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Error: #f88
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a {color:[[ColorPalette::PrimaryMid]];}
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a img {border:0;}

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.subtitle {color:[[ColorPalette::TertiaryDark]];}

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.footer {color:[[ColorPalette::TertiaryLight]];}
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.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
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#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
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body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
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.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
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.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
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.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
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.tabset {padding:1em 0em 0em 0.5em;}
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.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
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.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
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table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
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.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
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.editorFooter .button {padding-top:0px; padding-bottom:0px;}

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.sparkline {line-height:1em;}
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.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; width:90%; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
***/
/*{{{*/
body {font-size:0.8em;}
#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}
.subtitle {font-size:0.8em;}
.viewer table.listView {font-size:0.95em;}
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/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::EditToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see AdvancedOptions
<<importTiddlers>>
@@font-weight:bold;font-size:1.0em;color:#444;//Season One, Episode One
Part Two: The Infiltration
Unos 13, 708 A.F.//&nbsp;&nbsp;@@

The group met up the next morning at the inn. Over preserve filled scones & hot tea they decided the best course of action was to take a look around town and see what they could find out. They especially wanted to look for a cartography shop.

They inspected the items they got off the guards last night. They found a narcotic known as "Dragon's Blood" in one of the pouches. This pink powder helped enrage the inhalant and was often taken before fights. The only problem with it was it's high addictive nature and it's tendency to cause the person taking it to forget allies and enemies and just kill everything. They also still had a key they took off of Dorn but no idea what it was too. 

The group first headed north into [[Erenta]]. They found a broadsheet seller who sold them a paper about the attack on the city watch the night before. There was no mention of them and the attack was blamed on 4 drunken dwarves. The constable of the dwarven area said this was a lie and they had no attacks on the city watch last night.

The group saw no other activity out of the ordinary.They wandered around Dock Ward. They noticed the area to the east of the main thoroughfare was a rough neighborhood full of sailors and unfriendly locals. 

They headed into the merchant area and managed to locate a cartography shop, Thomas's Map Making. The old man here sold them a map for 3 silvers and then helped point out the different areas around town and gave them some advice. He warned them about the [[Black Dawgs]] in the Dock Ward and then he warned them about the [[Fey Nasties]] up in the non-human slums. He also told them where city hall was and advised moving to an inn out of Dock Ward.

He then sold them a map of the [[Lost Coast]]. He told them a bit about [[Dragons Rest]] and the Duke there. He also said he would pay handsomely for a map of [[Dragons Rest]] since the city was locked down.

The players then proceeded to wander around town and take a look at some of the larger structures on their map. They located a few private estates. They also located the city prison which appeared to be a large structure taken over by the city watch. 

Finally the players were on their way to City Hall when they got jumped by Gang members of the [[Black Dawgs]]. The gang said they matched Marcus's description and then they waded in.

The group managed to fight them off, killing most of the gang members quickly. Only one large hulking brute continued to pound on Owen the swordmage. The casters drove off some Gnome assassins, then everyone focused on the Big Man. 

Finally they took him down. They searched the bodies and found some gold and a magic item. Then they all took off before the city watch arrived. They did pass a group of city watch heading in the direction of the commotion. They ducked into an alley to clean up their wounds and weapons and try to get rid of most of the blood.

We left our heroes there in the alley getting themselves back together.
@@font-weight:bold;font-size:1.0em;color:#444;//Season One, Episode Two
I thought we were the good guys?
Unos 12, 708 A.F. to Unos 13, 708 A.F.//&nbsp;&nbsp;@@

Bill couldn't make it today, so Chris and I took his first level rogue "Fox" and worked him into a side story.

So we go back to the day the players left for Erenta. Two other groups of heroes were sent off in different directions. One group rode south and the other rode west. That left only a handful of heroes left over. This group Alman didn't quite trust. This included the emotionally damaged Sara, the ex criminal Marshall, and the questionable Fox. 

Fox spent his first day after everyone took off trying to get to know the others left behind. The only one that seemed friendly was the farmer Walter. He revealed to Fox that he was an ex Squad 13 who retired here about 5 years ago.

Fox felt that Walter knew more about what was going on but didn't want to say. After the players had dinner that night, Fox & Walter started playing cards. Marshall then busted in and said he had spotted men approaching the house stealthily. 

Fox got Alman and he got in to talk to Walter. It was then revealed that the men approaching the house were [[Squad 13]]. Alman told Fox that these were men not to be trusted. He said that his last assignment revealed that there were traitors in [[Squad 13]] and that was why he recruited all new people. His plan was to eventually take on [[Squad 13]] and flush out the traitors, but he needed men he could trust to do that. 

Fox convinced Walter to come with them and they all fled out back to the barn. Marshall was already on a horse and rode off. Sara stayed to help Alman & Fox fight off the new Squad men.

They managed to get on their horses and rode off. A few miles down river they get to a rowboat that Alman hid. Sara & Fox went with Alman across the river to Erenta to find the first squad Alman sent into the city.

Walter said farewell to them and took off to [[Solmode]]. He told Alman he would go to the place where the green haired woman had hit on them.

Alman, Fox & Sara arrive in Erenta and stash the rowboat in case they need it again. They find their way to a local tavern called the Drowned Trout. The bar is owned by the local gang. They find out this is a major hide out of the [[Black Dawgs]].

Alman gets them out of there. He reveals to Fox that he sent the first team here to take out the [[Black Dawgs]].

Alman tells Fox that the [[Black Dawgs]] are working for [[Squad 13]]and the [[Golden Delvers]] in [[Erenta]]. They need to take them out in order to blind both organizations to their movements within Erenta.

They find an inn north on the edge of the religious district called The Fallen Hammer. There they get a nice set of rooms and bed down for the night.

The next day they get up and try to find some maps and figure out what's going on in town. Fox heads out to get maps and lay of the city. Alman takes off to meet with his contacts. Fox heads to Tom's Map Making and gets maps. Along the way though he does hear about the recent attack on the city watch by Dwarves. He gets maps from Tom and also finds out that just that morning he sold maps to other group.

Fox wanders a bit around the merchant sector before heading back to the inn. There though he sees that the city watch has arrived and taken Sara into a waiting coach. He manages to trail the coach through the city into the new district. There at two townhouses linked they hustle her inside.

Fox trails around the outside watching. As the evening descends he manges to climb up on a nearby house where he sees that the upstairs windows are closed with magically silenced glass. He breaks a window and then climbs up inside.

He heads down the hall and runs into guards. He disables one and grabs the other. He tells him to tell him where the girl is. The guard asks which one, revealing that there are multiple prisoners here. The guard leads Fox into a trap with more guards. 

Fox manages to defeat the guards and find the girls in the room the guard was at. Sara though is not alone here. There is a half orc in here, a gnome woman and a elven woman. Fox frees Sara who frees the Orc. The Orc tosses the Elf through the window and they all jump out and run.

The city is on fire though and Fox saw fires in the south from city hall and from the non-human slum area. Avoiding the non-human slum, the group runs south towars the center of Erenta. 

(This timeline means that these last events have happened now before our other group has had a time to act. That means they are in the future of the main group who is moving on city hall about 7 hours earlier than this.)

Oh, there was also one other important conversation between Alman & Fox. They ducked into a nice small restaurant along merchant way. There they told Sara to go sit at the bar. Alman revealed to Fox some of what had happened based on the trust Fox had made with Walter. Alman stated that his original group had been trying to recover an artifact that if it had fallen into the wrong hands would have destroyed the whole world not just the Lost Coast. His group went after the artifact. They discovered that they were fighting other agents of Squad 13, which was why they realized they could not trust the rest of the membership. They couldn't get the artifact, but they got a clue that another such artifact was here in Erenta. The bad guys needed all the artifacts to destroy the world. They just needed to get one of the artifacts to stop them. 

Alman told Fox that he split from his group to come to Erenta because one of the artifacts was here in the city. He was sure that Squad 13 and the Golden Delvers were trying to find it here. He had to stop them so he came here and recruited a whole new group of fresh recruits that he would use to stop them.
@@font-weight:bold;font-size:1.0em;color:#444;//Season One, Episode Three
Burn, Baby, Burn
Unos 13, 708 A.F. to Unos 14, 708 A.F.//&nbsp;&nbsp;@@

We go back to the main group of Roland, Owen, Canton & Boxer. They duck out of the alley after cleaning up from the fight with the [[Black Dawgs]] and head to city hall. They are stopped here by some city watch. One has his hands full with five dwarves. Suddently, the dwarves try to run past. The guard manages to grab one. As the guard has his hands full, the group sneaks past. 

They find that city hall is surrounded by non-humans. The leader of the group is a dwarf leading the crowd that they can't push them out of the city. The goblins in the crowd egg him on. The players recognize one of the guards on the steps of city hall. It's Marcus. He tells the guards to get the group when he spots them. The guard tries to shoot them, but hits a non-human in the crowd. That's enough to start the riot. The players bolt as the riot spreads in all directions. 

They run south away from the riot. When they get clear of the riot they try to head into the Dock Ward and run into [[Black Dawgs]] setting up a barricade. They are fortifying Dock Ward to keep the suddenly spreading riot from heading south. These gang members though don't recognize the players and they manage to get into Dock Ward.

They make it back to their inn. Once inside, they find a couple patrons knocked out and a couple patrons dead. They split up to check out the rest of the inn. In the kitchen, they find two men in black roughing up the innkeeper. They reveal that they are [[Squad 13]] looking for some traitors that allied with the murderer Alman.

The group gets back to the main room. One of the men decides to take them in for questioning. He tries to grab Roland and put him in manacles. This leads to a fight. Owen rushes back downstairs, but is followed by two more [[Squad 13]] agents following him. They all get downstairs. The fight goes on for a bit, with three running away and one surrendering. 

The group is about to decide what to do with him. He reveals that Alman is wanted for murdering other [[Squad 13]] agents and is a traitor to the agency. He also reveals that true recruits go to the academy in [[Solmode]] then must pass the test to become agents. Just as this is revealed, Alman enters and tells them to knock him out.

The players decide to not knock him out, but take him in back. The remaining players question Alman. He reveals that yes, he did kill [[Squad 13]] agents in [[New Tessel]]. He had to attack and kill his trainer, Mcdermont. His mentor was working for a cult and had infiltrated the agency. He wanted to explain more, but couldn't unless they went to the fading man.

The group agrees and ties up the guard. They head out to find the fading man. 

They swing by an inn where Alman says he left a warlock named Sara and a rogue named Fox. The group stops across the street from it, but Alman stops them from going in when he spots a bald man waiting out front. He tells them that man is a Peacekeeper of the [[Order of Jorunn]] and he is after Alman or them. Alman decides to leave Sara & Fox to their fates for now.

The group heads north, but are forced to go around the noble district because the city watch won't let any non-humans enter the area. The group avoids the [[Red Blades]] and the [[Black Dawgs]] and leaves [[Erenta]] proper to the Northeast. There they find an old church of [[Iso]] defaced with the popular mantra "[[Iso]] is dead." 

The group heads in and is lead down into the crypts. There they find the fading man, a man in his forties that is translucent. The brother of [[Iso]] watching over him, Brother Nicolas Dulsaer, tells them his time is almost up. The reason he's fading is revealed that he's fading from reality. The players have to make intelligence checks to be able to hold on to what he is saying. It's revealed that the reason he is fading from this realm is he came into contact with the [[Reality Key]], an ancient artifact that legends says [[Iso]] created when he created the universe. He used it to lock the outsiders out of this dimension. 

The players find out that the [[Cult of Xixxlowe]] is the one that has infiltrated the agency. They have plans to find all the pieces of the [[Reality Key]], bring them together and release [[Xixxlowe]] himself back into this dimension and unmake reality and [[Iso]]'s work.

The fading man used to be an agent in [[Squad 13]], but he stopped the Cult before but in so doing was exposed to several of the united artifacts. It appears the more of the pieces that come together the stronger the key becomes on manipulating reality. The backlash, or effect of coming into contact with it is erasing him. 

Alman tells them he came to [[Erenta]] when they found a clue in [[New Tessel]] that there was a piece of the [[Reality Key]] here in the city. He believes that the Cult is working here to get it, probably using the [[Golden Delvers]] to do it. They have been searching the ruins beneath the city for months. Alman though has a way to find the relic faster. He has a cross supposedly from when [[Iso]] first brought his words to the thinking races. This simple metal cross will lead them to the key, all they have to do is put it in the palm of their hand and if they get close to one of the relics it should spin to point towards it. The "N" carved in the bottom of the cross will point them to it. 

Alman tells the players to recover the artifact, and he'll head to [[Dragons Rest]] to find clues on the next piece that he believes might be there. He asks them to find Fox & Sara in the city and try to keep them safe.  

The players bid him farewell. They sneak back into the city. They first check out the [[Golden Delvers]] compound. It's formidable with guards and a 30 foot outer wall. The place is a fortress. They search the river banks and discover an old sewer entrance big enough for them to enter through.

They head to Thomas's map shop to see if he has maps to the old ruins or the sewers. They wait till morning, but his shop never opens. When they finally knock, they find the door swings open unlocked. Inside, the shop has ban ransacked and Thomas is missing. Beneath some papers they find the a small golden pin in the shape of a shovel. This is the clear mark of the [[Golden Delvers]]. It appears they are onto the players and Alman in the city and have moved to secure any information on the ruins.

The players head back to city hall, where they find the place destroyed. Inside they find the bodies of various clerics killed during the riot and some city guard. They find what looks like a city official nailed  to the wall. This turns out to be Zasheir Rein, one of the merchant council and one of the most vocal voices about getting the non humans out of the city. This revealed to them by Simon Dill, the Peacekeeper they avoided at the inn. He carries no weapons and wears no armor as he is a follower of the path where his body is his weapon. 

The group stops here, confronting the Peacekeeper in the destroyed city hall.....
@@font-weight:bold;font-size:1.0em;color:#444;//Season One, Episode One
Part One: The Infiltration
Unos 12, 708 A.F. to Unos 13, 708 A.F.//&nbsp;&nbsp;@@

The group today was made up of Chris & Bill. They each played two characters. We had a Sorcerer (Canton), Swordmage (Owen), Warlock(Boxer) and Cleric (Roland). The four were chosen by their mysterious recruiter Alman. He chose the four of them to infiltrate [[Erenta]] proper. They were to find a gang there known as the [[Black Dawgs]]. 

The group were given a head that Alman called Mr. Smith. This head had an activation gem that brought it to life. The players in the group trained in Arcane could sense powerful necromantic magic at work around the head and the gem. They were told to tell the head everything they found out. If they were to be compromised they were to toss the head in the garbage or into the river and they could retrieve it.

The group did land and make their way around. The first thing they did though was find an inn to stay in. They then decided to follow the city watch and see if they were tied in the with the gang. The group followed two off duty guards to a local tavern known as the Drunken Goblin. 

The group here though tried to listen in on the guards. But two of the group managed to get the attention of some other off duty guards, "Lorendo & Marcus". The two guards tried to start a bar fight with the group. They fought the group down to bloodied. Marcus though feeling threatened unleashed a deadly gas cloud that killed the bar owner's daughter. The players subdued the rest. The bar owner killed two of the subdued guards for revenge for the death of her daughter. 

The players took one guard, Dorn, and questioned him. Dorn revealed that he mostly kept his head down and stayed away from others. He said that Lorendo & Marcus used the bar fight thing to knock out rich patrons and rob them. The barmaid was also in on it and used her job to identify the marks. The bartender didn't know about this. 

The players managed to get the name of a low level gang member from him. This was "Losi". He was the one who gave Dorn his pay off. The players also learn that Marcus & Lorendo both did some enforcement work for the [[Black Dawgs]] on the gang. The players decided to spare Dorn. They knocked him out and took a key from him he had hidden in his boot heel.

The players ended up with also 4 armbands that designate city watch members. They also took some gold from the bodies. 

We ended part one with the players returning to the inn and making a report to Mr. Smith. Mr. Smith though promised to tell them more if they would get him an ale. He said he knew what was really going on and they just needed to get him some ale and he'll give them some details.

We pick up next time on the morning after the bar fight....
@@font-weight:bold;font-size:1.0em;color:#444;//Season One, Episode Three
Man on the Run
Decios 22, 707 A.F.//&nbsp;&nbsp;@@

We have no session this week with the regular group. As such we'll have a brief story depicting some of the events that led up to the current plot:

@@font-weight:italic;font-size:1.0em;color:#444;//[[New Tessel]], Six Months Ago//&nbsp;&nbsp;@@

The blanket of snow hid most of the filth. That was one thing nice about this city in Winter, it looked clean again. Alman thought the city looked white washed from where he sat on the roof looking out across the north river into Northern New Tessel. Alaiz sat next to him. Her breathe was steaming into the cold morning air. "I don't think they'd be dumb enough to make a move now," Alaiz said.

Alman shrugged, "Never underestimate stupidity. Mcdermont said that."

They looked back up the snow covered street to the house at the far end. The townhouse looked empty. If it weren't for the smoke from the chimney you'd think no one lived there. The windows were boarded up from the outside and someone had nailed various notices to the door. 

It was at that moment that the front door squeaked open a youth hopped out and shut it quickly. He had a scrap of paper in his hands. "Whoa. Messenger by the looks of it," Alaiz whispered.

"Signal Mr. Snipe it's his turn to take care of things," Alman answered.

Alaiz took out a small figurine. The figure had a hand cupped to his ear. She whispered into it, "Target is green. Non-lethal."

There was no responding answer. The youth sped off down a street heading west. To all appearances he was alone, but Alman took comfort in knowing that Mr. Snipe would be hot on his trail if unseen.

Alman turned back to Alaiz. "Let's head back to HQ. I'm sure the others will be anxious when Snipe brings in his prey."

The two slowly made their way off the snow laden roof. Their white clothes hid most of their movements as they dropped to the street below. Alman lead the way south into the shadow of the great ridge. It was even colder here where Orn didn't light the streets until lat midday. There, they entered a small cottage with a tiny front yard. The yard in this neighborhood marked it as a home when up and down the street houses ran all the way up to the Dwarven paved road.

Inside they found the [[Eladrin]] wizard Kopesh stirring a pot. His familiar was curled up on the table staring at them. "Ha! I told you they would be coming back," Kopesh said, turning to the cat on the table, "You were wrong again Veldin."

The cat got up and arched it's back, stretching itself out. It shook it's head a minute and moved to jump off the table. "Don't be a poor winner," the cat said as it lept down. It slinked off to the back parts of the house.

Kopesh looked smug as he turned to the two. "So? Is it the hideout we've been searching for?"

Alman shrugged. "Mr. Snipe will be here shortly with a guest. A messenger by the look of him. That will either confirm or deny the report," Alaiz said.

Alman felt tired. They had been in [[New Tessel]] for a month tracking a dangerous cult but he felt like being home. His apartment overlooking the park seemed far away. He wondered if his land lady Mrs. Ollis would feed his fish. "I hope so," he said, "I want to go home."

Alaiz smiled. Kopesh nodded, "We all do dear boy. My own studies into Ley Lines have been far too neglected as of late."

The three of them waited. It only took another twenty minutes before the door opened and a younth with a bag over his head and his hands tied in front of him was pushed into the room. Behind him, a man all in white followed. He even wore a white mask with only two holes for his eyes. As he entered the color of his clothes shifted to a muted brown that matched the wood flooring and walls. 

"Ah Mr. Snipe, so good of you to return," Kopesh began. 

"Op cre mon del ti fro," Mr. Snipe said.

Alman never did learn to speak Feldin, even though supposedly it was the native tongue of all humans. Few did speak it anymore. The fact that Mr. Snipe only spoke in Feldin was only one of his eccentricities. More often than not, it appeared that Mr. Snipe not only could understand Common easily enough, he also understood Dwarven, Elven, and Grok if Alman was to believe what he'd seen in the past. 

The only other person in the room who spoke Feldin was Kopesh. It was no wonder the two were always together. Kopesh found Mr. Snipe amusing, even the fact that he never took his mask off amused Kopesh. That and his chameleon like clothing. It tended to give regular people the creeps.

Alman grabbed the young man by the shoulder and led him over to a chair. He sat him down and removed the bag from his head. There was a bruise to the side of his face. "What is that?" Alman asked.

"Cre hi," Mr. Snipe answered.

"He had to," Kopesh translated.

Alman sighs. The youth is looking around terrified. "We're not going to hurt you if you answer our questions," Alman said.

Alman looked straight at the boy, "Who's in the house?"

The boy looks nervously around at the others, his eyes lingering on the masked Mr. Snipe, "The others are waiting there."

"For what?" Alman asked.

"I was supposed to take this note to their field team. The team left a runner near where they are working."

"A field team huh?" Aliaz asked.

The youth nodded. That changed everything. The group wanted to take out the Cult's headquarters, but if they had a team searching the ruins then they had to find out if that group was close to finding an artifact. The Squad had never managed to get it's hands on one except for the incident back in 689. That had had all sorts of ramifications. When a mission in the Squad goes bad, the whole world feels it.

"We have to take the team," Alman said. 

Alaiz nodded. "Do ti wa Do mu," Mr. Snipe said. 

Kopesh nodded, "Yes we do Mr. Snipe. Yes we do."

Alman put the bag back over the boys head. He tied the youths legs to the chair. The cat Veldin stalked back into the room. "I suppose you want me to stay here and keep an eye on the youth?" it said.

"Please do. You know how you are in a fight," Kopesh answered.

The cat sighed and hopped up onto the table again, staring at the boy. "I'll expect some fish or something as a reward," Veldin said.

"Hmph," was all Kopesh answered.

The four of them rushed out the door, although Kopesh stopped to lock the front door with the small golden key the landlord had given him. The gnome had been quite exact about making sure the door was always locked before they all left. Besides, they weren't supposed to have pets on the property. 

"Lead the way Mr. Snipe," Alman said, "I'm sure you know where the boy was going."

Mr. Snipe took off, already blending into the snowy background. The rest followed quickly. Mr. Snipe didn't bother to hide his footprints which was good for them because through the narrow winding streets of New Tessel sometimes they were all they could see.

Alman risked a glance to his right as they followed Snipe North. He could see the clear blue bay between the buildilngs. He did spot some ice along the edges, but mostly he just saw the clear blue waters. The ice chippers must have been up early to free the large ships. 

It took about a half hour of navigating streets and Alman was sure they crossed the north bridge into North Tessel. They stopped next to one of the older buildings. Kopesh was muttering about finding Snipe's footprints when Alman felt a hand on his shoulder. "Ko met," Snipe said next to him.

Alman looked at Snipe who he hadn't seen a moment ago pointing at the building. Alman followed his line of sight. Hidden between two boxes was another youth. He was smoking a black root cigar from the looks of it. If you watched the shadowy space between the crates, you could see when he inhaled by the bright red light.

"Nice work Mr. Snipe," Alman said, "You do have a good eye."

Mr. Snipe held up his hand with two fingers raised. "Yes right, two good eyes," Alman corrected himself.

It was short work for the group to sneak up and pacify the runner. After a few minutes of questioning they managed to get information that the group inside the building were using an old entrance in the buildings basement to enter the ruins that lay beneath all of New Tessel. 

The group snuck into the building quietly. The entrance hall was narrow and led deeper into the structure. Alman led the way as they crept back. He came around the corner into what must have been a downstairs office and stopped stunned.

Across from him were two of the cult members they had been following earlier that week playing cards with someone. No, not just anyone. It was his old bunk mate from the academy Arnold Pratt. Pratt stared at him in shock. "Ah sprug," Pratt said.

After that all heck broke loose. Alman drew his blade and cut down the first cult member near him. The man went down with a startled expression on his face. The second managed to get his sword up, but not before Snipe sunk two daggers into him. Pratt had yanked out a pistol. He managed to get a shot off, but it only glanced off Alman's armor. 

Before Alman could turn, Kopesh unleashed a lightening bolt that caught Pratt and flung him against the wall. Pratt fell unconscious to the floor. Alaiz stepped over and kicked the pistol away. "What's going on here?" she asked.

"He's Squad," Kopesh said.

"Yes, we came up through the academy together," Alman said. 

A sinking feeling was hitting his gut. Pratt was supposed to be on assignment with Mcdermont, Alman's mentor and friend. "What are they doing here? Working with the cult?" Kopesh asked.

"I don't know. Why don't you use some divination wizard and figure it out," Alman snapped.

Alaiz stepped between them. "This won't help. Common let's find the rest."

They headed deeper into the buildling. They found a kitchen and the door leading down to the basement. They descened into a very large old basement. It was here they found the rest of the cult, along with two more Squad members.

There was Mcdermont directing the cult with the handling of a very large and old chest. Near him stood the wizard Miri. It was Miri who spotted them. She fired off several magic missles at the group, managing to hit Alaiz. Alman quickly tended her wounds. Kopesh answered her spell with his own, firing off a chilly blast of ice in her direction. 

Snipe waded into the cult members, quickly slicing through them. Mcdermont dashed off into the tunnel the cultists had been coming from.

"Help Snipe," Alman said to Alaiz then he gave chase to Mcdermont.

Alman followed to the sound of falling footsteps as he rushed down the tunnel. The ruins beneath New Tessel were treacherous places full of traps, pits, and other natural dangers. New Tessel had been the last city to fall during the [[War of Freedom]]. The Dragonborn had boobytrapped large portions of their treasure vaults and the caves leading to them. 

Alman skidded to a halt as he emerged from the tunnel. He stood on a large outcropping that overhung a huge shaft. Mcdermont stood at the edge of the shaft he was looking down when Alman stepped out of the tunnel. Mcdermont turned to face Alman and smiled. "Alman nice to see you here."

"What are you doing Ford? Why are you here? Your team was assigned to [[Tanzibar]]."

Mcdermont laughed. "Ah Alman, you just don't know what's happening do you? This isn't just a cult. This is the future Alman. These guys are everywhere and they are richer than [[Iso]]."

"We swore to protect the empire. Not I, we. You and I both swore to protect the empire. These people are not trying to take over. They're goal is the destruction of everything."

Mcdermont's smile disappeared. "So what? We're a blight on this world Alman. I've seen enough in this job to know that our destruction is inevitable. It's over for us. Why not make hay while the sun shines?"

Mcdermont edged back towards the edge. "Stop Mcdermont I"m taking you in."

Mcdermont sighed. "You poor fool. You aren't taking anyone here in. All of these men are [[Squad 13]] men. When word comes out of what happened here, it will be the Squad after you not me. But I can't allow you take me in. They just might crack me if you take me in. I can't let that happen. I've seen what the Dark Pockets are like and I'm not going in without a retrieval belt. Goodbye Alman."

Mcdermont slipped off the edge and disappeared. "NO!" Alman yelled and ran forward. 

There was no sign of Mcdermont. Alman stared down and waited. No sound came from below. Finally, Alman turned and made his way back. When he got back to the basement room he found Alaiz kneeling near an unconscious Kopesh. "What happened?" Alman asked.

"Miri had too many tricks up her sleeve. She managed to get away with a few cult members."

"They are not just cult members," Alman said.

"Ko ti mig fa," Mr. Snipe said. 

"No on here can understand what your saying Snipe," Alaiz said.

Snipe stopped talking and stared at her. "Squad 13," he said and tossed her a bloodied badge.

"Sprug me," Alaiz whispered. 

"Mcdermont said as much. They are all Squad guys. They are also cult members. This is way bigger than we thought."

Kopesh moaned and opened his eyes. "Welcome back to the living," Alman whispered.

Snipe stuck a sheaf of papers into Alman's hands. It only took a few minutes to recognize them as correspondence. Alman read over them. "Hey guys these letters talk about three other dig sites."

"What?! Where?" Alaiz asked.

"[[Dragons Rest]], [[Erenta]], and [[Krag Fral]]."

Alman stood and looked around. He handed the letters to Alaiz. "Mcdermont was right. We can't stay here. We've got a few hours before the survivors report us."

"What? Us? We didn't do anything!" Alaiz said.

"They were all Squad members. There are 3 of us here and Snipe."

"Do ti mig fa," Snipe said.

"Technically you are Snipe," Kopesh answered, "But only because we couldn't let you keep doing what you were doing."

Snipe helped Kopesh to his feet and let him lean on him. Alman looked at them. "We need to split up and we have to stop these guys."

"I don't want to go anywhere without you guys," Alaiz said.

"We have no choice," Alman answered, "we stay together we'll be easy to spot. Two humans, an Eladrin and a chameleon assassin won't be hard to find."

Snipe gave Alman two fingers. "No offense Snipe," Alman said.

Alman sighed. "Alaiz your going to [[Dragons Rest]]. Kopesh you and Mr. Snipe are going to [[Krag Fral]]. I'm going to [[Erenta]]. Recruit those you need. We stop these guys. You find real evidence we take it in."

"What about these letters?" Alaiz asked.

"They're signed by letters. X,Y,Z,A. We have no way to prove who wrote what. The letters are a start. We'll need a lot more evidence to clear our names. We also don't know who to take the evidence to or who to trust. No, Alaiz hold onto the letters for now. Hide them with the watcher. We know we can trust him."

"If you say so," Alaiz said sadly. 

"Everyone keep their eyes out for more evidence. Remember who you recruit is expendable, we are not. We're the only witnesses we have right now to what is going on. If these guys get the [[Reality Key]] together we're doomed."

They all nodded. Alman shook Kopesh's hand and let Mr. Snipe drag him off. He turned to Alaiz. "Be careful please," he said.

"You too."

"You still owe me a dinner," he said, "I plan to collect after we get this over with."

She smiled. "Well you'll have to live long enough to make it happen."

He nodded. "I'll be after you as soon as I stop these guys in [[Erenta]]."

They hugged and Alman watched her go. Alman hoped his apartment was there when he got back to [[Solmode]]. He missed his fish.

@@font-weight:bold;font-size:1.0em;color:#444;//Season One, Episode Four
The Blackcloak
Unos 14, 707 A.F.//&nbsp;&nbsp;@@

The players were confronted by Simon Dill. After a little bit of conversation, Dill reveals he has picked up Marcus and he knows about the player's involvement in the fake Dwarf attack. He says that he can help them if they agree to help him with a problem he has. The players after some discussion say they will.

Dill reveals that Aoth Sefris, one of the merchant council, is one that has become a problem for him. He knows Sefris has committed Murder, Arson, Theft and dabbles in Slavery. He also suspects the man of being a blackcloak but has no proof of that. He cannot act against the man due to political issues in the city.
Dill also reveals they have about 48 hours to act before the council issues an edict asking the city states for troops.

The players head over to the estate to check it out. They first have to sneak across Red Blades territory. (This is a skill challenge) They manage to get most of the way without incident but just as they are about to leave Red Blades territory they run smack into a Red Blades patrol. They defeat them down to one man who surrenders. The guy tells them that the Red Blades do work for Sefris. They pick up barrels from his estate and dump them in the river. The barrels often stink like the dead. They let the guy live, but knock him out. 

The group continues to the estate. They check around the whole place and find there are no guards on the walls. They quickly scale the 15 foot walls. From on top of the wall they can see that the interior courtyard is full of some sort of thick mist that obscures their vision of the grounds. They can see the house beyond and the raised patios. 

They climb down and make their way to the house. They get up to the bushes and then they see the zombies coming out of the mist at them. The group though manages to make quick work of these zombies. They get up onto the patio and head towards the servants doors. When they get close they hear growls. Three undead dogs come forward and they fight these off. 

The group now gets to the servants quarters. With a bit of luck they manage to pick the lock on the door and enter. They make their way through the servants wing and out through the kitchens. They go into the front hall and poke into the conservatory. There they trigger some undead skeletons that rise up. They kill those then head upstairs. 

Upstairs they find the master's wing and head into his study. Here they discover a shadowy creature that tells them they cannot pass. They start fighting the thing which can move through doors and crawl along walls. They fear it into the main bedroom which is locked.

The thing comes crawling along the outside of the house, but the warlock blasts it through one of the windows almost knocking it off the building. They drag it back inside and start wailing on it. As their fighting it they hear a scream from the bedroom when the thing gets weaker. They bust into the room to find Aoth Sefris sitting up in bed. He yells for the thing.

The group attacks Aoth and now the thing screams. They finish Aoth off, torching him in his bed. As soon as Aoth is dead the shadowy creature dissipates. The group returns to the study to start searching for evidence on Sefris's illegal activities having completed their contract for Simon Dill...
A member of [[Squad 13]] who's wanted for murder and being a traitor to the empire. He's also the one who recruited the players into infilitrating [[Erenta]]. He has now revealed that they have to get the [[Reality Key]] from the [[Cult of Xixxlowe]]. He's a warlord in his primary training. He's about 41 years old, with dark hair and grey eyes. He's got a bad scar down his face from a past mission. His mentor was Mcdermont, who turned out to be a traitor. Mcdermont is dead and threw himself into the depths beneath [[New Tessel]]. 
/***
This functionality is already in upcoming 2.1 beta, see http://trac.tiddlywiki.org/tiddlywiki/changeset/205
***/

//{{{

Date.prototype.getHours12 = function()
{
	var h = this.getHours();
	return (h > 12 ? h-12 : ( h > 0 ? h : 12 ));
}

Date.prototype.getAmPm = function()
{
	return (this.getHours() >= 12 ? "pm" : "am");
}

// Substitute date components into a string
// should be a hijack but hopefull this or something like it will go into core...
Date.prototype.formatString = function(template)
{
	template = template.replace(/YYYY/g,this.getFullYear());
	template = template.replace(/YY/g,String.zeroPad(this.getFullYear()-2000,2));
	template = template.replace(/MMM/g,config.messages.dates.months[this.getMonth()]);
	template = template.replace(/0MM/g,String.zeroPad(this.getMonth()+1,2));
	template = template.replace(/MM/g,this.getMonth()+1);
	template = template.replace(/DDD/g,config.messages.dates.days[this.getDay()]);
	template = template.replace(/0DD/g,String.zeroPad(this.getDate(),2));
	template = template.replace(/DDth/g,this.getDate()+this.daySuffix());
	template = template.replace(/DD/g,this.getDate());
	template = template.replace(/0hh12/g,String.zeroPad(this.getHours12(),2));   // <--------- new
	template = template.replace(/hh12/g,this.getHours12());                      // <--------- new
	template = template.replace(/0hh/g,String.zeroPad(this.getHours(),2));
	template = template.replace(/hh/g,this.getHours());
	template = template.replace(/0mm/g,String.zeroPad(this.getMinutes(),2));
	template = template.replace(/mm/g,this.getMinutes());
	template = template.replace(/0ss/g,String.zeroPad(this.getSeconds(),2));
	template = template.replace(/ss/g,this.getSeconds());
	template = template.replace(/[ap]m/g,this.getAmPm().toLowerCase());   // <--------- new
	template = template.replace(/[AP]M/g,this.getAmPm().toUpperCase());   // <--------- new
	return template;
}

//}}}
An [[ArcHeart]] is a powerful Arcane engine designed by Dwarven Artificers. The device is designed by using opposing magical forces to generate Arcane energy. This artificial fount though requires numerous containment runes in order to keep the forces in check. There is also usually a lot of magical seepage around them, so they are housed in areas where that seepage should do the least harm. It's not unknown for these engines to be the source of all sorts of Magical creatures that end up in cities both above and below ground. The [[The Society of Engineers]] tries to keep this in check by limiting exposure of the seepage to other things, but it usually falls on the [[Golden Delvers]] or some other Adventuring company to fix it. 
@@font-weight:bold;font-size:1.0em;color:#444;//[[Arthur Pendle]] (Human) ~
Regent of Solmode//&nbsp;&nbsp;@@

Arthur is the current Regent to the [[Empire of Light]]. He watches over the throne and supposedly the tithing of the various cities to the capital. Unfortunately, all the city states have ceded from the empire so no gold other than that generated in [[Solmode]] currently goes into the coffers. Arthur is known though as a loyalist to the empire, and continues to make payments to the organizations of the empire although at a much smaller amount than previously. Many of these organizations have shrunk in their time, except for the Great Bank which continues to operate brokerages in each major city.

The [[Astral Plane]] is a thin soupy mixture that links the [[Material Plane]] with the other planes of existence. It is said to be the material that [[Iso]] crafted the world from. 
A small village found here near the springs that feed the river. This is a mineral spring known to cure those that rest in them.
A gang in [[Erenta]] that controls the wharf district. They are only puppets though for the [[Golden Delvers]] and [[Squad 13]] who use them to keep control of  the older section of the city. They appear to be more interested in simply holding their territory than doing much else. They use a multi leader structure, with a single leader at the top and his lieutenants below him working together to run the gang. These lieutenants each have crews of men answering to them and the crews carry out the actual deeds on the streets.
The [[Blackcloaks]] were established during [[Relmak IV]]’s reign, “Relmak the Paranoid”. If there was ever a case for his paranoia the [[Blackcloaks]] would be that. This spy organization was created during his tenure. Their usefulness was not to be denied by the rest of the [[Relmak line]]. These were spies and agents that spread across the realms. They would seek out enemies to the throne, conspiracies against the empire, and traitors. They had authority to act without contacting the crown. Only the most loyal and the most guileful were allowed to join. The [[Blackcloaks]] though were seen to manipulate forces during the [[War of the Twins]], and no one was quite sure what side they were on. It is rumored in some circles that when the first twin fell, it was a Blackcloak that killed the other since it was not the one they had allied themselves with. Today the ppBlackcloaks[[ still exist. They are run by a mysterious spymaster who moves them to his own wills. Little is known about them except they are considered criminals wherever they are caught.
Each character was visited by a distinct man with a black eye patch. The ends of a vivid scar exist on either side as if he took a swipe to the face from some clawed beast. There are other scars on his face showing him to be through more than a few fights. The rest of his clothes though are finely made and he carries a longsword on his hip. 

The man came to each character but some in different ways. He visited jails looking for those that were arrested for thievery or petty crimes. He looked at brawlers and fighters. He visited villages where those that were touched by magic were said to live. He visited those that were said to be cursed. He looked at orphanages. He put up posters for mercenaries. They all came promised either power, money, or truth of the world. That is if they met his standards. He looked at each one and weighed them and their faults. 

To those that were ready he said to meet him in [[Erenta]] at a farmhouse outside of the city upriver. He gave them a small black card with the number "13" stenciled on it in white in the old script. He said to bring the card or they would not get in. He said just caring for the card and following directions was the first test. He gave them each 1 platinum piece and said make it last.

So today they arrive in the bustling riverport city of Erenta. They filter in and ask for directions. Each holds their card. Some have an inkling of what it might mean, others only move along with the promise of gold, riches and power. 

Today is the day they come and their journey begins... 
(Current Year, 708 A.F. (After Freedom))


@@font-weight:bold;font-size:1.4em;color:#444;//Campaign NPC's://&nbsp;&nbsp;@@

[[Alman]] ~ The Agent who recruited the players to save the empire.

@@font-weight:bold;font-size:1.4em;color:#444;//Character Writeups://&nbsp;&nbsp;@@

[[Owen]] ~ Gensai Swordmage
[[Canton]] ~ Human Sorceror

@@font-weight:bold;font-size:1.4em;color:#444;//Session Writeups://&nbsp;&nbsp;@@

*[[5/3/09 Session Writeup]] ~ Bill & Chris
*[[5/10/09 Session Writeup]] ~ Bill & Chris
*[[5/17/09 Session Writeup]] ~ Chris
*[[Get Caught Up, #1]]
*[[5/24/09 Session Writeup]] ~ Bill & Chris
*[[5/31/09 Session Writeup]] ~ Just the DM (Couldn't Play this week, Wrote up a bit of Backstory)
*[[6/14/09 Session Writeup]] ~ Bill & Chris
This small village knows nothing again about the mainland, but does know about the island to the south. They spend their time fighting off Dragonborn raiders.
[[Bugbear]]s are an off shoot of the goblin race. They are tolerated along the [[Lost Coast]]. Criminal organizations prize these brutish creatures as soldiers and enforcers. Very few of them ever amount to much due to varied upbringing and a blatant racism against both their species and the rest of the [[Goblin]] bloods.

Lifespan: 85 to 115 Years Old
No one is sure where these frog men came from. It is believed they are refugees from another place. They are known to come from the far away [[Dread Swamp]] where they have a small empire deep in the marsh. Those that show up on the [[Lost Coast]] are usually scholars or explorers traveling the breadth of [[Kalanth]] in hopes of seeing new sights and bringing back scientific discoveries. The level of their technology is supposedly pretty high having managed to engineer building numerous cities on a swamp.

Lifespan: 80 to 110 Years Old
    
 
These holy warrior priests make it a habit to keep a church in almost every city. Their mainbase of operations is [[Tanzibar]] which they rule. The Caliphs do not have a sense of right & wrong. Their main goal is the protection of civilization. That sometimes means killing people that would somehow topple the natural order of the city or threaten the power structures of civilization. The rules they follow are meant to promote society, not justice. While some welcome the Caliphs, others view them as an impediment to justice. Those that believe in the [[Treatise of Solmode]] tend to fight against the Caliphs who do not follow the treatise.

These are the current campaigns I'm running in the [[Lost Coast]] settings. 

[[Blood & Blades]] - This is an online game being run using MapTools and [[Skype]]. The group is a part of Squad 13, tasked with saving the Lost Coast from destruction. 
Half-elf Sorcerer
Normal farm boy from small town, lived an pretty unextraordinary life
happily. Was coming in late one evening trying
to beat a storm and was struck by lightening, went unconcious. Woke in
his bed three days later, a stranger had discovered him in the field and
brought him back to the farmhouse. His body was wrecked.

The family says it was the worst lightning storm in 100 years with dozens of
bolts striking the ground. When the stranger brought the family out to where
the boy was found, the ground was entirely charred, every lightning strike
during the storm must have struck him. The family kept what had happened a
secret from the rest of the town, as to not raise suspicion in their small
superstitious village.

Its been 9 months of recovery but he is finally able to move around again
without assistance. About a month after the storm, weird things began
manifesting inside him. When he would yell, lightning would spontaneously
pour from his mouth. Point to something and a bolt may fly from his hand. He
has learned how to keep it under control and from harming his family but now
he wants to harness it, not just repress it.

Late one evening, under the cover of night, a Squad 13 agent came to the
farm to talk to him. The agent explained to him that the lightning storm had
awoken long forgotten dragon blood in his veins and that over time his
powers will strengthen; the agent also revealed the existence of many weird
and wonderful things in the world and that the Squad needed people like him
to combat it.

They left together the next morning.
A cross dimensional city that might just be the center of the known universe.
/***
|Name:|CloseOnCancelPlugin|
|Description:|Closes the tiddler if you click new tiddler then cancel. Default behaviour is to leave it open|
|Version:|3.0.1 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#CloseOnCancelPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{
merge(config.commands.cancelTiddler,{

	handler_mptw_orig_closeUnsaved: config.commands.cancelTiddler.handler,

	handler: function(event,src,title) {
		this.handler_mptw_orig_closeUnsaved(event,src,title);
		if (!store.tiddlerExists(title) && !store.isShadowTiddler(title))
			story.closeTiddler(title,true);
	 	return false;
	}

});

//}}}

[[Cog]] ~ God of Civilization & Creation
[[Cog]] is the other oldest thinking god next to [[Grimm]]. [[Cog]] was born from the hands of the man beings. He is in every tool and every structure erected against the elements. [[Cog]] helps his followers to build new and greater things. His symbol is often the geared cog, while the older symbol is the round wheel. [[Cog]] struggles against his destructive brother. Where his brother works to destroy, [[Cog]] is always striving to create something to end war and conflict altogether. His followers often work as engineers or builders. He is the favored god of the Dwarves next to their own ancestors.

 
 
 
 
 
 
 
 
@@font-weight:bold;font-size:1.4em;color:#444;//Life in a Village://&nbsp;&nbsp;@@

*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Wages://&nbsp;&nbsp;@@ 
** Low ~ 5cp/Week 
** Medium ~ 10cp/Week
** High ~ 50cp/week
*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Housing Cost://&nbsp;&nbsp;@@
** Low ~ 2cp/Week 
** Medium ~ 5cp/Week
** High ~ 25cp/Week
*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Food Cost://&nbsp;&nbsp;@@
** Low ~ 3cp/Week 
** Medium ~ 3cp/Week 
** High ~ 13cp/Week
*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Fun Cost://&nbsp;&nbsp;@@
** Low ~ 1cp/Week 
** Medium ~ 2cp/Week
** High ~ 8cp/Week
*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Tax Cost://&nbsp;&nbsp;@@
** Low ~ 0
** Medium ~ 1cp/Week
** High ~ 5cp/Week


About 1/2 of all residents on the [[Lost Coast]] live in villages outside the main cities. Life for a commoner is very different in cities and outside of it. Those who live in villages outside the city find themselves much closer to the wild places and have far less protection than those in the cities. There is a lot more freedom here though. Villagers setup their own form of government, follow their own religions, and usually provide for their own protection unless they fall under the sway of a local City-State. Even then, as long as they keep the local garrison happy they tend to have free reign to do what they like.

@@font-weight:bold;font-size:1.2em;color:#444;//Home://&nbsp;&nbsp;@@

Most villagers who live in villages live in shacks unless their towards the upper end of the income scale in which case they live in simple homes. These shacks are made of wood scavanged and a mudclay mixture to form these simple one room shacks. Those villagers who live together in a group usually dig out an outhouse or latrine together. 

Upper income commoners have nicer homes made of one or two rooms. These homes are usually handed down from family to family. This means the newly married couple lives with their parents in these homes until they pass away. You might find two or three generations living under one roof in these nicer homes. 

None of these houses have indoor plumbing. They usually depend on a well. Shacks depend on a communal well. 

@@font-weight:bold;font-size:1.2em;color:#444;//Dress://&nbsp;&nbsp;@@

Commoners dress in simple clothing. Usually this includes a set of homemade pants, shirt, and jacket. Most commoners also wear some sort of hat depending on the weather. Commoners have two sets of jackets and hats, one for summer and one for winter. They also have two sets of underwear, one being a light summer set and a thick winter set. They usually have one good set of boots. 

Commoners tend towards simple clothing, but do have homemade stitching and addition of colors. If there is a talented seamstress in the village you might see nicer clothes on commoners, but the materials are still simple cotton for summer and wool for winter. Boots & belts are simple leather and commoners usually only own one of each.

@@font-weight:bold;font-size:1.2em;color:#444;//Food://&nbsp;&nbsp;@@

Commoners in the country do have nicer food than their city brethren. Here they have simple but fresh fair. Fresh vegetables, milk, and even meat on occasion. Commoners often have simple beer brewed at the local brewers. Some commoners who have their own farms also have their own stills to make a simple moonshine like alcohol.

Southern cooking tends towards the spicy while northern cooking tends to be more hearty due to the colder weather. Coastal cities tend to have fish and seaweed with almost every meal while interior farmers often survive on lamb and chicken. Cows are very rare, and often used more for milk and cheese than anything else. Beef is a rarity and only eaten towards the end of a cow's life or if they have too many cows to feed due to breeding. 

Common vegetables grown tend to be corn in northern areas and rice in the warmer south and along the rivers. Wheat is grown along the middle part of the [[Lost Coast]] as well. 

@@font-weight:bold;font-size:1.2em;color:#444;//Work://&nbsp;&nbsp;@@

Commoners tend to have manual labor jobs or low skilled jobs. Some upper income commoners are on the bottom tier of the skilled labor up to Journeyman positon. Master crafters tend to move into the merchant class.

Those working in the country are more often farmers. Those that do not own land work as farmers on the land of a landed commoner. They help take care of livestock and fields. They earn maybe a few coppers, but more importantly they earn a portion of the crop as their own both for food and for sale.

@@font-weight:bold;font-size:1.2em;color:#444;//Religion://&nbsp;&nbsp;@@

Commoners in the country do not have the choices of religion that those in the major cities do. Often there is only one or two religions in a village. Any other faiths have only a simple shrine or are worshipped in the villagers homes. Usually the whole village worships the same religions so that they have something to  talk about and a community. Only outsiders follow different religions, or new immigrants to the village.

@@font-weight:bold;font-size:1.2em;color:#444;//Fun://&nbsp;&nbsp;@@

Commoners don't have much to do for fun in the country. Most don't have a lot of time for fun. They might take up a small hobby in the evenings, but often when it gets dark they just go to bed. Oil for lamps and candles are expensive and often a luxury that they cannot afford. 

If a village has a tavern or inn some may come here to have a beer with fellow villagers. They will isten to some songs if a bard is in town but more likely will discuss the days events and perhaps play some cards or a favorite game known as "Peggin" which can be played with a simple board. 

There are no newspapers here, so the inn and tavern serve the purpose of distributing the news of the day to the rest of the village.

Books are also exceedingly rare and are often shared from one commoner to another. These books become treasured possessions and it is seen as very rude to damage or harm a book since it can still be passed around to everyone else.

@@font-weight:bold;font-size:1.4em;color:#444;//Life in a City://&nbsp;&nbsp;@@

*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Wages://&nbsp;&nbsp;@@ 
** Low ~ 5cp/Week 
** Medium ~ 10cp/Week
** High ~ 50cp/week
*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Housing Cost://&nbsp;&nbsp;@@
** Low ~ 1cp/Week 
** Medium ~ 3cp/Week
** High ~ 13cp/Week
*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Food Cost://&nbsp;&nbsp;@@
** Low ~ 3cp/Week 
** Medium ~ 4cp/Week 
** High ~ 18cp/Week
*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Fun Cost://&nbsp;&nbsp;@@
** Low ~ 1cp/Week 
** Medium ~ 3cp/Week
** High ~ 13cp/Week
*@@font-weight:bold;font-size:1.0em;color:#444;//Weekly Tax Cost://&nbsp;&nbsp;@@
** Low ~ 0
** Medium ~ 2cp/Week
** High ~ 8cp/Week

City life is both full of variety and stifling in personal freedom for the commoner. Living in the country commoners can erect shacks if they like to provide some sort of shelter. Space in the major cities is all owned and no construction can be done without proper approval from those in charge. You also have to deal with Nobles in cities, something your likely going to have trouble finding out in a village. Commoners still flock to cities though for the chance at wealth and all the various foods & entertainments that are on hand at any hour of the day.

@@font-weight:bold;font-size:1.2em;color:#444;//Home://&nbsp;&nbsp;@@

Commoners in cities do not own homes. Even those in the upper income levels cannot afford to own property. Those new to the city or at the very bottom of the income level will find themselves bedding down in large common halls where you pay a copper a week to be inside. If you manage to meet some people and make friends you should be able to get 4 or 5 of you together to rent a one room apartment where you are at least away from the masses. As you climb in income you go from 4 or 5 roommates to 2 or three maybe with separate bedrooms and finally to having your own apartment. Homes are something that only the merchant class and noble class can afford. It's not impossible though for a high income commoner to have a nice private apartment. 

@@font-weight:bold;font-size:1.2em;color:#444;//Dress://&nbsp;&nbsp;@@

Commoners in cities dress much nicer than their country cousins. The clothes here are created in speciality shops with machine stitching. The materials are still low quality since commoners can't afford to wear much beyond cotton or wool. But the clothes are stylish and usually only 4 or 5 months behind what the nobles are wearing. They have bright colors and lots of stitching. Commoners still only own usually one shirt, one pair of pants, a jacket and a hat. They have usually one pair of shoes as well. Some commoners as they go up in income here will start buying different outfits though. One for work, and one for play. Something to go out in the evenings in. They might also have a set of finely made clothes for special events and holidays.

@@font-weight:bold;font-size:1.2em;color:#444;//Food://&nbsp;&nbsp;@@

Commoners in cities have a variety of foods to choose from. The problem though for commoners is that most can't afford to try them all. The very poor usually end up buying a token from a Feasthall for the week. These halls provide a gruel like substance for breakfast and a stew for dinner. This usually is just a few coppers a week and is all you can eat. The halls make their money both on volume and the cost of all the extra items it offers for a few coppers more. Each ale in the hall is a few coppers. Bread for your stew is a few coppers. It's possible to eat your fill in these places and only drink water, but it's not the most tasty meal you could have and is not really the most nutritious. 

When commoners get towards the upper end of the income bracket they start to have enough coins to visit some of the smaller cafe's for meals. At first this might be once or twice a week, and then move up to every day. These places offer much better meals and also in all sorts of ethnicity. You could eat at a Dwarven cafe on monday and then head over to eat in a cafe of [[Alazzabad]] cooking.

The latest rage in the cities are [[Coffee House]]'s. These are a cross between cafe's and taverns but they don't serve alchohol. They serve the beverage Coffee from that has become a hit in the cities. This beverage is imported from [[Alazzabad]] in the south. 

The only other food available in cities that are not in the country are street vendors. These are setup in some of the areas of town that don't have a lot of eateries and they provide simple fair that can be eaten with one hand. Meat on a stick, meat pies, hot nuts and other things. For a copper or two you can usually get something tasty. 

@@font-weight:bold;font-size:1.2em;color:#444;//Work://&nbsp;&nbsp;@@

Work in the city for commoners is pretty rough. They do all the jobs that no one else wants to do in the city. The bottom of the rungs here are really the bottom. These are the jobs like street sweeper, outhouse cleaner, and sewer scrubber. The goal of most commoners who come to the city is to somehow get apprenticed to a master crafter. This is one of the few ways to move up in the world.

Commoners also may find themselves working for Nobles. This is a different path to take to city life. It comes with its own costs and benefits. The best thing about working for a Noble is having somewhere to live. Nobles usually house their servants on their estate. Commoners here have nicer places to live than others. They might only have one roommate here. The best servants have private rooms. The food here is also much better. The problem is the amount that most people make working for Nobles is a lot less than those working on their own. The nobles usually deduct the cost of room and board from the wages of their servants.

The other problem with working for a noble is  that they have a much larger say on what you can and can't do and when you can go out. Some commoners don't mind giving up this freedom for the comforts and safety of  working for a noble. The other thing is you never know how a noble will behave behind closed doors. They might be great to people outside of the house but behind doors they are impossible to work for. 

Many commoners who work for nobles will turn around and sell the information they have about the household to make a few extra coppers. This usually helps the games of intrigue that the nobles play because it allows one to spy on one's rivals pretty easily. It's rare for servants to remain so loyal they won't share any information. 

@@font-weight:bold;font-size:1.2em;color:#444;//Religion://&nbsp;&nbsp;@@

Religion is another place where those living in cities have many more choices. A city might have six or seven different churches and many more collections of followers to different religions. People tend to follow whatever religion they want in most cities, but almost all cities have one dominant religion.

Working for nobles though might be a bit different. Usually nobles only hire those that are close to the same faith as they are. This can lead some commoners to pretend to be followers of some religion in order to get a place in the household when they really follow some other religion.


@@font-weight:bold;font-size:1.2em;color:#444;//Fun://&nbsp;&nbsp;@@

This is the main reason so many commoners give up their freedoms  in the country to come to the city. The cities are full of all sorts of things to do. There is music to hear, poetry to listen to, plays to watch, and gambling to take part in. The variety of choices for commoners is only limited by their free coins. Commoners new to the city can't afford much beyond the street performers. As they go up in income they can start to take part in the more robust art in the city. The number one entertainment beyond listening to music in taverns and inns are plays. Cities usually have two or three theaters at least. These plays have various levels of seating. Commoners pay for standing room in the pit below the raised stage area.

Taverns and gambling halls abound in the city. These two things are the ones that most often drain the coppers from commoners. Gambling halls often hire men to recoup their debts and it's not strange to find commoners disappear when they owe too much.
[[Relmak V]] went to [[Kaer Crannog]] and specifically asked the Dwarves to bring their advanced engineering skills to the cities of man. At this time, the Dwarven Empire stretched for miles underground. They had mastered steam power to both mine deeper and power their karts. This had led to an advanced travel system that the Dwarves used to connect their Kaer's across vast distances. 

[[Relmak V]] foresaw the power in the engineering of this race and asked them as friends of man to help build these cities. He would agree to continued maintenance by the Dwarves of [[Kaer Crannog]]. This led directly to the [[The Society of Engineers]] being created by the Kaer to help with city maintenance as well as a lasting contract to help build human cities for any Relmak with the gold to pay for it.
The [[CopySheet]] is a rather new invention on the [[Lost Coast]] and is already causing a major shift in technology. The [[CopySheet]] is a magical sheet of paper with some rather very complicated forumlae etched into the margins. It allows for any text written on it to be both standardized to an understandable script as well as copied to any number of sheets that come into contact with the original sheet. This combined with the ability to erase the sheet and write new text allows for scribes to make numerous copies of their works that are easily read and understood.

It was developed recently by an Artificer known as Brogan Jennets Huge, a part time scribe. He became tired of endlessly copying his sheets and wondered if there could be a better way. Using several formulae for well known magical devices he developed a magical formula that did all the tasks that he normally would do as a scribe. He carefully etched this into a magically charged scroll with specially designed ink. The first [[CopySheet]] turned him into a success over night, and the original design was known as the Jennets Huge [[CopySheet]]. 

Today, the [[CopySheet]] is spreading quickly across the [[Lost Coast]]. It's cutting down on the number of scribes needed for any job significantly and allowing all sorts of new businesses to crop up. Books, often an item of the idle rich, have now become common place in most major cities. This has led to the spread of the [[Copper Novels]], [[Broadsheets]], and the modern [[Coffee House]] where people go to discuss literatures, news and events. This has become quite fashionable in the major Cities, and Coffee itself is seeing a surge in it's trade from [[Alazzabad]] and [[Vestius]], although the coffee from [[Vestius]] is very expensive due to the distance it must be shipped.
Main Planes of Existance:
* [[Material Plane]]
* [[Feywild]]
* [[Shadowfell]]
* [[Astral Plane]]
* [[Elemental Chaos]]
* [[City of Doors]]

The planes of existence in the [[Lost Coast]] exist as distinct spheres of existence. They often though align with each other, allowing one to step from one to the next without the use magic. During these periods the planes are known to exist in the same place at the same time. This can cause weird warping of the local area. The places where this crossing over happens are usually constant. As such, they tend to carry a touch of the plane they come into contact with. These points are known as "Axis". These fixed points though can be disrupted, although that technique was lost after the Dragonborn Empire faded.

Connecting all these planes is what’s known as the [[Astral Plane]]. This is the material that connects the various planes of existence. They are like bubbles floating in this mixture. The planes orbit each other in various circles.

All the planes from the Dungeon Master’s Guide exist here. The only key to remember is that they do sometimes intersect in their orbits of each other which can allow a savvy traveler to move from one plane to another. If you are in the right place at the right time, you can move to the other. The key is to know either what direction to move or what item to bring to anchor you to what plane. 

The [[Material Plane]] is usually tied with copper. That is why you should carry a copper piece. Also if an entity is bound in copper it cannot move dimensionally at all. This is why chains used in prisons usually have some copper in their alloy.

There are a handful of actual dimensional travelers that pass back and forth by foot. These intrepid explorers move about with the aid of special maps they have. There is also a way to use the city of doors to travel anywhere one wants. The [[City of Doors]] has it’s own force that protects the planes of existence from bleeding over from one to another. It is said that ALL existence crosses at the city of doors. The Gurads there do sometimes stop certain citizens from crossing out to another.

Elven Capitol to the Great [[Great Forest of Velan]] (Star 1 on the Map). The Elves here feel they have little to do with the people of the [[Lost Coast]]. They remember the old empires that have ruled here back to when the Dragonborn ruled. Today they have their hands full fighting the orcs from the mountains to the west, but this is not common knowledge in the rest of the Valley.

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[[Cre Velan]] is ruled by a single Elf family who has ruled for centuries. The Valan clan still rules the entire Cre.

This is another Elven city based in the [[Woods of Zorlan]] named after their great Elven king.

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[[Cre Zorlan]] is ruled by a single Elf family who has also ruled for centures. The Zorlan clan rules the entire Cre.
Xixxlowe is one of the outsiders that [[Iso]] pushed aside when he created this universe. Since the dawn of time he has been trying to get back into this world. His attempts have been for nothing though, until [[Iso]] created the thinking races and gave them free will. This created the opportunity that Xixxlowe (Xi for short). Xi started corrupting the thinking races immediately. The Cult has gone through various iterations, but it appears that it mostly starts with a Warlock or two who Xi grants power to. As their relationship grows, Xi exudes a stronger and stronger influence on them. The cult was thought to have been destroyed during the [[Empire of Light]], having it's last members interrogated by the [[Blackcloaks]]. But recent events have shown that the cult is still active today, and has managed to infiltrate various organizations including it's primary enemy [[Squad 13]] who is specifically tasked with keeping such terrors from endangering the people of the [[Lost Coast]].
[[Daras]] is the name of the planet where the continet Kalanth resides. 
The [[Dark Pocket Prisons]] were a solution put forward by [[The Arcanum]] under [[Relmak IV]]. It was a simple elegant solution and "The Builder" didn't want to give up all that real estate to making prisons in his cities. So, the [[Dark Pocket Prisons]] system was born. In reality, the [[Dark Pocket Prisons]] are simply one prison with entrances in all the major cities. The idea was based off [[The Arcanum]] itself. The wizards created a another pocket dimension, but created one way entrances from each of the cities. They created a system for retrieving prisoners that were sent in by way of a magical tattoo that is imprinted on each prisoner. This system worked very well until the murder James Kamie. Kamie was trained as a member of the [[Order of Jorunn]]. It was a great surprise to find out that he was also a serial killer hunting Tanzibar. They took him and inserted him into the prisons population. It wasn't until after they pulled out a few who were up for parole review that they discovered that Kamie had taken over most of the dimension and set himself up as ruler. They tried to recall him only to pull back a monsterous flesh golem that Kamie had crafted. Kamie had managed to cut out his own tattoo and build it into the golem. After that, they resigned themselves to the fact that Kamie would rule until his death. 

After the fall of the Empire, each city has started putting their own prisoners into the system according to their own laws. The old prisoners have been forgotten since the fall of the empire except in [[Solmode]]. 
[[Welcome to The Lost Coast]] [[Lost Coast Primer]]
This is the elite order of warriors created by Nimon Grawl to lead the [[Empire of Grawl]]. Only the most brave and intelligent Orcs are invited to become Deomagi. Many may die, but for those that live through the trials they become the elite caste of this structured society. 

The Deomagi caste sits at the top of their society. An orc is only invited if their father or mother does something extrordinarly brave or manages to show some feat of intelligence that catches the eyes of the [[Timalt]] caste. 
The small town of [[Dern]] is both a Dwarven tourist stop and a human smuggling station and waypoint on the way to [[New Tessel]]. It sits on the break between the river that heads up towards [[Kaer Crannog]] and [[Dragons Rest]]. It also sends riverboats down to [[New Tessel]].
During the war with [[Iso]], [[The Cabal]] crafted a race of immortal soldiers to fight against the creator. That race were the [[Devas]]. These were creatures crafted from the fierest portions of the man races and gifted with the Divinity of [[The Cabal]]. These mortal yet undying soldiers were sent against [[Iso]] to fight against his army of angels. But as [[The Cabal]] crumbled, the Devas were forgotten. They fell to [[Daras]] and were abandoned after the war. Today they are seen as outcasts, reminders of how the gods failed. The faithful try to take care of these wayward soldiers knowing they are abandoned creations. They are built to fight, and many [[Devas]] struggle against their darker instincts for conflict and war.

Lifespan: Immortal

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[[Devas]] have no real culture to speak of other than remorse. All Devas feel abandoned by [[The Cabal]] and most avoid religion altogether. [[Devas]] though will try anything to find purpose again. They were built to fight the armies of [[Iso]] and for some the need to fight is overwhelming. Others become lethargic and end up abandoned in the corners of the world. The problem is they are still immortal so there is no death waiting for them. The need to find and keep a purpose is all consuming for them. Anything to forget the pain of being abandoned by their creators. 
No one is quite sure where this race comes from. It is certain they are not a creation of [[Iso]]. It is believed that they snuck here from the [[City of Doors]] and are not natives of the [[Lost Coast]]. They have a nasty habit of replacing the young of one race with a youth of their own. These young through some sort of instinct remain in a single form up through puberty, when their control of their shapeshifting ability begins to appear. This usually causes them to flee from their homes if they can't keep it hidden. As such, they often are outsiders to regular society and keep the fact that they are a [[Doppleganger]] secret.

Lifespan: 200 to 230 Years Old
This forest is home to a small group of the [[Verdant Circle]]. They try to protect the Lycanthropes who call this wood home. This circle is more vicious than their northern cousins. They try to follow the [[Wylde]] more closely. There is also a small enclave of Druids loyal to [[Vestus]] here who try to stop them. The Druids of [[Vestus]] are friends to the woodcutters of the village on the East side of the woods.
The [[Dragonborn]] eventually rose up on the [[Lost Coast]] to defeat the Dragons that ruled over them. This was done thanks to the influence of the [[Elves]] who allied with the [[Dragonborn]] when they arrived during the [[War of the Dragonborn]]. The turning point in the war against the Dragons was the [[Dragonborn]]'s mastery of the Engines of Life and their ability to craft the [[Warforged]]. 

After the creation of the [[Eladrin]] and [[Shadar Kai]], the Dragons created the [[Dragonborn]] in their image to due war with [[Iso]]'s creations. These creatures were so well created they defeated the [[Eladrin]] and the [[Shadar Kai]] and locked them away in the [[Feywild]] and [[Shadowfell]] respectively. They crafted the great Dragonborn empire that lasted till after the creation of the other of Iso's races. It wasn't until the [[Dragon Wars]] that the Dragonborn empire fell.

Lifespan: 140 to 165 Years Old
[[Dragons Rest]] is a powerful city on the banks of [[Fall Lake]]. The city remains in the hands of the [[Roland family]]. They were Dukes & Duchesses of the past empire. Today they claim the throne of the empire as being one of the few remaining families with direct ties to the [[Relmak line]]. They field one of the largest armies on the [[Lost Coast]]. They have recently though not waged war against other city states. They are tied up on their western border with invading orcs.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Heirarchy //&nbsp;&nbsp;@@

[[Dragons Rest]] is ruled by [[King Roland]]. Roland claims to be descended from the [[Relmak line]], although he lacks the evidence to prove it to the Regent of [[Solmode]] yet. Roland is supported by the rest of the noble families in town. So far [[Dragons Rest]] has done well. Although it has waged war against numerous City States nearby, [[Dragons Rest]] still has a large military force despite it’s losses. Today, [[Dragons Rest]] has enough forces to support it’s current territory, but Roland is seeking new forces to throw against [[Solmode]].
@@font-weight:bold;font-size:1.0em;color:#444;//King (Duke) Roland (Human) ~
Ruler of [[Dragons Rest]], Heir to the Throne//&nbsp;&nbsp;@@

[[King Roland]] as he is known in [[Dragons Rest]], or Duke Roland as he is known through the rest of the [[Lost Coast]] is one of the most fearsome rulers. He has laid claim to the throne now for nearly a decade. He has even laid siege to the city of [[Solmode]] although he was unable to break the city's defenses. [[King Roland]] still fields a fearsome army. The rest of the Coast believes his army to be decimated, but Roland is actually at war with General Ashnak's forces to the west of his holdings. He's unwilling to ask for help as he plans to crush these orcs then turn his forces on the rest of the Coast.

@@font-weight:bold;font-size:1.0em;color:#444;//The Red Mask (Unknown) ~
Freedom Fighter in [[Dragons Rest]]//&nbsp;&nbsp;@@

[[Dragons Rest]] is a city under martial law. The city is ruled by the soldiers of [[King Roland]]. The one force that stands against Roland consistently is the freedom fighter known as "The Red Mask". This masked man wears a red mask that hides his face and strikes at the forces of the Duke directly. He often will strike payment carts and then turn over the coins to the people. He's even been known to kill especially vicious liutenants. Anyone selling or making these masks is usually hung for treason, but that does not stop them from popping up all over the city. Copper novels are sold through out the Coast supposedly detailing the events and heroics of The Red Mask.
The [[Dread Swamp]] is a massive swamp in the southern regions of the continent of [[Kalanth]]. It is said to border the Southwestern edges of the [[Koobaton Jungle]].
[[Drow]] were a plan of the [[Shadar Kai]] to breed a darker version of the Elf to usurp their power. The [[Shadar Kai]] gave up on the [[Drow]] as a failure, but they did not wait long enough. The [[Drow]] were driven underground during the Elven war of [[Lo'vinkar]]. Today though the [[Drow]] are the most powerful of the [[Underrealm]]. They are at war with the [[Dwarves]] and are spreading almost everywhere. They have even taken Dwarven prisoners and forced them into the [[Shadowfell]] in order to breed their new servant race, the [[Duergar]].

Lifespan: 200 to 230 Years Old
I have a few drugs I came up with for the Lost Coast and I'm putting them here. 
If you have other suggestions feel free to add them. 

The rules for Addiction are as follows:
If a player is addicted to a drug he suffers the negative effects of the drug any time they are not on the drug till they Detox. At the end of an encounter or five minutes after using a drug the player makes the drug's addiction attack. If it hits they are addicted.

The rules for Detox are as follows:
Player requires at least one extended rest. They then make a constitution check versus the drug's detox score. If they fail they remain addicted. If they succeed they shrug off the drugs effects. They are allowed one check per day. If they fail three times in a row, they have become hopelessly addicted. Only magic or professional help will break the addiction.

Dragon's Blood -
Description:
Dragon's Blood is a pinkish hued powder. It really has no dragon's blood in it. It's made from the seeds of a flower known as the Dragon Lilly. The flower used to be chewed by Dragonborn before fights to help get their courage up and make them better fighters. The new powdered form is much more powerful than just chewing the leaves, but is also highly addictive. It's preferred by crazed fighters and gladiators.
Effect:
Allows the target to gain a +2 to attacks and +2 to damage rolls during encounter. On a roll of 3, 9, 12, 15, 18 they must change their target to closest creature from wherever they were targeting. If this is a blast or burst it hits closest creature even if the burst would now hit them too. This includes allies or enemies. 
Negative Effect: 
The player suffers a -1 to attack and -1 to damage rolls during the encounter. On rolls of 7, 11, 18 they become dazed and start to mutter to themselves till the end of their next turn.
Addiction Attack: 
10+LEVEL OF PLAYER vs. FORTITUDE
Detox Value: 
 DC 15+LEVEL OF PLAYER

Iso's Tears-
Description:
This milky white fluid is meant to be drunk. The small vials tend to make the drinker more verbose and personable. It also enhances their looks and ability to talk to others. It sadly though is highly addictive. Once someone is addicted to the fluid, they're withdrawls cause them to not only have trouble communicating in any meaningful fashion it also casts an unhealthy pallor to their looks. 
Effect:
Grants the player +5 to Diplomacy, Bluff, and Intimidate checks.
Negative Effect: 
The player suffers a -5 Diplomacy, Bluff and Intimidate checks.
Addiction Attack: 
12+LEVEL OF PLAYER vs. FORTITUDE
Detox Value: 
DC 18+LEVEL OF PLAYER


Black Root-
Description:
This dark root is used to stay awake by a lot of denizens of the Lost Coast. It is highly addictive but luckily has only mild side effects. It is often either chewed, or brewed into a strong tea.
Effect:
The player needs only 1/2 their regular rest requirements.
Negative Effect:
The player suffers a -1 Diplomacy checks.
Addiction Attack:
8+LEVEL OF PLAYER vs. WILL
Detox Value: 
DC 17+LEVEL OF PLAYER
The [[Duergar]] are race warped and bred by the [[Drow]] from [[Dwarves]]. By exposing captured [[Dwarves]] to the effects of the [[Shadowfell]], they have manged to breed a much darker and magically capable race. This race though is not as docile as the [[Drow]] believe and has even caused several cities to rebel and fall into [[Duergar]] hands. Currently, the [[Drow]] are unsure of the loyalty and servitude of this race and they are on the verge of starting a new war to wipe them out as well.

Lifespan: 150 to 180 Years Old
This is the term used by people outside of [[Dragons Rest]] to refer to the ruler of the city. Within [[Dragons Rest]], he is known as King Roland.
It is said [[Iso]] crafted the [[Dwarves]] from the rocks of the earth, and each clan still claims a mineral as their true birth blood. They have always stayed true to the task given to them and fought against the [[Dragonborn]] for as long as they could. When [[Humans]] arrived and were enslaved, they fought to free them from the tyranny of the [[Dragonborn]]. In the end, it was the [[Elves]] plan that paid off, but the [[Dwarves]] never wavered from their goal.

Lifespan: 200 to 230 Years Old
*Puberty: 50-60
*Maturity: 80-90
*Old Age: 170+

# Of Children: 2-3 at a time

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Dwarven culture is all about free choice and the inventiveness that comes from that choice. Dwarves have lived in the Earth since [[Iso]] created them. It takes a lot of engineering skill to live and build cities underground. The Dwarves have had to be inventive in order to build their empire under the earth. If [[Cog]] had a race that gave birth to him it had to be the Dwarves. 

The Dwarves themselves do still live by a clan structure, but those clans are rife with internal politics. The oldest dwarf is not always the one that becomes the leader of the clan. It more often than not is the one with the most support within the clan and the best vision for where the clan is going. The clans themselves appoint a member to help rule the Kaer (the Dwarven word for city). Each clan appoints a representative and the group votes on what the city should do.

Dwarves have very few children and usually only have one batch of children during their lifetimes. Dwarves love debate and politics almost as much as they love mining and invention. 

Recently, Dwarves have been leaving the Kaer's to get away from the constant war with the Drow that has raged now for centuries. The Dwarves are finding places to live among the humans. The humans need the Dwarves around to help explain and fix the variety of Dwarven engineering devices that litter their society. 
[[Dythe]] ~ God of Death
[[Dythe]] is the other god created by [[Iso]] that needed no followers. Only [[Lyf]] is older than [[Dythe]]. [[Dythe]] never walks the living world. It is said though that he can be seen sometimes in the [[Shadowfell]] or in the [[Astral Plane]]. He has no followers, but he has many helpers. The man things changed the nature of his job by creating something afterwards. [[Dythe]] now acts as guide and ferry helping the spirits of the man things to reach the other side. It is not in his nature to know what lies beyond, only to escort. His helpers are those he taps to help guide the dead to the land beyond.
This is another City State. This fortified city was once a Dragonborn city. It was the first to fall to the Eldarin warriors and as such is nearly unscathed from it’s earlier times. Few Dragonborn live here though as it is forbidden for them to handle weapons within the city.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Republic //&nbsp;&nbsp;@@

[[Eastbank]] after the fall of the Empire wallowed with little choice until [[Sir Edmund Raleigh]] stepped forward with the idea of setting up a Republic based on a Senate. Land owners are allowed to petition for Senate. New Senators are allowed in if they can pay the dues to the city and are approved by the other members of the Senate. The Senate currently is made up of 41 members. The Senate must always have an odd number of Senators.
[[Eladrin]] were molded from the energy of the [[Feywild]] to fight the Dragons. They are one of the eldest man races and as such still remember a time before all others. They were allied with the [[Shadar Kai]] during the initial conflict, until the raising of the second generation of races. The Shadar Kai wanted to turn on these new creations, but the Eladrin said no. This led to a split in their alliance and a war across the two realms beyond the [[Material Plane]]. The [[Eladrin]] sided with the new races against the Dragons and their creations.

Lifespan: 250 to 300 Years Old
*Puberty: 50-70
*Maturity: 70-240
*Old Age: 245+

# Of Children: 1 maybe 2 their entire lives

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[[Eladrin]] culture is a celebration of life. They enjoy spending their time enjoying music, literature, art and other relaxing things. They feel that live is something to be savored. The fact that their lives are so long does little to dampen their spirits. It is quite fashionable for the [[Eladrin]] youth to go out and see the world in order to find inspiration for their future pursuits. 

Of all the races on the [[Lost Coast]] the [[Eladrin]] are the most welcome where ever they go. Each is treated usually to free food & board due to their importance in making the [[War of Freedom]] possible. The handful of [[Eladrin]] bards are the closest thing to rockstars along the [[Lost Coast]]. The most famous of them is [[Delaurael]] who's ballads are seen as catchy and easy to sing. His tunes are the most popular along the [[Lost Coast]]. 

The only thing odd today is the slow disappearance of [[Eladrin]]. This mysterious occurrence isn't talked about outside the [[Eladrin]], but many refer to it simply as the [[The Calling]]. This phenomenon is striking more and more [[Eladrin]] along the [[Lost Coast]]. It's an uncontrolable desire to return home. It leads to sleepwalking, split personality disorders, and other strange personality traits that drive them to return to the [[Feywild]]. The causes are unknown, but [[Eladrin]] scholars believe that it is some type of sickness and possibly a natural effect signifying the planes may be separating again somehow. 


Another plane that swirls around the [[Material Plane]]. It is the essence of all the elements, Earth, Wind,Fire, & Water that [[Iso]] used to craft the world. Many believe this was his palette for painting [[Daras]].
[[Elves]] were crafted by [[Iso]] to fight against the [[Dragonborn]]. They did for a time, but they eventually allied with the [[Dragonborn]] in a long term plan to turn the [[Dragonborn]] against the Dragons from within. This led to their help in the enslavement of the [[Humans]] on the [[Lost Coast]] and the attempted enslavement of the [[Orcs]] when they arrived. Today, [[Elves]] are not trusted as their long lifespans are seen to lead to plans that cannot be trusted. They are seen as devious and calculating.

Lifespan: 200 to 230 Years Old
*Puberty: 50-60
*Maturity: 80-90
*Old Age: 170+

# Of Children: 1 at a time, Twins a Rarity

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Elves follow a clan like structure due to their very small population numbers. One's lineage is everything to an Elf. You should be able to name your parents back at least several generations. The farther back that you can list your lineage the more prestigious it is regarded. 

The only Elf that does not have to do this is the clan elder. The Elder is considered to be immortal and therefore has had no lineage to speak of. He or she is and always has been the same Elf. It is as such as they lead the clan through their vision of the past and future, keeping the clan on track for it's single master plan. 

Since the same ruler rules each clan indefinitely, the Elves have no internal politics for power. They do have a very strong game of politics for social status. One can move up or down the social ladder based on one's deeds, dress, and success in carrying out the clan's plan. 

Elven life is one that is balanced with nature. Elves do not harm trees of any sort and the idea of cutting wood they find repulsive. Elves talk to the trees and manage to get them to 'grow' their homes. They live at one with the forest and find cities to be mostly repulsive, with some elves finding them captivating subjects of study.

Elves themselves prefer to stay in city parks or among natural glades. Most cities will keep a small park that is home to the local elves. Elves also mostly do not eat meat, again with some exceptions. Elves live mostly on fruits, vegetables and nuts. 

Elves get along very well with druids of both the [[Wylde]] and [[Vestus]] and take no part in their conflicts. Elves themselves recognize the might of [[Iso]] although they do pay fealty to [[The Cabal]] as his lesser children.

Elves who leave the Cre's (The elven word for "Clan") do so for a variety of reasons. It might be the wishes of the Village Elder to send the Elf into the world to complete some task. It could be that they have fallen in social status and travel into the world to do great deeds in order to reclaim their status in the clan again. They also might just be tired of Elven lifestyle and move on to see what the world holds.


The [[Empire of Grawl]] is a large Orc empire on the interior of [[Kalanth]]. The Empire is continuing to expand and grow. It's also known as the [[Nation of Grawl]].
The rule of the Relmak family was known as the [[Empire of Light]]. Although, most scholars agree the true beginning of the [[Empire of Light]] didn't start till the signing of the [[Treatise of Solmode]]. This document put all the thinking races on equal footing and started a true age of growth and prosperity that would not end until the [[War of the Twins]].
@@font-weight:bold;font-size:1.4em;color:#444;//Current State://&nbsp;&nbsp;@@

The city of Erenta was recently decimated by invasion of the Duke Roland's men ([[King Roland]]). Following that a crazed Druid loyal to the god [[Wylde]] invaded the city with his overgrown plants. Over half of the city fell prey to the plants. The remaining forces in the city gathered in the North side of town. The city council has fallen apart and the gangs have taken over. All of them are still fighting the plants in an effort to retake the city.

@@font-weight:bold;font-size:1.4em;color:#444;//City Details://&nbsp;&nbsp;@@

This is a trading city on the banks of the River Ajanen.

The city is not a walled city and not fortified as the great city-states are. This is a city that has grown through waves of merchants and immigrants. The districts are patchwork, with the newest buildings being the farthest from the river. 

The buildings near the docks are the oldest and still house many artifacts of Dwarven Engineering. The inns and taverns here have indoor plumbing and tie into a complex sewer system that empties out farther downstream of the city. 

The newer buildings do not have this and rely on outhouses and cesspits. The goblins that live on the outskirts of town make a fair living emptying cesspits for the city. One tribe in particular known as the Gobbys do most of the business.

There are numerous gangs within the city, but they seem to not have many conflicts over territory. It is rumored that they are held in check by the thieves guild that helps run things within the city but that's only whispered by the very foolish or the very brave.

[[Erenta]] maintains it's wealth by being the central trade city between numerous major city states. Local farmers, woodcutters, and crafters take their goods to Erenta where they are bought up by trade merchants. The merchants then ship the goods to the major cities in their riverboats. The scale of trade allows for the merchants here to make a large amount of coin. They buy wood or food from the locals for cheap then ship it into the cities at a marked up cost. The people in the major cities must then purchase these goods at the marked up prices, which might be marked up further. 

This state of trade is why poverty runs rampant in many of the major city states.

Many thinkers in the capital of [[Solmode]] wonder how [[Erenta]] continues to operate as it does. The fact that the merchants here manage to generate and save massive amounts of wealth and yet spend very little on city protection makes them wonder why the city states don't try and conquer [[Erenta]]. 

The first thing to keep in mind is that the merchants who operate out of [[Erenta]] act as an unofficial hub for trading among warring city states. If any one city state were to attempt to catpure [[Erenta]], then they would risk war with at least two other city states. This causes [[Erenta]] to exist in a sort of semi-legal state. They claim no loyalty to any city state, but can play the multiple states against each other. 

[[Erenta]]'s council is well aware of this. This balance allows them to continue to trade between all the city states equally so long as a single city state doesn't declare war on everyone else. The closest this came to happening was the Duke of [[Dragons Rest]] attempt to conquer the empire. 

His forces did move against [[Erenta]] and managed to stop trade to the other city states. This lead to the short truce and the [[Treaty of Erenta]] which united [[Cre Zorlan]], [[Solmode]] and [[Tanzibar]] against [[Duke Roland]]. The army was pushed back out of [[Erenta]]. 

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Council //&nbsp;&nbsp;@@

The city itself is ruled by a merchant council made up of the heads of the various trade guilds. This council of guilds sets the taxes for businesses in the city and also sets laws. The laws tend to stop thievery, fraud, and violence. Beyond that almost anything goes. Even the [[Treatise of Solmode]] is held to only loosely within the city limits. 
@@font-weight:bold;font-size:1.0em;color:#444;//Thomas Dolby (Human)~
Map Maker in Erenta//&nbsp;&nbsp;@@

Thomas traveled in his youth and picked up Cartography to make some money. He managed to map quite a number of the southern cities before his age caught up with him. He has settled in [[Erenta]] due to the influx of travelers and the need for good river maps by the many captains that sail up and down the river. As such he's managed to make a living, albeit not a rich one. Thomas dreams of traveling again if he could somehow overcome his arthritis. He never had a chance to visit [[New Tessel]] and he would very much like to see the city before he dies.

@@font-weight:bold;font-size:1.0em;color:#444;//Koger Dedd (Orc)~
Leader of the [[Golden Delvers]]//&nbsp;&nbsp;@@

Koger Dedd has become infamous in and about [[Erenta]]. He's a ruthless treasure hunter and a shrewd businessman. He's managed to shut down almost all other adventuring companies in the area. He has also managed to get an edict passed by the merchant council declaring that the only company that has rights to work in [[Erenta]] is the [[Golden Delvers]]. 

@@font-weight:bold;font-size:1.0em;color:#444;//Simon Dill (Human)~
Peackeeper, [[Order of Jorunn]//&nbsp;&nbsp;@@

Simon still follows the paths that his master set down for him when he was trained. Simon was trained to balance the forces within the city against each other to keep the peace. His master passed away almost 30 years ago. His master found Simon on the streets of [[Erenta]] and saw the potential in the child. Simon still follows the rules and carries the blue gem. Most in the city know him as a fixer, they contact him to fix problems and settle issues. Very few know of him as the actual [[Order of Jorunn]] member. He's trained in the hand to hand combat techniques of the Peacekeepers .
@@font-weight:bold;font-size:1.0em;color:#444;//[[Black Dawgs]] ~ Gang in Erenta, Runs Dock Ward//&nbsp;&nbsp;@@
@@font-weight:bold;font-size:1.0em;color:#444;//[[Red Blades]] ~ Gang in Erenta, Runs The Merchant District & Old Residential Area//&nbsp;&nbsp;@@
@@font-weight:bold;font-size:1.0em;color:#444;//[[Fey Nasties]] ~ Gang in Erenta, Operates in non-human Slum Area//&nbsp;&nbsp;@@
@@font-weight:bold;font-size:1.0em;color:#444;//[[Golden Delvers]] ~ Have large base here exploring the local ruins underneath Old Erenta.//&nbsp;&nbsp;@@
@@font-weight:bold;font-size:1.0em;color:#444;//[[Squad 13]] ~ Small task force here.//&nbsp;&nbsp;@@
@@font-weight:bold;font-size:1.0em;color:#0066CC;//Dock Prison, Dock Ward ~ //&nbsp;&nbsp;@@
This prison is still in place from the [[Empire of Light]]. Although during the empire, this place served as a prison for those that were deemed redeemable by the local constable. It was also a holding prison for those that were going to be shipped out to the cities for internment in the [[Dark Pocket Prisons]].  Today, the City Watch use it to hold local criminals and anyone who stands against them. 

@@font-weight:bold;font-size:1.0em;color:#0066CC;//Drunken Trout, Dock Ward ~ //&nbsp;&nbsp;@@
This small bar is located on the waterfront in the very seedy part of Dock Ward. It's own and runned by the [[Black Dawgs]]. They use it as a main headquarters for their operations. 

@@font-weight:bold;font-size:1.0em;color:#0066CC;//Restful Stay, Dock Ward ~ //&nbsp;&nbsp;@@
The Restful Stay is a main inn on the thoroughfare from the Docks into [[Erenta]]. It's one of the first places that tourists spot on their way into the city so it always has customers. It's a bit high priced but mostly due to the fact that it doesn't often compete with the other inns in the city well. It's one of the older inns so it has indoor plumbing and is tied into the main sewer system.

@@font-weight:bold;font-size:1.0em;color:#0066CC;//Socity of Engineers HQ, Dock Ward ~ //&nbsp;&nbsp;@@
[[The Society of Engineers]] has a small headquarters here. They're complex houses the [[ArcHeart]] of [[Erenta]]. It's much smaller than the ones in the larger cities. The Society often sends it's newer members here to learn how to work on the engine before they get any work in the major cities. This sometimes leads to the engine going offline at odd hours due to the recruits messing something up.  

@@font-weight:bold;font-size:1.0em;color:#0066CC;//Drunken Goblin, Merchant Ward ~ //&nbsp;&nbsp;@@
This bar is located at the main intersection in Merchant Ward. It does a healthy business in ales and stews. It does not have any rooms for guests. The owner lives on the second floor with her daughter.

@@font-weight:bold;font-size:1.0em;color:#0066CC;//Sara's Cafe, Merchant Ward ~ //&nbsp;&nbsp;@@
This small eatery is located along Baker's Lane in Merchant Ward. The eatery is named for the daughter of the original builder. Each successive owner has kept the name. The current owner is Martin Lockfeld who has held it for the last 20 years. 

@@font-weight:bold;font-size:1.0em;color:#0066CC;//Thomas's Map Making, Merchant District ~ //&nbsp;&nbsp;@@
This place has been open ever since Thomas Dolby retired to [[Erenta]]. The place was originally just a book binding shop. Then it became his place of business. Today it caters to the sailors, guests, and the ship captains who travel the river. It's not enough to get rich, but it covers his dues to the city and his book binding guild dues with enough left over for a few ales a week and his meals.

@@font-weight:bold;font-size:1.0em;color:#0066CC;//Gilded Lily, Residential Ward ~ //&nbsp;&nbsp;@@
The Gilded Lily is an inn on the edge of Residential Ward bordering the Merchant Ward. The inn is a favorite of the locals for it's nice rooms, good food, and kind staff. It does not have indoor plumbing but even the goblins work hard to keep the inn's outhouse clean. The locals often direct the people they like to the Gilded Lily. The rest they tell to go down to Dock Ward where the places are overpriced and their likely to get mugged.

@@font-weight:bold;font-size:1.0em;color:#0066CC;//City Hall, Residential Ward ~ //&nbsp;&nbsp;@@
City Hall is a holdover from the Empire. It's a sturdy building that has withstood numerous riots through the city. The building is two stories with a basement. It has offices on the two floors and record storage below. It has indoor plumbing and is tied into the city sewer system. It also has lighting that's tied to the [[ArcHeart]]. 

@@font-weight:bold;font-size:1.0em;color:#0066CC;//The Fallen Hammer, Religious Ward ~ //&nbsp;&nbsp;@@ 
The Fallen Hammer is a nice inn on the edge of the Religious Ward. It's very pricey and usually only religious dignitaries stay here while visiting their churches. Guests of the city also stay here. These are full suites with private maids and chefs. This place also has indoor plumbing as well as having indoor lighting.

@@font-weight:bold;font-size:1.0em;color:#0066CC;//Old Church of Iso, Outside of City ~ //&nbsp;&nbsp;@@
This church has been mostly abandoned by the church. There are a few brothers here who still tend the church and wash away the graffiti.


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|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#ExtendTagButtonPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
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This lake is said to have been created when a great dragon fell during the Dragon Wars and crashed here. The crater filled with water and became [[Fall Lake]]. It is is this story that also named the nearest city of [[Dragon's Rest]]. Little do people know that the dragon's remains are guarded by a nasty tribe of Kuo Toa. They protect the dragon and the weapon that felled him deep in the bottom of [[Fall Lake]].
@@font-weight:bold;font-size:1.0em;color:#444;//[[Syndoe]] (Elf) ~
Druid of [[Vestus]]//&nbsp;&nbsp;@@

Of all the druids on the Coast, none are as well known as Syndoe. She has been alive since the [[Relmak line]] took power during the [[War of Freedom]]. She has appeared at various times in the past to both try and save the Coast from danger and also to try and destroy various creations. Her last great appearance was during the creation of the city of [[New Tessel]]. She led a force of creatures one night against the Dwarfen encampment here rebuilding the destroyed Dragonborn city. Her forces were eventually defeated, but she swore the city would doom the Coast. That a great evil lurked in the ruins best left slumbering. Some say they run into her in the wild places of the Coast, but she has made no major appearances although she is still believed to be alive.

@@font-weight:bold;font-size:1.0em;color:#444;//[[General Scar]] (Dragonborn) ~
Leader of [[Krag Fral]]//&nbsp;&nbsp;@@

[[General Scar]] is the unofficial ruler of [[Krag Fral]]. He and his generals make up the ruling caste of the city after they took it back from the swamp leading an army of Dragonborn & Kobolds. His army, "The Reclaimants" swept north out of the Southern coast. Most people got out of their way. There were tales of looting and pillaging along the way. It's hard to say how many of these stories were true and how many were hold overs from the racial hatred against Dragonborn.

@@font-weight:bold;font-size:1.0em;color:#444;//[[Sharphammer Bannen]] (Dwarf) ~
Youngest Member of Clan Bannen//&nbsp;&nbsp;@@

Sharphammer is the youngest of the Bannen clan. He has managed to parlay his position into being the de facto leader of Kaer Crannog, much to the chagrin of the elder members of the Bannen clan. It's rumored that he has done some underhanded things to get to his position, but most Dwarves that live in the Kaer realize that he's simply a very crude politician as well as a very sharp merchant.

@@font-weight:bold;font-size:1.0em;color:#444;//[[Rog Stoutaxe]] (Dwarf) ~
Leader of Stoutaxe Clan//&nbsp;&nbsp;@@

[[Rog Stoutaxe]] is the leader of the Stoutaxe clan. He has ruled over the clan for almost 75 years since his father passed away. He has climbed in the Senate to become the lead speaker. The Bannen clan of [[Kaer Crannog]] blame the Stoutaxe clan for their clan's diminishment within the Kaer. Rog doesn't take it personally seeing it merely as a powerplay by the Bannen clan to take over two Kaer's. Rog has his hands full dealing with the war with the Drow and the loss of contact with the rest of the Dwarven Empire.

@@font-weight:bold;font-size:1.0em;color:#444;//[[Arthur Pendle]] (Human) ~
Regent of Solmode//&nbsp;&nbsp;@@

Arthur is the current Regent to the [[Empire of Light]]. He watches over the throne and supposedly the tithing of the various cities to the capital. Unfortunately, all the city states have ceded from the empire so no gold other than that generated in [[Solmode]] currently goes into the coffers. Arthur is known though as a loyalist to the empire, and continues to make payments to the organizations of the empire although at a much smaller amount than previously. Many of these organizations have shrunk in their time, except for the Great Bank which continues to operate brokerages in each major city.

This gang operates out of [[Erenta]]. It is made up only non-human races working out of the non-human slums. Their primary goal appears to be bettering the situation of the non-humans are being slowly pushed out of the city.
The [[Feywild]] is another plane of existance that mirrors the [[Material Plane]]. It is a place of untamed magic and endless possibility. Here one's imagination has sway over the world around them. It is often termed the land of dreams for this. It intersects directly with the [[Material Plane]] but it fluctuates like a tide. There are places though that do intersect all the time known as axis. The ancient Dragonborn managed to craft  several sigils that they used to lock the [[Feywild]] away from the world. They are currently hidden. 
These woods exist dually within the [[Feywild]] and the [[Material Plane]]. They are a crossing point back to the [[Feywild]]. It is one of the main points of entry the Eladrin used after shattering the barrier the Dragonborn erected to keep them out. 
[[Firearms]] are a rare commodity in the [[Lost Coast]]. They once were quite popular, but that was during the height of the [[Empire of Light]]. The secret of making gunpowder has been lost to all except the [[Order of Jorunn]]. The only other empire to have use of gunpowder is the Orc [[Nation of Grawl]] to the West, although this is very uncommen knowledge in the LC (History DC 28). The only people to know this first hand are those from [[Dragons Rest]] since the Duke is currently losing a war against the invading Orc army due to their mastery of gunpowder. 

The guns used both by the Orcs and popular in the coastal cities of the [[Lost Coast]] are single shot black powder weapons. They require a reloading to be used again. The powder is very dangerous around fire. Any creature carrying gunpowder rounds is very vulnerable to open flames. So much so that being hit by a fire of any type can sometimes set off the gunpowder in various amounts.

@@font-weight:bold;font-size:1.4em;color:#444;//RULES FOR GUNS://&nbsp;&nbsp;@@

@@font-weight:bold;font-size:1em;color:#444;//VULNERABILITY TO FIRE://&nbsp;&nbsp;@@
First, any character carrying firearm ammunition picks up the following state:

@@font-weight:italic;font-size:1em;color:#444;//Vulnerable 5 fire//&nbsp;&nbsp;@@

If they already have a resist, their new resist is minus this value for fire. This represents the unstable nature of the powder used for these weapons and the fact that any fire damage has the chance of setting off a few rounds. Figure every hit with a fire based power is going to do more damage due to the ammo going off.

@@font-weight:bold;font-size:1em;color:#444;//RELOAD://&nbsp;&nbsp;@@
Some guns require more reloading time than others due to the nature of black powder weapons. 

Here are the Weapons:

@@font-weight:italic;font-size:1em;color:#444;//Pinlock Pistol//&nbsp;&nbsp;@@ 
PROF: +2 DAMAGE: 1d8(Brutal 1) RANGE: 10/20 PRICE: 150gp WEIGHT: 1lb GROUP:Pistol PROPERTIES: Load Minor, High Crit, Small

@@font-weight:italic;font-size:1em;color:#444;//Pistol, Small//&nbsp;&nbsp;@@ 
PROF:+2 DAMAGE: 1d10(Brutal 1) RANGE: 15/30 PRICE: 200gp WEIGHT: 4lb GROUP: Pistol PROPERTIES: Load Minor, High Crit, Small

@@font-weight:italic;font-size:1em;color:#444;//Pistol, Military//&nbsp;&nbsp;@@ 
PROF: +3 DAMAGE: 1d12(Brutal 2) RANGE: 15/30 PRICE: 250gp WEIGHT: 5lb GROUP: Pistol PROPERTIES: Load Minor, High Crit, Small

@@font-weight:italic;font-size:1em;color:#444;//Musket//&nbsp;&nbsp;@@ 
PROF: +2 DAMAGE: 2d8(Brutal 1) RANGE: 20/40 PRICE: 350gp WEIGHT: 12 lb GROUP: Rifle PROPERTIES: Load Move, High Crit, Two Handed

@@font-weight:italic;font-size:1em;color:#444;//Rifle, Hunting //&nbsp;&nbsp;@@
PROF: +3 DAMAGE: 2d8(Brutal 1) RANGE: 30/50 PRICE: 400gp WEIGHT: 13 lb GROUP: Rifle PROPERTIES: Load Move, High Crit, Two Handed

@@font-weight:italic;font-size:1em;color:#444;//Rifle, Military//&nbsp;&nbsp;@@
PROF: +3 DAMAGE: 2d10(Brutal 2) RANGE: 30/50 PRICE: 500gp WEIGHT: 15lb GROUP: Rifle PROPERTIES: Load Move, High Crit, Two Handed

@@font-weight:italic;font-size:1em;color:#444;//Blunderbuss//&nbsp;&nbsp;@@
PROF:+2 DAMAGE: 3d6(Brutal 1) RANGE: Blast 3 PRICE:250gp WEIGHT: 15lb GROUP: Rifle PROPERTIES: Load Standard, High Crit, Two Handed


The prices reflect the hard to find weapons and the rarity of them in the Lost Coast. The ammo for each of these weapons is also very expensive. Your reload cost for each round is around 5gp. Unlike bows or crossbows you cannot simply whip up your own ammo out in the field. This is specialty ammo that requires massive training to craft right. 
@@font-weight:bold;font-size:1.4em;color:#444;//[[Firearms Weaponmaster Training]]//&nbsp;&nbsp;@@

The following feats represent advanced training in the technique of bending bullets from firearms to ignore cover. It requires both strength and dexterity to arc the spin of the bullet enough to change it's trajectory. The first to master these techniques was the [[Order of Jorunn]]. These became the first Firearms Weaponmasters. During the [[War of the Twins]] they were a fearsome force on the battlefield. Finding their target no matter where they hid or who they hid behind. 

@@font-weight:italic;font-size:1em;color:#444;//Prerequisite: Dex 13, Pistol or Rifle Training, Any Martial Class//&nbsp;&nbsp;@@
Benefit: Reduce the benefit of cover by 1 for any attack you do against an enemy with cover. This means cover grants only a -1 attack to you and superior cover only a -4 to attack. 

@@font-weight:bold;font-size:1.2em;color:#444;//Novice Firearms//&nbsp;&nbsp;@@ 
@@font-weight:italic;font-size:1em;color:#444;//Prerequisites: 4th Level, [[Firearms Weaponmaster Training]]//&nbsp;&nbsp;@@
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the Bending Bullet attack power.

@@font-weight:bold;font-size:1.2em;color:#FF0000;//Bending Bullet//&nbsp;&nbsp;@@ 
Your target ducks to safety only to be surprised as your bullet finds its way around the corner.
@@font-weight:italic;font-size:1em;color:#444;//Encounter * Martial, Weapon
Standard Action Ranged weapon
Requirements://&nbsp;&nbsp;@@ You must be wielding a pistol or rifle. Target must have cover.
@@font-weight:italic;font-size:1em;color:#444;//Target://&nbsp;&nbsp;@@  One creature
@@font-weight:italic;font-size:1em;color:#444;//Attack://&nbsp;&nbsp;@@  Dexterity vs. Reflex
@@font-weight:italic;font-size:1em;color:#444;//Effect://&nbsp;&nbsp;@@  You may ignore cover (not superior cover) and gain combat advantage against the target.
@@font-weight:italic;font-size:1em;color:#444;//Hit://&nbsp;&nbsp;@@  1[W] + Dexterity modifier damage.

@@font-weight:bold;font-size:1.2em;color:#444;//Journeyman Firearms//&nbsp;&nbsp;@@  
@@font-weight:italic;font-size:1em;color:#444;//Prerequisites: 8th Level, [[Firearms Weaponmaster Training]]//&nbsp;&nbsp;@@
Benefit: You can swap one 6th-level or higher utility power you know for the Surprise Barrage utility power.

@@font-weight:bold;font-size:1.2em;color:#FF0000;//Surprise Barrage //&nbsp;&nbsp;@@ 
You surprise your targets with a bending bullet as they drop their guard behind cover.
@@font-weight:italic;font-size:1em;color:#444;//Encounter * Martial, Ranged Weapon
Minor Action
Effect://&nbsp;&nbsp;@@ You negate cover (not superior cover) and gain combat advantage on any attacks until the end of your next turn.

@@font-weight:bold;font-size:1.2em;color:#444;//Firearms master//&nbsp;&nbsp;@@  
@@font-weight:italic;font-size:1em;color:#444;//Prerequisites: 10th Level, [[Firearms Weaponmaster Training]]//&nbsp;&nbsp;@@
Benefit: You can swap one 9th-level or higher daily power you know for the Run But Can't Hide Daily power.

@@font-weight:bold;font-size:1.2em;color:#444;//Run But Can't Hide//&nbsp;&nbsp;@@ 
@@font-weight:italic;font-size:1em;color:#444;//Daily * Reliable
Standard Action Ranged Weapon
Target://&nbsp;&nbsp;@@ One Creature 
@@font-weight:italic;font-size:1em;color:#444;//Effect://&nbsp;&nbsp;@@ Use an at will attack power on the target and gain combat advantage. Ignore cover or superior cover for this attack. If you hit you ignore cover and superior cover for the rest of the encounter on all your attacks against this target and gain combat advantage.
@@font-weight:italic;font-size:1em;color:#444;//15th Level:Increase damage by 2[W]//&nbsp;&nbsp;@@
@@font-weight:italic;font-size:1em;color:#444;//25th Level:Increase damage by 4[W]//&nbsp;&nbsp;@@
A magical light designed by Dwarven Artificers that glows all night and never needs to be changed. It's powered by an arcane flow of energy that is pumped to it from the [[ArcHeart]] usually located near the city center. There are no wires involved, only directed Arcane energy. As long as the ForeverGlow is in line with the arcane energy then it glows. The principle is based off of the study of Ley Lines, but is far weaker. Dwarves have been unable to match the power and intensity of natural Ley Lines due to the fact that that much streaming Arcane energy tends to damage everything in it's path. How nature is able to naturally flow the energy and keep it from decimating the surrounding environment is still a magical mystery that scholars are trying to study.
[[Fratal]] ~ God of Fear
[[Fratal]] is the god of fear and terror. Crafted by [[Iso]] to strike at the man things, he has since become the god of many of the things of the dark. These creatures often worship Fratal and try to carry out his wishes to strike fear among the man things.
This small woodcutter’s village on the edge of the [[Dorneg Forest]]. The forest is home to some strange creatures, so the woodcutters stick to the outer edge. They are careful to not take too much wood.
No one is quite sure where these elemental men came from. They are definitely from the [[Elemental Chaos]] as shown in their very structure. It is believed that somehow [[Humans]] managed to travel there and after generations of breeding there took on elements of that place. How they found their way back no one is sure, but it is theorized that major Axis points must exist with the [[Elemental Chaos]] just as they do with all the other planes of existence. These Elemental people can be found through out the [[Lost Coast]] but they are very rare and tend to stick to themselves. The followers of [[Iso]] often call them sacrilege and before the [[Treatise of Solmode]] used to hunt them down.

Lifespan: 150 to 175 Years Old
@@font-weight:bold;font-size:1.0em;color:#444;//General Scar (Dragonborn) ~
Leader of [[Krag Fral]]//&nbsp;&nbsp;@@


General Scar is the unofficial ruler of [[Krag Fral]]. He and his generals make up the ruling caste of the city after they took it back from the swamp leading an army of Dragonborn & Kobolds. His army, "The Reclaimants" swept north out of the Southern coast. Most people got out of their way. There were tales of looting and pillaging along the way. It's hard to say how many of these stories were true and how many were hold overs from the racial hatred against Dragonborn.

This is various information of general interest about the [[Lost Coast]]. You have here information on how various things function as well as the full listing of the [[Relmak line]]. Feel free to click on anything below.

|borderless|k
|@@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@ | @@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@  | @@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@  |
|@@font-weight:bold;font-size:1.4em;color:#444;//Areas of Interest://&nbsp;&nbsp;@@|  |  |
|-[[Magic]] |~ An explanation of how magic flows through the world. | |
|-[[Times & Seasons]] |~ A list of how the calendar and seasons work. | |
|-[[Languages]] |~The known languages of the [[Lost Coast]]. | |
|-[[Travel]] |~ How people get around. | |
|-[[Government]] |~ The various governments of the City States. | |
|-[[Relmak line]] |~ The list of rulers. | |
|-[[Cosmology]]|~ Your guide to the planes.||
|@@font-weight:bold;font-size:1.4em;color:#444;//Festivals://&nbsp;&nbsp;@@ | | |
|-[[Greentide]] |~ The spring festival to mark the beginning of planting season. | |
|-[[Ornvaken]] |~ The hottest day of the year. The best time to vent one's anger. | |
|-[[The Great Forgiving]] |~ A day to forgive past sins and enjoy parties with one's friends. | |
|-[[Ornsenger]] |~ The great winter Festival to mark the end of the year. | |
|-[[Korvas Day]] |~ A special day that comes only once every 5 years. The day of contracts to some. | |
|@@font-weight:bold;font-size:1.4em;color:#444;//General Life://&nbsp;&nbsp;@@ | | |
|-[[Commoner Life]] |~ What's it like to live the life of a commoner in the [[Lost Coast]]? | | |
|-[[Merchant Life]] |~ What's it like to live the life of a merchant in the [[Lost Coast]]? | | |
|-[[Noble Life]] |~ What's it like to live the life of a noble in the [[Lost Coast]]? | | |
|-[[Adventurer Life]] |~ What's it like to live the life of a adventurer in the [[Lost Coast]]? | | |
1) The players have been recruited by a man named Alman who tells them they are now part of [[Squad 13]].
2) A group of 4 were sent into [[Erenta]] to overthrow a local gang the [[Black Dawgs]] and setup a base of operations.
3) The group mixed it up with some city guards, but the incident got blamed on dwarves.
4) The group got jumped by gang members on the second day. Marcus, one of the survivors of the first attack has spread their description to the gang.
5) Another member of the heroes, Fox, was at the farmhouse when it got raided by [[Squad 13]].
6) It's revealed that there is some sort of civil war in [[Squad 13]]. Alman and these guys are on one side and the established organization is on the other.
7) Alman reveals that they're racing for an artifact hidden in [[Erenta]].
8) Fox has to rescue Sara who was kidnapped by City guards. It appears they have kidnapped other people.
The [[Githyanki]] are warriors that live on the [[Astral Plane]]. They are an offshoot of the Gith race, as such they are related to the [[Githzerai]]. The Gith were enslaved and brought to this realm by the outsiders known as the Mind Flayers. These were servants of the far outsiders that [[Iso]] sent away when he started crafting this realm. Somehow they found a way back in and when the invading force came, they brought the enslaved Gith with them from some other Dimension. 

A war of freedom occurred before the Mind Flayers could strike the [[Material Plane]] enforce. The Gith split and fled. Some ended up on the [[Astral Plane]] where they swore they would never be slaves again. They mastered combat and trained themselves to face the Mind Flayers again. Members of this race usually travel to the [[Material Plane]] in hopes of locating the Mind Flayers and stop them from bringing the rest of the Outsiders back.

Lifespan Only: 135 to 155 Years Old
The [[Githzerai]] are a contemplative race that live within the [[Elemental Chaos]]. They are an offshoot of the Gith race, as such they are related to the [[Githyanki]].The Gith were enslaved and brought to this realm by the outsiders known as the Mind Flayers. These were servants of the far outsiders that [[Iso]] sent away when he started crafting this realm. Somehow they found a way back in and when the invading force came, they brought the enslaved Gith with them from some other Dimension. 

A war of freedom occurred before the Mind Flayers could strike the [[Material Plane]] enforce. The Gith split and fled. Some ended up on the [[Elemental Chaos]] where they swore they would hide from the coming Outsiders. The [[Githzerai]] study the planes hoping to find a way to escape this universe before the outsiders come back to reclaim it.

Lifespan Only: 135 to 155 Years Old
[[Gnoll]]s like [[Tieflings]] are another creation of the fallen Angels that served [[Iso]]. So long ao. These creatures were created to both mock [[Iso]] and [[Wylde]]. They were then set loose on the [[Material Plane]] to wreck havoc and destroy [[Daras]]. A handful of these though do manage to struggle against their inborn tendencies to help save a world they find worth fighting for. 

Lifespan: 110 to 125 Years Old
[[Gnomes]] were the smallest creature crafted by [[Iso]] and it is still not understood what his plan was. These creatures were crafted from the [[Feywild]] just as the [[Eladrin]] were. It is thought they were created to help the loyal [[Eladrin]] in their fight against the [[Dragonborn]]. The gnomes though struggled against their [[Eladrin]] overlords. They eventually rebelled and fled to the [[Material Plane]] where they flourished. Today, [[Humans]] welcome these small creatures as allies wherever they go. In the lands of the Orc though they are seen as nuisance creatures to be exterminated.

Lifespan: 120 to 135 Years Old
These small green creatures are found all over the [[Lost Coast]]. They breed like rabbits and are seen as a nuisance by most. [[Goblin]]s make most of their living doing all the jobs that the other races won't do. They gather trash, act as tinkerers, bury the dead, and do other menial tasks. It's not uncommen for a noble household to have a whole slew of [[Goblin]] servants. This often leads to them turning to crime to try and make ends meet.

Lifespan: 45 to 60 Years Old
All across the Lost Coast are ruins and buried cities. The [[Golden Delvers]] started as a simple adventuring company that today funds major operations across large portions of the [[Lost Coast]]. The majority of their operations are centered in [[New Tessel]] and the great warrens beneath that city. They do have small bases in most major cities. With some of the more land locked cities, the local operations have not had contact with the main base in years. It is in these cities that the Delvers have taken on other tasks to help make ends meet ranging from legal to illegal. The one thing that unites all [[Golden Delvers]] is their love of treasure and money.
[[Goliath]]'s were the second creation of the [[Wylde]]. The [[Shifters]] were the first. When [[Iso]] went on his creation binge, the [[Wylde]] snuck in and created the [[Goliath]]s to offset the balance. Today, they are also not trusted just like the [[Shifters]]. They tend to stick to villages of their own in the mountains and hills. 

Lifespan: 120 to 140 Years Old
[[Gormyntongue]] (Dragon) ~ The Mightiest of Dragons to Claim the Earth as his realm.
[[Gormyntongue]] is often called the sleeping dragon. When he wakes the land roils and the earth shakes with his fury. While his brother and sister fight all the time, he sleeps and ignores what happens above him. The creatures of the Underground though pay homage to [[Gormyntongue]] often. They are careful not to disturb him as he has been known to swallow whole empires beneath the earth of Daras.
The [[Lost Coast]] today is divided into City States who each have their own form of Government. [[Tanzibar]] is a theocracy. [[New Tessel]] is led by a council from the various factions of the city. [[Dragons Rest]] is a hierarchy with a new king. [[Solmode]] is ruled by the Regent who holds title until the true heir returns. [[Eastbank]] is a republic with representatives from both the nobility and the common man. A senate rules over what is done. The rest of the cities and villages have different rules ranging from martial to matriarchy.

There is still the remnants of the old Empire. The great throne sits empty in [[Solmode]]. Little is known what will happen should a true heir retake the throne. They would have to come forward with a great amount of evidence to sway the Regent who now rules the city.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Heirarchy //&nbsp;&nbsp;@@

*[[Cre Velan]] is ruled by a single Elf family who has ruled for centuries. The Valan clan still rules the entire Cre.
*[[Cre Zorlan]] is ruled by a single Elf family who has also ruled for centures. The Zorlan clan rules the entire Cre.
*[[Dragons Rest]] is ruled by [[King Roland]]. Roland claims to be descended from the [[Relmak line]], although he lacks the evidence to prove it to the Regent of [[Solmode]] yet. Roland is supported by the rest of the noble families in town. So far [[Dragons Rest]] has done well. Although it has waged war against numerous City States nearby, [[Dragons Rest]] still has a large military force despite it’s losses. Today, [[Dragons Rest]] has enough forces to support it’s current 

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Republic //&nbsp;&nbsp;@@

*[[Eastbank]] after the fall of the Empire wallowed with little choice until [[Sir Edmund Raleigh]] stepped forward with the idea of setting up a Republic based on a Senate. Land owners are allowed to petition for Senate. New Senators are allowed in if they can pay the dues to the city and are approved by the other members of the Senate. The Senate currently is made up of 41 members. The Senate must always have an odd number of Senators.
*[[Kaer Crannog]] is ruled by a senate. The senate usually holds 3 members each of the major Dwarven clans. This senate then takes votes on all major issues. The main family of Kaer Bannen is the Bannen clan. The Bannen clan has been around the Kaer since it’s founding. The youngest is [[Sharphammer Bannen]] who manages to wield the most power from the Kaer.
*[[Kaer Bannen]] is ruled by a senate. The senate usually holds 3 members each of the major Dwarven clans. This senate then takes votes on all major issues. The main family of [[Kaer Bannen]] is the Stoutaxe family. [[Rog Stoutaxe]] rules the clan and is the main voice on the Republic senate.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Council //&nbsp;&nbsp;@@

*[[New Tessel]] is setup under a council made up of members from each of the factions that rule the city. There are two church leaders from the largest churches, two merchant families, two rogues guild members, two from the adventurer’s guild, and the city’s military leader and the city’s watch leader. This council represents the major players in town. The council of 10 has ruled for the last 120 years. Each faction is supposed to come up with their own members. Some factions have a lot of politics with deciding who sits on the council, such as the merchants and the rogues guilds. Others have had the same members for years like the adventurer’s guild and the church factions.
*[[Erenta]] is ruled by a merchant council made up of the heads of the various trade guilds. This council of guilds sets the taxes for businesses in the city and also sets laws. The laws tend to stop thievery, fraud, and violence. Beyond that almost anything goes. Even the [[Treatise of Solmode]] is held to only loosely within the city limits. 

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Regent //&nbsp;&nbsp;@@

*[[Solmode]] is the capital of the empire. The throne sits empty still. The city is still maintained by the Regent of the Throne. The current holder of the title is Arthur Pendle, chosen personally by his successor. Each Regent is allowed to choose his successor. The idea was only meant to last a few years between the aging of the crown. The passing of the Regent has now been passed from human to human since the [[War of the Twins]]. Nearly 250 years now. The Regent currently watching the throne is waiting for evidence to come forward that will allow the new king to sit on the throne.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Theocracy //&nbsp;&nbsp;@@

*[[Tanzibar]] is a theocracy revolving around the god [[Cog]]. The church killed the last Duke when he was proven to be supporting the god [[Pucious]]. The Church of [[Cog]] overthrew him and then set themselves up as rulers of the city. Since then they’ve done well setting up the city under a High Priest with Sub priests below them running each district. Below that is a mix of civilians and church officials.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Military Junta //&nbsp;&nbsp;@@

*[[Krag Fral]] is ruled by a military Junta of Dragonborn. After seizing the city from the monsters that ruled it in the swamp, the Dragonborn army continues to hold power. They make all decisions about city rules, supplies, and laws. The city is under constant threat from the Sanguin and the Lizardmen of the swamp, who were fighting over the city before the Dragonborn took it back. [[General Scar]] is the current ruler of the city.
A mysterious event in the past forced several Elven tribes to migrate East from their supposed homelands. This is where the tribes that settled in the [[Lost Coast]] came from. During the migration, which did pass through the [[Underrealm]], several tribes got cut off from the rest and were trapped near a [[Shadowfell]] axis point. This proximity to an axis warped them into the [[Drow]].
This is the northern forest along the [[Lost Coast]]. It acts as a natural barrier to the great untamed north. The Elves of Velan treat these woods as their own, but the woods belong more to the Wylde. The [[Verdant Circle]] uses these woods as a headquarters. It's also a mecca to the wild barbarians of the North who come to visit the druids of the [[Verdant Circle]].
This is what the people of the [[Lost Coast]] call [[The EastPeaks]]. This is the largest mountain range and forms the western wall of the Valley known as the [[Lost Coast]].
Avos (Fifth Month), Day 14

[[Greentide]] is the spring festival. This is a usually marked by a small feast and an exchange of gifts between neighbors to celebrate the beginning of planting season. These gifts can range from seeds, to new tools, to helping to plant seeds. [[Greentide]] also marks the time when arranged marriages are usually introduced to each other, husband meeting wife for the first time. The marriages usually are set to occur later on in the year.
[[Grimm]] ~ God of War & Destruction
[[Grimm]] is one of the oldest thinking gods along with his brother [[Cog]]. The two were born from the hands of the first of [[Iso]]'s children. [[Grimm]] was warped during the fight against [[Iso]]. There are those that worship his unwarped essence of War & Battle. There are also those who worship the truer form of destruction. [[Grimm]] is a merciless god. He only favors those that are strong enough to win. [[Grimm]] feel that his brother was created to serve him, and that he is the greater of the two. His darker aspects feel that all cities and civilzation are destined to be destroyed. [[Grimm]] is often portrayed by two faces, one the honorable face of his helm the other his grinning skull face beneath the mask.
Half Elves are welcomed by the [[Humans]] as they are seen as a strengthening of the human lifeline. [[Elves]] though look down on Half Elves. The [[Elves]] still have a long term plan, and see the Half Elves as a weakening of that plan. Today they exist on the borders of the Elf and Human kingdoms.

Lifespan: 140 to 160 Years Old
[[Half Orc]] are new to [[Kalanth]]. Along the border of where [[Humans]] and [[Orcs]] live, the [[Half Orc]]s have started to spring up. In the [[Empire of Grawl]], [[Half Orc]] are shunned as being a weakening of the blood. They are mostly accepted in the [[Human]] lands to the West. In the [[Lost Coast]] they are feared for the [[Orcs]] and the Orc races are new to the Eastern lands.

Lifespan: 75 to 100 Years Old
[[Halflings]] were crafted at the same time as [[Humans]]. Unlike [[Humans]] though, they avoided enslavement at the hands of the [[Elves]] and the [[Dragonborn]]. They stuck to the rivers and marshes where these races would not go. They became adept at avoiding the bigger races. They did play an important role in overthrowing the [[Dragonborn]] empire after the [[Dragon Wars]].

Lifespan: 75 to 100 Years Old
/***
|Name:|HideWhenPlugin|
|Description:|Allows conditional inclusion/exclusion in templates|
|Version:|3.1 ($Rev: 3919 $)|
|Date:|$Date: 2008-03-13 02:03:12 +1000 (Thu, 13 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#HideWhenPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
For use in ViewTemplate and EditTemplate. Example usage:
{{{<div macro="showWhenTagged Task">[[TaskToolbar]]</div>}}}
{{{<div macro="showWhen tiddler.modifier == 'BartSimpson'"><img src="bart.gif"/></div>}}}
***/
//{{{

window.hideWhenLastTest = false;

window.removeElementWhen = function(test,place) {
	window.hideWhenLastTest = test;
	if (test) {
		removeChildren(place);
		place.parentNode.removeChild(place);
	}
};


merge(config.macros,{

	hideWhen: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( eval(paramString), place);
	}},

	showWhen: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !eval(paramString), place);
	}},

	hideWhenTagged: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAll(params), place);
	}},

	showWhenTagged: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAll(params), place);
	}},

	hideWhenTaggedAny: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAny(params), place);
	}},

	showWhenTaggedAny: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAny(params), place);
	}},

	hideWhenTaggedAll: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAll(params), place);
	}},

	showWhenTaggedAll: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAll(params), place);
	}},

	hideWhenExists: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( store.tiddlerExists(params[0]) || store.isShadowTiddler(params[0]), place);
	}},

	showWhenExists: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !(store.tiddlerExists(params[0]) || store.isShadowTiddler(params[0])), place);
	}},

	hideWhenTitleIs: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.title == params[0], place);
	}},

	showWhenTitleIs: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.title != params[0], place);
	}},

	'else': { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !window.hideWhenLastTest, place);
	}}

});

//}}}

It is said that a [[Hobgoblin]] is the half breeding of a [[Human]] and a [[Goblin]], but never in polite company. This race was crafted by [[Iso]] but most humans tend to ignore them due to their [[Goblin]] blood. This leads to a seething resentment among [[Hobgoblin]]s against humans. They often form the backbone of gangs if not their leaders who wish to strike back against the "Man" they see in charge.

Lifespan: 85 to 100 Years Old
[[Humans]] came after the [[Elves]] allied with the [[Dragonborn]]. The first humans were simple creatures. But [[Iso]] gave them great adaptability. The [[Elves]] and the [[Dragonborn]] enslaved these creatures to start. It wasn't till after the [[Dragon Wars]] that they became free. They soon spread all along the western coast of [[Kalanth]], and even through the Orc lands to the East Coast. The Orcs find humans to be the most capable slaves and are always in need of more. 
[[Humans]] came after the [[Elves]] allied with the [[Dragonborn]]. The first humans were simple creatures. But [[Iso]] gave them great adaptability. The [[Elves]] and the [[Dragonborn]] enslaved these creatures to start. It wasn't till after the [[Dragon Wars]] that they became free. They soon spread all along the western coast of [[Kalanth]], and even through the Orc lands to the East Coast. The Orcs find humans to be the most capable slaves and are always in need of more. 

Lifespan: 85 to 110 Years Old
 
This small village is named after a hero who fought in the [[War of the Twins]]. It is said that he stopped the two sides from decimating the village during the war and stayed here after marring the village elder’s daughter.
/***
|Name:|InstantTimestampPlugin|
|Description:|A handy way to insert timestamps in your tiddler content|
|Version:|1.0.10 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Source:|http://mptw.tiddlyspot.com/#InstantTimestampPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Usage
If you enter {ts} in your tiddler content (without the spaces) it will be replaced with a timestamp when you save the tiddler. Full list of formats:
* {ts} or {t} -> timestamp
* {ds} or {d} -> datestamp
* !ts or !t at start of line -> !!timestamp
* !ds or !d at start of line -> !!datestamp
(I added the extra ! since that's how I like it. Remove it from translations below if required)
!!Notes
* Change the timeFormat and dateFormat below to suit your preference.
* See also http://mptw2.tiddlyspot.com/#AutoCorrectPlugin
* You could invent other translations and add them to the translations array below.
***/
//{{{

config.InstantTimestamp = {

	// adjust to suit
	timeFormat: 'DD/0MM/YY 0hh:0mm',
	dateFormat: 'DD/0MM/YY',

	translations: [
		[/^!ts?$/img,  "'!!{{ts{'+now.formatString(config.InstantTimestamp.timeFormat)+'}}}'"],
		[/^!ds?$/img,  "'!!{{ds{'+now.formatString(config.InstantTimestamp.dateFormat)+'}}}'"],

		// thanks Adapted Cat
		[/\{ts?\}(?!\}\})/ig,"'{{ts{'+now.formatString(config.InstantTimestamp.timeFormat)+'}}}'"],
		[/\{ds?\}(?!\}\})/ig,"'{{ds{'+now.formatString(config.InstantTimestamp.dateFormat)+'}}}'"]
		
	],

	excludeTags: [
		"noAutoCorrect",
		"noTimestamp",
		"html",
		"CSS",
		"css",
		"systemConfig",
		"systemConfigDisabled",
		"zsystemConfig",
		"Plugins",
		"Plugin",
		"plugins",
		"plugin",
		"javascript",
		"code",
		"systemTheme",
		"systemPalette"
	],

	excludeTiddlers: [
		"StyleSheet",
		"StyleSheetLayout",
		"StyleSheetColors",
		"StyleSheetPrint"
		// more?
	]

}; 

TiddlyWiki.prototype.saveTiddler_mptw_instanttimestamp = TiddlyWiki.prototype.saveTiddler;
TiddlyWiki.prototype.saveTiddler = function(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created) {

	tags = tags ? tags : []; // just in case tags is null
	tags = (typeof(tags) == "string") ? tags.readBracketedList() : tags;
	var conf = config.InstantTimestamp;

	if ( !tags.containsAny(conf.excludeTags) && !conf.excludeTiddlers.contains(newTitle) ) {

		var now = new Date();
		var trans = conf.translations;
		for (var i=0;i<trans.length;i++) {
			newBody = newBody.replace(trans[i][0], eval(trans[i][1]));
		}
	}

	// TODO: use apply() instead of naming all args?
	return this.saveTiddler_mptw_instanttimestamp(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created);
}

// you can override these in StyleSheet 
setStylesheet(".ts,.ds { font-style:italic; }","instantTimestampStyles");

//}}}

The [[Institute for the Study of the Arcane]], or ISA for short is an off shoot of [[Squad 13]]. This collective of scholars, mages and artificers spend their time going over the more rare and benign discoveries of [[Squad 13]]. The ISA is dedicated to harnessing the power of these devices and artifacts for the betterment of all races. The most notable device of the ISA is the Chromatic Dome. This device is a relic of the ancient [[Dragonborn]] empire. It arches over the ISA's main buildling creating a multi colored glow that can be seen even at night and from miles away. This magical field powers various devices within the ISA, but only within range of the Dome itself. It is unknown still how the Dome was crafted, but it is definitely generating arcane energy. The ability to harness this energy is also unknown. Wizards & Sorcerers who have tried to handle the field directly often explode or become fried and lose their powers. But the devices, some small enough to fit in the palm of your hand, that the [[Dragonborn]] crafted are able to function easily and be powered by the Dome. It's theorized that most of the cities had one of these, and in the waning days before they lost the [[War of Freedom]] the domes were turned off. [[Solmode]]'s was left on due to the speed with which the [[Eladrin]] forces were able to take the city after their arrival on the [[Material Plane]] again.

The small northern village sits by itself. Long ago a ship got knocked off course and crashed here. The survivors found the village and live here to this day. Some sailors do know of the village but few stop here.
Small fishing village on the coast.
[[Iso]] ~ The Great Creator, Master of Creation
The first god, the creator of all. He has hidden himself from the world. He has some followers but they are not popular. His followers among the thinking feel that all creations should be cast aside and that the creatures of man must take their original task of hunting the [[Wylde]] & Dragons to heart. They dislike any worshippers of [[The Cabal]]. Followers of [[Iso]] tend to avoid the major cities and stick to their own monasteries and churches.
[[Jind]]~ God of Justice & Nobility
The god [[Jind]] is still seen as the god of Justice and Nobility. His blinding was done by his own hand to help better serve the man things. It took him out of the conflict with [[Iso]], but it has empowered him among the pantheon. Today, he is seen as the ruling hand of [[The Cabal]] and his blind figure is often depicted rising above the others. Only time will tell if his sacrifice will pave the way for the man things to prove themselves to [[Iso]]. His followers are often seen as the final judges of crimes among the cities of man. His followers often swear to serve justcie above all things, and some even blind one of their own eyes in order to mimic their god. It is said that the high priests blind themselves in both eyes to take on the true aspect of [[Jind]].
The [[Order of Jorunn]] came to me as a cross between the Jedi in Star Wars, Judge Dredd, The Knights of the Round Table, and the Gunslingers from Stephen King's The Tower. What I saw here was an elite cadre of Knights that over the centuries in service to the empire developed unique branches dedicated to various tasks. They not only brought law and order to wherever they went, they were judge,jury and executioner and did so in the name of the King.

At it's heart there was still the Order of Knights dedicated to protecting the King and bringing glory to the empire through War. These became the branch I call the "Warbringers". They were dedicated to the mastery of the art of War.

Next to them I figured would develop a special Order dedicated to bringing Peace to the realm. These men would go out into the empire and try to act as judges in the empire, hearing cases on behalf of the king and bringing law to the land. I imagined these more as an order that believed in not carrying weapons to show they brought peace. They learned to defend themselves with no weapons over the centuries. Mastering the ability to fight any armed foe without ever touching a weapon.

Finally, I found the idea of the royal bodyguards needed to be perfected. These would be the highest members of the Order of Jorunn. They would be made up of both Warbringers & Peacekeepers. They would dedicate their lives to that of their lord. They would bind their lives to his. If he should die, they would die. They and he were one.

I wanted to meld this with the mysticism of the Jedi, a sort of monastic order. But I felt that the organization was big enough now to have two distinct branches. In my head I saw these branches as competing. The Warbringers & Peacekeepers would always be competing.

I thought also of the idea that this organization would have been nearly wiped out just as the Relmak line is nearly dead. These two were bound in destiny. The Order would exist so long as the Relmak line continued to breed true. Since the Order still exists, I figure the Relmak line must have an heir somewhere...
[[Kaer Bannen]] is one of the old dwarven cities. The empire used to span the entire mountain range. But much of the underdark here has been taken over by the Drow Nation of [[Nokkadal]] that cuts off contact between the interior and the [[Lost Coast]]. [[Kaer Bannen]] is one of two remaining Dwarven cities in the [[Lost Coast]].

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Republic //&nbsp;&nbsp;@@

Dwarven cities are ruled by a senate. The senate usually holds 3 members each of the major Dwarven clans. This senate then takes votes on all major issues. The main family of [[Kaer Bannen]] is the Stoutaxe family. [[Rog Stoutaxe]] rules the clan and is the main voice on the Republic senate.
[[Kaer Crannog]] is the other Dwarven city in the [[Lost Coast]]. The city is connected by trade routes through the mountains with [[Kaer Bannen]]. The two remain united against the other tribes of the [[Lost Coast]] and against the Drow. The Dwarves really wish to find out what happened to their southern cities but so far they are busy holding off the Drow to the West. There is a standing order for explorers to head south to find the lost Kaers.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Republic //&nbsp;&nbsp;@@

Dwarven cities are ruled by a senate. The senate usually holds 3 members each of the major Dwarven clans. This senate then takes votes on all major issues. The main family of Kaer Bannen is the Bannen clan. The Bannen clan has been around the Kaer since it’s founding. The youngest is [[Sharphammer Bannen]] who manages to wield the most power from the Kaer.
This is the ruins of the [[Kaer Sovente]]. The Drow won’t go near these ruins but won’t say what is here. The passages south have been closed.
This is one of the three main continents on [[Daras]]. The [[Lost Coast]] exists on it's eastern coast, about midway between the two extremes. 
[[Karn]] ~ God of Pain
[[Karn]] is the god of pain crafted by [[Iso]] to make the man things scream. He has since been taken up by some of the most terrible monsters and creatures, as well as crafting his own monsterous things to help strike pain into the man things. 
The [[Kenku]] were another race that the [[Wylde]] snuck into creation during [[Iso]]'s creative binge. The [[Kenku]] though have stayed away from society completely. They spend their time communing with nature. They are supporters of the [[Verdant Circle]] and it is said have a small nation somewhere far to the West, beyond even the [[Empire of Grawl]].

Lifespan: 65 to 110 Years Old
This is also known as Duke Roland. He is the ruler of [[Dragons Rest]] and the main claimant on the throne in the present day [[Lost Coast]].
his is a small trading village on the rivers. There are a large portion of half-elves here but they keep to themselves. Only Halflings trade up the river with [[Cre Zorlan]].
The [[Kobolds]] were the Dragons second creation. They were designed to help the [[Dragonborn]] in their fight against the [[Humans]], [[Halflings]] and [[Gnomes]]. These short creatures were built on the halfling model but using the Dragon stuff. It is said that after the [[Kobolds]], the Dragons did not have the energy to create anymore races.

Lifespan: 45 to 60 Years Old
This is the Jungle where the [[Empire of Grawl]] resides.
Livos (Fourth Month), Day 31 (Only exists Every 5 Years)

Once every five years Korvas comes into the sky. During this year one day is added at the end of Livos. This day is known as Korvas day. During this day major contracts are usually reviewed and possibly renegotiated. This day is also marked by Dwarves in [[Kaer Crannog]] have a great celebration to mark this date as it was this day that [[Relmak V]], “Relmak The Builder”, contracted the construction of the major human cities.
[[Kovan]] ~ God of Curiosity & Knowledge
[[Kovan]] was first just the God of Curiosity. [[Iso]] bought him off with the pantheon of Knowledge. It was all he desired. But cursed with the power of knowing everything, [[Kovan]] came to understand causality. [[Kovan]] off all the members of the Cabal was not really corrupted. [[Iso]] simply bought him off. [[Kovan]] today is worshipped by all true pursuers of knowledge. His fate and betrayal of [[The Cabal]] often means that his followers are not trusted. The libraries of [[Kovan]] are hidden from the other faiths to protect them from their vengence.
A Dragonborn City. This is built on the ruins of an ancient Dragonborn city. Today a lot of it has sunk into the swamp. The new city of [[Krag Fral]] is more modern. Many Dragonborn live here and make their way into the old city below. They fight the monsters and creatures here in hopes of finding treasures from their lost empire.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Military Junta //&nbsp;&nbsp;@@

[[Krag Fral]] is ruled by a military Junta of Dragonborn. After seizing the city from the monsters that ruled it in the swamp, the Dragonborn army continues to hold power. They make all decisions about city rules, supplies, and laws. The city is under constant threat from the Sanguin and the Lizardmen of the swamp, who were fighting over the city before the Dragonborn took it back. [[General Scar]] is the current ruler of the city.
This is the ruins of one of the first Dragonborn cities. Few come close to the island now. It is rumored that something truly horrible resides within the ruins. It is also said a cult of crazed dragonborn live here serving whatever it is that resides here. Any ships that come too close are never heard from again.
This small fishing village here on the coast. It is a mix of races that make their living off the sea.
This lake is home to the halflings of [[Southbank]]. It also borders the southern edge of the [[Swamp of Fraltan]]. A lot of the fish that feed the great capital of [[New Tessel]] come from here.
There are a number of languages at use along the [[Lost Coast]]. The most used is Common. This was originally a trade language handed down to humans from the Dwarves. Humans had their own simple language that is now forgotten by most. This was known as Feldin, and it used a picot-gram script. The Dwarves when they first came liked the humans and taught them the more robust trade language they used. Feldin was forgotten, and the Dwarven trade language became the more common used. Elves had their own language. 

|Language |Spoken By |Alphabet | |
|Astral|Githyanki, Creatures of the Astral Plane |Asaric | |
|Chaotic |Githzerai, Creatures from the Elemental Chaos|Asaric | |
|Primordial |Efreets, Archons, Elementals |Barazhad | |
|Abyssal |Demons, Gnolls, Sahuagin |Barazhad | |
|Cabalis |Tieflings |Cabalis | |
|Common |Humans, Halflings, Dwarves, Elves, Shifters |Davek | |
|Dwarven |Dwarves, Azer |Davek | |
|Giant |Giants, Ogres, Goliath |Davek | |
|Elodia |Eladrin, Creatures of the Feywild |Elodarin | |
|Elven |Elves |Elodarin | |
|Dro |Drow, Duerger |Elodarin | |
|Alaz |Humans and races from Alazzabad |Feldin | |
|Feldin |Ancient Human |Feldin | |
|Gravin |Orcs & Creatures from Grawl|Gravin | |
|Grok |Orc, Hobgoblins, Goblins, Bugbears |Grok | |
|Dragon |Dragons, Dragonborn, Kobolds, Warforged |Iokharic | |
|Isome |Devas |Isome | |
|Dalavan |Gnomes, Haflings |Kallic | |
|Shade |Shadar Kai, Creatures of the Shadowfell |Kallic | |
|Bugwug |Bullywugs |Pictogram | |
|Outer Speech |Mind Flayers, Kuo Toas |Rellanic | |
|Supernal |Angels, Devils, Gods |Supernal | |
|Scritch |Dopplegangers|Scritch |
/***
|Name:|LessBackupsPlugin|
|Description:|Intelligently limit the number of backup files you create|
|Version:|3.0.1 ($Rev: 2320 $)|
|Date:|$Date: 2007-06-18 22:37:46 +1000 (Mon, 18 Jun 2007) $|
|Source:|http://mptw.tiddlyspot.com/#LessBackupsPlugin|
|Author:|Simon Baird|
|Email:|simon.baird@gmail.com|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Description
You end up with just backup one per year, per month, per weekday, per hour, minute, and second.  So total number won't exceed about 200 or so. Can be reduced by commenting out the seconds/minutes/hours line from modes array
!!Notes
Works in IE and Firefox only.  Algorithm by Daniel Baird. IE specific code by by Saq Imtiaz.
***/
//{{{

var MINS  = 60 * 1000;
var HOURS = 60 * MINS;
var DAYS  = 24 * HOURS;

if (!config.lessBackups) {
	config.lessBackups = {
		// comment out the ones you don't want or set config.lessBackups.modes in your 'tweaks' plugin
		modes: [
			["YYYY",  365*DAYS], // one per year for ever
			["MMM",   31*DAYS],  // one per month
			["ddd",   7*DAYS],   // one per weekday
			//["d0DD",  1*DAYS],   // one per day of month
			["h0hh",  24*HOURS], // one per hour
			["m0mm",  1*HOURS],  // one per minute
			["s0ss",  1*MINS],   // one per second
			["latest",0]         // always keep last version. (leave this).
		]
	};
}

window.getSpecialBackupPath = function(backupPath) {

	var now = new Date();

	var modes = config.lessBackups.modes;

	for (var i=0;i<modes.length;i++) {

		// the filename we will try
		var specialBackupPath = backupPath.replace(/(\.)([0-9]+\.[0-9]+)(\.html)$/,
				'$1'+now.formatString(modes[i][0]).toLowerCase()+'$3')

		// open the file
		try {
			if (config.browser.isIE) {
				var fsobject = new ActiveXObject("Scripting.FileSystemObject")
				var fileExists  = fsobject.FileExists(specialBackupPath);
				if (fileExists) {
					var fileObject = fsobject.GetFile(specialBackupPath);
					var modDate = new Date(fileObject.DateLastModified).valueOf();
				}
			}
			else {
				netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");
				var file = Components.classes["@mozilla.org/file/local;1"].createInstance(Components.interfaces.nsILocalFile);
				file.initWithPath(specialBackupPath);
				var fileExists = file.exists();
				if (fileExists) {
					var modDate = file.lastModifiedTime;
				}
			}
		}
		catch(e) {
			// give up
			return backupPath;
		}

		// expiry is used to tell if it's an 'old' one. Eg, if the month is June and there is a
		// June file on disk that's more than an month old then it must be stale so overwrite
		// note that "latest" should be always written because the expiration period is zero (see above)
		var expiry = new Date(modDate + modes[i][1]);
		if (!fileExists || now > expiry)
			return specialBackupPath;
	}
}

// hijack the core function
window.getBackupPath_mptw_orig = window.getBackupPath;
window.getBackupPath = function(localPath) {
	return getSpecialBackupPath(getBackupPath_mptw_orig(localPath));
}

//}}}

[[Levos]] ~ Goddess of Hate & Madness
[[Levos]] is the twin sister of [[Symon]]. Both were created at the same time by the man things. [[Levos]] was first simply the Goddess of Hate. She and her sister were quite powerful. [[Iso]] could not turn them against each other, so he weakened them equally. [[Levos]] he gave the pantheon of Madness. It was more than she could handle, and the aspect warped her. She has few followers among the man things, but her influence is wide. She is often turned to for Vengence on those that anger people.
Main Map of the Lost Coast: http://docs.google.com/View?id=df2tdfjk_67dgmk2wft
Map of all of Kalanth: http://docs.google.com/View?id=df2tdfjk_65fwhxrwhq
Map of Kalanth Underrealm: http://docs.google.com/View?id=df2tdfjk_70fqx4vqf4
It is believed that [[Lizardmen]] were a creation of [[Iso]] that did not do well. Some believe that the [[Wylde]] corrupted the race shortly after creation. They are wild creatures that live as one with nature. There are a few though that have blended into life along the [[Lost Coast]]. Most are found in [[New Tessel]] where they work as mercenaries.

Lifespan: 85 to 110 Years Old
This war was between the Elven nation in the West and the rising [[Nation of Grawl]]. The rising Orc nation was too much for the elves who fled. Several tribes fled this war known as [[Lo'vinkar]] in their own language. The militaristic Orcs were disciplined fighters and masters of the sword. They quickly over came the Elves paltry defenses. The Elves tried to use the magic of nature against them, but the Orcs had their own priests and shamans who proved more numerous. Worn down by the sheer volume of Orcs the Elves had to flee.
/***
|''Name:''|LoadRemoteFileThroughProxy (previous LoadRemoteFileHijack)|
|''Description:''|When the TiddlyWiki file is located on the web (view over http) the content of [[SiteProxy]] tiddler is added in front of the file url. If [[SiteProxy]] does not exist "/proxy/" is added. |
|''Version:''|1.1.0|
|''Date:''|mar 17, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#LoadRemoteFileHijack|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
***/
//{{{
version.extensions.LoadRemoteFileThroughProxy = {
 major: 1, minor: 1, revision: 0, 
 date: new Date("mar 17, 2007"), 
 source: "http://tiddlywiki.bidix.info/#LoadRemoteFileThroughProxy"};

if (!window.bidix) window.bidix = {}; // bidix namespace
if (!bidix.core) bidix.core = {};

bidix.core.loadRemoteFile = loadRemoteFile;
loadRemoteFile = function(url,callback,params)
{
 if ((document.location.toString().substr(0,4) == "http") && (url.substr(0,4) == "http")){ 
 url = store.getTiddlerText("SiteProxy", "/proxy/") + url;
 }
 return bidix.core.loadRemoteFile(url,callback,params);
}
//}}}
[[Lokavandirtide]] (Dragon) ~ The Mightiest of Dragons to Claim the Sea as his realm.
[[Lokavandirtide]] rages against her brother. [[Relvarant]] feels he should have sway over how the ocean flows. [[Lokavandirtide]] does not approve. She rules the sea with an iron fist. Sailors and Captains of regular ships worship her, although they do call her the she-bitch god of the sea. She is seen as fickle and quick to anger. Where sailors ask for [[Relvarant]] to help them reach their destination, many pay homage to [[Lokavandirtide]] to spare them.
Relmak II, “The Diplomat”, “The Peacebringer”
Died: Age 55; Died while Hunting

Relmak the second was only 15 when his father died. He felt the empire was too fragile in it’s current state to last. He used his new found power to grant lands and power to the nobility. He set up a well landed ruling class to help look over the cities and districts of his new empire. By the time he was 35, he had solidified the Relmak line and cleared the way for his new son. His son was politically gifted as he was, but as his father spent most of his time unifying the empire, the son had free time to study. He befriended all types as they wandered the empire. [[Lord Relmak II]] finally died at the age of 55. By this time his son had taken over running the empire when he turned 21. [[Lord Relmak II]] was hunting when he was thrown from his horse and broke his neck.
@@font-weight:bold;font-size:1.5em;color:#444; //IN GAME// &nbsp;&nbsp;@@


The [[Lost Coast]] is a valley on the Eastern Coast of [[Kalanth]]. This valley is bordered to the west by [[The EastPeaks]] and the [[Feywoods]] to the south. The [[Great Forest of Velan]] in the north forms the northern exit to the valley. The passes through the mountains in the west open into the [[Woods of Zorlan]]. The title is more often used by the people that live here. It refers more aptly to the fact of the fallen empire and the feeling that Daras overall has forgotten about it, which isn't quite true. The area is known as the "Relmak Lands" outside of the valley.

@@font-weight:bold;font-size:1.5em;color:#444; //OUT OF GAME// &nbsp;&nbsp;@@

@@font-weight:bold;font-size:1.3em;color:#444; //Type of Setting// &nbsp;&nbsp;@@

The [[Lost Coast]] is a "Points of Light" setting for the 4th Edition of Dungeons & Dragons. As such, it is a setting that has dragons as a major enemy in the setting and is full of dungeons & ruins for the players to explore. The setting itself is a medium magic setting that currently has city states each with their own government. This is sort of like ancient Greece in a fantasy setting. The magic that is high magic can be as heavy or as light as you like. The high magic that does exist are mostly holdovers from the last empire. A lot of this has fallen away over the last 200 years, with some areas being reduced to very simple technology and little idea of what magic is. The empire ended in a war that led to the current city states. The players in this setting represent the new rise of "heroes" and "adventurers" in the realm. 

The world itself is one that is on the verge of change. Old technologies are being rediscovered. New threats are surfacing both in the form of nations that want to take over the [[Lost Coast]] and forces that wish to destroy it. The remnants of the Empire are waiting to be united behind a leader of some sort or to fade into obscurity. It can be a setting of high magic, technology, mystery and secrets or a setting of low magic and hack and slash adventure.

It's Lord of the Rings meets Max Max with a dash of Three Musketeers. Wizards, Nobles, Spies, and Secret Agents exist here all trying to drive the City States in the directions they think is best. The players stand in the middle of that rising to change the course of the realm. Will they work to unite it? Work to profit from it? Will they try to save it? Or will they just plunder it?

It's time to choose a path and explore the [[Lost Coast]].

@@font-weight:bold;font-size:1.3em;color:#444; //Why create a new setting?// &nbsp;&nbsp;@@

I have played Forgotten Realms for a long time. I do still like the 4th Edition of the Realms, but I wanted a world with my own flair. I felt the Realms were a bit large and too diverse. I wanted a world that used to be united, that had a unified past that all the people could look back to with pride. I wanted the remnants of that past to be everywhere, relics of a better time. Running water in the old houses, 'ForeverGlow' lights on the streets. Complex sewer systems designed by Dwarven engineers. I also wanted a world that needed heroes. The [[Lost Coast]] is a world that once was great. An empire of Freedom & Justice that had little need of heroes. Now the empire is gone, and the people need protection not just from the monsters, but from their own rulers. I wanted a world that sat on the brink of both War & Tragedy. The Realms did allow me to pick some parts of this, but it felt a bit piecemeal for the stories I wanted to tell. So I crafted the [[Lost Coast]].
Quick primer on the Lost Coast:

*[[Dragonborn]] once ruled all the [[Lost Coast]]. They enslaved all [[Humans]]. Their rule was ended when all the races of man united behind the [[Eladrin]] to overthrow the [[Dragonborn]]. [[Dragonborn]] are feared all over the [[Lost Coast]]. This was known as the [[War of Freedom]] by most races. Dragonborn refer to it as "The Fall."
*[[Eladrin]] are seen as good luck wherever they go.
*[[Tieflings]] are hated by [[Humans]] because the assassin that killed [[Relmak I]] was a Tiefling.
*Many cities in the [[Lost Coast]] are based off of Dwarven Engineering.
*[[Elves]] sided with the [[Dragonborn]] in the [[War of Freedom]]. They are not trusted and seen as cold and calculating.
*[[Halflings]] travel all over, usually running the waterways on their special flatbottom boats. A common saying is that those that move around “have the feet of a Halfling.”
*There have been three major wars in the Lost Coast that Humans remember. The first was the [[War of the Dragonborn]] when the Dragonborn conquered the [[Lost Coast]]. The second was the [[Dragon Wars]] when the majority of races united to fight the Dragons off. The third was the [[War of Freedom]] when the [[Eladrin]] led the battle against the [[Dragonborn]] for freedom.
*Dragons are slain wherever they are found.
*[[Krag Fral]] is the only current city of the [[Dragonborn]]. There is always talk of some human city-state should wage war on it. [[Kobolds]] are welcome in [[Krag Fral]] only.
*[[New Tessel]] is the largest trade center of the [[Lost Coast]]. It is also the "City of Heroes" where anyone who wants to make a name for themselves goes.
*[[Solmode]] was the old capitol of the [[Lost Coast]]. An ivory thorne sits here empty for the King of the Coast. Anyone who is not king that sits on it soon falls ill or dies.
*Human language, common, is a derivative of Dwarf trade language.
*[[Goblin]]s are sweeping over the wild places of the [[Lost Coast]]. It is said they were pushed out of the lands to the West for some reason. Some cities do allow Goblins to live in their own neighborhoods. These ramshackle collections are known as Gob Slums.
*Fewer and fewer travelers make their way around the [[Lost Coast]] anymore by land. Most travelers go by boat up rivers or along the coast. *Villages away from these routes aren’t used to new people.
*Half Elves are not trusted by [[Elves]], but are accepted by [[Humans]]. They are seen to be more trustworthy than [[Elves]]. [[Halflings]] love Half Elves for some reason.
*The most peaceful time and period of greatest growth was the [[Empire of Light]] during which the [[Relmak line]] ruled over the lands of man. This was the great Relmak Empire. 
*The first king, [[Relmak I]] was “Relmak the Uniter” who united the various small fiefdoms of man under him he also crushed the remnants of the [[Dragonborn]] kingdoms. He is known as “Ralmak the Destroyer” by [[Dragonborn]].
*The third king, [[Relmak III]] was “Relmak the Forgiver” who wrote the [[Treatise of Solmode]] that said that all races are equal and all races deserve freedom. It is time for sins of the past to be forgotten.
*The [[War of the Twins]] ended the [[Empire of Light]]. This was a human war when the two sons of “Relmak the Studious” ([[Relmak VIII]]), twin brothers who grew to adulthood under separate households both claimed the throne. The kingdom became divided because their father could not choose one to be king before he was killed mysteriously.
*There were 8 Relmak kings during the [[Empire of Light]]. It lasted for about 400 years. It has been almost 200 years since the death of the twins and end of the Relmak Empire. 
*Current scholars say we live in the era of the City States. Some cities, like [[Tanzibar]], are being overrun with refugees from the interior as the city states fail to protect all the people living in their territories.
 
[[Lyf]] ~ God of Life
[[Lyf]] was one of the first gods created by [[Iso]]. [[Lyf]] was told to watch over the living creatures and make sure that life flowed. It needed no followers. It is seen as one of the eternals. Even among the man things, it is not really worshipped. Only the Dragons remember when [[Lyf]] walked the earth in the shape of an animal or took the form of plants to explore the world. In the present world, [[Lyf]] is not seen outside the other realm.
MPTW is a distribution or edition of Tiddly Wiki that includes a standard Tiddly Wiki core packaged with some plugins designed to improve usability and provide a better way to organise your information. For more information see http://mptw.tiddlyspot.com/.
@@font-weight:bold;font-size:1.4em;color:#444;//General Information://&nbsp;&nbsp;@@

Magic underlies all life. It is the force that flows and connects all things. It weaves through all the planes. Through the planes it draws force. As it surges up from the [[Elemental Chaos]], it brings with it the force of elements. As it weaves through the [[Shadowfell]] it brings with it the touch of necromancy and darkness. When it surges from the [[Feywild]], it brings with it life and wildness. All of these forces make up the magic of the universe.

@@font-weight:bold;font-size:1.4em;color:#444;//Nodes & Ley Lines://&nbsp;&nbsp;@@

There are places where magic does coalesce. These places are known as nodes. These nodes for some reason coalesce magic into greater power. It is easier to do rituals at these nodes then it is anywhere else. It is also possible to power gates to connect planes of existence on a node, or simply use a node to power magical devices. No one quite understands how these nodes form. They have managed to work out a decent way to harness the Nodes. Nodes are notoriously difficult to destroy. A node must be unweaved from the ties of magic and smoothed out back to a natural flow. If done wrong, the release of magical force can devastate the surrounding area in a physical manifestation. Even if done correctly the power will surge back through the nearby magical field disrupting all magical items, devices and weapons.

@@font-weight:bold;font-size:1.4em;color:#444;//Axis Points://&nbsp;&nbsp;@@

Axis points represent the intersection of one plane and another. Where two planes intersect and comingle in the same place, it creates an axis point. This points allow one to step over from plane to another if they move in the right direction. This can be as simple as walking North through the point to having to  turn right, right, left and then jump straight up. The key to each axis point takes a bit of study to realize how the two planes intersect. Planar travelers know these paths well. It's not uncommon for some of them to travel about with a map of where such points are, although these can sometimes be out of date due to planar movements. It is rumored that a few such travelers actually have maps that adjust to the movement of the planes themselves, although few have ever seen such maps. 

@@font-weight:bold;font-size:1.4em;color:#444;//Magic Items://&nbsp;&nbsp;@@

Magic itself is a natural force that ebbs and flows. Since it overlays everything, all things can be touched by magic. Magical items are items that are bound to this magical flow in some way. They are considered weaved into the aura of magic. As such they are susceptible to nodes and the flows of nodes as they are.

There are a few special items that due to both their exposure to magic and due to their forging that act as nodes themselves. These items are legend and myth along the [[Lost Coast]]. One of the most famous is the Relmak King's sword known as [[OathKeeper]]. This blade was forged by the finest Dwarven craftsmen and imbued with Eladrin magic to keep it keen and tie it to the royal blood line. It is said the blade seeks the blood at all times and that any man who wields it is either a king or working in the name of the king. It is even said that when wicked men attempt to wield the blade that it instead strikes them down. This is only one of the many such items that are floating around the [[Lost Coast]].

@@font-weight:bold;font-size:1.4em;color:#444;//[[Magitek]]://&nbsp;&nbsp;@@

The Dwarves were the first to harnsess magic through engineering. They created a new discipline known as [[Magitek]]. This field blending the Dwarven mastery of engineering with their growing power of magic. The first thing they turned to were nodes and Ley Lines, which are prominent in the [[Underrealm]] more so than above ground. They were the first to develop the [[ArcHeart]] and the [[ForeverGlow]] lights for their underground cities. 

It is rumored that the [[Dragonborn]] though were the true masters of [[Magitek]] during the height of the empire. There can be no greater argument of this than the [[Warforged]]. These are masterworks of [[Magitek]], a blending of mechanical and magical that is yet to be duplicated. The dome in Solmode over the [[Institute for the Study of the Arcane]] is another example of the [[Dragonborn]] mastery of this discipline. It is even rumored that they created flying devices they used during the [[Dragon Wars]] to take the fight to the sky so that no Dragon could escape them.

Today, a lot of the techniques for crafting Magitek have been lost. The maintenance of such devices is still handed down from one Artificer to the next. [[The Society of Engineers]] does nothing but care for the Magitek devices within the great cities as well as across the Coast. There have been recent developments though in the field as Artificers are again making a comeback. It will be a long time though before they come close to crafting such devices as the [[Warforged]] or the flying ships, but some things such as the modern magical [[CopySheet]] have allowed a revolution in printed materials that is bringing the written word to many. It's also lead to the spread of [[Broadsheets]] in most major cities.
@@font-weight:bold;font-size:1em;color:#444;//[[Welcome to The Lost Coast]] 
[[General:]] [[Places:]] [[Religions:]] [[Organizations:]] [[Races:]] [[Famous NPC's:]] [[Links to Maps:]] [[Campaigns:]] [[Special Rules:]]// &nbsp;&nbsp;@@
A online game table, software can be found here: http://www.rptools.net/.
This is the main plane of existance. It intersects with the [[Shadowfell]], [[Feywild]], and the [[Astral Plane]].
This race was created by Artificers during the [[Dragonborn]] empire to act as Gladiators in their games. This was after they had mastered the ability to grant life with the creation of the [[Warforged]]. Today, the [[Minotaur]] are spread across [[Kalanth]]. They are tolerated but feared for their prowess in combat. Many of them are devout followers of [[Grimm]].

Lifespan: 70 to 125 Years Old
[[Minz]] ~ God of Thievery & Shadows
[[Minz]] is the god of Theivery and shadows. He is not said to be a member of [[The Cabal]]. His followers are rogues and thieves. It is said that [[Minz]] was smarter than the other members of [[The Cabal]] and knew better to get in a fight with [[Iso]]. One does not challenge the master of all. It's better to keep out of his way and make fun while you can. He has only a hanful of true priests. They often pretend to be followers of other faiths in an effort to steal followers away to Minz.
Name: MptwBlack
Background: #000
Foreground: #fff
PrimaryPale: #333
PrimaryLight: #555
PrimaryMid: #888
PrimaryDark: #aaa
SecondaryPale: #111
SecondaryLight: #222
SecondaryMid: #555
SecondaryDark: #888
TertiaryPale: #222
TertiaryLight: #666
TertiaryMid: #888
TertiaryDark: #aaa
Error: #300

This is in progress. Help appreciated.


Name: MptwBlue
Background: #fff
Foreground: #000
PrimaryPale: #cdf
PrimaryLight: #57c
PrimaryMid: #114
PrimaryDark: #012
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

/***
|Name:|MptwConfigPlugin|
|Description:|Miscellaneous tweaks used by MPTW|
|Version:|1.0 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Source:|http://mptw.tiddlyspot.com/#MptwConfigPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#MptwConfigPlugin|
!!Note: instead of editing this you should put overrides in MptwUserConfigPlugin
***/
//{{{
var originalReadOnly = readOnly;
var originalShowBackstage = showBackstage;

config.options.chkHttpReadOnly = false; 		// means web visitors can experiment with your site by clicking edit
readOnly = false;								// needed because the above doesn't work any more post 2.1 (??)
showBackstage = true;							// show backstage for same reason

config.options.chkInsertTabs = true;    		// tab inserts a tab when editing a tiddler
config.views.wikified.defaultText = "";			// don't need message when a tiddler doesn't exist
config.views.editor.defaultText = "";			// don't need message when creating a new tiddler 

config.options.chkSaveBackups = true;			// do save backups
config.options.txtBackupFolder = 'twbackup';	// put backups in a backups folder

config.options.chkAutoSave = (window.location.protocol == "file:"); // do autosave if we're in local file

config.mptwVersion = "2.5.2";

config.macros.mptwVersion={handler:function(place){wikify(config.mptwVersion,place);}};

if (config.options.txtTheme == '')
	config.options.txtTheme = 'MptwTheme';

// add to default GettingStarted
config.shadowTiddlers.GettingStarted += "\n\nSee also [[MPTW]].";

// add select theme and palette controls in default OptionsPanel
config.shadowTiddlers.OptionsPanel = config.shadowTiddlers.OptionsPanel.replace(/(\n\-\-\-\-\nAlso see AdvancedOptions)/, "{{select{<<selectTheme>>\n<<selectPalette>>}}}$1");

// these are used by ViewTemplate
config.mptwDateFormat = 'DD/MM/YY';
config.mptwJournalFormat = 'Journal DD/MM/YY';

//}}}
Name: MptwGreen
Background: #fff
Foreground: #000
PrimaryPale: #9b9
PrimaryLight: #385
PrimaryMid: #031
PrimaryDark: #020
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

Name: MptwRed
Background: #fff
Foreground: #000
PrimaryPale: #eaa
PrimaryLight: #c55
PrimaryMid: #711
PrimaryDark: #500
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

|Name|MptwRounded|
|Description|Mptw Theme with some rounded corners (Firefox only)|
|ViewTemplate|MptwTheme##ViewTemplate|
|EditTemplate|MptwTheme##EditTemplate|
|PageTemplate|MptwTheme##PageTemplate|
|StyleSheet|##StyleSheet|

!StyleSheet
/*{{{*/

[[MptwTheme##StyleSheet]]

.tiddler,
.sliderPanel,
.button,
.tiddlyLink,
.tabContents
{ -moz-border-radius: 1em; }

.tab {
	-moz-border-radius-topleft: 0.5em;
	-moz-border-radius-topright: 0.5em;
}
#topMenu {
	-moz-border-radius-bottomleft: 2em;
	-moz-border-radius-bottomright: 2em;
}

/*}}}*/

 
Name: MptwSmoke
Background: #fff
Foreground: #000
PrimaryPale: #aaa
PrimaryLight: #777
PrimaryMid: #111
PrimaryDark: #000
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

 
|Name|MptwStandard|
|Description|Mptw Theme with the default Tiddly Wiki PageLayout and Styles|
|ViewTemplate|MptwTheme##ViewTemplate|
|EditTemplate|MptwTheme##EditTemplate|
Name: MptwTeal
Background: #fff
Foreground: #000
PrimaryPale: #b5d1df
PrimaryLight: #618FA9
PrimaryMid: #1a3844
PrimaryDark: #000
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #f8f8f8
TertiaryLight: #bbb
TertiaryMid: #999
TertiaryDark: #888
Error: #f88
|Name|MptwTheme|
|Description|Mptw Theme including custom PageLayout|
|PageTemplate|##PageTemplate|
|ViewTemplate|##ViewTemplate|
|EditTemplate|##EditTemplate|
|StyleSheet|##StyleSheet|

http://mptw.tiddlyspot.com/#MptwTheme ($Rev: 1829 $)

!PageTemplate
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
	<div class='headerShadow'>
		<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
		<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
	</div>
	<div class='headerForeground'>
		<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
		<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
	</div>
</div>
<!-- horizontal MainMenu -->
<div id='topMenu' refresh='content' tiddler='MainMenu'></div>
<!-- original MainMenu menu -->
<!-- <div id='mainMenu' refresh='content' tiddler='MainMenu'></div> -->
<div id='sidebar'>
	<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
	<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
	<div id='messageArea'></div>
	<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->

!ViewTemplate
<!--{{{-->
[[MptwTheme##ViewTemplateToolbar]]

<div class="tagglyTagged" macro="tags"></div>

<div class='titleContainer'>
	<span class='title' macro='view title'></span>
	<span macro="miniTag"></span>
</div>

<div class='subtitle'>
	(updated <span macro='view modified date {{config.mptwDateFormat?config.mptwDateFormat:"MM/0DD/YY"}}'></span>
	by <span macro='view modifier link'></span>)
	<!--
	(<span macro='message views.wikified.createdPrompt'></span>
	<span macro='view created date {{config.mptwDateFormat?config.mptwDateFormat:"MM/0DD/YY"}}'></span>)
	-->
</div>

<div macro="showWhen tiddler.tags.containsAny(['css','html','pre','systemConfig']) && !tiddler.text.match('{{'+'{')">
	<div class='viewer'><pre macro='view text'></pre></div>
</div>
<div macro="else">
	<div class='viewer' macro='view text wikified'></div>
</div>

<div class="tagglyTagging" macro="tagglyTagging"></div>

<!--}}}-->

!ViewTemplateToolbar
<!--{{{-->
<div class='toolbar'>
	<span macro="showWhenTagged systemConfig">
		<span macro="toggleTag systemConfigDisable . '[[disable|systemConfigDisable]]'"></span>
	</span>
	<span macro="showWhenTagged systemTheme"><span macro="applyTheme"></span></span>
	<span macro="showWhenTagged systemPalette"><span macro="applyPalette"></span></span>
	<span macro="showWhen tiddler.tags.contains('css') || tiddler.title == 'StyleSheet'"><span macro="refreshAll"></span></span>
	<span style="padding:1em;"></span>
	<span macro='toolbar closeTiddler closeOthers +editTiddler deleteTiddler > fields syncing permalink references jump'></span> <span macro='newHere label:"new here"'></span>
	<span macro='newJournalHere {{config.mptwJournalFormat?config.mptwJournalFormat:"MM/0DD/YY"}}'></span>
</div>
<!--}}}-->

!EditTemplate
<!--{{{-->
<div class="toolbar" macro="toolbar +saveTiddler saveCloseTiddler closeOthers -cancelTiddler cancelCloseTiddler deleteTiddler"></div>
<div class="title" macro="view title"></div>
<div class="editLabel">Title</div><div class="editor" macro="edit title"></div>
<div macro='annotations'></div>
<div class="editLabel">Content</div><div class="editor" macro="edit text"></div>
<div class="editLabel">Tags</div><div class="editor" macro="edit tags"></div>
<div class="editorFooter"><span macro="message views.editor.tagPrompt"></span><span macro="tagChooser"></span></div>
<!--}}}-->

!StyleSheet
/*{{{*/

/* a contrasting background so I can see where one tiddler ends and the other begins */
body {
	background: [[ColorPalette::TertiaryLight]];
}

/* sexy colours and font for the header */
.headerForeground {
	color: [[ColorPalette::PrimaryPale]];
}
.headerShadow, .headerShadow a {
	color: [[ColorPalette::PrimaryMid]];
}

/* separate the top menu parts */
.headerForeground, .headerShadow {
	padding: 1em 1em 0;
}

.headerForeground, .headerShadow {
	font-family: 'Trebuchet MS' sans-serif;
	font-weight:bold;
}
.headerForeground .siteSubtitle {
	color: [[ColorPalette::PrimaryLight]];
}
.headerShadow .siteSubtitle {
	color: [[ColorPalette::PrimaryMid]];
}

/* make shadow go and down right instead of up and left */
.headerShadow {
	left: 1px;
	top: 1px;
}

/* prefer monospace for editing */
.editor textarea, .editor input {
	font-family: 'Consolas' monospace;
	background-color:[[ColorPalette::TertiaryPale]];
}


/* sexy tiddler titles */
.title {
	font-size: 250%;
	color: [[ColorPalette::PrimaryLight]];
	font-family: 'Trebuchet MS' sans-serif;
}

/* more subtle tiddler subtitle */
.subtitle {
	padding:0px;
	margin:0px;
	padding-left:1em;
	font-size: 90%;
	color: [[ColorPalette::TertiaryMid]];
}
.subtitle .tiddlyLink {
	color: [[ColorPalette::TertiaryMid]];
}

/* a little bit of extra whitespace */
.viewer {
	padding-bottom:3px;
}

/* don't want any background color for headings */
h1,h2,h3,h4,h5,h6 {
	background-color: transparent;
	color: [[ColorPalette::Foreground]];
}

/* give tiddlers 3d style border and explicit background */
.tiddler {
	background: [[ColorPalette::Background]];
	border-right: 2px [[ColorPalette::TertiaryMid]] solid;
	border-bottom: 2px [[ColorPalette::TertiaryMid]] solid;
	margin-bottom: 1em;
	padding:1em 2em 2em 1.5em;
}

/* make options slider look nicer */
#sidebarOptions .sliderPanel {
	border:solid 1px [[ColorPalette::PrimaryLight]];
}

/* the borders look wrong with the body background */
#sidebar .button {
	border-style: none;
}

/* this means you can put line breaks in SidebarOptions for readability */
#sidebarOptions br {
	display:none;
}
/* undo the above in OptionsPanel */
#sidebarOptions .sliderPanel br {
	display:inline;
}

/* horizontal main menu stuff */
#displayArea {
	margin: 1em 15.7em 0em 1em; /* use the freed up space */
}
#topMenu br {
	display: none;
}
#topMenu {
	background: [[ColorPalette::PrimaryMid]];
	color:[[ColorPalette::PrimaryPale]];
}
#topMenu {
	padding:2px;
}
#topMenu .button, #topMenu .tiddlyLink, #topMenu a {
	margin-left: 0.5em;
	margin-right: 0.5em;
	padding-left: 3px;
	padding-right: 3px;
	color: [[ColorPalette::PrimaryPale]];
	font-size: 115%;
}
#topMenu .button:hover, #topMenu .tiddlyLink:hover {
	background: [[ColorPalette::PrimaryDark]];
}

/* make 2.2 act like 2.1 with the invisible buttons */
.toolbar {
	visibility:hidden;
}
.selected .toolbar {
	visibility:visible;
}

/* experimental. this is a little borked in IE7 with the button 
 * borders but worth it I think for the extra screen realestate */
.toolbar { float:right; }

/* fix for TaggerPlugin. from sb56637. improved by FND */
.popup li .tagger a {
   display:inline;
}

/* makes theme selector look a little better */
#sidebarOptions .sliderPanel .select .button {
  padding:0.5em;
  display:block;
}
#sidebarOptions .sliderPanel .select br {
	display:none;
}

/* make it print a little cleaner */
@media print {
	#topMenu {
		display: none ! important;
	}
	/* not sure if we need all the importants */
	.tiddler {
		border-style: none ! important;
		margin:0px ! important;
		padding:0px ! important;
		padding-bottom:2em ! important;
	}
	.tagglyTagging .button, .tagglyTagging .hidebutton {
		display: none ! important;
	}
	.headerShadow {
		visibility: hidden ! important;
	}
	.tagglyTagged .quickopentag, .tagged .quickopentag {
		border-style: none ! important;
	}
	.quickopentag a.button, .miniTag {
		display: none ! important;
	}
}

/* get user styles specified in StyleSheet */
[[StyleSheet]]

/*}}}*/

 
 
 
|Name|MptwTrim|
|Description|Mptw Theme with a reduced header to increase useful space|
|ViewTemplate|MptwTheme##ViewTemplate|
|EditTemplate|MptwTheme##EditTemplate|
|StyleSheet|MptwTheme##StyleSheet|
|PageTemplate|##PageTemplate|

!PageTemplate
<!--{{{-->

<!-- horizontal MainMenu -->
<div id='topMenu' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<span refresh='content' tiddler='SiteTitle' style="padding-left:1em;font-weight:bold;"></span>:
<span refresh='content' tiddler='MainMenu'></span>
</div>
<div id='sidebar'>
	<div id='sidebarOptions'>
		<div refresh='content' tiddler='SideBarOptions'></div>
		<div style="margin-left:0.1em;"
			macro='slider chkTabSliderPanel SideBarTabs {{"tabs \u00bb"}} "Show Timeline, All, Tags, etc"'></div>
	</div>
</div>
<div id='displayArea'>
	<div id='messageArea'></div>
	<div id='tiddlerDisplay'></div>
</div>

For upgrading. See [[ImportTiddlers]].
URL: http://mptw.tiddlyspot.com/upgrade.html
/***
|Description:|A place to put your config tweaks so they aren't overwritten when you upgrade MPTW|
See http://www.tiddlywiki.org/wiki/Configuration_Options for other options you can set. In some cases where there are clashes with other plugins it might help to rename this to zzMptwUserConfigPlugin so it gets executed last.
***/
//{{{

// example: set your preferred date format
//config.mptwDateFormat = 'MM/0DD/YY';
//config.mptwJournalFormat = 'Journal MM/0DD/YY';

// example: set the theme you want to start with
//config.options.txtTheme = 'MptwRoundTheme';

// example: switch off autosave, switch on backups and set a backup folder
//config.options.chkSaveBackups = true;
//config.options.chkAutoSave = false;
//config.options.txtBackupFolder = 'backups';

// uncomment to disable 'new means new' functionality for the new journal macro
//config.newMeansNewForJournalsToo = false;

//}}}
@@font-weight:bold;font-size:1.0em;color:#444;//[[Mr. Potts]] (Warforged) ~
Personal Bodyguard to the Regent of Solmode//&nbsp;&nbsp;@@

[[Mr. Potts]] was originally Sir Potts during the [[Dragon Wars]]. He was one of the finest crafted warforged by the [[Dragonborn]]. He was built to slay dragons just by himself. He was gifted to the first Relmak king as a sign of the Dragonborn's surrender during the [[War of Freedom]]. His instructions at that time are the same as they are today, to protect the King of the empire from harm and in his abscence to protect the regent. Today, he protects the Regent of Relmak in [[Solmode]]. Even though the empire has crumbled he continues in his task. He himself has stopped nearly a dozen assassination attempts and even put down a near invasion. He is constructed from a unique alloy that will repair itself as long as he has sunlight hititng him. People have studied him although he does not allow such studies to stop his duties, nor has he allowed himself to be stopped in his duties. He's been kidnapped twice and both times returned to service on his own. 
A tribe of Lizardmen known by this name both for their tendency to cover themselves with Mud to hide from other Lizardmen, and for the ability of their shamans to summon very large Mud Elementals that they use to attack [[Krag Fral]].
This is another small fishing village of mixed races.
The [[Nation of Grawl]] is located mostly in the [[Koobaton Jungle]] to the west of the [[The EastPeaks]]. The nation is named for the Orc leader who brought the great tribes together. Nimon Grawl founded the warrior order that now leads the Nation. This elite cadre of soldiers are picked from birth and sent to a secret academy. Those that fail die. Those that pass the tests become [[Deomagi]]. The [[Deomagi]] lead the Nation and the armies. They are masters of hand to hand combat, swords, and firearms. 

The empire has crushed almost all it's enemies. It's recent mastery of Gunpowder and firearms sets it on course to possibly conquer the rest of the continent. Not since the Dragonborn empire has a single race managed so much. 

Lately, the [[Nation of Grawl]] has sets it's eyes on a rich and soft valley of humans that live on the Eastern Coast. This area is ripe for the pickings and they have no single army to stand against them....
This is the old capital of the Dragonborn kingdoms. Many of the buildings were reused with the creation of [[New Tessel]]. The deep vaults though where the treasures were kept are still locked. They are two dangerous for most and so many steer clear.

@@font-weight:bold;font-size:1.2em;color:#444;//Description://&nbsp;&nbsp;@@

Few cities along the Lost Coast embrace freedom like [[New Tessel]]. “City of Adventurers” is a good description for the city of [[New Tessel]]. There is a city watch, but the city watch generally doesn’t get involved with much. Better to stay alive and look at crimes after the fact than interfere. They also only work for fees. It costs money to log a crime and it costs money for them to chase down criminals. If you can't afford to have the law on your side then you can't afford justice. The only force that helps stop crimes at all are the [[Copper Dragons]], an Adventuring Company that has become the most well armed and strongest force in the city. The city itself is a mix of factions constantly fighting for power. No one faction has won out. The city itself is a city at war. The factions are in conflict. The criminals are at war with each other. Adventuring companies are in conflict even as they race to discover the treasure left behind in “Old Tessel”. [[New Tessel]] is the city of adventure but it is easy to lose one’s way in this dark and treacherous city. Many travel to [[New Tessel]] to seek their fortune and disappear into the depths of Old Tessel. The people who live here spend their time trying to stay out of the way. There is money to be made here if one is willing to risk it.

@@font-weight:bold;font-size:1.2em;color:#444;//Law://&nbsp;&nbsp;@@

[[New Tessel]] has a legal system of judges and attorneys. Some judges are more fair than others. Each faction is allowed to seat 2 judges, which leads to more fair judges than others. The legal system as it is, is made up of edicts and laws passed by each council. They can be confusing and contradictory. The fact is that should you actually be drawn in front of a judge in Tessel then you need a lawyer. The prison for [[New Tessel]] is the [[Dark Pocket Prisons]]. All prisoners are moved through a portal into the Prison of Darkness. Legal cases are fought tooth and nail. The main rule of[[ New Tessel]] is that those that can pay for security can have it. If you can’t afford an attorney, then your pretty much doomed since few regular citizens are able to navigate the complex number of laws and edicts passed down year by year from the council & the mayor, many of which contradict each other in an effort to create complex loopholes for each faction to take advantage of.

The City Watch is an independent organization but it is a profit organization since most of the council doesn't want to fund it. So they charge for investigating crimes and finding criminals. Just logging a crime requires a fee. Most commoners know they can't get any justice from the city watch and often turn to gangs to write wrongs. The merchants on the other hand use the city watch all the time. The watch for their part also tend to overcharge the merchants in order to keep the funds flowing. There are exceptions on the city watch, but not many. Justice is for sale in [[New Tessel]].

@@font-weight:bold;font-size:1.2em;color:#444;//Religion://&nbsp;&nbsp;@@

[[Tybol]] is the major religion in [[New Tessel]]. You can’t call his houses though churches. These gaming halls devoted to [[Tybol]] are all over [[New Tessel]]. A share of the profits is kicked back to whatever gang runs the neighborhood and a portion goes to the city watch as well to keep them placated, but the rest goes to the priests who run the places. Almost all other religions are allowed to operate in side city limits. Even evil gods can be found tucked away in some corner or side street, although their followers speak little about them. Few get much done since the city has more Adventurer’s per square inch than all the [[Lost Coast]]. For every evil plot there are a dozen ‘heroes’ ready to put it down. The city works because of the number of those that are striving to make a name for themselves. The only church in town that doesn’t feel welcome here is the church of Cog. The caliphs that work here keep their church grounds barricaded against what they see as a lawless city. The two churches that sit on the board currently are [[Tybol]] and [[Iso]]. 

The cemetery in town is maintained by the followers of [[Dythe]] who do a decent job of keeping the undead under wraps. [[Dythe]] followers though keep a watchful eye on the cemetery and make sure that all dead find their way there. It is illegal to house a dead body for more than 24 hours without notifying the priests.

The only other church with a large footprint here is [[Kovan]] who operates in the open in [[New Tessel]]. The library of [[Kovan]] is very large here and holds both a massive collection of magical and non-magical texts. The library is able to continue to collect tomes since many Adventurer’s pay the fees to research topics here. The church charges a lot for research with a single priest costing as much as 100 gold coins per week of work. The library is only outshined by the library in [[Solmode]]. 

@@font-weight:bold;font-size:1.2em;color:#444;//Crime://&nbsp;&nbsp;@@

The city has found itself torn apart by the recent invasion of [[The Shadow Sect]] from Tanzibar. [[The Nightwalkers]] were the dominant force in town, but now they find themselves beset by [[The Shadow Sect]]. This has led not only to a decrease in the number of major criminals on the grounds but a rise in smaller gangs. With the recent power vacuum in town smaller gangs are rising up to claim districts that are no longer under the heel of [[The Nightwalkers]]. 

[[The Shadow Sect]] has recently gained a seat on the city council. They’re rise in power has not gone unnoticed by the other factions in the city. the [[Golden Delvers]] directly blames them for disappearances of numerous guild members around town. The merchants are wary of this new power force and their brazen leader The Lady Scarlet. Since her arrival she’s become not only the face of [[The Shadow Sect]] in town but the most prominent fixture in the social affairs of the city. 

[[The Nightwalkers]] grew fat and lazy over the years they had the city under their control. It’s only been in the last few years they’ve pulled themselves together and tossed out their old leadership. Now they have a new leader who’s pushing them to fight back in new and inventive ways. Few have seen this new leader, but his symbol the red eye can be seen on his followers.

There is no Streetwise checks to find these guilds. They’re prominently featured in town with public recruiting houses. The city watch knows were they are and makes a point of not patrolling near them.

@@font-weight:bold;font-size:1.2em;color:#444;//Military://&nbsp;&nbsp;@@

The city Milita is a force all their own. The [[Copper Dragons]] do little to enforce law and order unless ordered to do so by the Milita leader. These are professional soldiers now. They spend their time doing guard work for those that can pay, usually the merchant families or expensive VIP’s. The Militia leader [[General Korvic Bladesmashe]]r was a decorated soldier during the [[War of The Twins]]. He is a feared dwarven fighter and has overseen the city defenses since the fall of the [[Empire of Light]]. The city has never been taken, and never been directly challenged. Korvic has put down several revolts, stopped four assassinations personally, and currently has a standing bounty of one million gold for his head by an anonymous party. The [[Copper Dragons]] used to be an adventuring company in the city. After the fall of the Empire, they rose up and became the leaders of the military forces in the city. Korvic has been their leader ever since.

Today the [[Copper Dragons]] also act as the main police force in the parts of town dealing with tourists and outsiders to make sure the inflow of tourist coins continues unabated. 

@@font-weight:bold;font-size:1.2em;color:#444;//Education://&nbsp;&nbsp;@@

The city of [[New Tessel]] has very little in the way of public education. The church of [[Kovan]] hold weekly classes on reading and writing for public good until you come to the age of 12. After that you are bound to find a profession. Churches take studies further. Wizards also take apprentices that they teach. There are no public schools as there are in [[Tanzibar]] or [[Solmode]]. There are two universities though in [[New Tessel]]. One is the [[Melodious College]], a premiere institution for Bards & performers. The other is [[Bristol University]]. Bristol is the premiere place of education for Engineers. Almost all city engineers will come and study at Bristol for some period before returning to their various cities. Engineering, architecture, magic flows, etc are all studies here. The greatest inventions in magical engineering are stamped from [[Bristol University]]. 


@@font-weight:bold;font-size:1.4em;color:#444;//Government: Council //&nbsp;&nbsp;@@

[[New Tessel]] is setup under a council made up of members from each of the factions that rule the city. There are two church leaders from the largest churches, two merchant families, two rogues guild members, two from the adventurer’s guild, and the city’s military leader and the city’s watch leader. This council represents the major players in town. The council of 10 has ruled for the last 120 years. Each faction is supposed to come up with their own members. Some factions have a lot of politics with deciding who sits on the council, such as the merchants and the rogues guilds. Others have had the same members for years like the adventurer’s guild and the church factions.
/***
|Name:|NewHerePlugin|
|Description:|Creates the new here and new journal macros|
|Version:|3.0 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#NewHerePlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{
merge(config.macros, {
	newHere: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			wikify("<<newTiddler "+paramString+" tag:[["+tiddler.title+"]]>>",place,null,tiddler);
		}
	},
	newJournalHere: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			wikify("<<newJournal "+paramString+" tag:[["+tiddler.title+"]]>>",place,null,tiddler);
		}
	}
});

//}}}

/***
|Name:|NewMeansNewPlugin|
|Description:|If 'New Tiddler' already exists then create 'New Tiddler (1)' and so on|
|Version:|1.1.1 ($Rev: 2263 $)|
|Date:|$Date: 2007-06-13 04:22:32 +1000 (Wed, 13 Jun 2007) $|
|Source:|http://mptw.tiddlyspot.com/empty.html#NewMeansNewPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Note: I think this should be in the core
***/
//{{{

// change this or set config.newMeansNewForJournalsToo it in MptwUuserConfigPlugin
if (config.newMeansNewForJournalsToo == undefined) config.newMeansNewForJournalsToo = true;

String.prototype.getNextFreeName = function() {
       var numberRegExp = / \(([0-9]+)\)$/;
       var match = numberRegExp.exec(this);
       if (match) {
               var num = parseInt(match[1]) + 1;
               return this.replace(numberRegExp," ("+num+")");
       }
       else {
               return this + " (1)";
       }
}

config.macros.newTiddler.checkForUnsaved = function(newName) {
	var r = false;
	story.forEachTiddler(function(title,element) {
		if (title == newName)
			r = true;
	});
	return r;
}

config.macros.newTiddler.getName = function(newName) {
       while (store.getTiddler(newName) || config.macros.newTiddler.checkForUnsaved(newName))
               newName = newName.getNextFreeName();
       return newName;
}


config.macros.newTiddler.onClickNewTiddler = function()
{
	var title = this.getAttribute("newTitle");
	if(this.getAttribute("isJournal") == "true") {
		title = new Date().formatString(title.trim());
	}

	// ---- these three lines should be the only difference between this and the core onClickNewTiddler
	if (config.newMeansNewForJournalsToo || this.getAttribute("isJournal") != "true")
		title = config.macros.newTiddler.getName(title);

	var params = this.getAttribute("params");
	var tags = params ? params.split("|") : [];
	var focus = this.getAttribute("newFocus");
	var template = this.getAttribute("newTemplate");
	var customFields = this.getAttribute("customFields");
	if(!customFields && !store.isShadowTiddler(title))
		customFields = String.encodeHashMap(config.defaultCustomFields);
	story.displayTiddler(null,title,template,false,null,null);
	var tiddlerElem = story.getTiddler(title);
	if(customFields)
		story.addCustomFields(tiddlerElem,customFields);
	var text = this.getAttribute("newText");
	if(typeof text == "string")
		story.getTiddlerField(title,"text").value = text.format([title]);
	for(var t=0;t<tags.length;t++)
		story.setTiddlerTag(title,tags[t],+1);
	story.focusTiddler(title,focus);
	return false;
};

//}}}

The Drow have forged for themselves an empire in [[Underrealm]]. Few in the Lost Coast know about it, but word is spreading. Both [[Kaer Bannen]] and [[Kaer Crannog]] are currently at war with the empire of [[Nokkadal]]. They've spread quite wide across [[Kalanth]]. They are even at war with the [[Empire of Grawl]] who they see as trying to invade their territory in search of the minerals they need to produce their black powder.
This village is a trade post of sorts connecting the fertile plains to the south with the lands in the north. It sits on two old paved roads. One running through the hills to the mountain gates of [[Kaer Bannen]] and the other north to the [[Village of Newt]] and the edge of the Elven Empire of [[Cre Velan]]. It is also a good spot for river traffic heading downriver to [[New Tessel]].
This is another small village that makes it’s living off of pirates. Unlike [[South Haven]] though, there are not that many ships here. Pirates still land here though to pick up supplies and crew.
[[Orcs]] were created by [[Iso]] shortly after [[Humans]]. While [[Humans]] became enslaved the [[Orcs]] flourished in the jungle interior of [[Kalanth]]. They forged a great empire that encompassed almost the entire jungle. Today they are trying to spread over the [[Lost Coast]] as well as the rest of [[Kalanth]]. They have united under the hand of their living god Grawl to form the [[Empire of Grawl]].

Lifespan: 90 to 130 Years Old
Summary:

The [[Order of Jorunn]] was founded during the Reign of [[Relmak I]]. These men swore fealty to the realm of man. Their main goal was protection of the empire. This order was at it’s height during the reight of [[Relmak IV]], Relmak the Builder. They spread to every major city that the dwarves were constructing. There was always a few protecting the king. The weakness of the order was revealed though during the [[War of the Twins]]. The leaders of the order at the time in order to preserve the balance within the order refrained from choosing a side in the conflict. After both twins fell, the local lords & ladies turned on the Order. They were hunted down and killed wherever they were found. Some did escape. Those that did, passed the teachings down to their children. The only place where the Order still exists is a small fortress on an island in the middle of Fall Lake. They do not allow visitors. Most cities that are run by nobles tend to consider Jorunn’s as criminals. The Order of Jorunn was divided into two sects, the Peacekeepers and the Warbringers.

Peacekeepers acted as judge, jury, and executioner where ever they went. They carried out the law of the empire to the best of their judgement. Warbringers were the master at arms for the armies of the empire. They trained in all martial and tactical skills. They lived for war and had an honor code all their own. It was common for the Relmak emperor to be raised and trained by both a Peacekeepr and a Warbringer. One to teach them the law and justice and the other to teach them the art of war. These two also acted as his prime body guards and followed him everywhere. 



ORIGINS:

The Order of Jorunn was founded at the birth of the Relmak Empire. When Relmak the I began uniting the tribes of man he was aided in his quest by an elite cadre of Knights. Of these, was Lord Araben Jorunn. It is said that during the attempts to quell the northern tribes invasion Relmak and a handful of knights were cut off from the main body of their force. They were then set upon by archers. Jorunn stepped in front of Relmak and blocked his ruler from harm. 

Lord Jorunn was then tasked with creating an elite bodyguard force to protect the king as he had. This force became the first iteration of the Order of Jorunn. These were simply knights pledged to give their lives to protect the King. These were to become the Shields of Relmak, the first and core members of the Order. The highest members of this group advised the king in matters of War. These later became the branch known as the Warbringers and acted both as advisors and generals. 

As the centuries passed, their Order expanded. It was during the reign of Relmak III that they were tasked with acting as royal judges. This was the birth of the Peacebringers for soon the knights went out among the people to judge cases and trials in the name of the king. 

The true birth of the Peacebringers came though during the reign of Relmak IV. Although the new ruler did not want to completley destroy the Peacebringers, he feared their power and forbade them to carry any weapons. This though did not order them not to fight. It was this loophole that brought about the Peacebringers in their current iteration. Sir Thomas Dolman was the man to come up with the answer. Dolman has been traveling for some time and was actually a Warbringer as the other sect was called. 

The Warbringers had within them a small group known as "Weaponmasters" these men dedicated their lives to the study of a single weapon and mastered it's techniques and applicatoins and then taught them to the other Warbringers. Dolman had become a weaponmaster, but of the body. He had traveled far from the Lost Coast to other lands in order to master all hand to hand combat techniques. 

The order for Peacebringers to not carry weapons did not mean they could not fight. Dolman took it upon himself to arm the Peacebringers with their bodies. This was the creation of the sect as it stands today. The Peacebringers are as lethal without weapons as most men are with them. They carry no arms and wear no armor. 

This order to not carry weapons was rescinded during the reign of Relmak VI, but by then the order was established. Although some Peacebringers did eventually branch out to use weapons the true peacebringer fought with his hands.

The only other sect to come into existance over this time frame were the Secret Keepers. The Order had within it a vast amount of information on the various rulers having been bodyguards to the royal family, advisors in war, and also judges in most of the major cases. All that information was given to a small select number of members tasked with keeping track of it. 

At first they were merely bookkeepers, but shortly after the death of Relmak I they became bound to not talk of what they saw or heard. They also are said to have crafted a secret monastery to hold their secrets for future generations and for the next ruler. They traveled there from the capital through a special dimensional portal that only members and the king had keys to. It is said that after the War of the Twins all members of the Keepers of Secrets fled and have not been seen since. The secrets of the empire and the kings has gone with them.

Others say that several Keepers were unable to make it back to the portal before the riots that tore through the capital began and as such their keys were either lost or wandering about with people who know not what they are. 

Either way, the Secret Keepers if they did exist and still do are another piece of history lost when the empire fell apart.

SUMMARY OF SECTS:

* Shields of Relmak
*Warbringers 
** Weaponmasters 
** Generals 
* Peacebringers
**  The Hidden 
** The King's Voice 
** The Peacebringers 
* Secret Keepers

CURRENT STATUS:

The Order of Jorunn bore the brunt of the people's frustration at the end of the War of the Twins. When it became common news that there was to be no heir to the throne with a direct bloodline the first claims went up from those near or close in bloodlines. This lead to the first conflicts and wars. The nobles and merchants began trying to put their favored on the throne. In some places, like in Dragon's Rest, the Duke quashed any who didn't support him. In others, the churches rose up such as Tanzibar. 

The nobles and merchants though could agree on one thing, the Order of Jorunn was to blame. Many old slights due to judgements against them or jealousy at being so close to the previous kings helped fuel the anger. That combined with the fact that the Order of Jorunn trained both sons equally before the war led to their demise. Many were slain or drawn into kangaroo courts and hung. Some went into hiding, swearing the blood line was still intact and the true heir would reveal themselves. 

Today the Order is a splintered group in hiding. Only a handful of Warmasters are known to still exist, and they've returned to the capital in Solmode to await the return of the bloodline. Peacekeepers are still spotted out in the wild places or in various cities where they carry out their duties of bringing justice to the lawbreakers although now they do it silently.

The Secret Keepers have vanished and their portal remains dormant. Wizards have studied it yet failed to activate it properly. It's been set to open to numerous other locations none of which are safe unless the proper runed key is locked into place.

Overall the organization is a mere shadow of what it was. Many of them are still alive but they are lost among the rest of the populace or remain hidden waiting for the empire to be reunited.
There are various organizations working on the [[Lost Coast]]. They range from Good to Evil, and everywhere in between. Below is a list of these organizatoins. Click on a name to find out more about it.

|borderless|k
|[[Order of Jorunn]] - Spans the Entire [[Lost Coast]] |[[Black Dawgs]] - Gang in [[Erenta]] |
|[[Golden Delvers]] - Spans the Entire [[Lost Coast]]  |[[Red Blades]] - Gang in [[Erenta]]  |
|[[Blackcloaks]] - Spans the Entire [[Lost Coast]]  |[[Fey Nasties]] - Gang in [[Erenta]]   |
|[[Caliphs of Cog]] - Spans the Entire [[Lost Coast]]  |  |
|[[Squad 13]] - Spans the Entire [[Lost Coast]]  |  |
|[[The Society of Engineers]] - Spans the Entire [[Lost Coast]]  |  |
|[[The Shadow Sect]] - Spans the Entire [[Lost Coast]]  |  |
|[[The Nightwalkers]] - Spans the Entire [[Lost Coast]]  |  |
|[[The Grimm Tyrants]] - Spans the Entire [[Lost Coast]]  |   |
|[[The Magisters of Sigor]] - Spans the Entire [[Lost Coast]]  |   |
|[[Verdant Circle]] - Spans the Entire [[Lost Coast]]  |  |
|[[The King's Army]] - The remnants of the Empire's army.  |  |
|[[The Arcanum]] - The most prestigious Arcane University in the Empire.  |  |

[[Iso]] alone was first. He sat in the dark and molded the world. He created [[Daras]] from the ether of chaos and astral energy. The things that lived here were not pleased. [[Iso]] pushed them aside and placed [[Daras]] at the center of the universe. He encased it in protecting shields of Astral Energy and Chaos. He forced the other creatures to leave. They were not happy.

[[Iso]] then created [[Vestus]] and [[Orn]]. He told [[Vestus]] it's first daughter to rule the night. He gave her the moons as her eyes to light up the night. [[Orn]] he gave the suns to act as his eyes. He married them. They were to watch over [[Daras]] all the time. Each had to sleep, so they took turns. 

[[Iso]] was pleased so far with his world, but it was very boring. He crafted trees and water and animals to fill up the blank places of [[Daras]]. He created [[Lyf]] and [[Dythe]] to watch these creations. [[Lyf]] was given the pantheon of life and [[Dythe]] was given the job of Death. But all that life and death led to the first new deity. This was the [[Wylde]], the nameless beast. [[Iso]] did not see [[Wylde]] when he created the first creatures. [[Orn]] also did not see it. [[Vestus]] though watched over the night, and she first saw the [[Wylde]] creep along the paths of [[Daras]]. This was not right. The gods were to watch, not take part. Only [[Lyf]] & [[Dythe]] had tasks on [[Daras]], not the watchers. [[Vestus]] though had to take action.

[[Vestus]] gave chase across the surface of [[Daras]]. [[Vestus]] cornered [[Wylde]] and commanded it to return to [[Iso]] and give up it's deification. It struck and plucked out one of her eyes. She chased again but could not find him but she did find her eye. 

[[Vestus]] returned to tell [[Iso]] of the thing he had created. He could not repair what the [[Wylde]] had done. He took her eye and he crushed it into a million pieces and scattered them across the night sky. He told her these would be her eyes to watch all places. He gave her a patch to cover the whole in her face. 

[[Iso]] though was furious that this thing sat in his world. He asked Dythe to take it, but Dythe said he could not he had to wait till it died. [[Lyf]] could not find it among his lists so it had no end according to him. [[Iso]] decided that it needed to be restrained or killed. He created the first creatures with intelligence to contain the [[Wylde]]. He called them Dragons and placed them upon [[Daras]]. They proclaimed three kings to rule themselves. One ruled the air, one ruled the sea, and one ruled the land. They were [[Relvarant]] who ruled the air. [[Gormyntongue]] took over the Earth. [[Lokavandirtide]] ruled the sea. The dragons paid homage to them and set upon their task to hunt the [[Wylde]].

The Dragons gave chase to the [[Wylde]]. The [[Wylde]] fearing capture hid itself in all creatures and all plants. It even hid in the Dragons. No one could find [[Wylde]], but he stalked the hearts of all creatures now on [[Daras]]. The Dragons with no one else to fight fought each other. The three great dragons tired of the fighting, and hid in their realms as [[Wylde]] had in hid in the hearts of the Dragons. [[Relvarant]] went into the clouds and the wind. [[Gormyntongue]] went into the earth and soil. [[Lokavandirtide]] went into the ocean and the rivers. Each ruled the path of their realms and forgot their fighting children.

[[Iso]] was not happy. The Dragons fought too much. Their leaders were busy with the movement of the earth, the air and the water. He decided to create something that would reign them in. He crafted the Eladrin and the Shadar Kai to fight the Dragons. One from the essence of the [[Feywild]] and one from the essence of the [[Shadowfell]]. The Dragons were not happy. They had watched the crafting of these creatures. They crafted the Dragonborn in their image to fight. The three sides fought. The Dragonborn locked the [[Shadowfell]] and the [[Feywild]] away from the realm of the [[Material Plane]]. They then built a mighty empire under their master's tutelage. But these creatures then waged war on each other.

[[Iso]] was not happy. Now war had come to [[Daras]]. It's name was [[Grimm]], and he stalked the fields for blood. He raged against all. Also came the crafter [[Cog]], who built the cities and buildings to house the Eladrin, Tieflings and Dragonborn. These were new things, new Gods of these thinking creatures. Even the dragons were under their sway. 

[[Iso]] was much displeased. He wanted more to fight the Dragons and stop these Dragonborn. [[Iso]] went mad with creation. So he crafted the Elves, the Dwarves, and the Gnomes to help. Then he crafted the Humans and the Haflings. Then he built the Orcs, and the Trolls, and so came the whirlwind of all the man races. 

Finally, [[Iso]] was tired. He had crafted many things to fight the Dragons and then to fight each other. The world was full of fighting. [[Vestus]] and [[Orn]] watched their father's creation with sadness. [[Iso]] saw now other Gods. His creations giving birth to these weak things that grew as their influence spread. These were the gods of the man things.

There were several though that sought to block [[Iso]]. [[Grimm]] & [[Cog]] were their leaders, one the force of destruction the other the force of creation. Next to them they had the twins [[Levos]] who ruled hate and [[Symon]] who ruled Love. They had the [[Kovan]] who ruled curiosity. Finally they had god [[Jind]] who ruled justice. This pantheon represented the thinking creatures and they fought against [[Iso]]. They crafted an army of immortal soldiers to fight [[Iso]]. 

[[Iso]] hadn't realized how much energy he had given up in his whirlwind of creation. He had also underestimated the power of faith from his thinking creations. This war lasted long and [[Iso]] realized he could not best their army of undying soldiers. He used subterfuge and guile to scar the gods who stood against him. They came from mortals and were flawed to his perfection. He turned [[Grimm]] against [[Cog]] in a never ending fight. He drove [[Levos]] mad and gave her the dominion of Madness and [[Symon]] he gave the dominion over lust to distract her. [[Kovan]] he gave the realm of knowledge to stop fighting him. [[Jind]] he blinded with the promise that justice was only true when blind. 

[[Iso]] angry at his creations created a new pantheon of Gods to keep them from growing too powerful again. He crafted [[Fratal]] the god of fear to keep them in check. He crafted [[Karn]] the god of pain to make them hurt. He crafted [[Pucious]] the god of disease to make them ill. Finally he crafted [[Sigor]] the god of famine to weaken their numbers. 

[[Iso]] was tired of what he had created. He retired from the world and let them fight it out. He left the world, but hid the path to his home. He waited to see who would find him from his creation.
[[Orn]] ~ God of the Day & Protection and Husband to [[Vestus]]
[[Orn]] is the protector of [[Daras]] and the God of Day. He stands against any who would threaten the world that [[Iso]] has created. He looks after all of his father's creations and his followers preach this. His followers are welcome everywhere they go. It is also highly praised for members of this order to marry. It is rare for members of this order to marry followers of [[Vestus]], but this is highly praised and when a follower of Orn marries a follower of [[Vestus]] it is seen as a highly blessed wedding.
Decios (Fourteenth Month), Day 12

The winter festival is usually a large feast for friends and family to mark the end of the year and to get the families through the cold of winter. This is another period of gift exchange between friends and families. The whole point is usually to help ease the winter months and give people something to look forward to.
Gustis (Eighth Month), Day 9

This festival marks the eclipse of [[Orn]] by Isi. It is the summer festival and usually marks the hottest period of the year. It is common during the evenings of these days to take part in various activities into the night. It is even common for businesses to start their hours in reverse on [[Ornvaken]]. During this period businesses are open at night, and closed during the day. This will last through to [[The Great Forgiving]]. The beginning of this day is usually marked by special sales at various businesses to mark [[Ornvaken]]. There is also usually what’s called an “airing of grievances” in the city square where people are allowed to call out anyone who has wronged them and call their crimes loud and wide. If the other party agrees to the grievance, then it is expected that they will have to exchange gifts at [[The Great Forgiving]]. This day also marks a time when it is of great import to settle duels, especially among the nobility who save duels and parties for Ornvaken.

Another small fishing village on the coast. This village though also has a large dock for ships from up the coast, although mostly just warehouses rest here.
[[Otom]] ~ God of Art & Beauty
[[Otom]] is the goddess of Art & beauty. She was around during the formation of [[The Cabal]], but took no part in the conflict. Her followers are seen as neutral in all aspects. She looks after art and beauty. Her followers travel and create things of beauty.
Warlocks are not trusted on the Lost Coast. But the most feared are those that commune with the forces that have been forced out by [[Iso]]. These are the [[Outsiders]]. They have made a dangerous deal, gaining their powers from these creatures in exchange for somehow making it possible for their return. Few know what it's like to promise the destruction of everything for power. They forsake religion, civilization, and even their own safety in hopes of gaining more and more power. They have a problem though being hunted down by [[Squad 13]]. The squad makes use of Warlocks, but they are always afraid that one will turn out to be an outsider.

@@font-weight:bold;font-size:1.4em;color:#444;//Outsider Path Features//&nbsp;&nbsp;@@
@@font-weight:bold;font-size:1em;color:#444;//Touch of the Outside(11th level): //&nbsp;&nbsp;@@ When you spend an action point you become insubstantial until the end of your next turn.
@@font-weight:bold;font-size:1em;color:#444;//Outsider's Luck(11th level)://&nbsp;&nbsp;@@ When you score a critical hit you become insubstantial until the end of your next turn.
@@font-weight:bold;font-size:1em;color:#444;//Curse of the Outside(16th level)://&nbsp;&nbsp;@@ When you apply your Warlock's Curse extra damage, you can choose to apply 1d6 extra psychic damage.

@@font-weight:bold;font-size:1.4em;color:#444;//Outsider Spells//&nbsp;&nbsp;@@

@@font-weight:bold;font-size:1em;color:#CC0033;//External Rage Attack Level 11://&nbsp;&nbsp;@@
@@font-weight:bold;font-size:1em;color:#444;//Encounter * Arcane, Implement, Pyschic
Standard Action		Ranged 10
Target://&nbsp;&nbsp;@@ One Creature
@@font-weight:bold;font-size:1em;color:#444;//Attack://&nbsp;&nbsp;@@ Charisma vs. Will
@@font-weight:bold;font-size:1em;color:#444;//Hit://&nbsp;&nbsp;@@ 2d12 + Charisma Pyschic Damage

@@font-weight:bold;font-size:1em;color:#CC0033;//Step of the Outsider Utility Level 12://&nbsp;&nbsp;@@
@@font-weight:bold;font-size:1em;color:#444;//Encounter * Arcane
Minor Action    		Personal
Effect://&nbsp;&nbsp;@@ You become insubstantial until the end of your next turn. Ignore diffucult terrain as well.

@@font-weight:bold;font-size:1em;color:#666666;//Unmake the World Attack Level 20://&nbsp;&nbsp;@@
Daily * Arcane, Implement, Pyschic
Standard Action			Burst 5
Target: All creatures in Burst
Hit: 2d8 + Charisma modifier Pyschic Damage. Until the end of the encounter all targets hit by the Unmaking treat you as insubstational when applying damage and all terrain as rough terrain (save ends).
Miss: Half damage. Until the end of the next turn targets treat all terrain as rough terrain.
Genasi Swordmaster
Does not have memory of his own life beyond 9 months ago; but does seem to
have a memory of the world. He awoke one evening in a farm field just as a
storm was clearing. A smoking column brought him to discover an unconcious
and badly hurt half-elf. He picked the boy up carried him to the farm house
in the distance. The family was terribly concerned for the boy and ever so
grateful that this stranger had expressed such kindness.

The commotion of the evening allowed the genasi to fall to the background
and try to regain his footing. Who was he? Where did he come from? How did
he end up in that field? The family offered a room for the stranger to stay
in, he didn't sleep at all that night. The half-elf had stabilized by the
morning, but remained unconcious. He decided to not reveal that he had lost
his memory and instead revealed as little about himself to his new hosts as
possible, they simply know that he was traveling and would stay in villages
from time to time to work and earn money. After a few days, once the boy had
awoken, the family asks if he would stay and help on the farm until the boy
was able to return to work.

The genasi stayed on the farm and worked. He became friends with the boy,
and they grew to be like brothers. While he had no memory of it, he knew he
was involved in some way with the lightning storm that so badly hurt his
dear friend and so he carries a great amount of guilt with him over that. He
has only revealed that he has no memory to the half-elf, as well as the
guilt he feels. The half-elf holds no ill-will and only wants to see his
"brother" find out who he really is. The genasi will always feel the need to
protect the half-elf for what he feels he did to him.

The genasi doesn't remember anything about himself but he has discovered
that he is not simply an ordinary farm worker. One day while in town, a gang
of local boys attacked the genasi for being different; his reflexes kicked
in and he was able to put down their assault with ease. His skill with a
sword and an affinity for magic come naturally to him.

When the Squad 13 agent came to the farm, he didn't come only for the
half-elf. He wanted both of them to accompany him and see if they had what
it takes to fight the things that hide behind the shadows of the world.
 
/***
|''Name:''|PasswordOptionPlugin|
|''Description:''|Extends TiddlyWiki options with non encrypted password option.|
|''Version:''|1.0.2|
|''Date:''|Apr 19, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#PasswordOptionPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
***/
//{{{
version.extensions.PasswordOptionPlugin = {
	major: 1, minor: 0, revision: 2, 
	date: new Date("Apr 19, 2007"),
	source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
	coreVersion: '2.2.0 (Beta 5)'
};

config.macros.option.passwordCheckboxLabel = "Save this password on this computer";
config.macros.option.passwordInputType = "password"; // password | text
setStylesheet(".pasOptionInput {width: 11em;}\n","passwordInputTypeStyle");

merge(config.macros.option.types, {
	'pas': {
		elementType: "input",
		valueField: "value",
		eventName: "onkeyup",
		className: "pasOptionInput",
		typeValue: config.macros.option.passwordInputType,
		create: function(place,type,opt,className,desc) {
			// password field
			config.macros.option.genericCreate(place,'pas',opt,className,desc);
			// checkbox linked with this password "save this password on this computer"
			config.macros.option.genericCreate(place,'chk','chk'+opt,className,desc);			
			// text savePasswordCheckboxLabel
			place.appendChild(document.createTextNode(config.macros.option.passwordCheckboxLabel));
		},
		onChange: config.macros.option.genericOnChange
	}
});

merge(config.optionHandlers['chk'], {
	get: function(name) {
		// is there an option linked with this chk ?
		var opt = name.substr(3);
		if (config.options[opt]) 
			saveOptionCookie(opt);
		return config.options[name] ? "true" : "false";
	}
});

merge(config.optionHandlers, {
	'pas': {
 		get: function(name) {
			if (config.options["chk"+name]) {
				return encodeCookie(config.options[name].toString());
			} else {
				return "";
			}
		},
		set: function(name,value) {config.options[name] = decodeCookie(value);}
	}
});

// need to reload options to load passwordOptions
loadOptionsCookie();

/*
if (!config.options['pasPassword'])
	config.options['pasPassword'] = '';

merge(config.optionsDesc,{
		pasPassword: "Test password"
	});
*/
//}}}
This small lake is used mostly for fishing and growing of rice along it's banks. The city of [[Eastbank]] works hard to keep it protected.
Here is a list of various locations on the [[Lost Coast]]:
|borderless|k
|@@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@ | @@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@  | @@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@  |
|@@font-weight:bold;font-size:1.4em;color:#444;//City States://&nbsp;&nbsp;@@|-[[Dern]]|-[[Dorneg Forest]]|
|-[[Cre Velan]]|-[[Tamo]]|-[[Pepper Lake]]|
|-[[Krag Fral]]|-[[Isie]]|-[[Feywoods]]|
|-[[Tanzibar]]|-[[Atai]]|-[[Great Western Range]]|
|-[[Solmode]]|-[[Frye]]|-[[Underrealm]]|
|-[[New Tessel]]|-[[Kuoka]]|
|-[[Cre Zorlan]]|-[[Nani]]|
|-[[Dragons Rest]]|-[[Taisy]]|
|-[[Eastbank]]|-[[Kirras]]|
|@@font-weight:bold;font-size:1.4em;color:#444; //Cities://&nbsp;&nbsp;@@|-[[Ibura]]|
|-[[Kaer Bannen]]|-[[South Haven]]|
|-[[North Fjord]]|-[[North Haven]]|
|-[[Kaer Crannog]]|@@font-weight:bold;font-size:1.4em;color:#444; //Ruins://&nbsp;&nbsp;@@|
|-[[South Fjord]]|-[[Xiltya]]|
|-[[Erenta]]|-[[Kaer Sovente]]|
|-[[Southbank]]|-[[Zorn]]|
|@@font-weight:bold;font-size:1.4em;color:#444; //Villages://&nbsp;&nbsp;@@|-[[Krag Lorne]]|
|-[[Oto]] |@@font-weight:bold;font-size:1.4em;color:#444;//Landmarks://&nbsp;&nbsp;@@|
|-[[Sosh]]|-[[Great Forest of Velan]]|
|-[[Urdu]]|-[[Swamp of Fraltan]]|
|-[[Village of Lente]]|-[[The EastPeaks]]|
|-[[Village of Newt]]|-[[Lake Merle]]|
|-[[Bochi]]|-[[Fall Lake]]|
|-[[Intoh]]|-[[Woods of Zorlan]]|
/***
|Name:|PrettyDatesPlugin|
|Description:|Provides a new date format ('pppp') that displays times such as '2 days ago'|
|Version:|1.0 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Source:|http://mptw.tiddlyspot.com/#PrettyDatesPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Notes
* If you want to you can rename this plugin. :) Some suggestions: LastUpdatedPlugin, RelativeDatesPlugin, SmartDatesPlugin, SexyDatesPlugin.
* Inspired by http://ejohn.org/files/pretty.js
***/
//{{{
Date.prototype.prettyDate = function() {
	var diff = (((new Date()).getTime() - this.getTime()) / 1000);
	var day_diff = Math.floor(diff / 86400);

	if (isNaN(day_diff))      return "";
	else if (diff < 0)        return "in the future";
	else if (diff < 60)       return "just now";
	else if (diff < 120)      return "1 minute ago";
	else if (diff < 3600)     return Math.floor(diff/60) + " minutes ago";
	else if (diff < 7200)     return "1 hour ago";
	else if (diff < 86400)    return Math.floor(diff/3600) + " hours ago";
	else if (day_diff == 1)   return "Yesterday";
	else if (day_diff < 7)    return day_diff + " days ago";
	else if (day_diff < 14)   return  "a week ago";
	else if (day_diff < 31)   return Math.ceil(day_diff/7) + " weeks ago";
	else if (day_diff < 62)   return "a month ago";
	else if (day_diff < 365)  return "about " + Math.ceil(day_diff/31) + " months ago";
	else if (day_diff < 730)  return "a year ago";
	else                      return Math.ceil(day_diff/365) + " years ago";
}

Date.prototype.formatString_orig_mptw = Date.prototype.formatString;

Date.prototype.formatString = function(template) {
	return this.formatString_orig_mptw(template).replace(/pppp/,this.prettyDate());
}

// for MPTW. otherwise edit your ViewTemplate as required.
// config.mptwDateFormat = 'pppp (DD/MM/YY)'; 
config.mptwDateFormat = 'pppp'; 

//}}}

 
 
 
 
[[Pucious]] ~ God of Disease
[[Pucious]] is the god of disease crafted by [[Iso]] to make the man things sick and strike them off of [[Daras]]. He is worshipped by depraved creatures and man things that detest their own kind. He often seeks to infect all things. 
/***
|Name:|QuickOpenTagPlugin|
|Description:|Changes tag links to make it easier to open tags as tiddlers|
|Version:|3.0.1 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#QuickOpenTagPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{
config.quickOpenTag = {

	dropdownChar: (document.all ? "\u25bc" : "\u25be"), // the little one doesn't work in IE?

	createTagButton: function(place,tag,excludeTiddler) {
		// little hack so we can do this: <<tag PrettyTagName|RealTagName>>
		var splitTag = tag.split("|");
		var pretty = tag;
		if (splitTag.length == 2) {
			tag = splitTag[1];
			pretty = splitTag[0];
		}
		
		var sp = createTiddlyElement(place,"span",null,"quickopentag");
		createTiddlyText(createTiddlyLink(sp,tag,false),pretty);
		
		var theTag = createTiddlyButton(sp,config.quickOpenTag.dropdownChar,
                        config.views.wikified.tag.tooltip.format([tag]),onClickTag);
		theTag.setAttribute("tag",tag);
		if (excludeTiddler)
			theTag.setAttribute("tiddler",excludeTiddler);
    		return(theTag);
	},

	miniTagHandler: function(place,macroName,params,wikifier,paramString,tiddler) {
		var tagged = store.getTaggedTiddlers(tiddler.title);
		if (tagged.length > 0) {
			var theTag = createTiddlyButton(place,config.quickOpenTag.dropdownChar,
                        	config.views.wikified.tag.tooltip.format([tiddler.title]),onClickTag);
			theTag.setAttribute("tag",tiddler.title);
			theTag.className = "miniTag";
		}
	},

	allTagsHandler: function(place,macroName,params) {
		var tags = store.getTags(params[0]);
		var filter = params[1]; // new feature
		var ul = createTiddlyElement(place,"ul");
		if(tags.length == 0)
			createTiddlyElement(ul,"li",null,"listTitle",this.noTags);
		for(var t=0; t<tags.length; t++) {
			var title = tags[t][0];
			if (!filter || (title.match(new RegExp('^'+filter)))) {
				var info = getTiddlyLinkInfo(title);
				var theListItem =createTiddlyElement(ul,"li");
				var theLink = createTiddlyLink(theListItem,tags[t][0],true);
				var theCount = " (" + tags[t][1] + ")";
				theLink.appendChild(document.createTextNode(theCount));
				var theDropDownBtn = createTiddlyButton(theListItem," " +
					config.quickOpenTag.dropdownChar,this.tooltip.format([tags[t][0]]),onClickTag);
				theDropDownBtn.setAttribute("tag",tags[t][0]);
			}
		}
	},

	// todo fix these up a bit
	styles: [
"/*{{{*/",
"/* created by QuickOpenTagPlugin */",
".tagglyTagged .quickopentag, .tagged .quickopentag ",
"	{ margin-right:1.2em; border:1px solid #eee; padding:2px; padding-right:0px; padding-left:1px; }",
".quickopentag .tiddlyLink { padding:2px; padding-left:3px; }",
".quickopentag a.button { padding:1px; padding-left:2px; padding-right:2px;}",
"/* extra specificity to make it work right */",
"#displayArea .viewer .quickopentag a.button, ",
"#displayArea .viewer .quickopentag a.tiddyLink, ",
"#mainMenu .quickopentag a.tiddyLink, ",
"#mainMenu .quickopentag a.tiddyLink ",
"	{ border:0px solid black; }",
"#displayArea .viewer .quickopentag a.button, ",
"#mainMenu .quickopentag a.button ",
"	{ margin-left:0px; padding-left:2px; }",
"#displayArea .viewer .quickopentag a.tiddlyLink, ",
"#mainMenu .quickopentag a.tiddlyLink ",
"	{ margin-right:0px; padding-right:0px; padding-left:0px; margin-left:0px; }",
"a.miniTag {font-size:150%;} ",
"#mainMenu .quickopentag a.button ",
"	/* looks better in right justified main menus */",
"	{ margin-left:0px; padding-left:2px; margin-right:0px; padding-right:0px; }", 
"#topMenu .quickopentag { padding:0px; margin:0px; border:0px; }",
"#topMenu .quickopentag .tiddlyLink { padding-right:1px; margin-right:0px; }",
"#topMenu .quickopentag .button { padding-left:1px; margin-left:0px; border:0px; }",
"/*}}}*/",
		""].join("\n"),

	init: function() {
		// we fully replace these builtins. can't hijack them easily
		window.createTagButton = this.createTagButton;
		config.macros.allTags.handler = this.allTagsHandler;
		config.macros.miniTag = { handler: this.miniTagHandler };
		config.shadowTiddlers["QuickOpenTagStyles"] = this.styles;
		store.addNotification("QuickOpenTagStyles",refreshStyles);
	}
}

config.quickOpenTag.init();

//}}}

The [[Lost Coast]] Is home to a multitude of races. Here are the most common ones and how they fit into the general world.

|borderless|k
|@@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@ | @@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@  | @@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@  |
|@@font-weight:bold;font-size:1.4em;color:#444;//God Races://&nbsp;&nbsp;@@ |@@font-weight:bold;font-size:1.4em;color:#444;//Iso's Races://&nbsp;&nbsp;@@    |@@font-weight:bold;font-size:1.4em;color:#444;//New Breeds://&nbsp;&nbsp;@@     |
|-[[Devas]] |-[[Eladrin]]    |-[[Half Orc]]      |
|-[[Tieflings]]  |-[[Shadar Kai]]   |-[[Half Elf]]   |
|@@font-weight:bold;font-size:1.4em;color:#444;//Wylde Races://&nbsp;&nbsp;@@ |-[[Elves]]     |-[[Drow]]      |
|-[[Shifters]] |-[[Dwarves]]  |-[[Doppleganger]]  |
|-[[Goliath]]  |-[[Gnomes]]  |-[[Minotaur]]  |
|-[[Kenku]]    |-[[Lizardmen]] |-[[Duergar]] |
|@@font-weight:bold;font-size:1.4em;color:#444;//Dragon Races://&nbsp;&nbsp;@@ |-[[Humans]]    |   |
|-[[Dragonborn]] |-[[Halflings]]  |@@font-weight:bold;font-size:1.4em;color:#444;//Out Siders://&nbsp;&nbsp;@@ |
|-[[Kobolds]] |-[[Orcs]]   |-[[Githzerai]] |
|-[[Warforged]] |-[[Bugbear]]   |-[[Gnoll]]  |
| |-[[Goblin]]   |-[[Githyanki]]  |
|            |-[[Hobgoblin]] |-[[Bullywug]]  |
|            |               |-[[Genasi]]    |


[[Iso]] crafted the universe and pushed aside the things that were here. These were the creatures from Outside or the Other place. No one is quite sure what they are. It's whispered they had a world all their own here and [[Iso]] took it and used it to craft this world after booting them out. He kept them from getting back by locking the universe up away from them. He did this with something he crafted called the [[Reality Key]]. [[Iso]] kept the key in a safe place on the [[Material Plane]]. It was crafted of the same material so it had to stay on the same plane. It stayed that way until the [[Wylde]] came into the world. [[Vestus]] and [[Orn]] pleaded with their father to use the key and lock it out as well. The [[Wylde]] though heard of this and stole the key. It savaged the key and spread them all over [[Daras]]. [[Iso]] gave up on the key, but his followers still remember it and all wish some day to find it and use it to cast the [[Wylde]] and it's followers out of the world. It's written about in the main book of [[Iso]] known as [[The Word]]. 
This gang works out of [[Erenta]] where they control the Merchant District & Old Residential District. They have an uneasy truce with the [[Black Dawgs]], but fight constantly against the [[Fey Nasties]] in the North who are encrouching on their territory.
The [[Lost Coast]] religions are broken down into various faiths. There is also an overall [[Origin Story]] for the religions.

|borderless|k
|@@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@ | @@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@  | @@color:#FFFFFF;//dddddddddddddddddddddddddd//&nbsp;&nbsp;@@  |
|@@font-weight:bold;font-size:1.4em;color:#444;//Old Gods://&nbsp;&nbsp;@@ |@@font-weight:bold;font-size:1.4em;color:#444;//The Cabal://&nbsp;&nbsp;@@ |@@font-weight:bold;font-size:1.4em;color:#444;//The Rage of Iso://&nbsp;&nbsp;@@ |
|-[[Iso]]|-[[Grimm]]|-[[Fratal]] |
|-[[Vestus]]|-[[Cog]] |-[[Karn]] |
|-[[Orn]]|-[[Levos]] |-[[Pucious]] |
|-[[Lyf]]|-[[Symon]] |-[[Sigor]] |
|-[[Dythe]]|-[[Kovan]] |@@font-weight:bold;font-size:1.4em;color:#444;//Independents://&nbsp;&nbsp;@@ |
|-[[Wylde]]|-[[Jind]] |-[[Tybol]] |
|@@font-weight:bold;font-size:1.4em;color:#444;//Dragon Gods://&nbsp;&nbsp;@@| |-[[Otom]] |
|-[[Relvarant]]| |-[[Minz]] |
|-[[Gormyntongue]]| | |
|-[[Lokavandirtide]]| | |
@@font-weight:bold;font-size:1.3em;color:#444; // [[Relmak I]], “The Uniter”, “The Destroyer”
Died: Age 45; Assassinated by Tiefling // &nbsp;&nbsp;@@

Relmak the first was originally born in the fertile valley of the horselords west Tessel ([[New Tessel]]). Tessel at this time was under human control, but was a dragonborn city. Relmak started uniting the tribes when he was 16. He had bested the leader of his tribe in single combat and became the new lord. He had united the horselords within 2 years. He immediately turned his forces on Tessel. It wasn’t long before he united the military forces under his control and moved to spread his influence. Sometime during this period the Order of Jorunn was founded. It would take him the next 20 years, but he managed to conquer the entire Lost Coast and start the reign of the [[Relmak line]]. It is unclear who hired the assassin that struck him down, or if it was a plot by the Tieflings in an attempt to crush the initial united human kingdom. Relmak’s assassination led to a great purging of Tieflings throughout the land. They were killed wherever they could be found for being traitors to the throne.
@@font-weight:bold;font-size:1.3em;color:#444; //[[Relmak II]], “The Diplomat”, “The Peacebringer”
Died: Age 55; Died while Hunting// &nbsp;&nbsp;@@

Relmak the second was only 15 when his father died. He felt the empire was too fragile in it’s current state to last. He used his new found power to grant lands and power to the nobility. He set up a well landed ruling class to help look over the cities and districts of his new empire. By the time he was 35, he had solidified the [[Relmak line]] and cleared the way for his new son. His son was politically gifted as he was, but as his father spent most of his time unifying the empire, the son had free time to study. He befriended all types as they wandered the empire. [[Relmak II]] finally died at the age of 55. By this time his son had taken over running the empire when he turned 21. [[Relmak II]] was hunting when he was thrown from his horse and broke his neck.
@@font-weight:bold;font-size:1.3em;color:#444; //[[Relmak III]], “The Kind”, “The Weakhearted”
Died: Age 52; Died of Old Age// &nbsp;&nbsp;@@

[[Relmak III]] spent a great deal of his youth traveling the empire with his father. He got to know all the man races. He spent time talking with Eldarin, Tieflings, Dragonborn, Halflings and Dwarves. He would meet with any race that he came across studying their culture and their ways. It is said by the time he took the throne when he was 21 that he had come to the conclusion that all races were equal. When his father died, [[Relmak III]] could no longer stand the palace in Tessel (soon to be [[New Tessel]]). He moved the capitol to [[Solmode]]. When the palace there was completed he celebrated the new palace and throne with the signing of the [[Treatise of Solmode]].

[[Relmak III]] only lived to be 52, passing away in his sleep. Today, he is one of the favorite rulers of the Relmak line.
@@font-weight:bold;font-size:1.3em;color:#444; //[[Relmak IV]], “The Merchant”, “The Greedy”, “The Paranoid”
Died: Age 48; Found Dead// &nbsp;&nbsp;@@

[[Relmak IV]] took over when his father passed away. He was 29 when he took the throne. [[Relmak IV]] spent most of his time with the merchants, his attention being towards economics and trade. Relmak helped establish the flowing economy that is still running today. It is much diminished from what it was during the [[Empire of Light]], but it still continues unabated. Relmak though made many enemies from the merchant families during his reign by moving trade routes. He founded the [[Blackcloaks]] to help keep an eye on the empire and protect him. This led to a lot of discord between the [[Blackcloaks]] and the [[Order of Jorunn]] who felt the protection of the king fell under their duty. [[Relmak IV]] always felt the Jorunn were more interested in protecting the realm then himself. Relmak was found dead in his study but it was not deemed Old Age. There were no marks on him.

@@font-weight:bold;font-size:1.3em;color:#444; //[[Relmak V]], “The Builder”, “The Engineer”
Died: Age 53; Died of Old Age// &nbsp;&nbsp;@@

[[Relmak V]] took over from his father after his death. He was 26 when he took the throne, only 3 years younger than his father. Relmak the V’s first order of business was to put together the [[Contract of Crannog]]. This contract led to the construction of the great cities, starting with rebuilding [[Solmode]]. The revamping of [[Solmode]] based on Dwarven engineering would lead to the construction of [[Tanzibar]], [[Dragons Rest]], and [[New Tessel]]. [[Relmak V]] finally passed away in his sleep.
@@font-weight:bold;font-size:1.3em;color:#444; //[[Relmak VI]], “The Religious”, “The Zealot”
Died: Age 70; Died of Old Age// &nbsp;&nbsp;@@

[[Relmak VI]] was a devout follower of [[Jind]]. He would spend almost his entire reign involved in matters of the faith. The realm though flourished even though [[Relmak VI]] spent most of his time studying religious matters. What [[Relmak VI]] did provide though was funds for the construction of large cathedrals in almost all the major cities. These funds were put to use by the local nobility to fund churches of whatever faith they followed.

@@font-weight:bold;font-size:1.3em;color:#444; //[[Relmak VII]], “The Arcane”, “The Mysterious”, “The Insane”
Disappeared: Age 45 Just disappeared// &nbsp;&nbsp;@@

Where [[Relmak VI]] was too busy with churches to do much with the country, his son would forgo religion and throw himself into the study of the Arcane. [[Relmak VII]] was most definitely a wizard of some sort, although it’s disputed to what level he brought his powers. It is known that [[Relmak VII]] would use his men in the [[Blackcloaks]] to gather to him the greatest collection of magical devices and treasures ever seen in the Empire. It is said that he constructed a great vault in which to keep these treasures. He studied some and others he kept locked up. It was also [[Relmak VII]] who created [[Squad 13]]. This force happened to be on guard duty when one of Relmak’s many experiments backfired. The resulting creature was defeated by [[Squad 13]]. [[Squad 13]] would come to protect some of Relmak’s most dangerous treasures and seek to destroy others. [[Relmak VII]] disappeared mysteriously when he was 45. Neither the [[Blackcloaks]] nor [[Squad 13]] were able to explain this disappearance. A funeral was held and his young sone would take the throne.
@@font-weight:bold;font-size:1.3em;color:#444; //[[Relmak VIII]], “The Studious”, “The Cursed”
Died: Age 38 Assassinated by Unknown Assassin “Wraithe”// &nbsp;&nbsp;@@

[[Relmak VIII]] took the throne at 17. He like his father and grandfather did not have much interest in the Empire. It is said that the fall of the Empire was predicted for nearly the last 100 years since the Relmak’s became less and less interested in what was happening to the lands of man. [[Relmak VIII]] continued this trend. His indecisiveness in what to study or what to do would spell disaster for the empire when he had twin sons. [[Relmak VIII]] had them both raised to be leaders some day, unable to decide which should rule.

This would spell disaster for the empire. Relmak was killed while studying in the great library in [[Solmode]]. It is said he was killed by [[Wraithe]], although no one truly believes this as that was more than 200 years ago and [[Wraithe]] today is working around the [[Lost Coast]]. Relmak was locked in his study, with but a small vent to enter the room. Everyone agrees that only magic could have killed him.
The Relmak Line were the line of Kings that ruled over the united [[Lost Coast]] for a little over 400 years. The final ruler was beset with Twins that doomed the empire and led to the [[War of the Twins]].

The [[Relmak line]]:
* [[Relmak I]] ~ "The Uniter", "The Destroyer"
* [[Relmak II]] ~ "The Diplomat", "The Peacebringer"
* [[Relmak III]] ~ "The Kind", "The Weakhearted"
* [[Relmak IV]] ~ "The Merchant", "The Greedy", "The Paranoid"
* [[Relmak V]] ~ "The Builder", "The Engineer"
* [[Relmak VI]] ~ "The Religious", "The Zealot"
* [[Relmak VII]] ~ "The Arcane", "The Mysterious", "The Insane"
* [[Relmak VIII]] ~ "The Studious", "The Cursed"

Total Time Ruled: 406 Years.
[[Relvarant]] (Dragon) ~ The Mightiest of Dragons to Claim the Air as his realm. 
The Dragon [[Relvarant]] watches over air and the winds. It is often worshipped by sailors and captains on airships. [[Relvarant]] is seen to be a mostly steady handed God. He is often shown as sad or angry due to the rains he can bring and the storms he calls. When he gives war to his sister [[Lokavandirtide]] the sea rages with the winds and rain of their fights.
/***
|Name:|RenameTagsPlugin|
|Description:|Allows you to easily rename or delete tags across multiple tiddlers|
|Version:|3.0 ($Rev: 5501 $)|
|Date:|$Date: 2008-06-10 23:11:55 +1000 (Tue, 10 Jun 2008) $|
|Source:|http://mptw.tiddlyspot.com/#RenameTagsPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
Rename a tag and you will be prompted to rename it in all its tagged tiddlers.
***/
//{{{
config.renameTags = {

	prompts: {
		rename: "Rename the tag '%0' to '%1' in %2 tidder%3?",
		remove: "Remove the tag '%0' from %1 tidder%2?"
	},

	removeTag: function(tag,tiddlers) {
		store.suspendNotifications();
		for (var i=0;i<tiddlers.length;i++) {
			store.setTiddlerTag(tiddlers[i].title,false,tag);
		}
		store.resumeNotifications();
		store.notifyAll();
	},

	renameTag: function(oldTag,newTag,tiddlers) {
		store.suspendNotifications();
		for (var i=0;i<tiddlers.length;i++) {
			store.setTiddlerTag(tiddlers[i].title,false,oldTag); // remove old
			store.setTiddlerTag(tiddlers[i].title,true,newTag);  // add new
		}
		store.resumeNotifications();
		store.notifyAll();
	},

	storeMethods: {

		saveTiddler_orig_renameTags: TiddlyWiki.prototype.saveTiddler,

		saveTiddler: function(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created) {
			if (title != newTitle) {
				var tagged = this.getTaggedTiddlers(title);
				if (tagged.length > 0) {
					// then we are renaming a tag
					if (confirm(config.renameTags.prompts.rename.format([title,newTitle,tagged.length,tagged.length>1?"s":""])))
						config.renameTags.renameTag(title,newTitle,tagged);

					if (!this.tiddlerExists(title) && newBody == "")
						// dont create unwanted tiddler
						return null;
				}
			}
			return this.saveTiddler_orig_renameTags(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created);
		},

		removeTiddler_orig_renameTags: TiddlyWiki.prototype.removeTiddler,

		removeTiddler: function(title) {
			var tagged = this.getTaggedTiddlers(title);
			if (tagged.length > 0)
				if (confirm(config.renameTags.prompts.remove.format([title,tagged.length,tagged.length>1?"s":""])))
					config.renameTags.removeTag(title,tagged);
			return this.removeTiddler_orig_renameTags(title);
		}

	},

	init: function() {
		merge(TiddlyWiki.prototype,this.storeMethods);
	}
}

config.renameTags.init();

//}}}

@@font-weight:bold;font-size:1.0em;color:#444;//[[Rog Stoutaxe]] (Dwarf) ~
Leader of Stoutaxe Clan//&nbsp;&nbsp;@@

[[Rog Stoutaxe]] is the leader of the Stoutaxe clan. He has ruled over the clan for almost 75 years since his father passed away. He has climbed in the Senate to become the lead speaker. The Bannen clan of [[Kaer Crannog]] blame the Stoutaxe clan for their clan's diminishment within the Kaer. Rog doesn't take it personally seeing it merely as a powerplay by the Bannen clan to take over two Kaer's. Rog has his hands full dealing with the war with the Drow and the loss of contact with the rest of the Dwarven Empire.
The [[Roland family]] is a line of dukes that has controlled [[Dragons Rest]] since the end of [[War of the Twins]]. 
/***
|Name:|SaveCloseTiddlerPlugin|
|Description:|Provides two extra toolbar commands, saveCloseTiddler and cancelCloseTiddler|
|Version:|3.0 ($Rev: 5502 $)|
|Date:|$Date: 2008-06-10 23:31:39 +1000 (Tue, 10 Jun 2008) $|
|Source:|http://mptw.tiddlyspot.com/#SaveCloseTiddlerPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
To use these you must add them to the tool bar in your EditTemplate
***/
//{{{
merge(config.commands,{

	saveCloseTiddler: {
		text: 'done/close',
		tooltip: 'Save changes to this tiddler and close it',
		handler: function(ev,src,title) {
			var closeTitle = title;
			var newTitle = story.saveTiddler(title,ev.shiftKey);
			if (newTitle)
				closeTitle = newTitle;
			return config.commands.closeTiddler.handler(ev,src,closeTitle);
		}
	},

	cancelCloseTiddler: {
		text: 'cancel/close',
		tooltip: 'Undo changes to this tiddler and close it',
		handler: function(ev,src,title) {
			// the same as closeTiddler now actually
			return config.commands.closeTiddler.handler(ev,src,title);
		}
	}

});

//}}}

 
 
 
 
/***
|Name:|SelectThemePlugin|
|Description:|Lets you easily switch theme and palette|
|Version:|1.0.1 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Source:|http://mptw.tiddlyspot.com/#SelectThemePlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!Notes
* Borrows largely from ThemeSwitcherPlugin by Martin Budden http://www.martinswiki.com/#ThemeSwitcherPlugin
* Theme is cookie based. But set a default by setting config.options.txtTheme in MptwConfigPlugin (for example)
* Palette is not cookie based. It actually overwrites your ColorPalette tiddler when you select a palette, so beware. 
!Usage
* {{{<<selectTheme>>}}} makes a dropdown selector
* {{{<<selectPalette>>}}} makes a dropdown selector
* {{{<<applyTheme>>}}} applies the current tiddler as a theme
* {{{<<applyPalette>>}}} applies the current tiddler as a palette
* {{{<<applyTheme TiddlerName>>}}} applies TiddlerName as a theme
* {{{<<applyPalette TiddlerName>>}}} applies TiddlerName as a palette
***/
//{{{

config.macros.selectTheme = {
	label: {
      		selectTheme:"select theme",
      		selectPalette:"select palette"
	},
	prompt: {
		selectTheme:"Select the current theme",
		selectPalette:"Select the current palette"
	},
	tags: {
		selectTheme:'systemTheme',
		selectPalette:'systemPalette'
	}
};

config.macros.selectTheme.handler = function(place,macroName)
{
	var btn = createTiddlyButton(place,this.label[macroName],this.prompt[macroName],this.onClick);
	// want to handle palettes and themes with same code. use mode attribute to distinguish
	btn.setAttribute('mode',macroName);
};

config.macros.selectTheme.onClick = function(ev)
{
	var e = ev ? ev : window.event;
	var popup = Popup.create(this);
	var mode = this.getAttribute('mode');
	var tiddlers = store.getTaggedTiddlers(config.macros.selectTheme.tags[mode]);
	// for default
	if (mode == "selectPalette") {
		var btn = createTiddlyButton(createTiddlyElement(popup,'li'),"(default)","default color palette",config.macros.selectTheme.onClickTheme);
		btn.setAttribute('theme',"(default)");
		btn.setAttribute('mode',mode);
	}
	for(var i=0; i<tiddlers.length; i++) {
		var t = tiddlers[i].title;
		var name = store.getTiddlerSlice(t,'Name');
		var desc = store.getTiddlerSlice(t,'Description');
		var btn = createTiddlyButton(createTiddlyElement(popup,'li'), name?name:t, desc?desc:config.macros.selectTheme.label['mode'], config.macros.selectTheme.onClickTheme);
		btn.setAttribute('theme',t);
		btn.setAttribute('mode',mode);
	}
	Popup.show();
	return stopEvent(e);
};

config.macros.selectTheme.onClickTheme = function(ev)
{
	var mode = this.getAttribute('mode');
	var theme = this.getAttribute('theme');
	if (mode == 'selectTheme')
		story.switchTheme(theme);
	else // selectPalette
		config.macros.selectTheme.updatePalette(theme);
	return false;
};

config.macros.selectTheme.updatePalette = function(title)
{
	if (title != "") {
		store.deleteTiddler("ColorPalette");
		if (title != "(default)")
			store.saveTiddler("ColorPalette","ColorPalette",store.getTiddlerText(title),
					config.options.txtUserName,undefined,"");
		refreshAll();
		if(config.options.chkAutoSave)
			saveChanges(true);
	}
};

config.macros.applyTheme = {
	label: "apply",
	prompt: "apply this theme or palette" // i'm lazy
};

config.macros.applyTheme.handler = function(place,macroName,params,wikifier,paramString,tiddler) {
	var useTiddler = params[0] ? params[0] : tiddler.title;
	var btn = createTiddlyButton(place,this.label,this.prompt,config.macros.selectTheme.onClickTheme);
	btn.setAttribute('theme',useTiddler);
	btn.setAttribute('mode',macroName=="applyTheme"?"selectTheme":"selectPalette"); // a bit untidy here
}

config.macros.selectPalette = config.macros.selectTheme;
config.macros.applyPalette = config.macros.applyTheme;

config.macros.refreshAll = { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
	createTiddlyButton(place,"refresh","refresh layout and styles",function() { refreshAll(); });
}};

//}}}

The [[Shadar Kai]] were crafted from the shadows of the [[Shadowfell]]. Like the [[Eladrin]], they were meant to wage war on the Dragons. This lasted until [[Iso]] felt they had failed and started crafting the next generation of races. The [[Shadar Kai]] felt betrayed by their god. They asked the [[Eladrin]] to turn on these newcomers. The [[Eladrin]] would not. The [[Shadar Kai]] tried to stop [[Iso]] from creating the [[Elves]], [[Dwarves]] and [[Gnomes]] but they could not do it alone. They retreated to the [[Shadowfell]] where they swore not to help these new races. Today, some of their more adventurous young have ventured to the Material plane to see what it's like.

Lifespan 250 to 300 Years Old
*Puberty: 50-70
*Maturity: 70-240
*Old Age: 245+

# Of Children: 1 maybe 2 their entire lives

@@font-weight:bold;font-size:1.4em;color:#444;//Culture://&nbsp;&nbsp;@@ 

[[Shadar Kai]] culture such as it is is dominated by those with the strongest personalities. The [[Shadowfell]] saps anything that lives in it for long. The [[Shadar Kai]] were crafted by [[Iso]] to live and dwell here. To do that, he gifted them with very strong personalities. This tends to have them constantly in conflict with one another. Their lives are filled with combat in all sorts. 

From youth, they are taught the importance of victory and that failure is not acceptable. Only the strongest have the right to rule. They must be physically strong, mentally strong, and emotionally strong. This leads to little compassion or understanding among them as these are seen as signs of weakness. Those that display too much of them are shunned or asked to leave. They often find a home among the humans are also seen as weak.

The [[Shadar Kai]] do have a sense of family and it is important to know both your standing in your family as it is to know where you stand among the other members of your clan. It is possible for a son or daughter to outshine his father and monther, or for a father and mother to always overclipse their children. This is a constant competition within the family as well as within the overall clan. Many looking in from outside would not see that underlying this fierce competition is a sense of pride and a love that stems from seeing one's blood dominate others even to see one's blood rise above themselves. A son would rather see himself best his father than anyone else. It's a hard concept for other races to understand, but this fierce competition and strength of personality has kept the [[Shadar Kai]] from fading into the gloom of the [[Shadowfell]].

The [[Shadowfell]] is a dark plane that borders on the realm of the dead. It is the plane of Shadow. The realm also intersects with the [[Material Plane]]. The Eladrin that got left here became the [[Shadar Kai]], warped by the dark energies. Almost all of them worship [[Dythe]] there. They were the ones who planned the attack on the Elves during their exodus through the [[Underrealm]]. This place is where the axis of the [[Shadowfell]] exist most frequently, although there are cultists who believe it is possible to create new axis in the [[Material Plane]]. Ideally, if enough axis are created it will unify the two planes.
@@font-weight:bold;font-size:1.0em;color:#444;//[[Sharphammer Bannen]] (Dwarf) ~
Youngest Member of Clan Bannen//&nbsp;&nbsp;@@

Sharphammer is the youngest of the Bannen clan. He has managed to parlay his position into being the de facto leader of Kaer Crannog, much to the chagrin of the elder members of the Bannen clan. It's rumored that he has done some underhanded things to get to his position, but most Dwarves that live in the Kaer realize that he's simply a very crude politician as well as a very sharp merchant.
Shifters are one of the oldest races. They are not welcome by many of [[Iso]]'s races. They were created by the [[Wylde]] after the [[Eladrin]], [[Dragonborn]], and [[Shadar Kai]] were created. The [[Wylde]] saw the crafting of these races and used that technique to craft the [[Shifters]]. Today they have blended in with the other races, trying to hide their origin. In some cities that are more loyal to [[Iso]] they are not welcome. Old followers still hunt them as much as they hunt the other Lycanthrope races.

Lifespan: 65 to 80 Years Old
 
[[Sigor]] ~ Gof of Famine & Undeath
[[Sigor]] is the goddess of famine. Crafted by [[Iso]] to starve the man things, she has few followers among the man things. She does though have her own creatures and servants. She often takes over the creatures of the undead and send them out with their undying hunger for human flesh. Thes starving creatures can never be sated and as such server her wishes.
@@font-weight:bold;font-size:1.0em;color:#444;//[[Sir Edmund Raleigh]] (Human)  DECEASED~
Founded the Eastbank Republic//&nbsp;&nbsp;@@

Sir Edmund Raleigh was a scholar in Eastbank after the fall of the [[Empire of Light]]. His proposals on changing the government to that of a Republic were very popular at the time. There was a stipulation in the founding of the Eastbank Republic that should the Relmak line return to the throne that Eastbank would suspend the Senate and support the newly found Emperor. His senate is based on land owners only. Raleigh wrote several works on government, and his writings are still studied today by almost all individuals that wish to know more about government.
/***
| Name:|SiteMapMacro|
| Author:|Simon Baird|
| Location:|http://simonbaird.com/mptw/#SiteMapMacro|
| Version:|1.0.3, 15-Mar-06|

!!Examples
See [[SiteMap]] and [[SliderSiteMap]] for example usage.

!!Parameters
* Name of tiddler to start at
* Max depth (a number) 
* Format (eg, nested, see formats below)
* Don't show root flag (anything other than null turns it on)
* Tags - a string containing a bracketed list of tags that we are interested in

!!History
* 1.0.3 (15-Mar-06)
** added tag filtering
* 1.0.2 (15-Mar-06)
** Added json format and dontshowroot option
* 1.0.1 (9-Mar-06)
** Added selectable formats and fixed nested slider format
* 1.0.0 (8-Mar-06)
** first release

***/
//{{{

version.extensions.SiteMapMacro = {
	major: 1,
	minor: 0,
	revision: 3,
	date: new Date(2006,3,15),
	source: "http://simonbaird.com/mptw/#SiteMapMacro"
};

config.macros.siteMap = {

	formats: {
		bullets: {
			formatString: "%0[[%1]]\n%2",
			indentString: "*"
		},

		// put this in your StyleSheet to make it look good.
		// .sliderPanel { margin-left: 2em; }

		sliders: {
			formatString: "[[%1]]+++\n%2===\n\n",
			formatStringLeaf: "[[%1]]\n"
		},

		openSliders: {
			formatString: "[[%1]]++++\n%2===\n\n",
			formatStringLeaf: "[[%1]]\n"
		},

		popups: {
			formatString: "[[%1]]+++^\n%2===\n\n",
			formatStringLeaf: "[[%1]]\n"
		},

		// these don't work too well
		openPopups: {
			formatString: "[[%1]]++++^\n%2===\n\n",
			formatStringLeaf: "[[%1]]\n"
		},
		
		// this is a little nuts but it works
		json: {
			formatString: '\n%0{"%1":[%2\n%0]}',
			formatStringLeaf: '\n%0"%1"',
			indentString: "  ",
			separatorString: ","
		}


	},

	defaultFormat: "bullets",

	treeTraverse: function(title,depth,maxdepth,format,dontshowroot,tags,excludetags) {

		var tiddler = store.getTiddler(title);
		var tagging = store.getTaggedTiddlers(title);

		if (dontshowroot)
			depth = 0;

		var indent = "";
		if (this.formats[format].indentString)
			for (var j=0;j<depth;j++)
				indent += this.formats[format].indentString;

		var childOutput = "";
		if (!maxdepth || depth < parseInt(maxdepth)) 
			for (var i=0;i<tagging.length;i++)
				if (tagging[i].title != title) {
					if (this.formats[format].separatorString && i != 0)
						childOutput += this.formats[format].separatorString;
					childOutput += this.treeTraverse(tagging[i].title,depth+1,maxdepth,format,null,tags,excludetags);
				}

		if (childOutput == "" && (
				(tags && tags != "" && !tiddler.tags.containsAll(tags.readBracketedList())) ||
				(excludetags && excludetags != "" && tiddler.tags.containsAny(excludetags.readBracketedList()))
				)
			) {
			// so prune it cos it doesn't have the right tags and neither do any of it's children
			return "";
		}

		if (dontshowroot)
			return childOutput;

		if (this.formats[format].formatStringLeaf && childOutput == "") {
			// required for nestedSliders
			return this.formats[format].formatStringLeaf.format([indent,title,childOutput]);
		}

		return this.formats[format].formatString.format([indent,title,childOutput]);
	},

	handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		wikify(this.treeTraverse(
			params[0] && params[0] != '.' ? params[0] : tiddler.title, 1, 
			params[1] && params[1] != '.' ? params[1] : null, // maxdepth
			params[2] && params[2] != '.' ? params[2] : this.defaultFormat, // format
			params[3] && params[3] != '.' ? params[3] : null, // dontshowroot
			params[4] && params[4] != '.' ? params[4] : null, // tags
			params[5] && params[5] != '.' ? params[5] : null // excludetags
			),place);
	}

}

//}}}
Information & Details on the "Lost Coast 4E Campaign" by Alex Perez
Lost Coast 4E Campaign
Online communication software which can be found here: http://www.skype.com/
This is the great city of spires created by Dwarven Engineers by the [[Lord Relmak II]]. The city keep is said to look south over the city of [[Zorn]]. Many Eldarin live here out of respect for what Relmak did for all the races.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Regent //&nbsp;&nbsp;@@

[[Solmode]] is the capital of the empire. The throne sits empty still. The city is still maintained by the Regent of the Throne. The current holder of the title is Arthur Pendle, chosen personally by his successor. Each Regent is allowed to choose his successor. The idea was only meant to last a few years between the aging of the crown. The passing of the Regent has now been passed from human to human since the [[War of the Twins]]. Nearly 250 years now. The Regent currently watching the throne is waiting for evidence to come forward that will allow the new king to sit on the throne.

@@font-weight:bold;font-size:1.0em;color:#444;//[[Mr. Potts]] (Warforged) ~
Personal Bodyguard to the Regent of Solmode//&nbsp;&nbsp;@@

[[Mr. Potts]] was originally Sir Potts during the [[Dragon Wars]]. He was one of the finest crafted warforged by the [[Dragonborn]]. He was built to slay dragons just by himself. He was gifted to the first Relmak king as a sign of the Dragonborn's surrender during the [[War of Freedom]]. His instructions at that time are the same as they are today, to protect the King of the empire from harm and in his abscence to protect the regent. Today, he protects the Regent of Relmak in [[Solmode]]. Even though the empire has crumbled he continues in his task. He himself has stopped nearly a dozen assassination attempts and even put down a near invasion. He is constructed from a unique alloy that will repair itself as long as he has sunlight hititng him. People have studied him although he does not allow such studies to stop his duties, nor has he allowed himself to be stopped in his duties. He's been kidnapped twice and both times returned to service on his own. 

@@font-weight:bold;font-size:1.0em;color:#444;//[[Zimm]] (Deva) ~
Head Officer of the ISA([[Institute for the Study of the Arcane]])//&nbsp;&nbsp;@@

[[Zimm]] served in the war against [[Iso]] and unlike his brethren who have forgotten many of their past lives, he has managed to remain mostly in one lifetime. As such he's a highly valuable source of information and knowledge. Zimm currently oversees the ISA for [[Squad 13]]. He's an unofficial member, but was instrumental in the groups founding during the [[Empire of Light]]. Although he takes little role in the running of the Squad, he does help give advice to those that seek it and sometimes reserves the right to address the leaders of the Squad and remind them of their task to the empire.

@@font-weight:bold;font-size:1.0em;color:#444;//[[Arthur Pendle]] (Human) ~
Regent of Solmode//&nbsp;&nbsp;@@

Arthur is the current Regent to the [[Empire of Light]]. He watches over the throne and supposedly the tithing of the various cities to the capital. Unfortunately, all the city states have ceded from the empire so no gold other than that generated in [[Solmode]] currently goes into the coffers. Arthur is known though as a loyalist to the empire, and continues to make payments to the organizations of the empire although at a much smaller amount than previously. Many of these organizations have shrunk in their time, except for the Great Bank which continues to operate brokerages in each major city.


The small village here is a fishing village.
This city is another trade post connecting the fertile plains to the north with the lands in the south. It sits here on the trade route between [[Dragons Rest]] and [[Kaer Crannog]]. The Halflings also run boats down to [[New Tessel]] from here.
This village is a pirate haven set in a secret cove on the island. Many pirates that sail up and down the [[Lost Coast]] make berth here. Sailors no longer welcome elsewhere make their way here for hopes of getting on a pirate ship.
This is a Halfling village on the shores of [[Lake Merle]] (Star 4). The Halflings here are happy to stay on their side of the lake, knowing the north shore borders the [[Swamp of Fraltan]]. Many of these Halflings go on to be river captains and run the waterways between the Dwarven city of [[Kaer Bannen]] and the great trade city of [[New Tessel]].
@@font-weight:bold;font-size:1.4em;color:#444;//Rules://&nbsp;&nbsp;@@

*[[Firearms]]
*[[Drugs, Narcotics]]

@@font-weight:bold;font-size:1.4em;color:#444;//Paragon Paths://&nbsp;&nbsp;@@

* [[Outsiders]] (Warlock, Dark Pact)

@@font-weight:bold;font-size:1.4em;color:#444;//Multi Class Feats://&nbsp;&nbsp;@@

*[[Firearms Weaponmaster Training]]
[[Squad 13]] is one of the oddities of the [[Empire of Light]] that still exists today. During the reign of [[Relmak VII]], “Relmak the Arcane” [[Squad 13]] was just a squad in the royal military. Relmak during one of his Arcane experiments unleashed a monster on the Lost Coast. [[Squad 13]] on duty that day helped put the creature down. [[Relmak VII]] tasked them with protecting the realm from such monsters and creatures that might destroy the Lost Coast. As his reign continued, many strange creatures and devices became part of [[Squad 13]]. Their knowledge of the Arcane and the Planes became fabled. Their main headquarters is in [[Solmode]]. Today they still operate under the decree that was placed upon them by Relmak the VII, defend the [[Lost Coast]] from threats from beyond. Although their agents have grown lower in numbers, they still hold one of the greatest troves of arcane devices in the [[Lost Coast]] and the greatest library on matters Arcane. Many wizards travel to [[Solmode]] in hopes of studying at [[Squad 13]]’s library. Their main base of operations is the [[Institute for the Study of the Arcane]], or the ISA. It’s still located right next to the royal grounds in [[Solmode]].
My original inspiration for them was a mix of the BPRD (The one from the Hellboy Comics), Dr. Strange (Marvel)
and a little bit of the Men in Black. I thought of them as a Paranormal Spy Agency.

The original idea was that this regular military unit was there to see something extraordinary and to save the King at the same time. They and the King realized there were greater dangers to the realm than just traitors and warring Dukes. They realized that beyond the veil of their small realm was a much larger universe. Not only that, but beyond that veil were truly malevolent forces hellbent on gaining entry to the world and not just destroying their realm but the globe.

They were [[Squad 13]], and have remained so. The fateful squad on duty that day and now forced to defend not just the realm but the world. As time as gone on they've continued their single task. Defending the world from dangers within and without. Demons, Vampires, Werewolves, invading space time monsters.

The Squad had it's greatest strength under the Relmak empire. They were funded by the empire and even fielded expeditions to other kingdoms and continents. Today, they are a shadow of what they were. They've been forced to find their own funding. But they still sit on all the relics and treasures they've discovered over the centuries as well as an arcane library second to none.

They are very careful with their recruiting. Sometimes they co-opt the very forces they were trying to stop if they can be turned to work for them. So today you might find vampires, werewolves, animated objects and what not all working with [[Squad 13]]. They make use of every resource they can find so long as they are working to protect reality.

The Empire comes second to protecting the world sometimes, something that's had to be done over the years. The Squad deals with very high magic issues as well as very covert issues. This is a mix of Fantasy & Espionage to run this type of game. I would think if players want to run a more classic form of campaign that they should stick with the [[Golden Delvers]].
.viewer table.borderless,
.viewer table.borderless * {
	border: 0;
}
This swamp was created during the dragon wars. No one is quite sure how it was created or how the city of [[Krag Fral]] sank into the swamp. The swamp today is home to a strong tribe of Lizardmen known as the [[Mudmen]]. They claim the swamp as their land and often hassle merchants traveling the old road to [[Krag Fral]]. They also sometimes put together raids on the city.
[[Symon]] ~ Goddess of Love & Lust
[[Symon]] is the twin sister of [[Levos]]. She was created at the same time by the man things. [[Symon]] was first simply the Goddess of Love. She was quite powerful, some say even more powerful than her sister. [[Iso]] realizing the power of Love tainted her with the pantheon of Lust and Desire. The two turned Symon from her path. She no longer desired just to love the man things, but to wallow in them. Her followers are welcome in most places, but all her followers must struggle with the weight of Lust & Desire to temper the pantheon of Love.
@@font-weight:bold;font-size:1.0em;color:#444;//[[Syndoe]] (Elf) ~
Druid of [[Vestus]]//&nbsp;&nbsp;@@

Of all the druids on the Coast, none are as well known as Syndoe. She has been alive since the [[Relmak line]] took power during the [[War of Freedom]]. She has appeared at various times in the past to both try and save the Coast from danger and also to try and destroy various creations. Her last great appearance was during the creation of the city of [[New Tessel]]. She led a force of creatures one night against the Dwarfen encampment here rebuilding the destroyed Dragonborn city. Her forces were eventually defeated, but she swore the city would doom the Coast. That a great evil lurked in the ruins best left slumbering. Some say they run into her in the wild places of the Coast, but she has made no major appearances although she is still believed to be alive.
<<allTags excludeLists>>
<<tabs txtMoreTab "Tags" "All Tags" TabAllTags "Miss" "Missing tiddlers" TabMoreMissing "Orph" "Orphaned tiddlers" TabMoreOrphans "Shad" "Shadowed tiddlers" TabMoreShadowed>>
<<allTags excludeLists [a-z]>>
 
/***
|Name:|TagglyTaggingPlugin|
|Description:|tagglyTagging macro is a replacement for the builtin tagging macro in your ViewTemplate|
|Version:|3.3.1 ($Rev: 6100 $)|
|Date:|$Date: 2008-07-27 01:42:07 +1000 (Sun, 27 Jul 2008) $|
|Source:|http://mptw.tiddlyspot.com/#TagglyTaggingPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!Notes
See http://mptw.tiddlyspot.com/#TagglyTagging
***/
//{{{

merge(String.prototype,{

	parseTagExpr: function(debug) {

		if (this.trim() == "")
			return "(true)";

		var anyLogicOp = /(!|&&|\|\||\(|\))/g;
		var singleLogicOp = /^(!|&&|\|\||\(|\))$/;

		var spaced = this.
			// because square brackets in templates are no good
			// this means you can use [(With Spaces)] instead of [[With Spaces]]
			replace(/\[\(/g," [[").
			replace(/\)\]/g,"]] "). 
			// space things out so we can use readBracketedList. tricky eh?
			replace(anyLogicOp," $1 ");

		var expr = "";

		var tokens = spaced.readBracketedList(false); // false means don't uniq the list. nice one JR!

		for (var i=0;i<tokens.length;i++)
			if (tokens[i].match(singleLogicOp))
				expr += tokens[i];
			else
				expr += "tiddler.tags.contains('%0')".format([tokens[i].replace(/'/,"\\'")]); // fix single quote bug. still have round bracket bug i think

		if (debug)
			alert(expr);

		return '('+expr+')';
	}

});

merge(TiddlyWiki.prototype,{
	getTiddlersByTagExpr: function(tagExpr,sortField) {

		var result = [];

		var expr = tagExpr.parseTagExpr();

		store.forEachTiddler(function(title,tiddler) {
			if (eval(expr))
				result.push(tiddler);
		});

		if(!sortField)
			sortField = "title";

		result.sort(function(a,b) {return a[sortField] < b[sortField] ? -1 : (a[sortField] == b[sortField] ? 0 : +1);});
		
		return result;
	}
});

config.taggly = {

	// for translations
	lingo: {
		labels: {
			asc:        "\u2191", // down arrow
			desc:       "\u2193", // up arrow
			title:      "title",
			modified:   "modified",
			created:    "created",
			show:       "+",
			hide:       "-",
			normal:     "normal",
			group:      "group",
			commas:     "commas",
			sitemap:    "sitemap",
			numCols:    "cols\u00b1", // plus minus sign
			label:      "Tagged as '%0':",
			exprLabel:  "Matching tag expression '%0':",
			excerpts:   "excerpts",
			descr:      "descr",
			slices:     "slices",
			contents:   "contents",
			sliders:    "sliders",
			noexcerpts: "title only",
			noneFound:  "(none)"
		},

		tooltips: {
			title:      "Click to sort by title",
			modified:   "Click to sort by modified date",
			created:    "Click to sort by created date",
			show:       "Click to show tagging list",
			hide:       "Click to hide tagging list",
			normal:     "Click to show a normal ungrouped list",
			group:      "Click to show list grouped by tag",
			sitemap:    "Click to show a sitemap style list",
			commas:     "Click to show a comma separated list",
			numCols:    "Click to change number of columns",
			excerpts:   "Click to show excerpts",
			descr:      "Click to show the description slice",
			slices:     "Click to show all slices",
			contents:   "Click to show entire tiddler contents",
			sliders:    "Click to show tiddler contents in sliders",
			noexcerpts: "Click to show entire title only"
		},

		tooDeepMessage: "* //sitemap too deep...//"
	},

	config: {
		showTaggingCounts: true,
		listOpts: {
			// the first one will be the default
			sortBy:     ["title","modified","created"],
			sortOrder:  ["asc","desc"],
			hideState:  ["show","hide"],
			listMode:   ["normal","group","sitemap","commas"],
			numCols:    ["1","2","3","4","5","6"],
			excerpts:   ["noexcerpts","excerpts","descr","slices","contents","sliders"]
		},
		valuePrefix: "taggly.",
		excludeTags: ["excludeLists","excludeTagging"],
		excerptSize: 50,
		excerptMarker: "/%"+"%/",
		siteMapDepthLimit: 25
	},

	getTagglyOpt: function(title,opt) {
		var val = store.getValue(title,this.config.valuePrefix+opt);
		return val ? val : this.config.listOpts[opt][0];
	},

	setTagglyOpt: function(title,opt,value) {
		if (!store.tiddlerExists(title))
			// create it silently
			store.saveTiddler(title,title,config.views.editor.defaultText.format([title]),config.options.txtUserName,new Date(),"");
		// if value is default then remove it to save space
		return store.setValue(title,
			this.config.valuePrefix+opt,
			value == this.config.listOpts[opt][0] ? null : value);
	},

	getNextValue: function(title,opt) {
		var current = this.getTagglyOpt(title,opt);
		var pos = this.config.listOpts[opt].indexOf(current);
		// a little usability enhancement. actually it doesn't work right for grouped or sitemap
		var limit = (opt == "numCols" ? store.getTiddlersByTagExpr(title).length : this.config.listOpts[opt].length);
		var newPos = (pos + 1) % limit;
		return this.config.listOpts[opt][newPos];
	},

	toggleTagglyOpt: function(title,opt) {
		var newVal = this.getNextValue(title,opt);
		this.setTagglyOpt(title,opt,newVal);
	}, 

	createListControl: function(place,title,type) {
		var lingo = config.taggly.lingo;
		var label;
		var tooltip;
		var onclick;

		if ((type == "title" || type == "modified" || type == "created")) {
			// "special" controls. a little tricky. derived from sortOrder and sortBy
			label = lingo.labels[type];
			tooltip = lingo.tooltips[type];

			if (this.getTagglyOpt(title,"sortBy") == type) {
				label += lingo.labels[this.getTagglyOpt(title,"sortOrder")];
				onclick = function() {
					config.taggly.toggleTagglyOpt(title,"sortOrder");
					return false;
				}
			}
			else {
				onclick = function() {
					config.taggly.setTagglyOpt(title,"sortBy",type);
					config.taggly.setTagglyOpt(title,"sortOrder",config.taggly.config.listOpts.sortOrder[0]);
					return false;
				}
			}
		}
		else {
			// "regular" controls, nice and simple
			label = lingo.labels[type == "numCols" ? type : this.getNextValue(title,type)];
			tooltip = lingo.tooltips[type == "numCols" ? type : this.getNextValue(title,type)];
			onclick = function() {
				config.taggly.toggleTagglyOpt(title,type);
				return false;
			}
		}

		// hide button because commas don't have columns
		if (!(this.getTagglyOpt(title,"listMode") == "commas" && type == "numCols"))
			createTiddlyButton(place,label,tooltip,onclick,type == "hideState" ? "hidebutton" : "button");
	},

	makeColumns: function(orig,numCols) {
		var listSize = orig.length;
		var colSize = listSize/numCols;
		var remainder = listSize % numCols;

		var upperColsize = colSize;
		var lowerColsize = colSize;

		if (colSize != Math.floor(colSize)) {
			// it's not an exact fit so..
			upperColsize = Math.floor(colSize) + 1;
			lowerColsize = Math.floor(colSize);
		}

		var output = [];
		var c = 0;
		for (var j=0;j<numCols;j++) {
			var singleCol = [];
			var thisSize = j < remainder ? upperColsize : lowerColsize;
			for (var i=0;i<thisSize;i++) 
				singleCol.push(orig[c++]);
			output.push(singleCol);
		}

		return output;
	},

	drawTable: function(place,columns,theClass) {
		var newTable = createTiddlyElement(place,"table",null,theClass);
		var newTbody = createTiddlyElement(newTable,"tbody");
		var newTr = createTiddlyElement(newTbody,"tr");
		for (var j=0;j<columns.length;j++) {
			var colOutput = "";
			for (var i=0;i<columns[j].length;i++) 
				colOutput += columns[j][i];
			var newTd = createTiddlyElement(newTr,"td",null,"tagglyTagging"); // todo should not need this class
			wikify(colOutput,newTd);
		}
		return newTable;
	},

	createTagglyList: function(place,title,isTagExpr) {
		switch(this.getTagglyOpt(title,"listMode")) {
			case "group":  return this.createTagglyListGrouped(place,title,isTagExpr); break;
			case "normal": return this.createTagglyListNormal(place,title,false,isTagExpr); break;
			case "commas": return this.createTagglyListNormal(place,title,true,isTagExpr); break;
			case "sitemap":return this.createTagglyListSiteMap(place,title,isTagExpr); break;
		}
	},

	getTaggingCount: function(title,isTagExpr) {
		// thanks to Doug Edmunds
		if (this.config.showTaggingCounts) {
			var tagCount = config.taggly.getTiddlers(title,'title',isTagExpr).length;
			if (tagCount > 0)
				return " ("+tagCount+")";
		}
		return "";
	},

	getTiddlers: function(titleOrExpr,sortBy,isTagExpr) {
		return isTagExpr ? store.getTiddlersByTagExpr(titleOrExpr,sortBy) : store.getTaggedTiddlers(titleOrExpr,sortBy);
	},

	getExcerpt: function(inTiddlerTitle,title,indent) {
		if (!indent)
			indent = 1;

		var displayMode = this.getTagglyOpt(inTiddlerTitle,"excerpts");
		var t = store.getTiddler(title);

		if (t && displayMode == "excerpts") {
			var text = t.text.replace(/\n/," ");
			var marker = text.indexOf(this.config.excerptMarker);
			if (marker != -1) {
				return " {{excerpt{<nowiki>" + text.substr(0,marker) + "</nowiki>}}}";
			}
			else if (text.length < this.config.excerptSize) {
				return " {{excerpt{<nowiki>" + t.text + "</nowiki>}}}";
			}
			else {
				return " {{excerpt{<nowiki>" + t.text.substr(0,this.config.excerptSize) + "..." + "</nowiki>}}}";
			}
		}
		else if (t && displayMode == "contents") {
			return "\n{{contents indent"+indent+"{\n" + t.text + "\n}}}";
		}
		else if (t && displayMode == "sliders") {
			return "<slider slide>\n{{contents{\n" + t.text + "\n}}}\n</slider>";
		}
		else if (t && displayMode == "descr") {
			var descr = store.getTiddlerSlice(title,'Description');
			return descr ? " {{excerpt{" + descr  + "}}}" : "";
		}
		else if (t && displayMode == "slices") {
			var result = "";
			var slices = store.calcAllSlices(title);
			for (var s in slices)
				result += "|%0|<nowiki>%1</nowiki>|\n".format([s,slices[s]]);
			return result ? "\n{{excerpt excerptIndent{\n" + result  + "}}}" : "";
		}
		return "";
	},

	notHidden: function(t,inTiddler) {
		if (typeof t == "string") 
			t = store.getTiddler(t);
		return (!t || !t.tags.containsAny(this.config.excludeTags) ||
				(inTiddler && this.config.excludeTags.contains(inTiddler)));
	},

	// this is for normal and commas mode
	createTagglyListNormal: function(place,title,useCommas,isTagExpr) {

		var list = config.taggly.getTiddlers(title,this.getTagglyOpt(title,"sortBy"),isTagExpr);

		if (this.getTagglyOpt(title,"sortOrder") == "desc")
			list = list.reverse();

		var output = [];
		var first = true;
		for (var i=0;i<list.length;i++) {
			if (this.notHidden(list[i],title)) {
				var countString = this.getTaggingCount(list[i].title);
				var excerpt = this.getExcerpt(title,list[i].title);
				if (useCommas)
					output.push((first ? "" : ", ") + "[[" + list[i].title + "]]" + countString + excerpt);
				else
					output.push("*[[" + list[i].title + "]]" + countString + excerpt + "\n");

				first = false;
			}
		}

		return this.drawTable(place,
			this.makeColumns(output,useCommas ? 1 : parseInt(this.getTagglyOpt(title,"numCols"))),
			useCommas ? "commas" : "normal");
	},

	// this is for the "grouped" mode
	createTagglyListGrouped: function(place,title,isTagExpr) {
		var sortBy = this.getTagglyOpt(title,"sortBy");
		var sortOrder = this.getTagglyOpt(title,"sortOrder");

		var list = config.taggly.getTiddlers(title,sortBy,isTagExpr);

		if (sortOrder == "desc")
			list = list.reverse();

		var leftOvers = []
		for (var i=0;i<list.length;i++)
			leftOvers.push(list[i].title);

		var allTagsHolder = {};
		for (var i=0;i<list.length;i++) {
			for (var j=0;j<list[i].tags.length;j++) {

				if (list[i].tags[j] != title) { // not this tiddler

					if (this.notHidden(list[i].tags[j],title)) {

						if (!allTagsHolder[list[i].tags[j]])
							allTagsHolder[list[i].tags[j]] = "";

						if (this.notHidden(list[i],title)) {
							allTagsHolder[list[i].tags[j]] += "**[["+list[i].title+"]]"
										+ this.getTaggingCount(list[i].title) + this.getExcerpt(title,list[i].title) + "\n";

							leftOvers.setItem(list[i].title,-1); // remove from leftovers. at the end it will contain the leftovers

						}
					}
				}
			}
		}

		var allTags = [];
		for (var t in allTagsHolder)
			allTags.push(t);

		var sortHelper = function(a,b) {
			if (a == b) return 0;
			if (a < b) return -1;
			return 1;
		};

		allTags.sort(function(a,b) {
			var tidA = store.getTiddler(a);
			var tidB = store.getTiddler(b);
			if (sortBy == "title") return sortHelper(a,b);
			else if (!tidA && !tidB) return 0;
			else if (!tidA) return -1;
			else if (!tidB) return +1;
			else return sortHelper(tidA[sortBy],tidB[sortBy]);
		});

		var leftOverOutput = "";
		for (var i=0;i<leftOvers.length;i++)
			if (this.notHidden(leftOvers[i],title))
				leftOverOutput += "*[["+leftOvers[i]+"]]" + this.getTaggingCount(leftOvers[i]) + this.getExcerpt(title,leftOvers[i]) + "\n";

		var output = [];

		if (sortOrder == "desc")
			allTags.reverse();
		else if (leftOverOutput != "")
			// leftovers first...
			output.push(leftOverOutput);

		for (var i=0;i<allTags.length;i++)
			if (allTagsHolder[allTags[i]] != "")
				output.push("*[["+allTags[i]+"]]" + this.getTaggingCount(allTags[i]) + this.getExcerpt(title,allTags[i]) + "\n" + allTagsHolder[allTags[i]]);

		if (sortOrder == "desc" && leftOverOutput != "")
			// leftovers last...
			output.push(leftOverOutput);

		return this.drawTable(place,
				this.makeColumns(output,parseInt(this.getTagglyOpt(title,"numCols"))),
				"grouped");

	},

	// used to build site map
	treeTraverse: function(title,depth,sortBy,sortOrder,isTagExpr) {

		var list = config.taggly.getTiddlers(title,sortBy,isTagExpr);

		if (sortOrder == "desc")
			list.reverse();

		var indent = "";
		for (var j=0;j<depth;j++)
			indent += "*"

		var childOutput = "";

		if (depth > this.config.siteMapDepthLimit)
			childOutput += indent + this.lingo.tooDeepMessage;
		else
			for (var i=0;i<list.length;i++)
				if (list[i].title != title)
					if (this.notHidden(list[i].title,this.config.inTiddler))
						childOutput += this.treeTraverse(list[i].title,depth+1,sortBy,sortOrder,false);

		if (depth == 0)
			return childOutput;
		else
			return indent + "[["+title+"]]" + this.getTaggingCount(title) + this.getExcerpt(this.config.inTiddler,title,depth) + "\n" + childOutput;
	},

	// this if for the site map mode
	createTagglyListSiteMap: function(place,title,isTagExpr) {
		this.config.inTiddler = title; // nasty. should pass it in to traverse probably
		var output = this.treeTraverse(title,0,this.getTagglyOpt(title,"sortBy"),this.getTagglyOpt(title,"sortOrder"),isTagExpr);
		return this.drawTable(place,
				this.makeColumns(output.split(/(?=^\*\[)/m),parseInt(this.getTagglyOpt(title,"numCols"))), // regexp magic
				"sitemap"
				);
	},

	macros: {
		tagglyTagging: {
			handler: function (place,macroName,params,wikifier,paramString,tiddler) {
				var parsedParams = paramString.parseParams("tag",null,true);
				var refreshContainer = createTiddlyElement(place,"div");

				// do some refresh magic to make it keep the list fresh - thanks Saq
				refreshContainer.setAttribute("refresh","macro");
				refreshContainer.setAttribute("macroName",macroName);

				var tag = getParam(parsedParams,"tag");
				var expr = getParam(parsedParams,"expr");

				if (expr) {
					refreshContainer.setAttribute("isTagExpr","true");
					refreshContainer.setAttribute("title",expr);
					refreshContainer.setAttribute("showEmpty","true");
				}
				else {
					refreshContainer.setAttribute("isTagExpr","false");
					if (tag) {
        				refreshContainer.setAttribute("title",tag);
						refreshContainer.setAttribute("showEmpty","true");
					}
					else {
        				refreshContainer.setAttribute("title",tiddler.title);
						refreshContainer.setAttribute("showEmpty","false");
					}
				}
				this.refresh(refreshContainer);
			},

			refresh: function(place) {
				var title = place.getAttribute("title");
				var isTagExpr = place.getAttribute("isTagExpr") == "true";
				var showEmpty = place.getAttribute("showEmpty") == "true";
				removeChildren(place);
				addClass(place,"tagglyTagging");
				var countFound = config.taggly.getTiddlers(title,'title',isTagExpr).length
				if (countFound > 0 || showEmpty) {
					var lingo = config.taggly.lingo;
					config.taggly.createListControl(place,title,"hideState");
					if (config.taggly.getTagglyOpt(title,"hideState") == "show") {
						createTiddlyElement(place,"span",null,"tagglyLabel",
								isTagExpr ? lingo.labels.exprLabel.format([title]) : lingo.labels.label.format([title]));
						config.taggly.createListControl(place,title,"title");
						config.taggly.createListControl(place,title,"modified");
						config.taggly.createListControl(place,title,"created");
						config.taggly.createListControl(place,title,"listMode");
						config.taggly.createListControl(place,title,"excerpts");
						config.taggly.createListControl(place,title,"numCols");
						config.taggly.createTagglyList(place,title,isTagExpr);
						if (countFound == 0 && showEmpty)
							createTiddlyElement(place,"div",null,"tagglyNoneFound",lingo.labels.noneFound);
					}
				}
			}
		}
	},

	// todo fix these up a bit
	styles: [
"/*{{{*/",
"/* created by TagglyTaggingPlugin */",
".tagglyTagging { padding-top:0.5em; }",
".tagglyTagging li.listTitle { display:none; }",
".tagglyTagging ul {",
"	margin-top:0px; padding-top:0.5em; padding-left:2em;",
"	margin-bottom:0px; padding-bottom:0px;",
"}",
".tagglyTagging { vertical-align: top; margin:0px; padding:0px; }",
".tagglyTagging table { margin:0px; padding:0px; }",
".tagglyTagging .button { visibility:hidden; margin-left:3px; margin-right:3px; }",
".tagglyTagging .button, .tagglyTagging .hidebutton {",
"	color:[[ColorPalette::TertiaryLight]]; font-size:90%;",
"	border:0px; padding-left:0.3em;padding-right:0.3em;",
"}",
".tagglyTagging .button:hover, .hidebutton:hover, ",
".tagglyTagging .button:active, .hidebutton:active  {",
"	border:0px; background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]];",
"}",
".selected .tagglyTagging .button { visibility:visible; }",
".tagglyTagging .hidebutton { color:[[ColorPalette::Background]]; }",
".selected .tagglyTagging .hidebutton { color:[[ColorPalette::TertiaryLight]] }",
".tagglyLabel { color:[[ColorPalette::TertiaryMid]]; font-size:90%; }",
".tagglyTagging ul {padding-top:0px; padding-bottom:0.5em; margin-left:1em; }",
".tagglyTagging ul ul {list-style-type:disc; margin-left:-1em;}",
".tagglyTagging ul ul li {margin-left:0.5em; }",
".editLabel { font-size:90%; padding-top:0.5em; }",
".tagglyTagging .commas { padding-left:1.8em; }",
"/* not technically tagglytagging but will put them here anyway */",
".tagglyTagged li.listTitle { display:none; }",
".tagglyTagged li { display: inline; font-size:90%; }",
".tagglyTagged ul { margin:0px; padding:0px; }",
".excerpt { color:[[ColorPalette::TertiaryDark]]; }",
".excerptIndent { margin-left:4em; }",
"div.tagglyTagging table,",
"div.tagglyTagging table tr,",
"td.tagglyTagging",
" {border-style:none!important; }",
".tagglyTagging .contents { border-bottom:2px solid [[ColorPalette::TertiaryPale]]; padding:0 1em 1em 0.5em;",
"  margin-bottom:0.5em; }",
".tagglyTagging .indent1  { margin-left:3em;  }",
".tagglyTagging .indent2  { margin-left:4em;  }",
".tagglyTagging .indent3  { margin-left:5em;  }",
".tagglyTagging .indent4  { margin-left:6em;  }",
".tagglyTagging .indent5  { margin-left:7em;  }",
".tagglyTagging .indent6  { margin-left:8em;  }",
".tagglyTagging .indent7  { margin-left:9em;  }",
".tagglyTagging .indent8  { margin-left:10em; }",
".tagglyTagging .indent9  { margin-left:11em; }",
".tagglyTagging .indent10 { margin-left:12em; }",
".tagglyNoneFound { margin-left:2em; color:[[ColorPalette::TertiaryMid]]; font-size:90%; font-style:italic; }",
"/*}}}*/",
		""].join("\n"),

	init: function() {
		merge(config.macros,this.macros);
		config.shadowTiddlers["TagglyTaggingStyles"] = this.styles;
		store.addNotification("TagglyTaggingStyles",refreshStyles);
	}
};

config.taggly.init();

//}}}

/***
InlineSlidersPlugin
By Saq Imtiaz
http://tw.lewcid.org/sandbox/#InlineSlidersPlugin

// syntax adjusted to not clash with NestedSlidersPlugin
// added + syntax to start open instead of closed

***/
//{{{
config.formatters.unshift( {
	name: "inlinesliders",
	// match: "\\+\\+\\+\\+|\\<slider",
	match: "\\<slider",
	// lookaheadRegExp: /(?:\+\+\+\+|<slider) (.*?)(?:>?)\n((?:.|\n)*?)\n(?:====|<\/slider>)/mg,
	lookaheadRegExp: /(?:<slider)(\+?) (.*?)(?:>)\n((?:.|\n)*?)\n(?:<\/slider>)/mg,
	handler: function(w) {
		this.lookaheadRegExp.lastIndex = w.matchStart;
		var lookaheadMatch = this.lookaheadRegExp.exec(w.source)
		if(lookaheadMatch && lookaheadMatch.index == w.matchStart ) {
			var btn = createTiddlyButton(w.output,lookaheadMatch[2] + " "+"\u00BB",lookaheadMatch[2],this.onClickSlider,"button sliderButton");
			var panel = createTiddlyElement(w.output,"div",null,"sliderPanel");
			panel.style.display = (lookaheadMatch[1] == '+' ? "block" : "none");
			wikify(lookaheadMatch[3],panel);
			w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
		}
   },
   onClickSlider : function(e) {
		if(!e) var e = window.event;
		var n = this.nextSibling;
		n.style.display = (n.style.display=="none") ? "block" : "none";
		return false;
	}
});

//}}}

This is another small fishing village along the coast.
This small village is contested between [[Eastbank]] and [[Solmode]]. It has seen many conflicts and the residents have become used to war. The village itself sits in the shadows of a strong keep that currently sits in the hands of [[Solmode]].
This is the capital to the newest city state. The city doesn’t have much of an army. It does though trade up and down the coast making it possible for other interior city’s to make more money locally.

@@font-weight:bold;font-size:1.4em;color:#444;//Government: Theocracy //&nbsp;&nbsp;@@

[[Tanzibar]] is a theocracy revolving around the god [[Cog]]. The church killed the last Duke when he was proven to be supporting the god [[Pucious]]. The Church of [[Cog]] overthrew him and then set themselves up as rulers of the city. Since then they’ve done well setting up the city under a High Priest with Sub priests below them running each district. Below that is a mix of civilians and church officials.

 
 
 
 
[[The Arcanum]] is one of the most prestigious and most mysterious Arcane Universities on the [[Lost Coast]]. It's members range all over studying arcane objects and phenomena.  The most mysterious thing about the place is it does not exist on the [[Lost Coast]] per se. The first mages who founded it created a pocket dimension where they could study magic without endangering anything and anyone. They spent the next few centuries weaving this pocket dimension into the fabric of the [[Lost Coast]]. The entrances are hidden where only members of [[The Arcanum]] know. Recruits are brought in and don't leave until they swear to keep the secret of where the entrances are located. [[The Arcanum]] recruits from all over the [[Lost Coast]]. Some of the greatest arcane inventions in recent years have come from this academy, both cementing it's reputation as well as bringing it a mass of untold wealth. It's current headmaster, the Deva Maus, has held the position since the institutes inception. He takes no sides among the faculty, preferring to work at merely maintaining the university as well as making sure that none of the numerous arcane experiments being done within the dimension endanger it. 
[[The Cabal]] is the collection of gods that were created by the faith of the thinking races. They joined together to take on [[Iso]] because they feared he might try to stop them. They were created by the thinkers not by [[Iso]]. They crafted an army, now known as the [[Devas]] to face [[Iso]]'s angels. The two armies were equally matched. In the end, [[Iso]] proved too treacherous for them. He gave them each a new domain from the powers he oversaw. This caused them to fall apart and turn on each other. He knew which powers to give to who after he tempted [[Kovan]] with the power of Knowledge. After that, he was exhausted of us world and retired. Today, [[The Cabal]] is known as the Broken Cabal.

@@font-weight:bold;font-size:1.4em;color:#444;//The Cabal://&nbsp;&nbsp;@@

*[[Grimm]]
*[[Cog]]
*[[Levos]]
*[[Symon]]
*[[Kovan]]
*[[Jind]]
This great mountain range is known as the [[The EastPeaks]]. To the people on the Lost Coast they are the [[Great Western Range]], but the older races know better. It is the Eastern great range. It divides the rest of [[Kalanth]] from the [[Lost Coast]].
Pestimos (Ninth Month), Day 26

[[The Great Forgiving]] is doubly important to the people of the [[Lost Coast]]. It coincides with the legend of [[Orn]] & [[Vestus]] forgiving each other for their quarrel the previous month. It marks a significant drop in daytime temperatures. Businesses turn their hours back to daytime hours and closed during the evening. [[The Great Forgiving]] though can go on for nearly a week in major cities. This celebration includes parties & gift exchanges. Grieved parties from [[Ornvaken]] will trade gifts during this festival. The reason it’s doubly important to the [[Lost Coast]] is [[The Great Forgiving]] marks the signing of the [[Treatise of Solmode]], when [[Relmak III]], “Relmak the Kind”, forgave all races their prior transgressions.
This cult of [[Grimm]] is quite active within the [[Lost Coast]]. Where there are those that wish the City States would unite under one leader and rally against the spreading darkness in the land, [[The Grimm Tyrants]] want only war. They revel in conflict and blood. It is said they work behind the scenes pushing the factions to conflict orchestrating assassinations, insults, diplomatic failings. It is not known if they act together or that the organization is so chaotic in their purpose that they do not do anything but strive for conflict with all about them. It is said that one of the twins was taught by a Grimm Tyrant, and it was that influence that brought about the end of the [[Empire of Light]]. Although [[Grimm]] is tolerated in some places, this cult is not. [[The Grimm Tyrants]] are seen as a threat to civilization everywhere.
[[The King's Army]] is the remnants of the Empire's army. During the height of the empire it was the most prestigious force in the [[Lost Coast]]. Every young man with a possible future ahead of him wanted to serve in the Army. If you could land an officer commission in the Army you were set to be a landed lord in your later years. It was also one of the greatest equalizer's in the empire because a person's upward mobility in the army was based primarily on skill and tactical knowledge not birth. Today, the Army is much diminished. The regent of [[Solmode]] can't pay to field an army the size [[The King's Army]] in it's height. The only thing that still functions at it's highest is the Army's Training Academy. Many of the teachers here are Dwarves, Elves and Eladrin so they have been with the school since it's inception. As such, it's still one of the greatest training schools for wood be soldiers and mercenaries alike. Anyone willing to wield a blade for a lifetime tries to make their way to [[Solmode]] to get trained. Members of [[The King's Army]] do their best to support other members of the army no matter where they are on the coast. 
This dark cabal worships [[Sigor]] and constantly pushes the boundaries of what is possible in the realm of Necromancy. [[Sigor]] is despised in almost all corners of the Lost Coast. The followers of Sigor are hunted by followers of the Dythe. The Magisters though are a step beyond the average [[Sigor]] follower. Where the average follower is trying to spread the undeath and sabotage the followers of other faiths, the Magisters are more about searching for the ultimate weapons in their war on life. The Magisters are said to know the secret to Vampirism, Wights, and even the feared Dracolich. When a Magister reveals himself to other followers, they soon become the head of whatever followers are present. All followers of [[Sigor]] bow to the will of the Magisters. They’re mastery of necromancy and the dark arts affords them the respect of all but the most crazed followers of [[Sigor]]. Magisters are hunted down wherever they are rumored to be. Squad 13 is said to be one of the greatest enemies to [[The Magisters of Sigor]].
This is the other organized thieves guild. Their main operations is in [[New Tessel]]. They are currently at war with [[The Shadow Sect]]. The two are trying to gain the upper hand on the other. [[The Shadow Sect]] has better funding and more men, but [[The Nightwalkers]] make up in skill what they lack in numbers. [[The Nightwalkers]] are said to even count the mysterious [[Wraithe]] among their numbers. It is unknown if this legendary assassin is actually just a member, the leader, or not involved at all. Little is known of the upper echelons of [[The Nightwalkers]]. They do run the majority of criminal enterprises in [[New Tessel]]. They have lost a few members to [[The Shadow Sect]], but currently they lack the numbers needed to crush the Sect completely. Everytime they are driven out of town, it’s only a matter of time before [[The Shadow Sect]] sets up a new cell operating in town.
This is a highly organized thieves guild that operates out of [[Tanzibar]]. They take private contracts and have a stranglehold on the crime in [[Tanzibar]] proper. They have exported their criminal operations to many of the coastal cities where they are currently waging war against the other criminal elements. The Shadows as their known believe that united criminals can bring any town to it’s knees. They are especially vicious in the city of [[New Tessel]] where they are gaining ground against the local gangs and crime syndicates. [[Eastbank]] is already under their control as well. They do not take part in lowly crime, but all criminals are expected to contract with them or be open game for any member of the Sect.
Every city has a guild known as [[The Society of Engineers]]. These guilds were all founded during the Crannog Contract signed during [[Relmak V]]’s reign, “Relmak the Builder”. The contract signed between the empire of man and the empire of dwarves states quite clearly that the race of man will provide for the protection and upkeep of the cities. In order to cover the upkeep, [[The Society of Engineers]] was created. This guild was tasked with maintaining the dwarven cities. These are the repositories for all information about the cities they maintain. They guard this information lest it be used to destroy the city. Members of the Engineers are chosen from the most gifted and skilled tradesmen in the city. Carpenters, Masons, Brick Layers, even Wizards are asked to join the Society. Those that love the craft are members of this organization. Once a year the Engineers hold a conclave in a different city to trade knowledge and expertise. These gatherings have not happened though in a number of years because it’s become to dangerous to travel from city to city. Today innovations in engineering are not spread as far and wide as they should be. It’s possible to see something miraculous in one city that does not exist in another.
This is the book of faith that the followers of [[Iso]] read.
The type of Wiki this is. For more information check out this link [[WelcomeToTiddlyspot]]
Not all the angels that serve [[Iso]] felt he was on the right path. Those that disagreed were banned from [[Iso]]'s prescense. They crafted for themselves a new realm. A realm known as the abyss. From here they plotted to destroy [[Iso]]'s creation so that his attention might once again turn back to them his helpful servants. One of their darker creations was the blending of Man's essence with their own. These creatures are known as [[Tieflings]]. They are nearly immortal just like their Demonic creators. Of course, should their bodies be destroyed they are no more. It is unknown whether they breed or not, but there are no sightings of children Tieflings.

Lifespan: Immortal
While the Deomagi may rule the [[Empire of Grawl]], the [[Timalt]] caste makes it work. This caste is below the [[Deomagi]] and act as counselors, advisors, and bookkeepers for the rulers. They provide the logistics that trickles down from those in charge to those that carry out the orders. The [[Timalt]] class has the unique power to pick those that are invited to become [[Deomagi]]. This power allows the two castes to work together quite well. The [[Deomagi]] never forget to show deference to those that will choose their children to rule, and the [[Timalt]] are not treated badly by the rulers. Those [[Deomagi]] that mistreat the [[Timalt]] soon find their clan no longer welcome at the Academy. This structured dance of deference, honor, and respect makes up a large part of the social life of the [[Nation of Grawl]].
The planet [[Daras]] is orbited by two suns. They travel in a circular route from Southeast to Northwest and from East to west. The two suns travel across the sky.


|Name      |          |
|[[Daras]]    |Main Planet |
|Orno      |Small Sun, Male,SE to NW |
|Orna      |Larger Sun, Male,E to W |
|[[Vestus]]    |Small Moon, Female |
|Korvas    |Small Planet |

All year around they orbit each other. There are two days a year where the suns come into eclipse of each other. These two days are celebrated as holidays as they represent two separate feasts. There is the winter festival known as [[Ornsenger]], when the god [[Orn]] closes his strong ey Orna. It is this time the world sleeps and Orno faces the continent of Kalanth. The whole process takes about a month to complete with the culmination being the rise of Orna again. The other is summer festival known as [[Ornvaken]], when both of [[Orn]]'s eyes are full on [[Kalanth]]. It is at this time that both Orno and Orna face [[Kalanth]] and the season is at it's hottest. 

[[Vestus]] is the moon. It shines brighter durins Ornvaken and goes a bit dimmer during Ornsenger.

The only other planet visible sometimes during the day is the planet Korvas. This planet is the closet to the dual suns. It sometimes comes into alignment with [[Orn]] and [[Daras]]. It does not eclipse the sun, as the elliptical nature of it’s path never puts it between the main sun and [[Daras]]. It does align though on the far side. The planet can be visible in the sky once every 5 years. During this period it hangs low in the sky and is visible during the day. When this occurs it is said to be a fortuitous year for it is believed that Relmak was born during a Korvas year and that the city of [[Zorn]] materialized also in a Korvas year.


|Month |Name |Common Name |Holidays |
|1     |Janos |Orn’s Slumber |Dreamtime, Day 10 |
|2     |Frios |Orn’s Stirrings |Tastings, Day 18 |
|3     |Morvos |Orn’s Awakening |Brewer's Day, Day 8 |
|4     |Livos  |Isi’s Stirrings |Korvas Day, Day 31 |
|5     |Avos   |Isi’s Awakenings |Greentide, Day 14 |
|6     |Unos   |The Romance  |Heartfelt, Day 17 |
|7     |Lyos   |The Fever    |Doltide, Day 20 |
|8     |Gustis |The Quarrel  |Vestusifn, Day 10 |
|9     |Pestimos |The Forgiving |The Great Forgiving, Day 26 |
|10    |Sios  |The Quiet |Twins Day, Day 18 |
|11    |Octios |The Supper |Keggs, Day 22 |
|12    |Kalas |Dusk Descends |Old Night, Day 18 |
|13    |Trios |The Evening |The Leaving, Day 22 |
|14    |Decios |Isi’s Slumber|Ornsenger, Day 12 |

The planet itself revolves every 24 hours. It passes around the sun every 14 months. These months are divided into 30 days and 7 day weeks. Every year lasts 420 days, or 60 weeks.

The seasons are named from the Old Dwarven tongue. The common names follow a story that is told between [[Orn]] & his wife  [[Vestus]]. Winter is the time of evening for [[Orn]] & [[Vestus]] when all the world sleeps and cold of night covers the day as well. This lasts from the 12 month of the year to the 3rd month of the year. It is during the 3rd month of the year that it is said that [[Orn]] awakes. He is followed quickly by the rise of Orno and Orn turns both his eyes to [[Kalanth]]. It is then the time of summer when the two are in love again. The world heats up from their romance which boils over into the fever of young lovers. This culiminates at it’s height with the Quarrel, when the two are said to fight so fiercely that the heat of their argument scorches the earth itself. The two soon forgive each other and settled down for their evening and then they move onto to go to sleep again. This cycle is said to play out year after year. The summer festival is when Orna eclipses Orna, this is during The Quarrel, or Gustis. The winter festival is during Isi’s slumber when it is said that Orn also is going to sleep, this is in Decios.

The coldest months are usually Janos and Frios, with the hottest months being the seventh and eigth months. The fall tends to linger on [[Daras]], with a shorter spring than Fall.

The years are counted from the [[War of Freedom]] for most of the races on the [[Lost Coast]]. The current year is tracked as 708 A.F. (After Freedom). The empire was founded in 72 A.F. after Relmak united the human clans and pushed out the last of the Dragonborn. 
/***
|Name:|ToggleTagPlugin|
|Description:|Makes a checkbox which toggles a tag in a tiddler|
|Version:|3.1.0 ($Rev: 4907 $)|
|Date:|$Date: 2008-05-13 03:15:46 +1000 (Tue, 13 May 2008) $|
|Source:|http://mptw.tiddlyspot.com/#ToggleTagPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!!Usage
{{{<<toggleTag }}}//{{{TagName TiddlerName LabelText}}}//{{{>>}}}
* TagName - the tag to be toggled, default value "checked"
* TiddlerName - the tiddler to toggle the tag in, default value the current tiddler
* LabelText - the text (gets wikified) to put next to the check box, default value is '{{{[[TagName]]}}}' or '{{{[[TagName]] [[TiddlerName]]}}}'
(If a parameter is '.' then the default will be used)
* TouchMod flag - if non empty then touch the tiddlers mod date. Note, can set config.toggleTagAlwaysTouchModDate to always touch mod date
!!Examples
|Code|Description|Example|h
|{{{<<toggleTag>>}}}|Toggles the default tag (checked) in this tiddler|<<toggleTag>>|
|{{{<<toggleTag TagName>>}}}|Toggles the TagName tag in this tiddler|<<toggleTag TagName>>|
|{{{<<toggleTag TagName TiddlerName>>}}}|Toggles the TagName tag in the TiddlerName tiddler|<<toggleTag TagName TiddlerName>>|
|{{{<<toggleTag TagName TiddlerName 'click me'>>}}}|Same but with custom label|<<toggleTag TagName TiddlerName 'click me'>>|
|{{{<<toggleTag . . 'click me'>>}}}|dot means use default value|<<toggleTag . . 'click me'>>|
!!Notes
* If TiddlerName doesn't exist it will be silently created
* Set label to '-' to specify no label
* See also http://mgtd-alpha.tiddlyspot.com/#ToggleTag2
!!Known issues
* Doesn't smoothly handle the case where you toggle a tag in a tiddler that is current open for editing
* Should convert to use named params
***/
//{{{

if (config.toggleTagAlwaysTouchModDate == undefined) config.toggleTagAlwaysTouchModDate = false;

merge(config.macros,{

	toggleTag: {

		createIfRequired: true,
		shortLabel: "[[%0]]",
		longLabel: "[[%0]] [[%1]]",

		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			var tiddlerTitle = tiddler ? tiddler.title : '';
			var tag   = (params[0] && params[0] != '.') ? params[0] : "checked";
			var title = (params[1] && params[1] != '.') ? params[1] : tiddlerTitle;
			var defaultLabel = (title == tiddlerTitle ? this.shortLabel : this.longLabel);
			var label = (params[2] && params[2] != '.') ? params[2] : defaultLabel;
			var touchMod = (params[3] && params[3] != '.') ? params[3] : "";
			label = (label == '-' ? '' : label); // dash means no label
			var theTiddler = (title == tiddlerTitle ? tiddler : store.getTiddler(title));
			var cb = createTiddlyCheckbox(place, label.format([tag,title]), theTiddler && theTiddler.isTagged(tag), function(e) {
				if (!store.tiddlerExists(title)) {
					if (config.macros.toggleTag.createIfRequired) {
						var content = store.getTiddlerText(title); // just in case it's a shadow
						store.saveTiddler(title,title,content?content:"",config.options.txtUserName,new Date(),null);
					}
					else 
						return false;
				}
				if ((touchMod != "" || config.toggleTagAlwaysTouchModDate) && theTiddler)
						theTiddler.modified = new Date();
				store.setTiddlerTag(title,this.checked,tag);
				return true;
			});
		}
	}
});

//}}}

Current Popular Forms of Travel:
* Riverboat, Flatbottom Skimmer by Riverway
* Flatbottom Skimmer along Coast, Coast to Coast city
* Overland Caravan by Horse & Carriage
* Dwarven Railcar only between Established Dwarven Settlements
* Planar Portals by those who know the shortcuts from A to B

Unpopular Forms:
* On Foot overland
** Very Dangerous Now
* On Horseback Overland
** Very Dangerous Now
* Ship By Sea
** Recent increase in Pirates and lack of central Navy

Lost Forms Of Travel:
* Dragonborn Teleportation Network (DTN Pathways)
* Griffen Riders
* Skyships
* Relmak Pass Gates (Linked Gates that required keys, such as the [[Order of Jorunn]] Secretkeepers

Travel varies in the [[Lost Coast]]. The most common forms of travel used to be Horse & by foot. Today travel is mostly done by riverboat or ship. Few travel overland with the monsters and dangers in the wild. The Haflings keep the riverways clear of obstructions so riverboat is the safest way to travel from one location to another. Ships over seas are also safe, but pirates have been on the rise and it’s not as safe to travel by ship it has been. This has led to the rise of Flatbottom Skimmers along the coast who hug the coastline and deliver goods between the major cities. This has also increased the wealth in small villages that used to be simple fishing villages. They now have innkeepers and restuarants for Flatbottom travelers to stay in overnight. Horses are still common for most people, but few people will travel by foot anywhere unless they have to. They will wait for a merchant caravan to come along and sign up to travel with them. These travel along regular routes and usually have a small army of guards on hand depending on the merchant house in question. Sign on is usually a small fee up front or a percentage of the goods being sold if cash is not on hand. Auditors travel with each caravan to inventory new goods and calculate potential sales values. Standard traveling contracts are also signed at this point with either half or all goods being carried becoming forfeit if such contracts are broken. These caravans also tend to pick up extra blades where available when traveling through especially dangerous places.

There are more unique ways to travel. There are means of teleportation. These standing stones sit just outside cities, but have not been used in a long time. These were first constructed by the Dragonborn to connect their cities for trade. The secrets of activating these have been lost. It is rumored that a few know how to use them, but these are not common knowledge. Many major cities keep a watchful eye on them fearing their use in invasion. 

The Dwarves have developed a means of railcar they designed through their mining efforts. At first used to move carts of ore out of their underground mining operations, it has been expanded to include passengers. The major cities are connected by these magical rails that have trains that travel back and forth. Smaller mining outposts may be connecting by just flatbed carts with seats bolted down. These are notoriously dangerous for those that are not dwarves as there is little to keep someone from flying off other than their own ability to stay hanging onto the seat.

The other means of travel that is lost is the use of flying mounts. The ancient Griffin riders were last used during [[Relmak VII]], “Relmak the Arcane’s”. The skill to capture and train Griffin’s has been lost although rumors say that there are some who still able to use this ancient skill. Griffin's are still common in the heights of [[The EastPeaks]] but few know the means to catch them or train them. That combined with how dangerous the mountains have become since [[The King's Army]] no longer provides troops to keep the mountains safe has made this a lost form of transportation.

The only other form lost during the fall of the [[Empire of Light]] are the Pass Gates the empire used to link certain areas by gates. These gates required keys from those with access to travel between. A good example of this is the Gate that stands still in the [[Order of Jorunn]]'s sanctuary in [[Solmode]]. This gate is still linked to the monastery of the Secretkeepers but no known key exists. There are other gates hidden around the empire, but they are not common knowledge.
The [[Treatise of Solmode]] was a unique document that guaranteed that all races were equal. It laid out the rule of law in the empire, and bound the King to the law as an equal to the common man. It was important at the time because it united all the thinking races together, regardless of whether they were crafted by [[Iso]], [[Wylde]] or the Dragons. It simply stated that all rational creatures were equally responsible for the well being of all thinking creatures. That if one was to be allowed freedom, they had a responsibility to uphold the laws and rules of the land in order to protect that Freedom. Slavery across the [[Lost Coast]] was banned after the treaty, but the treaty lost it's sway over the [[Lost Coast]] after the [[War of the Twins]]. It's still followed in some cities, but not all.

@@font-weight:bold;font-size:1.3em;color:#444; //Excerpts: // &nbsp;&nbsp;@@
 "Freedom cannot exist without sacrifice. It is the responsibility of all thinking races to uphold the law in order to allow Freedom to thrive. Freedom can only be taken when we allow the Law to be broken and Justice to go unsought."

"It is the duty of all thinking creatures to look to the benefit of all. If we act selfishly, we may rise temporarily but we doom our children and our children's children to suffer the costs of those actions. No selfish act is without cost, and although you may not pay it the next to walk in your shoes, to carry on your title, to hold the deed to your lands will."

"I am a King, but I am a man first. I am no more or less before the eyes of [[Iso]] than any other. Even the King must answer to the laws of the realm. Let me lead by example and ask no man to follow any law that I myself cannot live by. Though I make the law, I will not allow any king of this realm to live in hypocrisy."

"Freedom is the light that shall spread from this Kingdom. Let it illuminate this dark world and guide all races to seek it's illumination. Let Freedom spread wherever my laws shall hold sway."
The [[Treaty of Erenta]] is now nearly 50 years old, but it is still quoted by the Council of [Erenta]] in times of trouble. The treaty states that the city states that signed it agreed to protect [[Erenta]] for their mutual benefit. The right to tax the city was suspiciously left out. No single  city state lays claim to the city but they all have the right to send troops should the need arise.
/***
Description: Contains the stuff you need to use Tiddlyspot
Note, you also need UploadPlugin, PasswordOptionPlugin and LoadRemoteFileThroughProxy
from http://tiddlywiki.bidix.info for a complete working Tiddlyspot site.
***/
//{{{

// edit this if you are migrating sites or retrofitting an existing TW
config.tiddlyspotSiteId = 'lostcoast';

// make it so you can by default see edit controls via http
config.options.chkHttpReadOnly = false;
window.readOnly = false; // make sure of it (for tw 2.2)
window.showBackstage = true; // show backstage too

// disable autosave in d3
if (window.location.protocol != "file:")
	config.options.chkGTDLazyAutoSave = false;

// tweak shadow tiddlers to add upload button, password entry box etc
with (config.shadowTiddlers) {
	SiteUrl = 'http://'+config.tiddlyspotSiteId+'.tiddlyspot.com';
	SideBarOptions = SideBarOptions.replace(/(<<saveChanges>>)/,"$1<<tiddler TspotSidebar>>");
	OptionsPanel = OptionsPanel.replace(/^/,"<<tiddler TspotOptions>>");
	DefaultTiddlers = DefaultTiddlers.replace(/^/,"[[WelcomeToTiddlyspot]] ");
	MainMenu = MainMenu.replace(/^/,"[[WelcomeToTiddlyspot]] ");
}

// create some shadow tiddler content
merge(config.shadowTiddlers,{

'WelcomeToTiddlyspot':[
 "This document is a ~TiddlyWiki from tiddlyspot.com.  A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //What now?// &nbsp;&nbsp;@@ Before you can save any changes, you need to enter your password in the form below.  Then configure privacy and other site settings at your [[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]] (your control panel username is //" + config.tiddlyspotSiteId + "//).",
 "<<tiddler TspotControls>>",
 "See also GettingStarted.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working online// &nbsp;&nbsp;@@ You can edit this ~TiddlyWiki right now, and save your changes using the \"save to web\" button in the column on the right.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// &nbsp;&nbsp;@@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick.  You can make changes and save them locally without being connected to the Internet.  When you're ready to sync up again, just click \"upload\" and your ~TiddlyWiki will be saved back to tiddlyspot.com.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Help!// &nbsp;&nbsp;@@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]].  Also visit [[TiddlyWiki.org|http://tiddlywiki.org]] for documentation on learning and using ~TiddlyWiki. New users are especially welcome on the [[TiddlyWiki mailing list|http://groups.google.com/group/TiddlyWiki]], which is an excellent place to ask questions and get help.  If you have a tiddlyspot related problem email [[tiddlyspot support|mailto:support@tiddlyspot.com]].",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Enjoy :)// &nbsp;&nbsp;@@ We hope you like using your tiddlyspot.com site.  Please email [[feedback@tiddlyspot.com|mailto:feedback@tiddlyspot.com]] with any comments or suggestions."
].join("\n"),

'TspotControls':[
 "| tiddlyspot password:|<<option pasUploadPassword>>|",
 "| site management:|<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">>//(requires tiddlyspot password)//<br>[[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]], [[download (go offline)|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download]]|",
 "| links:|[[tiddlyspot.com|http://tiddlyspot.com/]], [[FAQs|http://faq.tiddlyspot.com/]], [[blog|http://tiddlyspot.blogspot.com/]], email [[support|mailto:support@tiddlyspot.com]] & [[feedback|mailto:feedback@tiddlyspot.com]], [[donate|http://tiddlyspot.com/?page=donate]]|"
].join("\n"),

'TspotSidebar':[
 "<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">><html><a href='http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download' class='button'>download</a></html>"
].join("\n"),

'TspotOptions':[
 "tiddlyspot password:",
 "<<option pasUploadPassword>>",
 ""
].join("\n")

});
//}}}
[[Tybol]] ~ God of Adventure & Change
[[Tybol]] is the god of adventure and change. He is relatively new, and as such is not seen as part of [[The Cabal]]. He is often hailed as the friend of all travelers and those that wish to change their part in life. [[Tybol]]'s followers wander the world looking for new things and experiences. They often oppose slavery in all it's forms. It is the members of this church that are often found as freedom fighters or agents of change.
Beneath the surface of Kalanth lies a massive maze of tunnels and caves. The first people to conquer this land were the Dwarves. The Shadar Kai though struck during the [[Great Elven Migration]] and trapped several clans beneath the earth. These clans fell under influence of the [[Shadowfell]] when they happened to settle near a major axis. The warping of these Elves created the Drow, and the major schism in Elven culture. Today, the Drow are at war with the Dwarves for control of the Underrealm. This has created a mass exodus of refugees, many have chosen to settle in the [[Lost Coast]] with the races of Man rather than in the [[Empire of Grawl]].
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 22/03/2010 16:22:08 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . | ok |
| 22/03/2010 16:47:35 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . |
| 22/03/2010 16:48:27 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . |
| 22/03/2010 21:21:02 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . |
| 23/04/2010 11:27:17 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . | ok |
| 23/04/2010 11:27:21 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . |
| 19/05/2011 08:46:28 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . | failed |
| 19/05/2011 08:46:41 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . | failed |
| 19/05/2011 08:46:50 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . | ok |
| 19/05/2011 08:47:02 | Alex | [[/|http://lostcoast.tiddlyspot.com/]] | [[store.cgi|http://lostcoast.tiddlyspot.com/store.cgi]] | . | [[index.html | http://lostcoast.tiddlyspot.com/index.html]] | . |
/***
|''Name:''|UploadPlugin|
|''Description:''|Save to web a TiddlyWiki|
|''Version:''|4.1.3|
|''Date:''|Feb 24, 2008|
|''Source:''|http://tiddlywiki.bidix.info/#UploadPlugin|
|''Documentation:''|http://tiddlywiki.bidix.info/#UploadPluginDoc|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
|''Requires:''|PasswordOptionPlugin|
***/
//{{{
version.extensions.UploadPlugin = {
	major: 4, minor: 1, revision: 3,
	date: new Date("Feb 24, 2008"),
	source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0'
};

//
// Environment
//

if (!window.bidix) window.bidix = {}; // bidix namespace
bidix.debugMode = false;	// true to activate both in Plugin and UploadService
	
//
// Upload Macro
//

config.macros.upload = {
// default values
	defaultBackupDir: '',	//no backup
	defaultStoreScript: "store.php",
	defaultToFilename: "index.html",
	defaultUploadDir: ".",
	authenticateUser: true	// UploadService Authenticate User
};
	
config.macros.upload.label = {
	promptOption: "Save and Upload this TiddlyWiki with UploadOptions",
	promptParamMacro: "Save and Upload this TiddlyWiki in %0",
	saveLabel: "save to web", 
	saveToDisk: "save to disk",
	uploadLabel: "upload"	
};

config.macros.upload.messages = {
	noStoreUrl: "No store URL in parmeters or options",
	usernameOrPasswordMissing: "Username or password missing"
};

config.macros.upload.handler = function(place,macroName,params) {
	if (readOnly)
		return;
	var label;
	if (document.location.toString().substr(0,4) == "http") 
		label = this.label.saveLabel;
	else
		label = this.label.uploadLabel;
	var prompt;
	if (params[0]) {
		prompt = this.label.promptParamMacro.toString().format([this.destFile(params[0], 
			(params[1] ? params[1]:bidix.basename(window.location.toString())), params[3])]);
	} else {
		prompt = this.label.promptOption;
	}
	createTiddlyButton(place, label, prompt, function() {config.macros.upload.action(params);}, null, null, this.accessKey);
};

config.macros.upload.action = function(params)
{
		// for missing macro parameter set value from options
		if (!params) params = {};
		var storeUrl = params[0] ? params[0] : config.options.txtUploadStoreUrl;
		var toFilename = params[1] ? params[1] : config.options.txtUploadFilename;
		var backupDir = params[2] ? params[2] : config.options.txtUploadBackupDir;
		var uploadDir = params[3] ? params[3] : config.options.txtUploadDir;
		var username = params[4] ? params[4] : config.options.txtUploadUserName;
		var password = config.options.pasUploadPassword; // for security reason no password as macro parameter	
		// for still missing parameter set default value
		if ((!storeUrl) && (document.location.toString().substr(0,4) == "http")) 
			storeUrl = bidix.dirname(document.location.toString())+'/'+config.macros.upload.defaultStoreScript;
		if (storeUrl.substr(0,4) != "http")
			storeUrl = bidix.dirname(document.location.toString()) +'/'+ storeUrl;
		if (!toFilename)
			toFilename = bidix.basename(window.location.toString());
		if (!toFilename)
			toFilename = config.macros.upload.defaultToFilename;
		if (!uploadDir)
			uploadDir = config.macros.upload.defaultUploadDir;
		if (!backupDir)
			backupDir = config.macros.upload.defaultBackupDir;
		// report error if still missing
		if (!storeUrl) {
			alert(config.macros.upload.messages.noStoreUrl);
			clearMessage();
			return false;
		}
		if (config.macros.upload.authenticateUser && (!username || !password)) {
			alert(config.macros.upload.messages.usernameOrPasswordMissing);
			clearMessage();
			return false;
		}
		bidix.upload.uploadChanges(false,null,storeUrl, toFilename, uploadDir, backupDir, username, password); 
		return false; 
};

config.macros.upload.destFile = function(storeUrl, toFilename, uploadDir) 
{
	if (!storeUrl)
		return null;
		var dest = bidix.dirname(storeUrl);
		if (uploadDir && uploadDir != '.')
			dest = dest + '/' + uploadDir;
		dest = dest + '/' + toFilename;
	return dest;
};

//
// uploadOptions Macro
//

config.macros.uploadOptions = {
	handler: function(place,macroName,params) {
		var wizard = new Wizard();
		wizard.createWizard(place,this.wizardTitle);
		wizard.addStep(this.step1Title,this.step1Html);
		var markList = wizard.getElement("markList");
		var listWrapper = document.createElement("div");
		markList.parentNode.insertBefore(listWrapper,markList);
		wizard.setValue("listWrapper",listWrapper);
		this.refreshOptions(listWrapper,false);
		var uploadCaption;
		if (document.location.toString().substr(0,4) == "http") 
			uploadCaption = config.macros.upload.label.saveLabel;
		else
			uploadCaption = config.macros.upload.label.uploadLabel;
		
		wizard.setButtons([
				{caption: uploadCaption, tooltip: config.macros.upload.label.promptOption, 
					onClick: config.macros.upload.action},
				{caption: this.cancelButton, tooltip: this.cancelButtonPrompt, onClick: this.onCancel}
				
			]);
	},
	options: [
		"txtUploadUserName",
		"pasUploadPassword",
		"txtUploadStoreUrl",
		"txtUploadDir",
		"txtUploadFilename",
		"txtUploadBackupDir",
		"chkUploadLog",
		"txtUploadLogMaxLine"		
	],
	refreshOptions: function(listWrapper) {
		var opts = [];
		for(i=0; i<this.options.length; i++) {
			var opt = {};
			opts.push();
			opt.option = "";
			n = this.options[i];
			opt.name = n;
			opt.lowlight = !config.optionsDesc[n];
			opt.description = opt.lowlight ? this.unknownDescription : config.optionsDesc[n];
			opts.push(opt);
		}
		var listview = ListView.create(listWrapper,opts,this.listViewTemplate);
		for(n=0; n<opts.length; n++) {
			var type = opts[n].name.substr(0,3);
			var h = config.macros.option.types[type];
			if (h && h.create) {
				h.create(opts[n].colElements['option'],type,opts[n].name,opts[n].name,"no");
			}
		}
		
	},
	onCancel: function(e)
	{
		backstage.switchTab(null);
		return false;
	},
	
	wizardTitle: "Upload with options",
	step1Title: "These options are saved in cookies in your browser",
	step1Html: "<input type='hidden' name='markList'></input><br>",
	cancelButton: "Cancel",
	cancelButtonPrompt: "Cancel prompt",
	listViewTemplate: {
		columns: [
			{name: 'Description', field: 'description', title: "Description", type: 'WikiText'},
			{name: 'Option', field: 'option', title: "Option", type: 'String'},
			{name: 'Name', field: 'name', title: "Name", type: 'String'}
			],
		rowClasses: [
			{className: 'lowlight', field: 'lowlight'} 
			]}
};

//
// upload functions
//

if (!bidix.upload) bidix.upload = {};

if (!bidix.upload.messages) bidix.upload.messages = {
	//from saving
	invalidFileError: "The original file '%0' does not appear to be a valid TiddlyWiki",
	backupSaved: "Backup saved",
	backupFailed: "Failed to upload backup file",
	rssSaved: "RSS feed uploaded",
	rssFailed: "Failed to upload RSS feed file",
	emptySaved: "Empty template uploaded",
	emptyFailed: "Failed to upload empty template file",
	mainSaved: "Main TiddlyWiki file uploaded",
	mainFailed: "Failed to upload main TiddlyWiki file. Your changes have not been saved",
	//specific upload
	loadOriginalHttpPostError: "Can't get original file",
	aboutToSaveOnHttpPost: 'About to upload on %0 ...',
	storePhpNotFound: "The store script '%0' was not found."
};

bidix.upload.uploadChanges = function(onlyIfDirty,tiddlers,storeUrl,toFilename,uploadDir,backupDir,username,password)
{
	var callback = function(status,uploadParams,original,url,xhr) {
		if (!status) {
			displayMessage(bidix.upload.messages.loadOriginalHttpPostError);
			return;
		}
		if (bidix.debugMode) 
			alert(original.substr(0,500)+"\n...");
		// Locate the storeArea div's 
		var posDiv = locateStoreArea(original);
		if((posDiv[0] == -1) || (posDiv[1] == -1)) {
			alert(config.messages.invalidFileError.format([localPath]));
			return;
		}
		bidix.upload.uploadRss(uploadParams,original,posDiv);
	};
	
	if(onlyIfDirty && !store.isDirty())
		return;
	clearMessage();
	// save on localdisk ?
	if (document.location.toString().substr(0,4) == "file") {
		var path = document.location.toString();
		var localPath = getLocalPath(path);
		saveChanges();
	}
	// get original
	var uploadParams = new Array(storeUrl,toFilename,uploadDir,backupDir,username,password);
	var originalPath = document.location.toString();
	// If url is a directory : add index.html
	if (originalPath.charAt(originalPath.length-1) == "/")
		originalPath = originalPath + "index.html";
	var dest = config.macros.upload.destFile(storeUrl,toFilename,uploadDir);
	var log = new bidix.UploadLog();
	log.startUpload(storeUrl, dest, uploadDir,  backupDir);
	displayMessage(bidix.upload.messages.aboutToSaveOnHttpPost.format([dest]));
	if (bidix.debugMode) 
		alert("about to execute Http - GET on "+originalPath);
	var r = doHttp("GET",originalPath,null,null,username,password,callback,uploadParams,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

bidix.upload.uploadRss = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		if(status) {
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.rssSaved,bidix.dirname(url)+'/'+destfile);
			bidix.upload.uploadMain(params[0],params[1],params[2]);
		} else {
			displayMessage(bidix.upload.messages.rssFailed);			
		}
	};
	// do uploadRss
	if(config.options.chkGenerateAnRssFeed) {
		var rssPath = uploadParams[1].substr(0,uploadParams[1].lastIndexOf(".")) + ".xml";
		var rssUploadParams = new Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
		var rssString = generateRss();
		// no UnicodeToUTF8 conversion needed when location is "file" !!!
		if (document.location.toString().substr(0,4) != "file")
			rssString = convertUnicodeToUTF8(rssString);	
		bidix.upload.httpUpload(rssUploadParams,rssString,callback,Array(uploadParams,original,posDiv));
	} else {
		bidix.upload.uploadMain(uploadParams,original,posDiv);
	}
};

bidix.upload.uploadMain = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		var log = new bidix.UploadLog();
		if(status) {
			// if backupDir specified
			if ((params[3]) && (responseText.indexOf("backupfile:") > -1))  {
				var backupfile = responseText.substring(responseText.indexOf("backupfile:")+11,responseText.indexOf("\n", responseText.indexOf("backupfile:")));
				displayMessage(bidix.upload.messages.backupSaved,bidix.dirname(url)+'/'+backupfile);
			}
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.mainSaved,bidix.dirname(url)+'/'+destfile);
			store.setDirty(false);
			log.endUpload("ok");
		} else {
			alert(bidix.upload.messages.mainFailed);
			displayMessage(bidix.upload.messages.mainFailed);
			log.endUpload("failed");			
		}
	};
	// do uploadMain
	var revised = bidix.upload.updateOriginal(original,posDiv);
	bidix.upload.httpUpload(uploadParams,revised,callback,uploadParams);
};

bidix.upload.httpUpload = function(uploadParams,data,callback,params)
{
	var localCallback = function(status,params,responseText,url,xhr) {
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (xhr.status == 404)
			alert(bidix.upload.messages.storePhpNotFound.format([url]));
		if ((bidix.debugMode) || (responseText.indexOf("Debug mode") >= 0 )) {
			alert(responseText);
			if (responseText.indexOf("Debug mode") >= 0 )
				responseText = responseText.substring(responseText.indexOf("\n\n")+2);
		} else if (responseText.charAt(0) != '0') 
			alert(responseText);
		if (responseText.charAt(0) != '0')
			status = null;
		callback(status,params,responseText,url,xhr);
	};
	// do httpUpload
	var boundary = "---------------------------"+"AaB03x";	
	var uploadFormName = "UploadPlugin";
	// compose headers data
	var sheader = "";
	sheader += "--" + boundary + "\r\nContent-disposition: form-data; name=\"";
	sheader += uploadFormName +"\"\r\n\r\n";
	sheader += "backupDir="+uploadParams[3] +
				";user=" + uploadParams[4] +
				";password=" + uploadParams[5] +
				";uploaddir=" + uploadParams[2];
	if (bidix.debugMode)
		sheader += ";debug=1";
	sheader += ";;\r\n"; 
	sheader += "\r\n" + "--" + boundary + "\r\n";
	sheader += "Content-disposition: form-data; name=\"userfile\"; filename=\""+uploadParams[1]+"\"\r\n";
	sheader += "Content-Type: text/html;charset=UTF-8" + "\r\n";
	sheader += "Content-Length: " + data.length + "\r\n\r\n";
	// compose trailer data
	var strailer = new String();
	strailer = "\r\n--" + boundary + "--\r\n";
	data = sheader + data + strailer;
	if (bidix.debugMode) alert("about to execute Http - POST on "+uploadParams[0]+"\n with \n"+data.substr(0,500)+ " ... ");
	var r = doHttp("POST",uploadParams[0],data,"multipart/form-data; ;charset=UTF-8; boundary="+boundary,uploadParams[4],uploadParams[5],localCallback,params,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

// same as Saving's updateOriginal but without convertUnicodeToUTF8 calls
bidix.upload.updateOriginal = function(original, posDiv)
{
	if (!posDiv)
		posDiv = locateStoreArea(original);
	if((posDiv[0] == -1) || (posDiv[1] == -1)) {
		alert(config.messages.invalidFileError.format([localPath]));
		return;
	}
	var revised = original.substr(0,posDiv[0] + startSaveArea.length) + "\n" +
				store.allTiddlersAsHtml() + "\n" +
				original.substr(posDiv[1]);
	var newSiteTitle = getPageTitle().htmlEncode();
	revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
	revised = updateMarkupBlock(revised,"PRE-HEAD","MarkupPreHead");
	revised = updateMarkupBlock(revised,"POST-HEAD","MarkupPostHead");
	revised = updateMarkupBlock(revised,"PRE-BODY","MarkupPreBody");
	revised = updateMarkupBlock(revised,"POST-SCRIPT","MarkupPostBody");
	return revised;
};

//
// UploadLog
// 
// config.options.chkUploadLog :
//		false : no logging
//		true : logging
// config.options.txtUploadLogMaxLine :
//		-1 : no limit
//      0 :  no Log lines but UploadLog is still in place
//		n :  the last n lines are only kept
//		NaN : no limit (-1)

bidix.UploadLog = function() {
	if (!config.options.chkUploadLog) 
		return; // this.tiddler = null
	this.tiddler = store.getTiddler("UploadLog");
	if (!this.tiddler) {
		this.tiddler = new Tiddler();
		this.tiddler.title = "UploadLog";
		this.tiddler.text = "| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |";
		this.tiddler.created = new Date();
		this.tiddler.modifier = config.options.txtUserName;
		this.tiddler.modified = new Date();
		store.addTiddler(this.tiddler);
	}
	return this;
};

bidix.UploadLog.prototype.addText = function(text) {
	if (!this.tiddler)
		return;
	// retrieve maxLine when we need it
	var maxLine = parseInt(config.options.txtUploadLogMaxLine,10);
	if (isNaN(maxLine))
		maxLine = -1;
	// add text
	if (maxLine != 0) 
		this.tiddler.text = this.tiddler.text + text;
	// Trunck to maxLine
	if (maxLine >= 0) {
		var textArray = this.tiddler.text.split('\n');
		if (textArray.length > maxLine + 1)
			textArray.splice(1,textArray.length-1-maxLine);
			this.tiddler.text = textArray.join('\n');		
	}
	// update tiddler fields
	this.tiddler.modifier = config.options.txtUserName;
	this.tiddler.modified = new Date();
	store.addTiddler(this.tiddler);
	// refresh and notifiy for immediate update
	story.refreshTiddler(this.tiddler.title);
	store.notify(this.tiddler.title, true);
};

bidix.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir,  backupDir) {
	if (!this.tiddler)
		return;
	var now = new Date();
	var text = "\n| ";
	var filename = bidix.basename(document.location.toString());
	if (!filename) filename = '/';
	text += now.formatString("0DD/0MM/YYYY 0hh:0mm:0ss") +" | ";
	text += config.options.txtUserName + " | ";
	text += "[["+filename+"|"+location + "]] |";
	text += " [[" + bidix.basename(storeUrl) + "|" + storeUrl + "]] | ";
	text += uploadDir + " | ";
	text += "[[" + bidix.basename(toFilename) + " | " +toFilename + "]] | ";
	text += backupDir + " |";
	this.addText(text);
};

bidix.UploadLog.prototype.endUpload = function(status) {
	if (!this.tiddler)
		return;
	this.addText(" "+status+" |");
};

//
// Utilities
// 

bidix.checkPlugin = function(plugin, major, minor, revision) {
	var ext = version.extensions[plugin];
	if (!
		(ext  && 
			((ext.major > major) || 
			((ext.major == major) && (ext.minor > minor))  ||
			((ext.major == major) && (ext.minor == minor) && (ext.revision >= revision))))) {
			// write error in PluginManager
			if (pluginInfo)
				pluginInfo.log.push("Requires " + plugin + " " + major + "." + minor + "." + revision);
			eval(plugin); // generate an error : "Error: ReferenceError: xxxx is not defined"
	}
};

bidix.dirname = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(0, lastpos);
	} else {
		return filePath.substring(0, filePath.lastIndexOf("\\"));
	}
};

bidix.basename = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("#")) != -1) 
		filePath = filePath.substring(0, lastpos);
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(lastpos + 1);
	} else
		return filePath.substring(filePath.lastIndexOf("\\")+1);
};

bidix.initOption = function(name,value) {
	if (!config.options[name])
		config.options[name] = value;
};

//
// Initializations
//

// require PasswordOptionPlugin 1.0.1 or better
bidix.checkPlugin("PasswordOptionPlugin", 1, 0, 1);

// styleSheet
setStylesheet('.txtUploadStoreUrl, .txtUploadBackupDir, .txtUploadDir {width: 22em;}',"uploadPluginStyles");

//optionsDesc
merge(config.optionsDesc,{
	txtUploadStoreUrl: "Url of the UploadService script (default: store.php)",
	txtUploadFilename: "Filename of the uploaded file (default: in index.html)",
	txtUploadDir: "Relative Directory where to store the file (default: . (downloadService directory))",
	txtUploadBackupDir: "Relative Directory where to backup the file. If empty no backup. (default: ''(empty))",
	txtUploadUserName: "Upload Username",
	pasUploadPassword: "Upload Password",
	chkUploadLog: "do Logging in UploadLog (default: true)",
	txtUploadLogMaxLine: "Maximum of lines in UploadLog (default: 10)"
});

// Options Initializations
bidix.initOption('txtUploadStoreUrl','');
bidix.initOption('txtUploadFilename','');
bidix.initOption('txtUploadDir','');
bidix.initOption('txtUploadBackupDir','');
bidix.initOption('txtUploadUserName','');
bidix.initOption('pasUploadPassword','');
bidix.initOption('chkUploadLog',true);
bidix.initOption('txtUploadLogMaxLine','10');


// Backstage
merge(config.tasks,{
	uploadOptions: {text: "upload", tooltip: "Change UploadOptions and Upload", content: '<<uploadOptions>>'}
});
config.backstageTasks.push("uploadOptions");


//}}}

This small village makes it money by fishing. The villagers here have little notion of the [[Lost Coast]]. Their lives relvove around the island they live on.
The [[Verdant Circle]] is an organization that predates the Empire of Light. There are followers of [[Wylde]]. They see it as sin of civilization to encrouch on the home of the Wylde. The [[Verdant Circle]] is most concerned with protecting the wild places of the [[Lost Coast]]. They despise the great cities and avoid them at all costs, considering them a blight on the Lost Coast. They know the name of the Darkness that spreads across the Lost Coast. Though their numbers are small, they count among their members some very powerful druids.  Most people of the Lost Coast simply know the [[Verdant Circle]] as Wildmen.
[[Vestus]] ~ Goddess of Night & The Hunt and Wife of Orn
[[Vestus]] is known as the goddess of the night and the great huntress. She only has one eye, but sees all in all corners of the night. Her followers prefer the places of the forest where they do battle with the followers of the [[Wylde]]. There is an order of Druids that are loyal to [[Vestus]] and wage war with the Druids who serve the [[Wylde]]. Her followers do not dislike the cities, but tend to look down on them as failed creations of her father's children.
 
The [[Village of Lente]] is the closest thing the nomads of the plains have to a capitol. This village holds some buildings and a great trade square just south of the village. During the summer festival, the horse nomads of the plains come here to hold court and trade.
This is a small half-elf village. The people here border the Elven Nation of [[Cre Velan]]. Originally this was a small village of humans who raised sheep and were woodworkers. Now they have bred with the Elves in the north. [[Cre Velan]] tolerates Newt since many of the people here can share a lineage with the Elves. But there are not allowed to enter the woods. Trees marked on the border are allowed for woodworkers.
During the [[War of Freedom]], The [[Eladrin]] returned to the [[Lost Coast]] when the seals that the [[Dragonborn]] crafted to separate the [[Feywild]] from the [[Material Plane]] failed. Their return sparked the human uprising that led to the majority of [[Iso]]'s races rising up and overthrowing the [[Dragonborn]]. Although, modern scholars believe that it was in fact the human uprising that came first and that uprising managed to break at least one of the seals and bring back the [[Eladrin]]. 
The [[War of the Dragonborn]] identifies the first arrival the [[Dragonborn]] on the [[Lost Coast]] and their subsequent conquering of all the lands within. It is said they had already united their own kingdom far across the great sea to the East. This land was supposedly ruled by Dragons. A large portion of the [[Dragonborn]] armies and resources sailed East at the conclusion of the [[Dragon Wars]] to free this far away land. They have never been heard from.
The [[War of the Twins]] was the final conflict between the two sons of [[Relmak VIII]]. The two were raised and trained by members of the [[Order of Jorunn]] before they were pitted against each other. The two ended up both being killed during the war and plunging the empire into disarray after their death. It has been more than 200 years since a Relmak has sat on the throne.
The [[Warforged]] were the [[Dragonborn]]'s last creation during the [[Dragon Wars]]. The [[Dragonborn]] didn't think they could defeat the Dragons. One of their greatest Artificers came up with the secret for creating races. Just as the Dragons created a race to fight against [[Iso]], the [[Dragonborn]] crafted the [[Warforged]] to fight the Dragons. The [[Dragonborn]] ended up winning with the help of Iso's races, but it cost them their empire. The secret for creating more [[Warforged]] was lost with the fall of the Dragonborn's empire. They were declared sacrilege by [[Iso]]'s followers and the Engines of Life were destroyed.

Lifespan: Immortal
This is the TiddlyWiki for the [[Lost Coast]], a home made campaign setting created by Alexis Perez. 
For a taste of what the [[Lost Coast]] is about, read the [[Lost Coast Primer]].

@@font-weight:bold;font-size:1.3em;color:#444; //Where To?// &nbsp;&nbsp;@@
Choose one of these areas to head to:
|borderless|k
|@@font-weight:bold;font-size:1.4em;color:#444;//[[General:]]//&nbsp;&nbsp;@@ |Information about the [[Lost Coast]], Weather, Festivals, and other tidbits. |
|@@font-weight:bold;font-size:1.4em;color:#444;//[[Places:]]//&nbsp;&nbsp;@@ |Various Cities, Villages, and Landmarks |
|@@font-weight:bold;font-size:1.4em;color:#444;//[[Religions:]]//&nbsp;&nbsp;@@ |All the Gods & The Creation Myth of the [[Lost Coast]] |
|@@font-weight:bold;font-size:1.4em;color:#444;//[[Organizations:]]//&nbsp;&nbsp;@@ |All the various factions at play in the area. |
|@@font-weight:bold;font-size:1.4em;color:#444;//[[Races:]]//&nbsp;&nbsp;@@ |All the various races that live on the [[Lost Coast]]. |
|@@font-weight:bold;font-size:1.4em;color:#444;//[[Famous NPC's:]]//&nbsp;&nbsp;@@ |Famous people that may not be associated with cities. |
|@@font-weight:bold;font-size:1.4em;color:#444;//[[Links to Maps:]]//&nbsp;&nbsp;@@ |Links to Maps I've created. |
|@@font-weight:bold;font-size:1.4em;color:#444;//[[Campaigns:]]//&nbsp;&nbsp;@@ |Current Campaigns Being Run in the [[Lost Coast]]. |
|@@font-weight:bold;font-size:1.4em;color:#444;//[[Special Rules:]]//&nbsp;&nbsp;@@ |Rules, Paragon Paths, Crunchy stuff for the [[Lost Coast]]. |
This document is a ~TiddlyWiki from tiddlyspot.com.  A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.

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This forest acts as the guard against the Great Orc [[Empire of Grawl]]. The Elves here are at war with the invaders from the West. Although few in the [[Lost Coast]] know of this encrouching force it is spreading. The Elves have turned to using gorilla tactics. 
@@font-weight:bold;font-size:1.0em;color:#444;//[[Wraithe]] (Unknown Race) ~
Assassin for Hire//&nbsp;&nbsp;@@

[[Wraithe]] is one of the most famous assassins on the [[Lost Coast]]. He's been rumored about since the [[War of the Twins]] which has lead many people to theorize that it's now a title handed down from one assassin to the next. It's even rumored that he was the killer that took out the final Relmak and started the [[War of the Twins]]. No one has seen him and lived. Today he's just whispered about, and most other assassins long to be as good as he is.
[[Wylde]] ~ The Hunter, The Nameless Beast, Master of the Wild & Dark Places
[[Wylde]] was the first unintential creation of [[Iso]]. It's followers abhor cities and the other thinking creatures. Those that follow [[Wylde]] are taught to give themselves over to the beast and take apart any of [[Iso]]'s creations. Many wage war against the followers of [[Wylde]], but it's followers are legion and come from all races and all creatures. Those that follow [[Wylde]] are said to have friends everywhere. But [[Wylde]] does not allow failure, and those that fail it do not live long.
This used to be a Kaer of the Dwarves, but it fell during the current war with the Drow. The heart of the city is now the Drow city [[Xiltya]]. Large sections of the rest of the city have been left fallow and have become home to other monsters and dark things the Drow enjoy hunting.
[[Xixxlowe]] is one of the outsiders, and one of the more powerful ones. He's been around since the beginning. It's said that he's been whispering about power and wealth to the thinking races since [[Iso]] put them down on [[Daras]].
@@font-weight:bold;font-size:1.0em;color:#444;//[[Zimm]] (Deva) ~
Head Officer of the ISA([[Institute for the Study of the Arcane]])//&nbsp;&nbsp;@@

[[Zimm]] served in the war against [[Iso]] and unlike his brethren who have forgotten many of their past lives, he has managed to remain mostly in one lifetime. As such he's a highly valuable source of information and knowledge. Zimm currently oversees the ISA for [[Squad 13]]. He's an unofficial member, but was instrumental in the groups founding during the [[Empire of Light]]. Although he takes little role in the running of the Squad, he does help give advice to those that seek it and sometimes reserves the right to address the leaders of the Squad and remind them of their task to the empire.
The city of [[Zorn]] is in ruins and rests in the [[Feywoods]]. The trees here are strange and different than any other trees in the [[Lost Coast]]. The gate to the Fey realm still sits here defunct. Somewhere in the [[Lost Coast]] the glyphs exist to open it again.