| Clapping their hands together, the Galecaster encases their forearms in a surge of lightning that applies a thunderclap of force upon striking, gaining'''+2''' to one of their '''STR''', '''DEX''', or '''MYS''' attributes. This lasts for '''2 turns'''.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Free Action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Electric Whip'''&lt;br /&gt;
| Striking a target within '''Melee Range''' with an arc of lightning, the Galecaster makes a '''MYS''' attack roll to deal '''1d8 damage'''. If this hits, the caster may choose another target within '''5 blocks''' to take '''1d3 damage'''.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Cloudburst'''&lt;br /&gt;
| This spell conjures a rain cloud directly above the Galecaster, maneuverable to any location within emote range. The storm consumes everything in a '''7x7 zone''' centered on the Galecaster, causing everyone else within the zone to suffer '''Disadvantage''' on all '''Attack''' and '''Defense''' rolls as the heavy rain and booming thunder throw off their focus. This storm lasts for '''2 turns''' before dissipating.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tier Three Spells&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Name&lt;br /&gt;
!style=&amp;quot;width:72.5%; text-align:center;&amp;quot;| Description&lt;br /&gt;
!style=&amp;quot;width:10%; text-align:center;&amp;quot;| Cooldown/Cost&lt;br /&gt;
!style=&amp;quot;width:7.5%; text-align:center;&amp;quot;| Action Type&lt;br /&gt;
|-&lt;br /&gt;
| '''Inner Tempest'''&lt;br /&gt;
| Building up a ramping storm, the Galecaster prepares to unleash a burst of destruction. While charging the storm, the Galecaster cannot use any other Abilities or Attack. This may be charged for up to '''3 turns''', and the Range increases based on time charged as follows:&lt;br /&gt;
*'''One Turn:''' All enemies within '''3 blocks'''&lt;br /&gt;
*'''Two Turns:''' All enemies within '''8 blocks'''&lt;br /&gt;
*'''Three Turns:''' All enemies within '''15 blocks'''&lt;br /&gt;
When released, the Galecaster deals '''1d12 damage''' to all enemies within range, and is unable to use any Abilities for another turn as they recover.&lt;br /&gt;
| Once per Week&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Stormcloak'''&lt;br /&gt;
| The Caster may shroud themselves or an ally in a dark stormcloud, allowing them to move up to '''10 blocks''' without provoking Attacks of Opportunity.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Stunning Grasp'''&lt;br /&gt;
| Blasting a target with a jolt of powerful static electricity, the Galecaster makes a '''MYS''' attack roll to '''Daze''' the target for '''2 turns'''. If another valid target is within '''3 blocks''' of the first, this may be repeated on them.&lt;br /&gt;
| Once per Combat&lt;br /&gt;
| Action&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Accredition&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors =  AWildRhia, Vulpes_Pulpes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Argent_Sanctum&amp;diff=2081</id>
		<title>Argent Sanctum</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Argent_Sanctum&amp;diff=2081"/>
		<updated>2026-03-29T07:07:45Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A ruthless, monolithic order of zealots, purists, and tactical specialists. The Argent Sanctum is dedicated to the absolute, total annihilation of any supernatural entity that could pose a threat to human civilisation. While other guilds treat monster-hunting as a mercenary trade, the Sanctum views it as a holy and necessary purge. Their devotion is absolute, often straying into fanatical - they refuse all material payment, work in complete anonymity, and maintain a standing, violent rivalry with the Teratological Society, whose preservation efforts they consider dangerously short-sighted and criminally irresponsible. They are not merely killers; they are the self-appointed executioners of the unnatural world, and despite their cold exterior, they are the shield that stands between defenseless communities and the terrors of the dark.&lt;br /&gt;
&lt;br /&gt;
==Philosophy &amp;amp; Code==&lt;br /&gt;
The core belief that drives the Argent Sanctum is a brutal, unwavering utilitarianism: the only good monster is a dead monster. They are Slayers, not scholars. They believe that the more monstrous inhabitants of Aesox - be it a rampaging Lycan or a hunting Jenny - are an existential cancer on the natural order of things. Their existence is a constant, intolerable risk that must be surgically removed to ensure the peace and survival of humanity. This ethos places them in direct, often violent opposition to those who seek to study or safeguard these entities, most notably the chaotic, preservation-minded Teratological Society. For the Sanctum, the preservation of human life is the only metric of success, and their efficiency in saving countless travelers and isolated villages provides the moral foundation for their otherwise horrifying methods.&lt;br /&gt;
&lt;br /&gt;
This philosophy demands a monastic and almost fanatical adherence to efficiency and tactical purity. Members must eliminate all personal fear, doubt, and - crucially - sentimentality. Every hunt is a calculated, cold application of specialized knowledge, driven not by the thrill of the kill but by the necessity of protecting the innocent. Sanctum operatives are expected to use any means necessary, including methods deemed morally repugnant by traditional authorities, provided the end result is the permanent eradication of the threat. Their dedication is such that they refuse all material payment, accepting only resources required for the hunt, viewing their work as a divine mandate to safeguard humanity that exists far above mortal commerce.&lt;br /&gt;
&lt;br /&gt;
This internal set of rules, known as the Purity Edicts, ensures that their mission remains absolute and untainted by emotion or compromise.&lt;br /&gt;
&lt;br /&gt;
#No Argent Sanctum member shall knowingly allow a confirmed supernatural threat to survive. The hunt only ends when the entity is utterly eradicated, and the area declared entirely clean.&lt;br /&gt;
#All operations must be conducted under the absolute veil of secrecy. Identity, reputation, and public recognition are irrelevant; only the successful completion of the purge matters. Refusal of payment is mandatory to maintain the purity of the cause.&lt;br /&gt;
#Any individual or organization - especially the Teratological Society - found to be actively shielding, studying, or preserving supernatural entities shall be treated as an accomplice and a direct threat to the Sanctum's mission. Their resources are forfeit and their subjects are targets.&lt;br /&gt;
#All tactical information and acquired assets must be meticulously catalogued and verified for maximum lethality. Efficiency and strategic precision are paramount; sentimentality, honour, or traditional morality have no place in the purge.&lt;br /&gt;
&lt;br /&gt;
==Hierarchy==&lt;br /&gt;
The Argent Sanctum operates on a highly centralised, rigorously hierarchical structure defined entirely by the effectiveness and ruthlessness of its operatives in achieving total eradication. Advancement is granted only through verified, high-risk kills and the acquisition of critical tactical data that contributes to the final defeat of the supernatural world. While initial entry requires an act of exceptional, confirmed purity - typically the solitary eradication of a difficult supernatural threat - climbing the internal ladder demands an uninterrupted chain of cold, precise kills and a demonstrable lack of sentimentality. The roles are not mere functions; they are tiers of holy devotion and tactical expertise.&lt;br /&gt;
*'''Executors Prime:''' The secretive, unseen governing council composed of the oldest, most successful slayers. They are the strategic and ideological heart of the Sanctum, directing the large-scale purges and establishing the target priority lists continent-wide.&lt;br /&gt;
*'''Executors:''' The specialized field leaders who direct small, surgical strike teams. They hold a highly respected position, valued for their ability to manage complex engagements, minimize collateral damage, and ensure the complete erasure of the threat's existence.&lt;br /&gt;
*'''Purifiers:''' The rank-and-file monster hunters. They are the frontline operatives who track, engage, and exterminate confirmed threats. They are universally feared for their training and relentless dedication to the kill.&lt;br /&gt;
*'''Acolytes:''' The newest members, often assigned to the administrative wings or to scouting dangerous, low-priority regions. They are constantly tested and monitored for any sign of hesitation or moral compromise.&lt;br /&gt;
Internal politics within the Sanctum are a stark contrast to the academic squabbles of the Teratological Society. They are characterized by a quiet, constant pressure to prove one's worth and ruthlessness. Field Purifiers strive to become Tactical Executors by demonstrating exceptional, independent success in high-risk zones, often competing aggressively over target acquisitions. The only true political tension exists between the younger, more zealous Executors, who favor immediate, large-scale annihilation, and the elder council, who counsel tactical patience and precision to ensure the Sanctum's long-term survival. Any member suspected of sentimentality, mercy, or philosophical deviation is swiftly, silently, and permanently purged from the ranks to maintain the order's absolute purity.&lt;br /&gt;
&lt;br /&gt;
==Membership Requirements==&lt;br /&gt;
The Argent Sanctum maintains a single, unyielding requirement for entry that supersedes all lineage, wealth, or prior experience: absolute proof of dedication to the purge. An initiate must present a confirmed, solitary kill of a supernatural entity of significant danger, accompanied by meticulously documented evidence of the monster’s threat and its total, permanent annihilation. This must be an act of cold, pragmatic execution, devoid of any emotional flourish or sign of preservation. Additionally, all applicants are subjected to an intense, psychological screening process designed to root out any capacity for empathy, mercy, or intellectual curiosity regarding the entities they are sworn to destroy. Failure to demonstrate the necessary ruthlessness or purity of purpose results in immediate rejection and, often, a permanent listing on the Sanctum's internal suspect register.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*'''~1250:''' The Argent Sanctum originated in the deep wilderness of Holzweald, founded by a small, militant splinter group of the Order of the Silver Hand. They grew disillusioned with the Order's increasing bureaucracy and political compromises, viewing their failure to decisively eradicate the growing Lycan and Vampire threats as a sign of moral decay. They rejected all traditional religious dogma, forging a new, austere doctrine based solely on the purification of the continent from the scourge of the unnatural.&lt;br /&gt;
*'''1380:''' The Sanctum launched its first major, coordinated purge against a massive, entrenched Vampire court in the forests of Solgardsborg. The operation was brutal and ruthlessly efficient, culminating in the incineration of the court's lair. Crucially, they refused the reward offered by the local authorities, establishing their core doctrine that their cause was a holy mandate, not a mercenary venture, and cementing their reputation as a terrifying, anonymous force.&lt;br /&gt;
*'''1490:''' The rivalry with the Teratological Society began with a catastrophic confrontation. Field Purifiers intercepted a Society research team attempting to relocate a dangerous, but rare, Corpsehollow Mycelium. Viewing the researchers' preservation efforts as a direct act of sabotage against human safety, the Sanctum executed the team leader and systematically incinerated the entire specimen and the surrounding area. This act of violence cemented the two organizations as mortal enemies, a position that remains three hundred years hence.&lt;br /&gt;
*'''1550:''' A major internal schism occurred as a small group of high-ranking Executors argued for the selective use of monster subjects as bioweapons. This debate was quickly and violently suppressed by the ruling council, who launched a silent internal purge almost overnight. This event reasserted the Sanctum's core goal: their purpose is solely to cleanse the world, not to become a weapon themselves.&lt;br /&gt;
*'''1680:''' The Sanctum established a comprehensive, anonymous network of informants within the major cities, using the rising tide of human fear and paranoia to their advantage. They began directing local authorities and military groups to targets previously identified by their Purifiers, effectively using mundane forces to conduct massive, uncredited purges on their behalf, while maintaining their own organizational secrecy.&lt;br /&gt;
*'''1795:''' In a coordinated, continent-spanning operation, the Sanctum targeted and systematically eliminated several minor, isolated Vampire bloodlines, including a major court of the Toussaint lineage. This operation, carried out over five years, was a chilling display of tactical intelligence and logistical efficiency, demonstrating the Sanctum’s mastery of tracking and surgical elimination.&lt;br /&gt;
*'''1825/1826:''' In the current climate of the Warmaker's Invasion and the increasing visibility of powerful, cursed entities (like the Warhowlers and Saharnikovs), the Argent Sanctum has intensified its dedication to the purge. Tactical Executors are leading deep-strike missions directly into active war zones, prioritizing the elimination of high-value, high-threat targets to prevent the permanent entrenchment of powerful new entities, viewing the continental conflict as a terrifying opportunity for necessary, large-scale cleansing.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*New recruits are required to participate in an extended &amp;quot;Vigil of Purity,&amp;quot; a period of three months spent in total isolation, subsisting on minimal rations and reciting the Purity Edicts to purge any remaining moral weakness.&lt;br /&gt;
*The only known recurring symbol associated with the Sanctum is the Argent Tear - a stylized, crystalline drop of silver, often carved into the hilt of a favored execution weapon.&lt;br /&gt;
*They view any form of emotional attachment as a strategic vulnerability and actively enforce a policy of professional, detached isolation among their members, though this often results in severe psychological strain.&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Collegium_Priori&amp;diff=2080</id>
		<title>Collegium Priori</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Collegium_Priori&amp;diff=2080"/>
		<updated>2026-03-29T07:07:43Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Collegium Priori is the pinnacle of mundane academic prestige in Aesox; operating more like an exclusive gentleman’s club than a traditional university, it is an institution where high society and empirical science cross paths. They are the architects of numerous technological advancements and the foremost authorities on the mundane sciences. However, their archives are notoriously - and intentionally - barren regarding anything remotely arcane. They view magic and monsters as either exaggerated folklore or subjects simply beneath the rigorous, clean study of the natural world.&lt;br /&gt;
&lt;br /&gt;
==Philosophy &amp;amp; Code==&lt;br /&gt;
The Collegium Priori views scientific inquiry not merely as a pursuit of knowledge, but as a discipline that reflects social standing and refined taste. Their overarching philosophy holds that the natural world is a complex, beautiful machine, and only those with the proper breeding, wealth, and classical education are equipped to responsibly decode its mechanisms. They staunchly believe that uncontrolled or uncultured science is dangerous, leading to the chaotic proliferation of low-quality inventions and the perpetuation of vulgar superstition. Therefore, the Collegium serves as the gatekeeper, ensuring that progress is both empirical and elegant, filtering research through a lens of aristocratic sensibility and rigorous, measured materialism. They are the ultimate pragmatists, valuing replicable results and functional technology over speculation and the messy complexity of Aesox's occult phenomena.&lt;br /&gt;
&lt;br /&gt;
This perspective dictates a strict, albeit unwritten, Code of Conduct that governs both scientific practice and social engagement within the hallowed halls of the Collegium. Discussion and study must focus exclusively on the conventional. Any discourse that wanders into the realms of the esoteric - especially relating to the continent's endemic monster populations - is met with subtle but immediate social ostracization. The Senior Fellows enforce a culture of controlled skepticism, promoting technologies that promise societal order and reinforcing the status quo, often conveniently aligning their research agenda with the interests of the noble houses that supply their funding.&lt;br /&gt;
&lt;br /&gt;
To maintain their prestige and the purity of their empirical focus, all members of the Collegium Priori are expected to adhere to the following tenets, which represent the core of their professional and social existence:&lt;br /&gt;
&lt;br /&gt;
#If it cannot be measured and replicated under controlled, mundane conditions, it is not worth the Collegium's time. This mandates a strict adherence to materialism and an outright rejection of arcane or supernatural explanations.&lt;br /&gt;
#Scientific advancement must be guided by the cultured and the wealthy. Funding and social networking are considered just as vital as the scientific method itself; research without a patron is merely a hobby.&lt;br /&gt;
#Members must actively distance themselves from the &amp;quot;messy&amp;quot; realities of Aesox. In particular, public discussion or professional engagement with anything relating to the Fey or associated notions is considered incredibly gauche and unrefined, damaging the Collegium's image.&lt;br /&gt;
#The pursuit of knowledge must prioritize practicality and marketable application. Theoretical science is encouraged only when it demonstrably underpins a profitable technological innovation or contributes to infrastructure projects that benefit society.&lt;br /&gt;
#Maintain impeccable standards of presentation, both personal and professional. A poorly structured thesis, shoddy laboratory work, or an untucked waistcoat are all equally grounds for censure, as they reflect a lack of control and respect for the institution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hierarchy==&lt;br /&gt;
Advancement within the Collegium Priori is a complex dance of social maneuvering where academic brilliance is often secondary to more tangible assets. Climbing the ranks requires a strategic combination of substantial personal wealth and, more crucially, the active and public patronage of existing Senior Fellows. While significant scientific contributions are nominally required, they primarily serve as the vehicle through which an aspiring academic demonstrates their worthiness and elegance to the aristocratic gatekeepers who control the institution's vertical mobility.&lt;br /&gt;
*'''The High Chancellor:''' The absolute authority of the Collegium, usually an elderly aristocrat whose wealth far exceeds their actual scientific output.&lt;br /&gt;
*'''Senior Fellows:''' Tenured academics who have bought or published their way into the inner circle. They hold the keys to the private dining rooms and the funding coffers.&lt;br /&gt;
*'''Junior Associates:''' The working academics who conduct the actual research, write the papers, and desperately vie for the patronage of the Senior Fellows.&lt;br /&gt;
&lt;br /&gt;
The internal landscape of the Collegium is defined by a relentless struggle for influence and research funding, where social gatekeeping is enforced with surgical precision by the Senior Fellows. This environment creates immense political pressure to conform to a strictly materialistic and anti-arcane institutional image. Any research that threatens this carefully curated facade is swiftly suppressed, as maintaining the illusion of a clean, predictable natural world is paramount to securing the continued financial and social support of the traditional houses that underpin the Collegium's very existence.&lt;br /&gt;
&lt;br /&gt;
===Membership Requirements===&lt;br /&gt;
Entry into the Collegium Priori is brutally exclusive. An applicant must possess either a prestigious noble lineage, staggering wealth to offer as a &amp;quot;grant,&amp;quot; or have authored a paradigm-shifting thesis in the mundane sciences. Even then, they must be officially sponsored by two existing Tenured Fellows and survive a grueling, highly critical social interview process.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*'''~800:''' Founded in the bustling capital city of Galudon, the Collegium was established by a consortium of wealthy aristocrats and pragmatic philosophers. Their foundational document, The Gentleman’s Charter, strictly defined the institution’s focus: to diligently study the observable, physical world through empirical methods. Crucially, the Charter explicitly banned the discussion, research, or even casual mention of &amp;quot;vulgar, chaotic&amp;quot; magical arts and occult phenomena, setting a precedent that intellectual pursuit must remain clean, predictable, and firmly materialistic, aligning scientific inquiry with the sensibilities of high society.&lt;br /&gt;
*'''1150:''' This era marked the first major internal crisis stemming from the Collegium’s anti-arcane mandate. A small but influential group of Fellows proposed an in-depth biological and anatomical study into the nature of Lycanthropy, arguing that the affliction was a measurable, physiological disease and thus worthy of scientific attention. This proposal was met with outrage by the conservative majority. The advocating members were publicly expelled, stripped of their esteemed titles, and in a theatrical display of institutional purity, their portraits were ceremoniously burned in the main courtyard, reaffirming the Collegium's commitment to rejecting all things associated with Aesox’s endemic monsters.&lt;br /&gt;
*'''1302:''' In a grand, expensive gesture designed to showcase the Collegium's commitment to pure, mundane science, the institution fully funded and constructed a massive, state-of-the-art observatory in Galudon. While a triumph of engineering, the facility’s purpose was strictly limited: tracking the moons for highly practical maritime astrogation and complex tidal studies. This project was also a thinly veiled attempt to aggressively and demonstrably disprove any commonly held correlation between lunar cycles and the Lycanthropic curse, cementing the Collegium's position that any such link was mere superstitious conjecture beneath serious scholarly consideration.&lt;br /&gt;
*'''1450:''' Facing an influx of applicants whose brilliance outpaced their bank accounts, the sitting High Chancellor introduced a sweeping and controversial mandate known as the Endowment Mandate. This regulation required any prospective member to provide a staggering financial endowment for entry, regardless of their academic merit. This move was framed as a necessary measure to maintain the Collegium's rigorous standards and fund ambitious infrastructure projects, but its true effect was to cement the Collegium's status as a fortress for the ultra-wealthy, ensuring that status and social capital remained inseparable from scientific pursuit.&lt;br /&gt;
*'''1588:''' The Collegium formally engaged in a rare political action by petitioning the Galudonian crown to ban the mining and import of Castialt, a metal known to disrupt and interfere with the Cursed. The institution's official claim was that the metal's &amp;quot;unpredictable, anomalous properties&amp;quot; were ruining traditional metallurgical standards and making repeatable, clean experiments impossible. However, many critics speculated that the petition was simply an attempt to suppress any material that might be used to study, counteract, or even prove the existence of the supernatural forces the Collegium so desperately sought to ignore.&lt;br /&gt;
*'''1812:''' A colossal embarrassment rocked the Collegium when a universally beloved and highly respected Senior Fellow was unmasked as a Toussaint Vampire. The revelation threatened to shatter the Collegium's image of serene, controlled materialism. The institution immediately spent a small fortune on a meticulous cover-up, leveraging their aristocratic connections and bribing the entire Galudonian press corps to report that the Fellow had not fled or been exposed, but had tragically died from a severe case of &amp;quot;exotic gout&amp;quot; - a narrative that restored the comfortable mundane order they championed.&lt;br /&gt;
*'''1825/1826:''' In the current era, the Collegium finds itself in a state of righteous uproar, vehemently protesting the Galudonian Crown’s proposed Cursed Registration Programme. Their protest centers on a fundamental philosophical objection: they argue that assigning Vampires, Lycanthropes, and other cursed entities legal status forces &amp;quot;civilised society&amp;quot; to formally and legally acknowledge the supernatural as a genuine, measurable reality, a move that directly violates the Collegium's foundational worldview and threatens to undermine two centuries of empirical denial.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The main hall in Galudon permanently smells of expensive cigar smoke, polished mahogany, and alchemical solvents.&lt;br /&gt;
*Many who claim to be &amp;quot;scholars of the Collegium&amp;quot; are actually disgraced Junior Associates.&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Teratological_Society&amp;diff=2079</id>
		<title>Teratological Society</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Teratological_Society&amp;diff=2079"/>
		<updated>2026-03-29T07:07:38Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A chaotic, eccentric hodgepodge of monster enthusiasts, mad botanists, and adrenaline-junkie field researchers, the Teratological Society is dedicated to the study of the monstrous in all its varieties. While the Collegium Priori reads books in leather armchairs, the Teratological Society is out in the mud, trying to measure the exact jaw-span of a sleeping Lycanthrope. They exist in an awkward, highly controversial space: their meticulous research is frequently stolen or used by authorities to eradicate monsters, which deeply infuriates the Society, as they are strictly opposed to the killing of their subjects.&lt;br /&gt;
&lt;br /&gt;
==Philosophy &amp;amp; Code==&lt;br /&gt;
The core belief that binds the chaotic Teratological Society is simple: study is the highest form of respect. They are scholars, not slayers, and believe that even the most horrific Vampire, Werewolf, or wild monster is a vital, irreplaceable part of Aesox's complex ecosystem and deserves to be studied and engaged with, not blindly purged. This ethos sets them violently apart from almost every other power structure in the known world, earning them the ire of local militaries and, most frequently, the mercenary monster-hunting guilds - especially the Argent Sanctum. Their research is purely academic, driven by a desperate hunger for knowledge that overrides all concerns - at least, in the eyes of the wider populace, who scorn the Society’s methods.&lt;br /&gt;
&lt;br /&gt;
This philosophy demands an extraordinary, almost suicidal level of dedication from its members. Field researchers are expected to get up close and personal; there is no substitute for proximity. A biological sample obtained by risking life and limb is considered invaluable, while a sketch drawn from two feet away is worth ten drawn from a telescope. The Society operates on the premise that true understanding requires a shared space - to study a beast's territory, you must inhabit it; to understand a curse, you must touch it. This dangerous methodology is both the source of their most revolutionary discoveries and the cause of their alarmingly high mortality rate.&lt;br /&gt;
&lt;br /&gt;
Due to their mission and methods, the Society has enforced a stringent, self-policing code designed to ensure their subjects are protected and their research remains untainted by the failures of slaughter or prejudice. This internal set of rules serves to distinguish the true scholar from the common killer.&lt;br /&gt;
&lt;br /&gt;
#No Teratological Society member shall, under any circumstances, intentionally slay, harm, or inflict lasting injury upon a study subject unless in immediate, unavoidable self-defense. Preservation is paramount.&lt;br /&gt;
#Field research must prioritize direct observation and physical evidence acquisition. Conjecture is secondary to a hand-drawn sketch, a recorded behavioural pattern, or a physical sample obtained from within the subject's immediate sphere of influence.&lt;br /&gt;
#Anyone currently holding a guild license for monster hunting, or known to associate with mercenary monster-slayers, is permanently blacklisted. The sharing of research with such parties is grounds for immediate, permanent expulsion.&lt;br /&gt;
#All recorded data must be meticulous, honest, and entirely free of moral judgment or personal fear. The goal is clinical documentation of the world, not the affirmation of human bias.&lt;br /&gt;
#All gathered research, regardless of how minor or how perilous the acquisition, must be delivered to the Archive Curators for cataloging and cross-referencing. The data belongs to the Society, not the individual.&lt;br /&gt;
&lt;br /&gt;
==Hierarchy==&lt;br /&gt;
The Teratological Society operates on a strictly meritocratic structure defined by two primary metrics: survival skill in the field and intellectual contribution to the Hidden Archive. Advancement is not granted by seniority but earned through high-risk acts of data acquisition that adhere to their ethos. While initial membership requires an entirely original piece of research, climbing the internal ladder demands a continuous stream of published, verified data. The roles themselves are not titles of authority but indicators of a member’s primary function and accumulated prestige.&lt;br /&gt;
*The Grand Archivist: A largely administrative role, tasked with the herculean effort of organising thousands of blood-stained, erratic field journals into a coherent bestiary.&lt;br /&gt;
*Field Researchers: The bold parties who spend months in the wilderness tracking legendary beasts. They hold the highest social standing within the Society due to their sheer survival skills.&lt;br /&gt;
*Archive Curators: The eccentric scholars who remain in the Society's hidden vaults, cross-referencing folklore, arcane anomalies, and historical sightings to point the Field Researchers in the right direction.&lt;br /&gt;
Internal politics within the Society are largely characterized by a cold war of prestige between the Field Researchers and the Archive Curators. Field Researchers leverage their high mortality rate and suicidal dedication to primary source acquisition as proof of their inherent worth, holding the highest social standing. In contrast, many Curators view the Researchers as reckless hotheads who merely provide the raw materials; Curators believe the true value lies in the intellectual labor of cross-referencing, verifying, and transforming chaotic notes into the coherent Bestiary. The Grand Archivist, while holding the largely administrative top title, often acts as a referee in this ongoing, intense, but purely academic conflict over who possesses the &amp;quot;truer&amp;quot; scholarship.&lt;br /&gt;
&lt;br /&gt;
==Membership Requirements==&lt;br /&gt;
The Teratological Society does not care about pedigree or wallet. To join, an initiate must present an entirely original piece of research concerning an entity of interest. This could be a detailed anatomical sketch of a rare creature, a firsthand psychological profile of a specific Seikyr, a study of unusually mobile flora, or any number of similar materials.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*'''~1200:''' The Teratological Society originated in the back room of a smoke-filled tavern, founded by a motley collection of eccentrics. It was conceived as a deliberate rebellion against the staid, theoretical approach of institutions like the Collegium Priori. Its founding members included expelled scholars who considered the supernatural a primary subject of academic inquiry, not an anomaly to be ignored, alongside rugged wilderness trackers who possessed invaluable, if unorganized, firsthand knowledge of Aesox's monstrous inhabitants. This initial cohort was bound by a shared, radical desire to study the unnatural world through direct observation, laying the groundwork for the Society's intensely hands-on and controversial methodologies.&lt;br /&gt;
*'''1345:''' Driven by their first century of perilous fieldwork, the Society successfully compiled and published its inaugural major academic volume. This grotesque tome, reportedly featuring meticulously hand-drawn illustrations, bound in what local rumor suggested was unidentified monstrous leather, and allegedly stained with biological samples, contained an unprecedented level of detail about regional cryptids and curses. However, instead of being hailed as a scholarly achievement, the publication was immediately and emphatically banned by the ruling Galudonian authorities, who feared its contents would destabilize public order and incite widespread terror by detailing the terrifying reality of the supernatural world.&lt;br /&gt;
*'''1490:''' A devastating incident cemented the Teratological Society's deeply-held antagonism toward monster-hunting guilds. A Field Researcher's meticulously gathered notes on the migratory patterns and vulnerabilities of the Vellum Crawler, a rare and fragile entity, were violently stolen by a predatory mercenary guild. This purloined data was then exploited to orchestrate a near-total extinction event for the species. The Society's fury over this academic betrayal and subsequent environmental tragedy was absolute, leading to the immediate and permanent institution of a zero-tolerance policy and blacklisting of anyone associated with mercenary monster-slayers or military eradication forces.&lt;br /&gt;
*'''1610:''' The Society's unyielding refusal to share its hard-won research - especially information regarding monster weaknesses - with the authorities or hunting guilds eventually provoked a violent reprisal. An organized mercenary group, frustrated by the Society's academic obstructionism, launched a full-scale raid on their established headquarters. In a chaotic, dramatic act of self-preservation and spite, the Society retaliated by deliberately releasing several of their contained research specimens, including an aggressive Corpsehollow infestation, onto the attackers. They then deliberately torched their own base of operations while escaping, a move that initiated their transformation into a highly secretive, perpetually nomadic organization, forced to transport their vast &amp;quot;Hidden Archive&amp;quot; between remote crypts and abandoned ancient ruins.&lt;br /&gt;
*'''1755:''' This period marked one of the Society's most celebrated intellectual accomplishments. A Field Researcher, whose bravery was matched only by their perceived insanity, spent years in dangerous proximity to various Vampire communities. The resulting document, known as The Sanguine Manifestos, successfully isolated, cataloged, and delineated the distinct sociological structures, historical origins, and biological markers of many of the most prevalent Vampire bloodlines. The extensive, firsthand nature of the study made the resulting text an immediate and legendary piece of scholarship within the secretive arcane underground.&lt;br /&gt;
*'''1802:''' A catastrophic lapse in judgment during a standard Society meeting led to widespread public chaos. Members, adhering to their &amp;quot;Proximity is Proof&amp;quot; ethos, frequently brought live, often highly dangerous, subjects to meetings for analysis and demonstration. During one such &amp;quot;show and tell&amp;quot; presentation, an imported, enormously powerful, and volatile creature known as a Cathedral Hermit escaped confinement. The rampaging entity inflicted severe structural damage upon the ground floors of multiple nearby urban buildings before panicked municipal authorities managed to eliminate it, leading to the public arrest and imprisonment of the responsible Field Researchers and further damaging the Society's already precarious public image.&lt;br /&gt;
*'''1822:''' Demonstrating their commitment to studying, rather than condemning, new forms of the supernatural, the Society engaged in a high-risk, deeply illegal operation just prior to the formal ratification of the oppressive Galudonian Registration Programme. Fascinated by the recently developing symbiotic mutations within the Sokolov bloodline, the Society quietly, and at great peril, provided secure shelter, essential medical supplies, and access to their hidden basement facilities for the earliest known members of this new entity type, prioritizing the opportunity for radical, ethical study over adherence to human law.&lt;br /&gt;
*'''1825/1826:''' In the current climate of continental conflict, fueled by the Warmaker's relentless invasion, the Teratological Society's dedication to primary source research has reached new, unprecedented levels of risk. Field Researchers are currently displaying almost suicidal courage by deliberately moving toward active war zones. Their objective is to capture real-time documentation: sketching the intricate, blood-infused Saharnikov vitric formations and charting the complex pack tactics of the formidable Warhowler units in the middle of active, chaotic combat, ensuring their archives contain the most current data on these emerging supernatural threats.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Society meetings are notorious for being wildly dangerous, as members frequently bring live, highly venomous, and often magically afflicted flora and fauna in for &amp;quot;show and tell.&amp;quot;&lt;br /&gt;
*Because they refuse to share their findings with the military or hunting guilds, the Society's headquarters is constantly moved to avoid government raids.&lt;br /&gt;
*A large number of the Society’s members have Kaymer’s Pox, either due to being exposed to intense magical influences in the field, or by being sought out and studied by members and subsequently invited.&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
	<entry>
		<id>http://gearsofgaludonwiki.com/index.php?title=Mutations&amp;diff=2078</id>
		<title>Mutations</title>
		<link rel="alternate" type="text/html" href="http://gearsofgaludonwiki.com/index.php?title=Mutations&amp;diff=2078"/>
		<updated>2026-03-29T07:07:34Z</updated>

		<summary type="html">&lt;p&gt;Bimberi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of Pannotia bears deep marks of its history, particularly from the lingering magical anomalies born of the Great Equilibrium. While many physical changes are tied to specific curses like Vampirism or the Aurumvitae, or emerge from excess magical exposure, the populace occasionally manifests spontaneous genetic mutations that do not strictly belong to a known bloodline or arcane order. Please note that mutations should not cause a character to break racial height constraints without being part of a special permission!&lt;br /&gt;
&lt;br /&gt;
==Common Manifestations==&lt;br /&gt;
Across the millenia, scholars have recorded several recurring mutations within the diverse peoples of Pannotia. These traits often appear without warning during adolescence or are present from birth, diverging from standard racial norms.&lt;br /&gt;
&lt;br /&gt;
===Amorphic Dimorphism===&lt;br /&gt;
One of the more documented mutations is the ability to shift one's physical sex presentation at will. This trait is naturally occurring and universal among the Infernals in particular, allowing them to maintain a flexible comfort in their appearance. However, this &amp;quot;gender swapping&amp;quot; ability has also been observed in non-Infernal individuals, where it is regarded as a rare anomaly. Those with this mutation possess an anatomy that allows for a total reconfiguration of their physical sex at will, often used as a tool for personal expression or social fluidity.&lt;br /&gt;
&lt;br /&gt;
===Keratinous Corona===&lt;br /&gt;
Certain individuals in Pannotia manifest prominent physical traits reminiscent of bestial or infernal origins, specifically the growth of horns and spaded tails. While biological transmutation magic can temporarily mimic these features - granting wings, claws, or other features - true mutations result in permanent, biological structures integrated into the skeleton.&lt;br /&gt;
*Horns: Typically keratinous growths from the skull, these can range from small nubs to elaborate, curved structures.&lt;br /&gt;
*Spaded Tails: These muscular extensions of the spine often terminate in a sharp, triangular or spade-shaped tip, providing an additional means of balance or expression.&lt;br /&gt;
*Spine Spikes: Small bone formations along the back of the spine jutting out from the vertebrae, these are amongst the rarest manifestations.&lt;br /&gt;
&lt;br /&gt;
===Luminous Aniridia===&lt;br /&gt;
A striking visual mutation often encountered is the presence of strange, pupil-less eyes that emit a faint, constant glow. Unlike the deep crimson eyes of a Vampire or the shifting metallic irises of an Empyrean, this mutation preserves the natural iris color of the individual's original race. The eyes appear as solid orbs of color without a visible pupil, yet they do not seem to hinder the individual's sight. In low-light conditions, they provide a soft luminescence similar to those of some Cursed. This may also manifest alongside small antlers, in rare cases.&lt;br /&gt;
&lt;br /&gt;
===Comparative Overview===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mutation Type !! Physical Indicators&lt;br /&gt;
|-&lt;br /&gt;
| '''Amorphic''' || Fluid sex presentation&lt;br /&gt;
|-&lt;br /&gt;
| '''Keratinous''' || Horns, Spaded Tails&lt;br /&gt;
|-&lt;br /&gt;
| '''Luminous''' || Pupil-less glowing eyes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arcane Manifestations==&lt;br /&gt;
Direct interaction with concentrated potentia represents a significant catalyst for the manifestation of mutations, capable of altering an individual’s physiology well into their adult years. These anomalies are never spontaneous, invariably necessitating a direct arcane stimulus to trigger, and the subsequent transformation is often a profoundly harrowing experience.&lt;br /&gt;
&lt;br /&gt;
===Mage's Mark===&lt;br /&gt;
While major mutations are the most striking, many mages manifest lightweight arcane anomalies as their connection to potentia deepens. These traits, such as a permanent icy chill to the skin or eyes that appear as glowing spots of light within the sockets, often signify a body that has begun to display permanent marks of the unnatural influence of their magics. Such manifestations should always be in line with the character’s Mystic School.&lt;br /&gt;
&lt;br /&gt;
===Kaymer's Pox===&lt;br /&gt;
Kaymer’s Pox is a violent, mutative disease that ravages those exposed to extreme amounts of potentia, typically through Cymrinite. The resulting manifestations are incredibly unpredictable and varied, frequently disregarding natural physiology or racial norms. For more information, refer to the [[Kaymer's Pox]] page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Accreditation&lt;br /&gt;
|Artists = &lt;br /&gt;
|Writers = Bimberi&lt;br /&gt;
|Processors = AWildRhia, Vulpes_Pulpes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bimberi</name></author>
	</entry>
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