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	<title>Dramatis Personae - User contributions [en-ca]</title>
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	<updated>2026-05-06T13:20:10Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=419</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=419"/>
		<updated>2026-04-30T13:44:52Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current &amp;quot;Session&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
* Events on Train&lt;br /&gt;
* Events in West Dragonspur&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Empire of the West&amp;quot;&lt;br /&gt;
* Tetsu no Tsubaki - A legendary weaponsmith from the Empire of the West.&lt;br /&gt;
* Yukisato - Where Tetsu no Tsubaki lives and works and never leaves.&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
* Leesa, soon to be Skyreacher (Fury/Guardian/Tinkerer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita) Ernst Klausch&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;br /&gt;
&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:48  Okay, so Count Gable: Lawful Good. Earnest and honest. Polite to most people, but vicious when it comes to his enemies. He was the 2nd son of the previous count gable. He wasn’t expected to inherit the title, but his father and brother died in mysterious circumstances a year ago, and he was forced to step up. While he has a natural gift for politics that his brother lacked, his relative youth/inexperience, plus the fact that he hadn’t fostered the relationships his brother did until he stepped in, means he’s still learning. A politician with decades/centuries of relationships/experience can still oumaneuver him. The Head of the Gable Family is typically appointed as Minister of Justice, in charge of all legal affairs. However, due to the previous count’s death and the current’s youth, the King decided to have an interim take his place until the Count was ready (currently anticipated to be around age 25, so in about 4 years). Regarding his relationship with Aura. They first met in boarding school. As she was 3 years younger, they didn’t spend too much time together, but they formed a bond of sorts when he had to tutor her. Once she graduated boarding school and became a concubine, it was right after the count’s father and brother died. Sex was used as a way to soothe the pain. Aura is already 18 by this point. Though he always repeated Aura’s need/desire to be a concubine, there’s an open invitation for her to join his household. Before she left for the funeral, he had actually proposed to her, but she’s delayed on a response because of her grief. She doesn’t want to marry him because she cannot bear an heir, but she deeply cares. He, on the other hand, is in love with her. As for why Aura needs to be a concubine or why she’s under his protection, that’s something I’m not ready to reveal yet.&lt;br /&gt;
# Also skilled with a blade and long ranged weapons, and is more than capable in a fight.&lt;br /&gt;
# Also, he’s ultra weak to Aura’s feet. All she has to do is use them and she can usually get her way with him. Not necessarily because he’s got a thing for them, but she is called Fleetfoot for a reason.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:51  I see I see &lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:52  Does any of this conflict with what you have planned? If so, it’s easier for me to adjust than you.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:53  Any thoughts on who this interim Minister of Justice might be? And no, not at all - in fact, depending on your answer to THAT question, you may give me an opening :3&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:54  I do not have any thoughts. Most likely one of the previous Minister’s lieutenants, if pressed to answer.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:54&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Also, the incident that killed the Minister of Justice and his heir may or may not be tied to why the Chief of Staff resigned. Just saying &lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Magnus, eh... good notion.&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:58  Do you need anything else?&lt;br /&gt;
# Oh, and his full name is Augustine Henry Gable, if that’s needed.&lt;br /&gt;
# Auggie to those closes to him.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 18:01  That&#039;s good :D  That helps Nope, I think I&#039;ve got everything&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/File:Party_View.png?diff=418</id>
		<title>File:Party View.png</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/File:Party_View.png?diff=418"/>
		<updated>2026-04-26T18:35:12Z</updated>

		<summary type="html">&lt;p&gt;Eire: Eire uploaded a new version of File:Party View.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Party View&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=417</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=417"/>
		<updated>2026-04-26T18:22:48Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* South Venira and the Western Comb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
|&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
===== East Dragonspur =====&lt;br /&gt;
Nestled in a dry valley near the base of the Western Comb, this town is home to the eastern end of the Dragon&#039;s Pass rail line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Steam Whistle Hotel&lt;br /&gt;
&lt;br /&gt;
===== The Western Comb =====&lt;br /&gt;
A dense collection of mountain peaks, largely impassable on foot. There are some paths through the mountains, but they are all treacherous.&lt;br /&gt;
&lt;br /&gt;
===== Dragon&#039;s Pass =====&lt;br /&gt;
The best known route through the Western Comb, this deep ravine runs the length of the Comb. Decades ago, a rail line was laid through the ravine, and several tunnels were bored through to permit passage.&lt;br /&gt;
&lt;br /&gt;
===== Dragonspur Station =====&lt;br /&gt;
A station at the midpoint of the Dragon&#039;s Pass rail line.&lt;br /&gt;
|[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
===== [[West Dragonspur]] =====&lt;br /&gt;
Considerably larger than East Dragonspur, and home to many expatriates from Venira, this city is one of the largest in the Principalities. As the closest settlement to Venira, it serves as a major trading hub.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The White Whale&lt;br /&gt;
&lt;br /&gt;
===== Coastal Town Merbord =====&lt;br /&gt;
The best known and most stable settlement in the region, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
|[[File:The Principalities.png|alt=The Principalities|none|thumb|The Principalities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/File:The_Principalities.png?diff=416</id>
		<title>File:The Principalities.png</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/File:The_Principalities.png?diff=416"/>
		<updated>2026-04-26T18:19:32Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Principalities&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/West_Dragonspur?diff=415</id>
		<title>West Dragonspur</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/West_Dragonspur?diff=415"/>
		<updated>2026-04-26T18:17:34Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Shops ====&lt;br /&gt;
Aside from the shops below, you can recharge IP at a cost of 10z per point.&lt;br /&gt;
&lt;br /&gt;
Items with a ♦ are martial, and require certain classes to be able to equip:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Martial Melee Weapons:&#039;&#039;&#039; Darkblade, Fury, or Weaponmaster&lt;br /&gt;
* &#039;&#039;&#039;Martial Ranged Weapons:&#039;&#039;&#039; Sharpshooter&lt;br /&gt;
* &#039;&#039;&#039;Martial Armour:&#039;&#039;&#039; Darkblade, Fury, or Guardian&lt;br /&gt;
* &#039;&#039;&#039;Martial Shields:&#039;&#039;&#039; Guardian or Weaponmaster&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Damage&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Encyclopedia&lt;br /&gt;
|Arcane&lt;br /&gt;
|600&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|2H • Melee • Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ars Goetia&lt;br /&gt;
|Arcane&lt;br /&gt;
|800&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+6] Light&lt;br /&gt;
|2H • Melee • +2 to Checks vs Demons&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow&lt;br /&gt;
|Bow&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|2H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Siegebreaker ♦&lt;br /&gt;
|Bow&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+12] Physical&lt;br /&gt;
|2H • Ranged • Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Frozen Grasp&lt;br /&gt;
|Brawling&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+6] Ice&lt;br /&gt;
|1H • Melee • Immune to &#039;&#039;&#039;Enraged&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bear Paw ♦&lt;br /&gt;
|Brawling&lt;br /&gt;
|850&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+10] Physical&lt;br /&gt;
|1H • Melee • Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Heart Knife&lt;br /&gt;
|Dagger&lt;br /&gt;
|550&lt;br /&gt;
|[DEX+WLP]&lt;br /&gt;
|[HR+4] Light&lt;br /&gt;
|1H • Melee • +5 Damage vs &#039;&#039;&#039;Demons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Atom Slicer&lt;br /&gt;
|Dagger&lt;br /&gt;
|600&lt;br /&gt;
|[DEX+DEX]+1&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Melee • Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Spellshot ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|400&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Pistol ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|650&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged • +5 Damage vs &#039;&#039;&#039;Constructs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Old Whip&lt;br /&gt;
|Flail&lt;br /&gt;
|650&lt;br /&gt;
|[DEX+DEX]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|2H • Melee • +5 Damage vs &#039;&#039;&#039;Beasts/Monsters&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Beowulf ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|550&lt;br /&gt;
|[MIG+MIG]&lt;br /&gt;
|[HR+10] Physical&lt;br /&gt;
|1H • Melee • +5 Damage vs &#039;&#039;&#039;Monsters&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Belly of the Beast ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|650&lt;br /&gt;
|[MIG+MIG]&lt;br /&gt;
|[HR+14] Poison&lt;br /&gt;
|2H • Melee • +5 Damage to &#039;&#039;&#039;Humanoids&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dragontongue ♦&lt;br /&gt;
|Spear&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+12] Fire&lt;br /&gt;
|2H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Rocinante ♦&lt;br /&gt;
|Spear&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Melee • +1 Damage per Status Suffered&lt;br /&gt;
|-&lt;br /&gt;
|Flamberge ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+10] Fire&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Edge ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|700&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee • Immune to &#039;&#039;&#039;Enraged&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Boomerang&lt;br /&gt;
|Thrown&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Ranged • +5 Damage vs &#039;&#039;&#039;Beasts/Monsters&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wind Dancer&lt;br /&gt;
|Thrown&lt;br /&gt;
|850&lt;br /&gt;
|[DEX+WLP]&lt;br /&gt;
|[HR+8] Air&lt;br /&gt;
|1H • Ranged • Ignores Resistances&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Equipment Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Slot&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Defense&lt;br /&gt;
!M.Defense&lt;br /&gt;
!Initiative&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Slimy Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|600&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Immune to &#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fox Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Desperado Coat&lt;br /&gt;
|Armor&lt;br /&gt;
|750&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Half Cost &#039;&#039;&#039;Barrage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Alchemist Cloak&lt;br /&gt;
|Armor&lt;br /&gt;
|800&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -2&lt;br /&gt;
| +5 HP/MP to Potions Used&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|900&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
| +1 &#039;&#039;&#039;Dagger&#039;&#039;&#039; Accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Runic Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|250&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Steel Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|300&lt;br /&gt;
|12&lt;br /&gt;
|[INS]&lt;br /&gt;
| -4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|900&lt;br /&gt;
|11&lt;br /&gt;
|[INS]&lt;br /&gt;
| -3&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Dark&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Valkyrie Wings ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|900&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
|Half Cost &#039;&#039;&#039;Soaring Strike&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Runic Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|150&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fulgur Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Bolt&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gelum Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Ice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ignis Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Terra Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ventus Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Air&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Choker&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Earring&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Bracelet&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Ring&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&#039;s Belt&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rough Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silky Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Shaken&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rookie&#039;s Boots&lt;br /&gt;
|Accessory&lt;br /&gt;
|600&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When you fumble, gain 1 XP&lt;br /&gt;
|-&lt;br /&gt;
|Hannya Mask&lt;br /&gt;
|Accessory&lt;br /&gt;
|700&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Ignore Resistance on &#039;&#039;&#039;Shaken&#039;&#039;&#039; Targets&lt;br /&gt;
|-&lt;br /&gt;
|Amethyst Pendant&lt;br /&gt;
|Accessory&lt;br /&gt;
|700&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Dark&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Pendant&lt;br /&gt;
|Accessory&lt;br /&gt;
|700&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Light&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Emerald Pendant&lt;br /&gt;
|Accessory&lt;br /&gt;
|700&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Poison&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enhancement Forge&lt;br /&gt;
!Quality&lt;br /&gt;
!Gear&lt;br /&gt;
!Minimum&lt;br /&gt;
Elegem&lt;br /&gt;
Value&lt;br /&gt;
!Required&lt;br /&gt;
Element&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Magical&lt;br /&gt;
|Weapon&lt;br /&gt;
|100&lt;br /&gt;
|Any&lt;br /&gt;
|Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|300&lt;br /&gt;
|Any&lt;br /&gt;
| +5 Damage to a specific species&lt;br /&gt;
|-&lt;br /&gt;
|Damage Change&lt;br /&gt;
|Accessory&lt;br /&gt;
|300&lt;br /&gt;
|&#039;&#039;Varies&#039;&#039;&lt;br /&gt;
|All damage dealt by weapons, spells, and Skills becomes a specific type&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|Weapon&lt;br /&gt;
|400&lt;br /&gt;
|Any&lt;br /&gt;
|Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Dual Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|500&lt;br /&gt;
|Any&lt;br /&gt;
| +5 Damage to two specific species&lt;br /&gt;
|-&lt;br /&gt;
|Antistatus&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
|Any&lt;br /&gt;
|Immunity to a single status effect&lt;br /&gt;
|-&lt;br /&gt;
|Initiative Up&lt;br /&gt;
|Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
|Any&lt;br /&gt;
| +4 to Initiative&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Strike&lt;br /&gt;
|Weapon&lt;br /&gt;
|600&lt;br /&gt;
|&#039;&#039;Wind&#039;&#039;&lt;br /&gt;
|Deals +5 Damage on the first round of an encounter&lt;br /&gt;
|-&lt;br /&gt;
|Agony&lt;br /&gt;
|Weapon&lt;br /&gt;
|600&lt;br /&gt;
|&#039;&#039;Fire&#039;&#039;&lt;br /&gt;
|Deals +1 Damage for every status effect the wielder suffers&lt;br /&gt;
|-&lt;br /&gt;
|Breaker&lt;br /&gt;
|Weapon&lt;br /&gt;
|600&lt;br /&gt;
|&#039;&#039;Lightning&#039;&#039;&lt;br /&gt;
| +2 to Accuracy when using &#039;&#039;&#039;Breach&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|700&lt;br /&gt;
|&#039;&#039;Varies&#039;&#039;&lt;br /&gt;
|Resistance to a single damage type other than &#039;&#039;&#039;physical&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Amulet&lt;br /&gt;
|Weapon, Accessory&lt;br /&gt;
|800&lt;br /&gt;
|Any&lt;br /&gt;
| +1 to MDEF&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|Weapon, Accessory&lt;br /&gt;
|800&lt;br /&gt;
|Any&lt;br /&gt;
| +1 to DEF&lt;br /&gt;
|-&lt;br /&gt;
|Heartthrob&lt;br /&gt;
|Weapon&lt;br /&gt;
|800&lt;br /&gt;
|&#039;&#039;Light&#039;&#039;&lt;br /&gt;
|Deals +1 Damage for every Bond of &#039;&#039;&#039;Affection&#039;&#039;&#039; the wielder has&lt;br /&gt;
|-&lt;br /&gt;
|Earthpower&lt;br /&gt;
|Accessory&lt;br /&gt;
|800&lt;br /&gt;
|&#039;&#039;Earth&#039;&#039;&lt;br /&gt;
|Gain +5 HP from recovery effects while in &#039;&#039;&#039;Crisis&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/West_Dragonspur?diff=414</id>
		<title>West Dragonspur</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/West_Dragonspur?diff=414"/>
		<updated>2026-04-19T19:43:34Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Shops ====&lt;br /&gt;
Aside from the shops below, you can recharge IP at a cost of 10z per point.&lt;br /&gt;
&lt;br /&gt;
Items with a ♦ are martial, and require certain classes to be able to equip:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Martial Melee Weapons:&#039;&#039;&#039; Darkblade, Fury, or Weaponmaster&lt;br /&gt;
* &#039;&#039;&#039;Martial Ranged Weapons:&#039;&#039;&#039; Sharpshooter&lt;br /&gt;
* &#039;&#039;&#039;Martial Armour:&#039;&#039;&#039; Darkblade, Fury, or Guardian&lt;br /&gt;
* &#039;&#039;&#039;Martial Shields:&#039;&#039;&#039; Guardian or Weaponmaster&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Damage&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Encyclopedia&lt;br /&gt;
|Arcane&lt;br /&gt;
|600&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|2H • Melee • Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ars Goetia&lt;br /&gt;
|Arcane&lt;br /&gt;
|800&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+6] Light&lt;br /&gt;
|2H • Melee • +2 to Checks vs Demons&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow&lt;br /&gt;
|Bow&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|2H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Siegebreaker ♦&lt;br /&gt;
|Bow&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+12] Physical&lt;br /&gt;
|2H • Ranged • Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Frozen Grasp&lt;br /&gt;
|Brawling&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+6] Ice&lt;br /&gt;
|1H • Melee • Immune to &#039;&#039;&#039;Enraged&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bear Paw ♦&lt;br /&gt;
|Brawling&lt;br /&gt;
|850&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+10] Physical&lt;br /&gt;
|1H • Melee • Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Heart Knife&lt;br /&gt;
|Dagger&lt;br /&gt;
|550&lt;br /&gt;
|[DEX+WLP]&lt;br /&gt;
|[HR+4] Light&lt;br /&gt;
|1H • Melee • +5 Damage vs &#039;&#039;&#039;Demons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Atom Slicer&lt;br /&gt;
|Dagger&lt;br /&gt;
|600&lt;br /&gt;
|[DEX+DEX]+1&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Melee • Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Spellshot ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|400&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Pistol ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|650&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged • +5 Damage vs &#039;&#039;&#039;Constructs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Old Whip&lt;br /&gt;
|Flail&lt;br /&gt;
|650&lt;br /&gt;
|[DEX+DEX]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|2H • Melee • +5 Damage vs &#039;&#039;&#039;Beasts/Monsters&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Beowulf ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|550&lt;br /&gt;
|[MIG+MIG]&lt;br /&gt;
|[HR+10] Physical&lt;br /&gt;
|1H • Melee • +5 Damage vs &#039;&#039;&#039;Monsters&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Belly of the Beast ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|650&lt;br /&gt;
|[MIG+MIG]&lt;br /&gt;
|[HR+14] Poison&lt;br /&gt;
|2H • Melee • +5 Damage to &#039;&#039;&#039;Humanoids&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dragontongue ♦&lt;br /&gt;
|Spear&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+12] Fire&lt;br /&gt;
|2H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Rocinante ♦&lt;br /&gt;
|Spear&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Melee • +1 Damage per Status Suffered&lt;br /&gt;
|-&lt;br /&gt;
|Flamberge ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+10] Fire&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Edge ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|700&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee • Immune to &#039;&#039;&#039;Enraged&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Boomerang&lt;br /&gt;
|Thrown&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Ranged • +5 Damage vs &#039;&#039;&#039;Beasts/Monsters&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wind Dancer&lt;br /&gt;
|Thrown&lt;br /&gt;
|850&lt;br /&gt;
|[DEX+WLP]&lt;br /&gt;
|[HR+8] Air&lt;br /&gt;
|1H • Ranged • Ignores Resistances&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Equipment Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Slot&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Defense&lt;br /&gt;
!M.Defense&lt;br /&gt;
!Initiative&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Slimy Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|600&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Immune to &#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fox Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Desperado Coat&lt;br /&gt;
|Armor&lt;br /&gt;
|750&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Half Cost &#039;&#039;&#039;Barrage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Alchemist Cloak&lt;br /&gt;
|Armor&lt;br /&gt;
|800&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -2&lt;br /&gt;
| +5 HP/MP to Potions Used&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|900&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
| +1 &#039;&#039;&#039;Dagger&#039;&#039;&#039; Accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Runic Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|250&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Steel Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|300&lt;br /&gt;
|12&lt;br /&gt;
|[INS]&lt;br /&gt;
| -4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|900&lt;br /&gt;
|11&lt;br /&gt;
|[INS]&lt;br /&gt;
| -3&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Dark&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Valkyrie Wings ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|900&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
|Half Cost &#039;&#039;&#039;Soaring Strike&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Runic Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|150&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fulgur Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Bolt&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gelum Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Ice&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ignis Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Terra Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ventus Aegis&lt;br /&gt;
|Shield&lt;br /&gt;
|800&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Air&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Choker&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Earring&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Bracelet&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Ring&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&#039;s Belt&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rough Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silky Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Shaken&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rookie&#039;s Boots&lt;br /&gt;
|Accessory&lt;br /&gt;
|600&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When you fumble, gain 1 XP&lt;br /&gt;
|-&lt;br /&gt;
|Hannya Mask&lt;br /&gt;
|Accessory&lt;br /&gt;
|700&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Ignore Resistance on &#039;&#039;&#039;Shaken&#039;&#039;&#039; Targets&lt;br /&gt;
|-&lt;br /&gt;
|Amethyst Pendant&lt;br /&gt;
|Accessory&lt;br /&gt;
|700&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Dark&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Pendant&lt;br /&gt;
|Accessory&lt;br /&gt;
|700&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Light&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Emerald Pendant&lt;br /&gt;
|Accessory&lt;br /&gt;
|700&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Resistance to &#039;&#039;&#039;Poison&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enhancement Forge&lt;br /&gt;
!Quality&lt;br /&gt;
!Gear&lt;br /&gt;
!Minimum&lt;br /&gt;
Elegem&lt;br /&gt;
Value&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Magical&lt;br /&gt;
|Weapon&lt;br /&gt;
|100&lt;br /&gt;
|Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|300&lt;br /&gt;
| +5 Damage to a specific species&lt;br /&gt;
|-&lt;br /&gt;
|Damage Change&lt;br /&gt;
|Accessory&lt;br /&gt;
|300&lt;br /&gt;
|All damage dealt by weapons, spells, and Skills becomes a specific type&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|Weapon&lt;br /&gt;
|400&lt;br /&gt;
|Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Dual Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|500&lt;br /&gt;
| +5 Damage to two specific species&lt;br /&gt;
|-&lt;br /&gt;
|Antistatus&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
|Immunity to a single status effect&lt;br /&gt;
|-&lt;br /&gt;
|Initiative Up&lt;br /&gt;
|Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
| +4 to Initiative&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|700&lt;br /&gt;
|Resistance to a single damage type other than &#039;&#039;&#039;physical&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Amulet&lt;br /&gt;
|Weapon, Accessory&lt;br /&gt;
|800&lt;br /&gt;
| +1 to MDEF&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|Weapon, Accessory&lt;br /&gt;
|800&lt;br /&gt;
| +1 to DEF&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/West_Dragonspur?diff=413</id>
		<title>West Dragonspur</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/West_Dragonspur?diff=413"/>
		<updated>2026-04-19T19:31:58Z</updated>

		<summary type="html">&lt;p&gt;Eire: Created page with &amp;quot;==== Shops ==== Aside from the shops below, you can recharge IP at a cost of 10z per point.  Items with a ♦ are martial, and require certain classes to be able to equip:  * &amp;#039;&amp;#039;&amp;#039;Martial Melee Weapons:&amp;#039;&amp;#039;&amp;#039; Darkblade, Fury, or Weaponmaster * &amp;#039;&amp;#039;&amp;#039;Martial Ranged Weapons:&amp;#039;&amp;#039;&amp;#039; Sharpshooter * &amp;#039;&amp;#039;&amp;#039;Martial Armour:&amp;#039;&amp;#039;&amp;#039; Darkblade, Fury, or Guardian * &amp;#039;&amp;#039;&amp;#039;Martial Shields:&amp;#039;&amp;#039;&amp;#039; Guardian or Weaponmaster  {| class=&amp;quot;wikitable&amp;quot; |+Weapon Shop !Item !Type !Cost (z) !Accuracy !Damage !Properties |-...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Shops ====&lt;br /&gt;
Aside from the shops below, you can recharge IP at a cost of 10z per point.&lt;br /&gt;
&lt;br /&gt;
Items with a ♦ are martial, and require certain classes to be able to equip:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Martial Melee Weapons:&#039;&#039;&#039; Darkblade, Fury, or Weaponmaster&lt;br /&gt;
* &#039;&#039;&#039;Martial Ranged Weapons:&#039;&#039;&#039; Sharpshooter&lt;br /&gt;
* &#039;&#039;&#039;Martial Armour:&#039;&#039;&#039; Darkblade, Fury, or Guardian&lt;br /&gt;
* &#039;&#039;&#039;Martial Shields:&#039;&#039;&#039; Guardian or Weaponmaster&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Damage&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Encyclopedia&lt;br /&gt;
|Arcane&lt;br /&gt;
|600&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|2H • Melee • Immune to Dazed&lt;br /&gt;
|-&lt;br /&gt;
|Ars Goetia&lt;br /&gt;
|Arcane&lt;br /&gt;
|800&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+6] Light&lt;br /&gt;
|2H • Melee • +2 to Checks vs Demons&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow&lt;br /&gt;
|Bow&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|2H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Siegebreaker ♦&lt;br /&gt;
|Bow&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+12] Physical&lt;br /&gt;
|2H • Ranged • Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Frozen Grasp&lt;br /&gt;
|Brawling&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+6] Ice&lt;br /&gt;
|1H • Melee • Immune to Enraged&lt;br /&gt;
|-&lt;br /&gt;
|Bear Paw ♦&lt;br /&gt;
|Brawling&lt;br /&gt;
|850&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+10] Physical&lt;br /&gt;
|1H • Melee • Immune to Weak&lt;br /&gt;
|-&lt;br /&gt;
|Heart Knife&lt;br /&gt;
|Dagger&lt;br /&gt;
|550&lt;br /&gt;
|[DEX+WLP]&lt;br /&gt;
|[HR+4] Light&lt;br /&gt;
|1H • Melee • +5 Damage vs Demons&lt;br /&gt;
|-&lt;br /&gt;
|Atom Slicer&lt;br /&gt;
|Dagger&lt;br /&gt;
|600&lt;br /&gt;
|[DEX+DEX]+1&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Melee • Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Spellshot ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|400&lt;br /&gt;
|[INS+INS]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Pistol ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|650&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged • +5 Damage vs Constructs&lt;br /&gt;
|-&lt;br /&gt;
|Old Whip&lt;br /&gt;
|Flail&lt;br /&gt;
|650&lt;br /&gt;
|[DEX+DEX]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|2H • Melee • +5 Damage vs Beasts/Monsters&lt;br /&gt;
|-&lt;br /&gt;
|Beowulf ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|550&lt;br /&gt;
|[MIG+MIG]&lt;br /&gt;
|[HR+10] Physical&lt;br /&gt;
|1H • Melee • +5 Damage vs Monsters&lt;br /&gt;
|-&lt;br /&gt;
|Belly of the Beast ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|650&lt;br /&gt;
|[MIG+MIG]&lt;br /&gt;
|[HR+14] Poison&lt;br /&gt;
|2H • Melee • +5 Damage to Humanoids&lt;br /&gt;
|-&lt;br /&gt;
|Dragontongue ♦&lt;br /&gt;
|Spear&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+12] Fire&lt;br /&gt;
|2H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Rocinante ♦&lt;br /&gt;
|Spear&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Melee • +1 Damage per Status Suffered&lt;br /&gt;
|-&lt;br /&gt;
|Flamberge ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|500&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+10] Fire&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Edge ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|700&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee • Immune to Enraged&lt;br /&gt;
|-&lt;br /&gt;
|Boomerang&lt;br /&gt;
|Thrown&lt;br /&gt;
|750&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Ranged • +5 Damage vs Beasts/Monsters&lt;br /&gt;
|-&lt;br /&gt;
|Wind Dancer&lt;br /&gt;
|Thrown&lt;br /&gt;
|850&lt;br /&gt;
|[DEX+WLP]&lt;br /&gt;
|[HR+8] Air&lt;br /&gt;
|1H • Ranged • Ignores Resistances&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Equipment Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Slot&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Defense&lt;br /&gt;
!M.Defense&lt;br /&gt;
!Initiative&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Silk Shirt&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Travel Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Combat Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
|0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sage Robe&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Slimy Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|600&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Immune to &#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fox Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|10&lt;br /&gt;
|[INS]&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|11&lt;br /&gt;
|[INS]&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|250&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Steel Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|300&lt;br /&gt;
|12&lt;br /&gt;
|[INS]&lt;br /&gt;
| -4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|100&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|150&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Choker&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Earring&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Bracelet&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Ring&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&#039;s Belt&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rough Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silky Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Shaken&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rookie&#039;s Boots&lt;br /&gt;
|Accessory&lt;br /&gt;
|600&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When you fumble, gain 1 XP&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enhancement Forge&lt;br /&gt;
!Quality&lt;br /&gt;
!Gear&lt;br /&gt;
!Minimum&lt;br /&gt;
Elegem&lt;br /&gt;
Value&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Magical&lt;br /&gt;
|Weapon&lt;br /&gt;
|100&lt;br /&gt;
|Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|300&lt;br /&gt;
| +5 Damage to a specific species&lt;br /&gt;
|-&lt;br /&gt;
|Damage Change&lt;br /&gt;
|Accessory&lt;br /&gt;
|300&lt;br /&gt;
|All damage dealt by weapons, spells, and Skills becomes a specific type&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|Weapon&lt;br /&gt;
|400&lt;br /&gt;
|Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Dual Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|500&lt;br /&gt;
| +5 Damage to two specific species&lt;br /&gt;
|-&lt;br /&gt;
|Antistatus&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
|Immunity to a single status effect&lt;br /&gt;
|-&lt;br /&gt;
|Initiative Up&lt;br /&gt;
|Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
| +4 to Initiative&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|700&lt;br /&gt;
|Resistance to a single damage type other than &#039;&#039;&#039;physical&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Amulet&lt;br /&gt;
|Weapon&lt;br /&gt;
|800&lt;br /&gt;
| +1 to MDEF&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|Weapon&lt;br /&gt;
|800&lt;br /&gt;
| +1 to DEF&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=412</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=412"/>
		<updated>2026-04-19T19:12:09Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
|&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
===== East Dragonspur =====&lt;br /&gt;
Nestled in a dry valley near the base of the Western Comb, this town is home to the eastern end of the Dragon&#039;s Pass rail line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Steam Whistle Hotel&lt;br /&gt;
&lt;br /&gt;
===== The Western Comb =====&lt;br /&gt;
A dense collection of mountain peaks, largely impassable on foot. There are some paths through the mountains, but they are all treacherous.&lt;br /&gt;
&lt;br /&gt;
===== Dragon&#039;s Pass =====&lt;br /&gt;
The best known route through the Western Comb, this deep ravine runs the length of the Comb. Decades ago, a rail line was laid through the ravine, and several tunnels were bored through to permit passage.&lt;br /&gt;
&lt;br /&gt;
===== Dragonspur Station =====&lt;br /&gt;
A station at the midpoint of the Dragon&#039;s Pass rail line.&lt;br /&gt;
&lt;br /&gt;
===== [[West Dragonspur]] =====&lt;br /&gt;
To be visited!&lt;br /&gt;
|[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=411</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=411"/>
		<updated>2026-04-19T17:06:24Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* South Venira and the Western Comb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
|&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
===== East Dragonspur =====&lt;br /&gt;
Nestled in a dry valley near the base of the Western Comb, this town is home to the eastern end of the Dragon&#039;s Pass rail line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Steam Whistle Hotel&lt;br /&gt;
&lt;br /&gt;
===== The Western Comb =====&lt;br /&gt;
A dense collection of mountain peaks, largely impassable on foot. There are some paths through the mountains, but they are all treacherous.&lt;br /&gt;
&lt;br /&gt;
===== Dragon&#039;s Pass =====&lt;br /&gt;
The best known route through the Western Comb, this deep ravine runs the length of the Comb. Decades ago, a rail line was laid through the ravine, and several tunnels were bored through to permit passage.&lt;br /&gt;
&lt;br /&gt;
===== Dragonspur Station =====&lt;br /&gt;
A station at the midpoint of the Dragon&#039;s Pass rail line.&lt;br /&gt;
&lt;br /&gt;
===== West Dragonspur =====&lt;br /&gt;
To be visited!&lt;br /&gt;
|[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=410</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=410"/>
		<updated>2026-04-19T16:55:11Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
|&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
{|&lt;br /&gt;
|East Dragonspur&lt;br /&gt;
&lt;br /&gt;
The Western Comb&lt;br /&gt;
&lt;br /&gt;
Dragon&#039;s Pass&lt;br /&gt;
&lt;br /&gt;
Dragonspur Station&lt;br /&gt;
&lt;br /&gt;
West Dragonspur&lt;br /&gt;
|[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=409</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=409"/>
		<updated>2026-04-19T16:53:59Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* South Venira and the Western Comb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
|&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
{|&lt;br /&gt;
|East Dragonspur&lt;br /&gt;
The Western Comb&lt;br /&gt;
Dragon&#039;s Pass&lt;br /&gt;
Dragonspur Station&lt;br /&gt;
West Dragonspur&lt;br /&gt;
|[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Party?diff=408</id>
		<title>Alkhemia/Party</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Party?diff=408"/>
		<updated>2026-04-19T16:47:32Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Party Members==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Party View.png|border|frameless|797x797px]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Inventory==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|Item&lt;br /&gt;
!style=&amp;quot;text-align:center; width:10%; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|IP&lt;br /&gt;
!style=&amp;quot;text-align:left; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|Effects&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Elixir&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature regains 50 MP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Remedy&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature regains 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Lesser Elegem&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature suffers 10 damage of a type of your choice from among &#039;&#039;&#039;air&#039;&#039;&#039;, &#039;&#039;&#039;bolt&#039;&#039;&#039;, &#039;&#039;&#039;earth&#039;&#039;&#039;, &#039;&#039;&#039;fire&#039;&#039;&#039;, or &#039;&#039;&#039;ice&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Magic Tent&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Allows the entire group to rest in the wilderness.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Tonic&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature recovers from a single status effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Notes and Clocks==&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Party?diff=407</id>
		<title>Alkhemia/Party</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Party?diff=407"/>
		<updated>2026-04-19T16:44:20Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Party Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Party Members==&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#b3bbd9; font-size:125%;&amp;quot;|Sheep&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#d9bbb3; font-size:125%;&amp;quot;|Vex&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%; max-width=250px;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#d3dde3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/OF6oqaGHf2hyU2d7cirk Khrysalisse Venira]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Khrys.png|alt=Khrys|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Khrys, Khrystal&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|18&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|She/Her&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Adoptive Princess&amp;lt;br&amp;gt;of the Kingdom&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Nobless&amp;amp;eacute; Oblige&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Walled City of Venira&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|A red-haired, buff yet&amp;lt;br&amp;gt;fancy-looking woman.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|King Klair Venira (Inferiority)&amp;lt;br&amp;gt;Aura Goodwyn (Loyalty)&amp;lt;br&amp;gt;Rawkin (Affection)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Orator 2&amp;lt;br&amp;gt;Guardian 3&amp;lt;br&amp;gt;Entropist 2&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#d3dde3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/132ds510TlI6yTMqE6NN Rita Falici]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Rita.webp|alt=Rita|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Rita&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|25&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|They/Them&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Hybrid Alchemist of Nature&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Hope&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Secret Magical Laboratory&amp;lt;br&amp;gt;of Venira&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|A mysterious wandering&amp;lt;br&amp;gt;alchemist who hides her hair.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|Janine Hart (Affection)&amp;lt;br&amp;gt;Aura Goodwyn (Loyalty)&amp;lt;br&amp;gt;Khrysalisse Venira (Affection)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Tinkerer 4&amp;lt;br&amp;gt;Chimerist 2&amp;lt;br&amp;gt;Gourmet 1&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#e9ccc3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/3ix4FXpFIdIJ4UsgfDiQ Rawkin of the Snow]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Rawkin.png|alt=Rawkin|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Rawkin&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|He/Him&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Personal Bodyguard&amp;lt;br&amp;gt;to the Crown Princess&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Passion&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Snowcloak&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Human, fair-skinned,&amp;lt;br&amp;gt;blonde.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|Princess Khrys (Loyalty/Affection)&amp;lt;br&amp;gt;Aura Goodwyn (Admiration)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Weaponmaster 3&amp;lt;br&amp;gt;Elementalist 3&amp;lt;br&amp;gt;Spiritist 1&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#e9ccc3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/sSMiQwtNXKzhw9gSZOMO Aura Goodwyn]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Aura.png|alt=Aura|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Aura, Fleetfoot&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|19&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|She/Her&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Noble Courtesan&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Grief&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Oasis&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Human, dark-skinned,&amp;lt;br&amp;gt;white-haired, blue-eyed.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|Count Gable (Admiration)&amp;lt;br&amp;gt;Khyrsalisse Venira (Admiration)&amp;lt;br&amp;gt;Rita Falici (Loyalty)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Spiritist 4&amp;lt;br&amp;gt;Dancer 2&amp;lt;br&amp;gt;Entropist 1&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Inventory==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|Item&lt;br /&gt;
!style=&amp;quot;text-align:center; width:10%; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|IP&lt;br /&gt;
!style=&amp;quot;text-align:left; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|Effects&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Elixir&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature regains 50 MP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Remedy&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature regains 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Lesser Elegem&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature suffers 10 damage of a type of your choice from among &#039;&#039;&#039;air&#039;&#039;&#039;, &#039;&#039;&#039;bolt&#039;&#039;&#039;, &#039;&#039;&#039;earth&#039;&#039;&#039;, &#039;&#039;&#039;fire&#039;&#039;&#039;, or &#039;&#039;&#039;ice&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Magic Tent&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Allows the entire group to rest in the wilderness.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Tonic&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature recovers from a single status effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Notes and Clocks==&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/File:Party_View.png?diff=406</id>
		<title>File:Party View.png</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/File:Party_View.png?diff=406"/>
		<updated>2026-04-19T16:44:05Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Party View&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=405</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=405"/>
		<updated>2026-04-17T19:56:08Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current &amp;quot;Session&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
* Events in East Dragonspur&lt;br /&gt;
* Events in Dragon&#039;s Pass&lt;br /&gt;
** +2 XP for dodging a fight with Earth Worms&lt;br /&gt;
** +2 XP for &amp;quot;quick completion&amp;quot; of the fight with the Rock Dragon&lt;br /&gt;
&lt;br /&gt;
== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Empire of the West&amp;quot;&lt;br /&gt;
* Tetsu no Tsubaki - A legendary weaponsmith from the Empire of the West.&lt;br /&gt;
* Yukisato - Where Tetsu no Tsubaki lives and works and never leaves.&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
* Leesa, soon to be Skyreacher (Fury/Guardian/Tinkerer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita) Ernst Klausch&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;br /&gt;
&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:48  Okay, so Count Gable: Lawful Good. Earnest and honest. Polite to most people, but vicious when it comes to his enemies. He was the 2nd son of the previous count gable. He wasn’t expected to inherit the title, but his father and brother died in mysterious circumstances a year ago, and he was forced to step up. While he has a natural gift for politics that his brother lacked, his relative youth/inexperience, plus the fact that he hadn’t fostered the relationships his brother did until he stepped in, means he’s still learning. A politician with decades/centuries of relationships/experience can still oumaneuver him. The Head of the Gable Family is typically appointed as Minister of Justice, in charge of all legal affairs. However, due to the previous count’s death and the current’s youth, the King decided to have an interim take his place until the Count was ready (currently anticipated to be around age 25, so in about 4 years). Regarding his relationship with Aura. They first met in boarding school. As she was 3 years younger, they didn’t spend too much time together, but they formed a bond of sorts when he had to tutor her. Once she graduated boarding school and became a concubine, it was right after the count’s father and brother died. Sex was used as a way to soothe the pain. Aura is already 18 by this point. Though he always repeated Aura’s need/desire to be a concubine, there’s an open invitation for her to join his household. Before she left for the funeral, he had actually proposed to her, but she’s delayed on a response because of her grief. She doesn’t want to marry him because she cannot bear an heir, but she deeply cares. He, on the other hand, is in love with her. As for why Aura needs to be a concubine or why she’s under his protection, that’s something I’m not ready to reveal yet.&lt;br /&gt;
# Also skilled with a blade and long ranged weapons, and is more than capable in a fight.&lt;br /&gt;
# Also, he’s ultra weak to Aura’s feet. All she has to do is use them and she can usually get her way with him. Not necessarily because he’s got a thing for them, but she is called Fleetfoot for a reason.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:51  I see I see &lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:52  Does any of this conflict with what you have planned? If so, it’s easier for me to adjust than you.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:53  Any thoughts on who this interim Minister of Justice might be? And no, not at all - in fact, depending on your answer to THAT question, you may give me an opening :3&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:54  I do not have any thoughts. Most likely one of the previous Minister’s lieutenants, if pressed to answer.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:54&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Also, the incident that killed the Minister of Justice and his heir may or may not be tied to why the Chief of Staff resigned. Just saying &lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Magnus, eh... good notion.&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:58  Do you need anything else?&lt;br /&gt;
# Oh, and his full name is Augustine Henry Gable, if that’s needed.&lt;br /&gt;
# Auggie to those closes to him.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 18:01  That&#039;s good :D  That helps Nope, I think I&#039;ve got everything&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=404</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=404"/>
		<updated>2026-03-26T15:05:49Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current &amp;quot;Session&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
* Events in East Dragonspur&lt;br /&gt;
* Events in Dragon&#039;s Pass&lt;br /&gt;
** +2 XP for dodging a fight with Earth Worms&lt;br /&gt;
** ...&lt;br /&gt;
&lt;br /&gt;
== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Empire of the West&amp;quot;&lt;br /&gt;
* Tetsu no Tsubaki - A legendary weaponsmith from the Empire of the West.&lt;br /&gt;
* Yukisato - Where Tetsu no Tsubaki lives and works and never leaves.&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
* Leesa, soon to be Skyreacher (Fury/Guardian/Tinkerer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita) Ernst Klausch&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;br /&gt;
&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:48  Okay, so Count Gable: Lawful Good. Earnest and honest. Polite to most people, but vicious when it comes to his enemies. He was the 2nd son of the previous count gable. He wasn’t expected to inherit the title, but his father and brother died in mysterious circumstances a year ago, and he was forced to step up. While he has a natural gift for politics that his brother lacked, his relative youth/inexperience, plus the fact that he hadn’t fostered the relationships his brother did until he stepped in, means he’s still learning. A politician with decades/centuries of relationships/experience can still oumaneuver him. The Head of the Gable Family is typically appointed as Minister of Justice, in charge of all legal affairs. However, due to the previous count’s death and the current’s youth, the King decided to have an interim take his place until the Count was ready (currently anticipated to be around age 25, so in about 4 years). Regarding his relationship with Aura. They first met in boarding school. As she was 3 years younger, they didn’t spend too much time together, but they formed a bond of sorts when he had to tutor her. Once she graduated boarding school and became a concubine, it was right after the count’s father and brother died. Sex was used as a way to soothe the pain. Aura is already 18 by this point. Though he always repeated Aura’s need/desire to be a concubine, there’s an open invitation for her to join his household. Before she left for the funeral, he had actually proposed to her, but she’s delayed on a response because of her grief. She doesn’t want to marry him because she cannot bear an heir, but she deeply cares. He, on the other hand, is in love with her. As for why Aura needs to be a concubine or why she’s under his protection, that’s something I’m not ready to reveal yet.&lt;br /&gt;
# Also skilled with a blade and long ranged weapons, and is more than capable in a fight.&lt;br /&gt;
# Also, he’s ultra weak to Aura’s feet. All she has to do is use them and she can usually get her way with him. Not necessarily because he’s got a thing for them, but she is called Fleetfoot for a reason.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:51  I see I see &lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:52  Does any of this conflict with what you have planned? If so, it’s easier for me to adjust than you.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:53  Any thoughts on who this interim Minister of Justice might be? And no, not at all - in fact, depending on your answer to THAT question, you may give me an opening :3&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:54  I do not have any thoughts. Most likely one of the previous Minister’s lieutenants, if pressed to answer.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:54&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Also, the incident that killed the Minister of Justice and his heir may or may not be tied to why the Chief of Staff resigned. Just saying &lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Magnus, eh... good notion.&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:58  Do you need anything else?&lt;br /&gt;
# Oh, and his full name is Augustine Henry Gable, if that’s needed.&lt;br /&gt;
# Auggie to those closes to him.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 18:01  That&#039;s good :D  That helps Nope, I think I&#039;ve got everything&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=403</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=403"/>
		<updated>2026-03-16T14:36:08Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Empire of the West&amp;quot;&lt;br /&gt;
* Tetsu no Tsubaki - A legendary weaponsmith from the Empire of the West.&lt;br /&gt;
* Yukisato - Where Tetsu no Tsubaki lives and works and never leaves.&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
* Leesa, soon to be Skyreacher (Fury/Guardian/Tinkerer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita) Ernst Klausch&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;br /&gt;
&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:48  Okay, so Count Gable: Lawful Good. Earnest and honest. Polite to most people, but vicious when it comes to his enemies. He was the 2nd son of the previous count gable. He wasn’t expected to inherit the title, but his father and brother died in mysterious circumstances a year ago, and he was forced to step up. While he has a natural gift for politics that his brother lacked, his relative youth/inexperience, plus the fact that he hadn’t fostered the relationships his brother did until he stepped in, means he’s still learning. A politician with decades/centuries of relationships/experience can still oumaneuver him. The Head of the Gable Family is typically appointed as Minister of Justice, in charge of all legal affairs. However, due to the previous count’s death and the current’s youth, the King decided to have an interim take his place until the Count was ready (currently anticipated to be around age 25, so in about 4 years). Regarding his relationship with Aura. They first met in boarding school. As she was 3 years younger, they didn’t spend too much time together, but they formed a bond of sorts when he had to tutor her. Once she graduated boarding school and became a concubine, it was right after the count’s father and brother died. Sex was used as a way to soothe the pain. Aura is already 18 by this point. Though he always repeated Aura’s need/desire to be a concubine, there’s an open invitation for her to join his household. Before she left for the funeral, he had actually proposed to her, but she’s delayed on a response because of her grief. She doesn’t want to marry him because she cannot bear an heir, but she deeply cares. He, on the other hand, is in love with her. As for why Aura needs to be a concubine or why she’s under his protection, that’s something I’m not ready to reveal yet.&lt;br /&gt;
# Also skilled with a blade and long ranged weapons, and is more than capable in a fight.&lt;br /&gt;
# Also, he’s ultra weak to Aura’s feet. All she has to do is use them and she can usually get her way with him. Not necessarily because he’s got a thing for them, but she is called Fleetfoot for a reason.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:51  I see I see &lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:52  Does any of this conflict with what you have planned? If so, it’s easier for me to adjust than you.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:53  Any thoughts on who this interim Minister of Justice might be? And no, not at all - in fact, depending on your answer to THAT question, you may give me an opening :3&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:54  I do not have any thoughts. Most likely one of the previous Minister’s lieutenants, if pressed to answer.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:54&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Also, the incident that killed the Minister of Justice and his heir may or may not be tied to why the Chief of Staff resigned. Just saying &lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Magnus, eh... good notion.&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:58  Do you need anything else?&lt;br /&gt;
# Oh, and his full name is Augustine Henry Gable, if that’s needed.&lt;br /&gt;
# Auggie to those closes to him.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 18:01  That&#039;s good :D  That helps Nope, I think I&#039;ve got everything&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=402</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=402"/>
		<updated>2026-03-12T17:50:59Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Empire of the West&amp;quot;&lt;br /&gt;
* Tetsu no Tsubaki - A legendary weaponsmith from the Empire of the West.&lt;br /&gt;
* Yukisato - Where Tetsu no Tsubaki lives and works and never leaves.&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita) Ernst Klausch&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;br /&gt;
&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:48  Okay, so Count Gable: Lawful Good. Earnest and honest. Polite to most people, but vicious when it comes to his enemies. He was the 2nd son of the previous count gable. He wasn’t expected to inherit the title, but his father and brother died in mysterious circumstances a year ago, and he was forced to step up. While he has a natural gift for politics that his brother lacked, his relative youth/inexperience, plus the fact that he hadn’t fostered the relationships his brother did until he stepped in, means he’s still learning. A politician with decades/centuries of relationships/experience can still oumaneuver him. The Head of the Gable Family is typically appointed as Minister of Justice, in charge of all legal affairs. However, due to the previous count’s death and the current’s youth, the King decided to have an interim take his place until the Count was ready (currently anticipated to be around age 25, so in about 4 years). Regarding his relationship with Aura. They first met in boarding school. As she was 3 years younger, they didn’t spend too much time together, but they formed a bond of sorts when he had to tutor her. Once she graduated boarding school and became a concubine, it was right after the count’s father and brother died. Sex was used as a way to soothe the pain. Aura is already 18 by this point. Though he always repeated Aura’s need/desire to be a concubine, there’s an open invitation for her to join his household. Before she left for the funeral, he had actually proposed to her, but she’s delayed on a response because of her grief. She doesn’t want to marry him because she cannot bear an heir, but she deeply cares. He, on the other hand, is in love with her. As for why Aura needs to be a concubine or why she’s under his protection, that’s something I’m not ready to reveal yet.&lt;br /&gt;
# Also skilled with a blade and long ranged weapons, and is more than capable in a fight.&lt;br /&gt;
# Also, he’s ultra weak to Aura’s feet. All she has to do is use them and she can usually get her way with him. Not necessarily because he’s got a thing for them, but she is called Fleetfoot for a reason.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:51  I see I see &lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:52  Does any of this conflict with what you have planned? If so, it’s easier for me to adjust than you.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:53  Any thoughts on who this interim Minister of Justice might be? And no, not at all - in fact, depending on your answer to THAT question, you may give me an opening :3&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:54  I do not have any thoughts. Most likely one of the previous Minister’s lieutenants, if pressed to answer.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:54&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Also, the incident that killed the Minister of Justice and his heir may or may not be tied to why the Chief of Staff resigned. Just saying &lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Magnus, eh... good notion.&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:58  Do you need anything else?&lt;br /&gt;
# Oh, and his full name is Augustine Henry Gable, if that’s needed.&lt;br /&gt;
# Auggie to those closes to him.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 18:01  That&#039;s good :D  That helps Nope, I think I&#039;ve got everything&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=401</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=401"/>
		<updated>2026-03-12T17:15:03Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Empire of the West&amp;quot;&lt;br /&gt;
* Tetsu no Tsubaki - A legendary weaponsmith from the Empire of the West.&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita) Ernst Klausch&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;br /&gt;
&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:48  Okay, so Count Gable: Lawful Good. Earnest and honest. Polite to most people, but vicious when it comes to his enemies. He was the 2nd son of the previous count gable. He wasn’t expected to inherit the title, but his father and brother died in mysterious circumstances a year ago, and he was forced to step up. While he has a natural gift for politics that his brother lacked, his relative youth/inexperience, plus the fact that he hadn’t fostered the relationships his brother did until he stepped in, means he’s still learning. A politician with decades/centuries of relationships/experience can still oumaneuver him. The Head of the Gable Family is typically appointed as Minister of Justice, in charge of all legal affairs. However, due to the previous count’s death and the current’s youth, the King decided to have an interim take his place until the Count was ready (currently anticipated to be around age 25, so in about 4 years). Regarding his relationship with Aura. They first met in boarding school. As she was 3 years younger, they didn’t spend too much time together, but they formed a bond of sorts when he had to tutor her. Once she graduated boarding school and became a concubine, it was right after the count’s father and brother died. Sex was used as a way to soothe the pain. Aura is already 18 by this point. Though he always repeated Aura’s need/desire to be a concubine, there’s an open invitation for her to join his household. Before she left for the funeral, he had actually proposed to her, but she’s delayed on a response because of her grief. She doesn’t want to marry him because she cannot bear an heir, but she deeply cares. He, on the other hand, is in love with her. As for why Aura needs to be a concubine or why she’s under his protection, that’s something I’m not ready to reveal yet.&lt;br /&gt;
# Also skilled with a blade and long ranged weapons, and is more than capable in a fight.&lt;br /&gt;
# Also, he’s ultra weak to Aura’s feet. All she has to do is use them and she can usually get her way with him. Not necessarily because he’s got a thing for them, but she is called Fleetfoot for a reason.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:51  I see I see &lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:52  Does any of this conflict with what you have planned? If so, it’s easier for me to adjust than you.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:53  Any thoughts on who this interim Minister of Justice might be? And no, not at all - in fact, depending on your answer to THAT question, you may give me an opening :3&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:54  I do not have any thoughts. Most likely one of the previous Minister’s lieutenants, if pressed to answer.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:54&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Also, the incident that killed the Minister of Justice and his heir may or may not be tied to why the Chief of Staff resigned. Just saying &lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Magnus, eh... good notion.&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:58  Do you need anything else?&lt;br /&gt;
# Oh, and his full name is Augustine Henry Gable, if that’s needed.&lt;br /&gt;
# Auggie to those closes to him.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 18:01  That&#039;s good :D  That helps Nope, I think I&#039;ve got everything&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=400</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=400"/>
		<updated>2026-03-06T20:20:41Z</updated>

		<summary type="html">&lt;p&gt;Eire: Name for the Mad Scientist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Western&amp;quot; Empire&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita) Ernst Klausch&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;br /&gt;
&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:48  Okay, so Count Gable: Lawful Good. Earnest and honest. Polite to most people, but vicious when it comes to his enemies. He was the 2nd son of the previous count gable. He wasn’t expected to inherit the title, but his father and brother died in mysterious circumstances a year ago, and he was forced to step up. While he has a natural gift for politics that his brother lacked, his relative youth/inexperience, plus the fact that he hadn’t fostered the relationships his brother did until he stepped in, means he’s still learning. A politician with decades/centuries of relationships/experience can still oumaneuver him. The Head of the Gable Family is typically appointed as Minister of Justice, in charge of all legal affairs. However, due to the previous count’s death and the current’s youth, the King decided to have an interim take his place until the Count was ready (currently anticipated to be around age 25, so in about 4 years). Regarding his relationship with Aura. They first met in boarding school. As she was 3 years younger, they didn’t spend too much time together, but they formed a bond of sorts when he had to tutor her. Once she graduated boarding school and became a concubine, it was right after the count’s father and brother died. Sex was used as a way to soothe the pain. Aura is already 18 by this point. Though he always repeated Aura’s need/desire to be a concubine, there’s an open invitation for her to join his household. Before she left for the funeral, he had actually proposed to her, but she’s delayed on a response because of her grief. She doesn’t want to marry him because she cannot bear an heir, but she deeply cares. He, on the other hand, is in love with her. As for why Aura needs to be a concubine or why she’s under his protection, that’s something I’m not ready to reveal yet.&lt;br /&gt;
# Also skilled with a blade and long ranged weapons, and is more than capable in a fight.&lt;br /&gt;
# Also, he’s ultra weak to Aura’s feet. All she has to do is use them and she can usually get her way with him. Not necessarily because he’s got a thing for them, but she is called Fleetfoot for a reason.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:51  I see I see &lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:52  Does any of this conflict with what you have planned? If so, it’s easier for me to adjust than you.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:53  Any thoughts on who this interim Minister of Justice might be? And no, not at all - in fact, depending on your answer to THAT question, you may give me an opening :3&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:54  I do not have any thoughts. Most likely one of the previous Minister’s lieutenants, if pressed to answer.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:54&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Also, the incident that killed the Minister of Justice and his heir may or may not be tied to why the Chief of Staff resigned. Just saying &lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Magnus, eh... good notion.&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:58  Do you need anything else?&lt;br /&gt;
# Oh, and his full name is Augustine Henry Gable, if that’s needed.&lt;br /&gt;
# Auggie to those closes to him.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 18:01  That&#039;s good :D  That helps Nope, I think I&#039;ve got everything&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia?diff=398</id>
		<title>Alkhemia</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia?diff=398"/>
		<updated>2026-01-11T18:46:05Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Campaign&lt;br /&gt;
|campaign=Alkhemia&lt;br /&gt;
|gm=Eire&lt;br /&gt;
|players=Vex, Sheep&lt;br /&gt;
|system=Fabula Ultima&lt;br /&gt;
|medium=Play-by-Post on Discord&lt;br /&gt;
|started=October 2025&lt;br /&gt;
|ended=TBD&lt;br /&gt;
|gamelink=https://ironworks.embrava.rip/&lt;br /&gt;
|gamelinktitle=Garlond Ironworks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #bababa; padding:5px; margin:5px; font-size:90%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#eeeeee; color:#000000;&amp;quot; |Next Progress Window:&lt;br /&gt;
|-&lt;br /&gt;
|Sunday, January 18 @ 11am MT, 1pm ET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Four childhood friends reacquaint with one another while returning to the place they grew up together, in the wake of the death of the governess of their orphanage. Tragedy strikes, leading them to learn that another of their old friends was now an enemy... and a mystery begins to unfold.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Rosemar_Landing?diff=397</id>
		<title>Rosemar Landing</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Rosemar_Landing?diff=397"/>
		<updated>2026-01-09T16:20:25Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Shops ====&lt;br /&gt;
Aside from the shops below, you can recharge IP at a cost of 10z per point.&lt;br /&gt;
&lt;br /&gt;
Items with a ♦ are martial, and require certain classes to be able to equip:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Martial Melee Weapons:&#039;&#039;&#039; Darkblade, Fury, or Weaponmaster&lt;br /&gt;
* &#039;&#039;&#039;Martial Ranged Weapons:&#039;&#039;&#039; Sharpshooter&lt;br /&gt;
* &#039;&#039;&#039;Martial Armour:&#039;&#039;&#039; Darkblade, Fury, or Guardian&lt;br /&gt;
* &#039;&#039;&#039;Martial Shields:&#039;&#039;&#039; Guardian or Weaponmaster&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Damage&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Blessed Mace&lt;br /&gt;
|Arcane&lt;br /&gt;
|200&lt;br /&gt;
|[WLP+WLP]&lt;br /&gt;
|[HR+2] Light&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Hand Crossbow&lt;br /&gt;
|Bow&lt;br /&gt;
|150&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Nekode&lt;br /&gt;
|Brawling&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Hellfist&lt;br /&gt;
|Brawling&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+6] Dark&lt;br /&gt;
|1H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Latrodectus&lt;br /&gt;
|Dagger&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+4] Poison&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Revolver ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|300&lt;br /&gt;
|[DEX+DEX]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Istringgar ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+12] Physical&lt;br /&gt;
|2H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Bardiche ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|350&lt;br /&gt;
|[MIG+MIG]+1&lt;br /&gt;
|[HR+14] Physical&lt;br /&gt;
|2H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Artisan&#039;s Mallet&lt;br /&gt;
|Heavy&lt;br /&gt;
|450&lt;br /&gt;
|[INS+MIG]&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee • +5 Damage to Constructs&lt;br /&gt;
|-&lt;br /&gt;
|Zweihander ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|400&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+14] Physical&lt;br /&gt;
|2H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Falling Rain ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|450&lt;br /&gt;
|[DEX+DEX]+1&lt;br /&gt;
|[HR+10] Ice&lt;br /&gt;
|2H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Crescent Edge&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+4] Light&lt;br /&gt;
|1H • Ranged • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Star&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+4] Fire&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Equipment Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Slot&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Defense&lt;br /&gt;
!M.Defense&lt;br /&gt;
!Initiative&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Silk Shirt&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Travel Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Combat Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
|0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sage Robe&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Slimy Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|600&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Immune to &#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fox Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|10&lt;br /&gt;
|[INS]&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|11&lt;br /&gt;
|[INS]&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|250&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Steel Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|300&lt;br /&gt;
|12&lt;br /&gt;
|[INS]&lt;br /&gt;
| -4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|100&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|150&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Choker&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Earring&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Bracelet&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Featureless Ring&lt;br /&gt;
|Accessory&lt;br /&gt;
|*&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&#039;s Belt&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rough Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silky Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Shaken&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rookie&#039;s Boots&lt;br /&gt;
|Accessory&lt;br /&gt;
|600&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When you fumble, gain 1 XP&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enhancement Forge&lt;br /&gt;
!Quality&lt;br /&gt;
!Gear&lt;br /&gt;
!Minimum&amp;lt;br&amp;gt;Elegem&amp;lt;br&amp;gt;Value&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Magical&lt;br /&gt;
|Weapon&lt;br /&gt;
|100&lt;br /&gt;
|Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|300&lt;br /&gt;
| +5 Damage to a specific species&lt;br /&gt;
|-&lt;br /&gt;
|Damage Change&lt;br /&gt;
|Accessory&lt;br /&gt;
|300&lt;br /&gt;
|All damage dealt by weapons, spells, and Skills becomes a specific type&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|Weapon&lt;br /&gt;
|400&lt;br /&gt;
|Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Dual Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|500&lt;br /&gt;
| +5 Damage to two specific species&lt;br /&gt;
|-&lt;br /&gt;
|Antistatus&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
|Immunity to a single status effect&lt;br /&gt;
|-&lt;br /&gt;
|Initiative Up&lt;br /&gt;
|Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
| +4 to Initiative&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|700&lt;br /&gt;
|Resistance to a single damage type other than &#039;&#039;&#039;physical&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Rosemar_Landing?diff=396</id>
		<title>Rosemar Landing</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Rosemar_Landing?diff=396"/>
		<updated>2026-01-09T16:00:17Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Shops ====&lt;br /&gt;
Aside from the shops below, you can recharge IP at a cost of 10z per point.&lt;br /&gt;
&lt;br /&gt;
Items with a ♦ are martial, and require certain classes to be able to equip:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Martial Melee Weapons:&#039;&#039;&#039; Darkblade, Fury, or Weaponmaster&lt;br /&gt;
* &#039;&#039;&#039;Martial Ranged Weapons:&#039;&#039;&#039; Sharpshooter&lt;br /&gt;
* &#039;&#039;&#039;Martial Armour:&#039;&#039;&#039; Darkblade, Fury, or Guardian&lt;br /&gt;
* &#039;&#039;&#039;Martial Shields:&#039;&#039;&#039; Guardian or Weaponmaster&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Damage&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Blessed Mace&lt;br /&gt;
|Arcane&lt;br /&gt;
|200&lt;br /&gt;
|[WLP+WLP]&lt;br /&gt;
|[HR+2] Light&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Hand Crossbow&lt;br /&gt;
|Bow&lt;br /&gt;
|150&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Nekode&lt;br /&gt;
|Brawling&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Hellfist&lt;br /&gt;
|Brawling&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+6] Dark&lt;br /&gt;
|1H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Latrodectus&lt;br /&gt;
|Dagger&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+4] Poison&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Revolver ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|300&lt;br /&gt;
|[DEX+DEX]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Istringgar ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+12] Physical&lt;br /&gt;
|2H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Bardiche ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|350&lt;br /&gt;
|[MIG+MIG]+1&lt;br /&gt;
|[HR+14] Physical&lt;br /&gt;
|2H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Artisan&#039;s Mallet&lt;br /&gt;
|Heavy&lt;br /&gt;
|450&lt;br /&gt;
|[INS+MIG]&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee • +5 Damage to Constructs&lt;br /&gt;
|-&lt;br /&gt;
|Zweihander ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|400&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+14] Physical&lt;br /&gt;
|2H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Falling Rain ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|450&lt;br /&gt;
|[DEX+DEX]+1&lt;br /&gt;
|[HR+10] Ice&lt;br /&gt;
|2H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Crescent Edge&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+4] Light&lt;br /&gt;
|1H • Ranged • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Star&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+4] Fire&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Equipment Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Slot&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Defense&lt;br /&gt;
!M.Defense&lt;br /&gt;
!Initiative&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Silk Shirt&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Travel Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Combat Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
|0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sage Robe&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Slimy Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|600&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Immune to &#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fox Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|10&lt;br /&gt;
|[INS]&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|11&lt;br /&gt;
|[INS]&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|250&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Steel Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|300&lt;br /&gt;
|12&lt;br /&gt;
|[INS]&lt;br /&gt;
| -4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|100&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|150&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&#039;s Belt&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rough Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silky Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Shaken&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rookie&#039;s Boots&lt;br /&gt;
|Accessory&lt;br /&gt;
|600&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When you fumble, gain 1 XP&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enhancement Forge&lt;br /&gt;
!Quality&lt;br /&gt;
!Gear&lt;br /&gt;
!Minimum&amp;lt;br&amp;gt;Elegem&amp;lt;br&amp;gt;Value&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Magical&lt;br /&gt;
|Weapon&lt;br /&gt;
|100&lt;br /&gt;
|Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|300&lt;br /&gt;
| +5 Damage to a specific species&lt;br /&gt;
|-&lt;br /&gt;
|Damage Change&lt;br /&gt;
|Accessory&lt;br /&gt;
|300&lt;br /&gt;
|All damage dealt by weapons, spells, and Skills becomes a specific type&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|Weapon&lt;br /&gt;
|400&lt;br /&gt;
|Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Dual Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|500&lt;br /&gt;
| +5 Damage to two specific species&lt;br /&gt;
|-&lt;br /&gt;
|Antistatus&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
|Immunity to a single status effect&lt;br /&gt;
|-&lt;br /&gt;
|Initiative Up&lt;br /&gt;
|Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
| +4 to Initiative&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|700&lt;br /&gt;
|Resistance to a single damage type other than &#039;&#039;&#039;physical&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=395</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=395"/>
		<updated>2026-01-09T01:01:23Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Central Venira */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
|&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb|left]]&amp;amp;nbsp;&lt;br /&gt;
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=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Rosemar_Landing?diff=394</id>
		<title>Rosemar Landing</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Rosemar_Landing?diff=394"/>
		<updated>2026-01-09T00:48:26Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Shops ====&lt;br /&gt;
Aside from the shops below, you can recharge IP at a cost of 10z per point.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Damage&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Blessed Mace&lt;br /&gt;
|Arcane&lt;br /&gt;
|200&lt;br /&gt;
|[WLP+WLP]&lt;br /&gt;
|[HR+2] Light&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Hand Crossbow&lt;br /&gt;
|Bow&lt;br /&gt;
|150&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Nekode&lt;br /&gt;
|Brawling&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Hellfist&lt;br /&gt;
|Brawling&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+6] Dark&lt;br /&gt;
|1H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Latrodectus&lt;br /&gt;
|Dagger&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+4] Poison&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Revolver ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|300&lt;br /&gt;
|[DEX+DEX]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Istringgar ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+12] Physical&lt;br /&gt;
|2H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Bardiche ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|350&lt;br /&gt;
|[MIG+MIG]+1&lt;br /&gt;
|[HR+14] Physical&lt;br /&gt;
|2H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Artisan&#039;s Mallet&lt;br /&gt;
|Heavy&lt;br /&gt;
|450&lt;br /&gt;
|[INS+MIG]&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee • +5 Damage to Constructs&lt;br /&gt;
|-&lt;br /&gt;
|Zweihander ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|400&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+14] Physical&lt;br /&gt;
|2H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Falling Rain ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|450&lt;br /&gt;
|[DEX+DEX]+1&lt;br /&gt;
|[HR+10] Ice&lt;br /&gt;
|2H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Crescent Edge&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+4] Light&lt;br /&gt;
|1H • Ranged • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Star&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+4] Fire&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Equipment Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Slot&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Defense&lt;br /&gt;
!M.Defense&lt;br /&gt;
!Initiative&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Silk Shirt&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Travel Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Combat Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
|0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sage Robe&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Slimy Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|600&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Immune to &#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fox Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|10&lt;br /&gt;
|[INS]&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|11&lt;br /&gt;
|[INS]&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|250&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Steel Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|300&lt;br /&gt;
|12&lt;br /&gt;
|[INS]&lt;br /&gt;
| -4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|100&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|150&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&#039;s Belt&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rough Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silky Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Shaken&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rookie&#039;s Boots&lt;br /&gt;
|Accessory&lt;br /&gt;
|600&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When you fumble, gain 1 XP&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enhancement Forge&lt;br /&gt;
!Quality&lt;br /&gt;
!Gear&lt;br /&gt;
!Minimum&amp;lt;br&amp;gt;Elegem&amp;lt;br&amp;gt;Value&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Magical&lt;br /&gt;
|Weapon&lt;br /&gt;
|100&lt;br /&gt;
|Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|300&lt;br /&gt;
| +5 Damage to a specific species&lt;br /&gt;
|-&lt;br /&gt;
|Damage Change&lt;br /&gt;
|Accessory&lt;br /&gt;
|300&lt;br /&gt;
|All damage dealt by weapons, spells, and Skills becomes a specific type&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|Weapon&lt;br /&gt;
|400&lt;br /&gt;
|Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Dual Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|500&lt;br /&gt;
| +5 Damage to two specific species&lt;br /&gt;
|-&lt;br /&gt;
|Antistatus&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
|Immunity to a single status effect&lt;br /&gt;
|-&lt;br /&gt;
|Initiative Up&lt;br /&gt;
|Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
| +4 to Initiative&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|700&lt;br /&gt;
|Resistance to a single damage type other than &#039;&#039;&#039;physical&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Rosemar_Landing?diff=393</id>
		<title>Rosemar Landing</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Rosemar_Landing?diff=393"/>
		<updated>2026-01-09T00:47:50Z</updated>

		<summary type="html">&lt;p&gt;Eire: Created page with &amp;quot;==== Shops ==== Aside from the shops below, you can recharge IP at a cost of 10z per point. {| class=&amp;quot;wikitable&amp;quot; |+Weapon Shop !Item !Type !Cost (z) !Accuracy !Damage !Properties |- |Blessed Mace |Arcane |200 |[WLP+WLP] |[HR+2] Light |1H • Melee |- |Hand Crossbow |Bow |150 |[DEX+INS] |[HR+4] Physical |1H • Ranged |- |Nekode |Brawling |250 |[DEX+MIG]+1 |[HR+6] Physical |1H • Melee |- |Hellfist |Brawling |350 |[DEX+MIG] |[HR+6] Dark |1H • Melee • Targets Magic De...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Shops ====&lt;br /&gt;
Aside from the shops below, you can recharge IP at a cost of 10z per point.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Type&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Accuracy&lt;br /&gt;
!Damage&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Blessed Mace&lt;br /&gt;
|Arcane&lt;br /&gt;
|200&lt;br /&gt;
|[WLP+WLP]&lt;br /&gt;
|[HR+2] Light&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Hand Crossbow&lt;br /&gt;
|Bow&lt;br /&gt;
|150&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+4] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Nekode&lt;br /&gt;
|Brawling&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Hellfist&lt;br /&gt;
|Brawling&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+6] Dark&lt;br /&gt;
|1H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Latrodectus&lt;br /&gt;
|Dagger&lt;br /&gt;
|250&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+4] Poison&lt;br /&gt;
|1H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Revolver ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|300&lt;br /&gt;
|[DEX+DEX]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Istringgar ♦&lt;br /&gt;
|Firearm&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+12] Physical&lt;br /&gt;
|2H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Bardiche ♦&lt;br /&gt;
|Heavy&lt;br /&gt;
|350&lt;br /&gt;
|[MIG+MIG]+1&lt;br /&gt;
|[HR+14] Physical&lt;br /&gt;
|2H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Artisan&#039;s Mallet&lt;br /&gt;
|Heavy&lt;br /&gt;
|450&lt;br /&gt;
|[INS+MIG]&lt;br /&gt;
|[HR+6] Physical&lt;br /&gt;
|1H • Melee • +5 Damage to Constructs&lt;br /&gt;
|-&lt;br /&gt;
|Zweihander ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|400&lt;br /&gt;
|[DEX+MIG]+1&lt;br /&gt;
|[HR+14] Physical&lt;br /&gt;
|2H • Melee&lt;br /&gt;
|-&lt;br /&gt;
|Falling Rain ♦&lt;br /&gt;
|Sword&lt;br /&gt;
|450&lt;br /&gt;
|[DEX+DEX]+1&lt;br /&gt;
|[HR+10] Ice&lt;br /&gt;
|2H • Melee • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Crescent Edge&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]&lt;br /&gt;
|[HR+4] Light&lt;br /&gt;
|1H • Ranged • Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Meteor Star&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+INS]+1&lt;br /&gt;
|[HR+4] Fire&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axe&lt;br /&gt;
|Thrown&lt;br /&gt;
|350&lt;br /&gt;
|[DEX+MIG]&lt;br /&gt;
|[HR+8] Physical&lt;br /&gt;
|1H • Ranged&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Equipment Shop&lt;br /&gt;
!Item&lt;br /&gt;
!Slot&lt;br /&gt;
!Cost (z)&lt;br /&gt;
!Defense&lt;br /&gt;
!M.Defense&lt;br /&gt;
!Initiative&lt;br /&gt;
!Properties&lt;br /&gt;
|-&lt;br /&gt;
|Silk Shirt&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Travel Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|100&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Combat Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
|0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sage Robe&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+2&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Slimy Jacket&lt;br /&gt;
|Armor&lt;br /&gt;
|600&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -1&lt;br /&gt;
|Immune to &#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fox Garb&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Tunic&lt;br /&gt;
|Armor&lt;br /&gt;
|650&lt;br /&gt;
|[DEX]+1&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|150&lt;br /&gt;
|10&lt;br /&gt;
|[INS]&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|200&lt;br /&gt;
|11&lt;br /&gt;
|[INS]&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|250&lt;br /&gt;
|11&lt;br /&gt;
|[INS]+1&lt;br /&gt;
| -3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Steel Plate ♦&lt;br /&gt;
|Armor&lt;br /&gt;
|300&lt;br /&gt;
|12&lt;br /&gt;
|[INS]&lt;br /&gt;
| -4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|100&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Runic Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|150&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&#039;s Belt&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Elegant Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Dazed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rough Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Weak&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silky Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warm Gloves&lt;br /&gt;
|Accessory&lt;br /&gt;
|500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Immune to &#039;&#039;&#039;Shaken&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rookie&#039;s Boots&lt;br /&gt;
|Accessory&lt;br /&gt;
|600&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When you fumble, gain 1 XP&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enhancement Forge&lt;br /&gt;
!Quality&lt;br /&gt;
!Gear&lt;br /&gt;
!Minimum&lt;br /&gt;
Elegem&lt;br /&gt;
Value&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Magical&lt;br /&gt;
|Weapon&lt;br /&gt;
|100&lt;br /&gt;
|Targets Magic Defense&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|300&lt;br /&gt;
| +5 Damage to a specific species&lt;br /&gt;
|-&lt;br /&gt;
|Damage Change&lt;br /&gt;
|Accessory&lt;br /&gt;
|300&lt;br /&gt;
|All damage dealt by weapons, spells, and Skills becomes a specific type&lt;br /&gt;
|-&lt;br /&gt;
|Piercing&lt;br /&gt;
|Weapon&lt;br /&gt;
|400&lt;br /&gt;
|Ignores Resistances&lt;br /&gt;
|-&lt;br /&gt;
|Dual Hunter&lt;br /&gt;
|Weapon&lt;br /&gt;
|500&lt;br /&gt;
| +5 Damage to two specific species&lt;br /&gt;
|-&lt;br /&gt;
|Antistatus&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
|Immunity to a single status effect&lt;br /&gt;
|-&lt;br /&gt;
|Initiative Up&lt;br /&gt;
|Armor, Accessory&lt;br /&gt;
|500&lt;br /&gt;
| +4 to Initiative&lt;br /&gt;
|-&lt;br /&gt;
|Resistance&lt;br /&gt;
|Weapon, Armor, Accessory&lt;br /&gt;
|700&lt;br /&gt;
|Resistance to a single damage type other than &#039;&#039;&#039;physical&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=392</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=392"/>
		<updated>2026-01-08T22:37:03Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Central Venira */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
|===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb|left]]&amp;amp;nbsp;&lt;br /&gt;
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=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=391</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=391"/>
		<updated>2026-01-08T22:36:03Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Central Venira */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
{|&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb|left]]&amp;amp;nbsp;&lt;br /&gt;
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=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=390</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=390"/>
		<updated>2026-01-08T22:35:01Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Rosemar Landing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== [[Rosemar Landing]] =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb|left]]&amp;amp;nbsp;&lt;br /&gt;
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=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=389</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=389"/>
		<updated>2026-01-08T22:34:03Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
===== Rosemar Landing =====&lt;br /&gt;
A small port town in the forest south of the capital where the party stopped on their way to the Southern Comb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Known Inns:&#039;&#039; The Shallow End&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb|left]]&amp;amp;nbsp;&lt;br /&gt;
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=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=388</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=388"/>
		<updated>2026-01-07T17:30:14Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Western&amp;quot; Empire&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita)&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;br /&gt;
&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:48  Okay, so Count Gable: Lawful Good. Earnest and honest. Polite to most people, but vicious when it comes to his enemies. He was the 2nd son of the previous count gable. He wasn’t expected to inherit the title, but his father and brother died in mysterious circumstances a year ago, and he was forced to step up. While he has a natural gift for politics that his brother lacked, his relative youth/inexperience, plus the fact that he hadn’t fostered the relationships his brother did until he stepped in, means he’s still learning. A politician with decades/centuries of relationships/experience can still oumaneuver him. The Head of the Gable Family is typically appointed as Minister of Justice, in charge of all legal affairs. However, due to the previous count’s death and the current’s youth, the King decided to have an interim take his place until the Count was ready (currently anticipated to be around age 25, so in about 4 years). Regarding his relationship with Aura. They first met in boarding school. As she was 3 years younger, they didn’t spend too much time together, but they formed a bond of sorts when he had to tutor her. Once she graduated boarding school and became a concubine, it was right after the count’s father and brother died. Sex was used as a way to soothe the pain. Aura is already 18 by this point. Though he always repeated Aura’s need/desire to be a concubine, there’s an open invitation for her to join his household. Before she left for the funeral, he had actually proposed to her, but she’s delayed on a response because of her grief. She doesn’t want to marry him because she cannot bear an heir, but she deeply cares. He, on the other hand, is in love with her. As for why Aura needs to be a concubine or why she’s under his protection, that’s something I’m not ready to reveal yet.&lt;br /&gt;
# Also skilled with a blade and long ranged weapons, and is more than capable in a fight.&lt;br /&gt;
# Also, he’s ultra weak to Aura’s feet. All she has to do is use them and she can usually get her way with him. Not necessarily because he’s got a thing for them, but she is called Fleetfoot for a reason.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:51  I see I see &lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:52  Does any of this conflict with what you have planned? If so, it’s easier for me to adjust than you.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:53  Any thoughts on who this interim Minister of Justice might be? And no, not at all - in fact, depending on your answer to THAT question, you may give me an opening :3&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:54  I do not have any thoughts. Most likely one of the previous Minister’s lieutenants, if pressed to answer.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:54&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Also, the incident that killed the Minister of Justice and his heir may or may not be tied to why the Chief of Staff resigned. Just saying &lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 17:55  Magnus, eh... good notion.&lt;br /&gt;
# Vex &#039;&#039;—&#039;&#039; 26/12/2025 17:58  Do you need anything else?&lt;br /&gt;
# Oh, and his full name is Augustine Henry Gable, if that’s needed.&lt;br /&gt;
# Auggie to those closes to him.&lt;br /&gt;
#  &#039;&#039;—&#039;&#039; 26/12/2025 18:01  That&#039;s good :D  That helps Nope, I think I&#039;ve got everything&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Party?diff=387</id>
		<title>Alkhemia/Party</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Party?diff=387"/>
		<updated>2025-12-23T16:11:45Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Party Members==&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#b3bbd9; font-size:125%;&amp;quot;|Sheep&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#d9bbb3; font-size:125%;&amp;quot;|Vex&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%; max-width=250px;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#d3dde3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/OF6oqaGHf2hyU2d7cirk Khrysalisse Venira]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Khrys.png|alt=Khrys|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Khrys, Khrystal&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|18&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|She/Her&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Adoptive Princess&amp;lt;br&amp;gt;of the Kingdom&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Nobless&amp;amp;eacute; Oblige&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Walled City of Venira&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|A red-haired, buff yet&amp;lt;br&amp;gt;fancy-looking woman.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|King Klair Venira (Inferiority)&amp;lt;br&amp;gt;Aura Goodwyn (Loyalty)&amp;lt;br&amp;gt;Rawkin (Affection)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Orator 2&amp;lt;br&amp;gt;Guardian 3&amp;lt;br&amp;gt;Entropist 2&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#d3dde3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/132ds510TlI6yTMqE6NN Rita Falici]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Rita.webp|alt=Rita|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Rita&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|25&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|They/Them&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Hybrid Alchemist of Nature&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Hope&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Secret Magical Laboratory&amp;lt;br&amp;gt;of Venira&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|A mysterious wandering&amp;lt;br&amp;gt;alchemist who hides her hair.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|Janine Hart (Affection)&amp;lt;br&amp;gt;Aura Goodwyn (Loyalty)&amp;lt;br&amp;gt;Khrysalisse Venira (Affection)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Tinkerer 4&amp;lt;br&amp;gt;Chimerist 2&amp;lt;br&amp;gt;Gourmet 1&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#e9ccc3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/3ix4FXpFIdIJ4UsgfDiQ Rawkin of the Snow]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Rawkin.png|alt=Rawkin|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Rawkin&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|He/Him&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Personal Bodyguard&amp;lt;br&amp;gt;to the Crown Princess&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Passion&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Snowcloak&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Human, fair-skinned,&amp;lt;br&amp;gt;blonde.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|Princess Khrys (Loyalty/Affection)&amp;lt;br&amp;gt;Aura Goodwyn (Admiration)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Weaponmaster 3&amp;lt;br&amp;gt;Elementalist 3&amp;lt;br&amp;gt;Spiritist 1&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#e9ccc3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/sSMiQwtNXKzhw9gSZOMO Aura Goodwyn]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Aura.png|alt=Aura|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Aura, Fleetfoot&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|19&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|She/Her&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Noble Courtesan&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Grief&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Oasis&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Human, dark-skinned,&amp;lt;br&amp;gt;white-haired, blue-eyed.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|Count Gable (Admiration)&amp;lt;br&amp;gt;Khyrsalisse Venira (Admiration)&amp;lt;br&amp;gt;Rita Falici (Loyalty)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Spiritist 4&amp;lt;br&amp;gt;Dancer 2&amp;lt;br&amp;gt;Entropist 1&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Inventory==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|Item&lt;br /&gt;
!style=&amp;quot;text-align:center; width:10%; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|IP&lt;br /&gt;
!style=&amp;quot;text-align:left; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|Effects&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Elixir&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature regains 50 MP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Remedy&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature regains 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Lesser Elegem&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature suffers 10 damage of a type of your choice from among &#039;&#039;&#039;air&#039;&#039;&#039;, &#039;&#039;&#039;bolt&#039;&#039;&#039;, &#039;&#039;&#039;earth&#039;&#039;&#039;, &#039;&#039;&#039;fire&#039;&#039;&#039;, or &#039;&#039;&#039;ice&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Magic Tent&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Allows the entire group to rest in the wilderness.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Tonic&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature recovers from a single status effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Notes and Clocks==&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=386</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=386"/>
		<updated>2025-12-22T22:09:14Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
* Solaras - The &amp;quot;Western&amp;quot; Empire&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
* Saori (Dancer Trainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita)&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Party?diff=385</id>
		<title>Alkhemia/Party</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Party?diff=385"/>
		<updated>2025-12-22T21:58:56Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Party Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Party Members==&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#b3bbd9; font-size:125%;&amp;quot;|Sheep&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#d9bbb3; font-size:125%;&amp;quot;|Vex&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%; max-width=250px;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#d3dde3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/OF6oqaGHf2hyU2d7cirk Khrysalisse Venira]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Khrys.png|alt=Khrys|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Khrys, Khrystal&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|18&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|She/Her&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Adoptive Princess&amp;lt;br&amp;gt;of the Kingdom&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Nobless&amp;amp;eacute; Oblige&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Walled City of Venira&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|A red-haired, buff yet&amp;lt;br&amp;gt;fancy-looking woman.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|King Klair Venira (Inferiority)&amp;lt;br&amp;gt;Aura Goodwyn (Loyalty)&amp;lt;br&amp;gt;Rawkin (Affection)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Orator 2&amp;lt;br&amp;gt;Guardian 3&amp;lt;br&amp;gt;Entropist 2&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#d3dde3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/132ds510TlI6yTMqE6NN Rita Falici]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Rita.webp|alt=Rita|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Rita&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|25&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|They/Them&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Hybrid Alchemist of Nature&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Hope&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Secret Magical Laboratory&amp;lt;br&amp;gt;of Venira&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|A mysterious wandering&amp;lt;br&amp;gt;alchemist who hides her hair.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Janine Hart (Affection)&amp;lt;br&amp;gt;Aura Goodwyn (Loyalty)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Tinkerer 4&amp;lt;br&amp;gt;Chimerist 2&amp;lt;br&amp;gt;Gourmet 1&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#e9ccc3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/3ix4FXpFIdIJ4UsgfDiQ Rawkin of the Snow]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Rawkin.png|alt=Rawkin|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Rawkin&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|He/Him&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Personal Bodyguard&amp;lt;br&amp;gt;to the Crown Princess&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Passion&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Snowcloak&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Human, fair-skinned,&amp;lt;br&amp;gt;blonde.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right; font-size:90%;&amp;quot;|Princess Khrys (Loyalty/Affection)&amp;lt;br&amp;gt;Aura (Admiration)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Weaponmaster 3&amp;lt;br&amp;gt;Elementalist 3&amp;lt;br&amp;gt;Spiritist 1&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!colspan=2 style=&amp;quot;background:#e9ccc3; font-size:140%;&amp;quot;|[https://fultimator.com/pc-gallery/sSMiQwtNXKzhw9gSZOMO Aura Goodwyn]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;border:1px solid #bababa;&amp;quot;|[[File:Aura.png|alt=Aura|250px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|a.k.a.&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Aura, Fleetfoot&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Age&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|19&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Pronouns&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|She/Her&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Identity&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Noble Courtesan&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Theme&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Grief&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Origin&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Oasis&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Description&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Human, dark-skinned,&amp;lt;br&amp;gt;white-haired, blue-eyed.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border-bottom: 1px solid #bababa; text-align: left;&amp;quot;|Bonds&lt;br /&gt;
|style=&amp;quot;border-bottom: 1px solid #bababa; text-align: right;&amp;quot;|Count Gable (Admiration)&amp;lt;br&amp;gt;Khyrs (Admiration)&amp;lt;br&amp;gt;Rita (Loyalty)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|Classes&lt;br /&gt;
|style=&amp;quot;text-align: right;&amp;quot;|Spiritist 4&amp;lt;br&amp;gt;Dancer 2&amp;lt;br&amp;gt;Entropist 1&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Inventory==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #bababa; padding:5px; font-size:90%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; width:25%; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|Item&lt;br /&gt;
!style=&amp;quot;text-align:center; width:10%; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|IP&lt;br /&gt;
!style=&amp;quot;text-align:left; background:#d3dde3; font-size:110%; color:#000000;&amp;quot;|Effects&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Elixir&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature regains 50 MP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Remedy&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature regains 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Lesser Elegem&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature suffers 10 damage of a type of your choice from among &#039;&#039;&#039;air&#039;&#039;&#039;, &#039;&#039;&#039;bolt&#039;&#039;&#039;, &#039;&#039;&#039;earth&#039;&#039;&#039;, &#039;&#039;&#039;fire&#039;&#039;&#039;, or &#039;&#039;&#039;ice&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Magic Tent&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Allows the entire group to rest in the wilderness.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|Tonic&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:top;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:left; vertical-align:top;&amp;quot;|One creature recovers from a single status effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Notes and Clocks==&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia?diff=384</id>
		<title>Alkhemia</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia?diff=384"/>
		<updated>2025-12-22T21:50:20Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Campaign&lt;br /&gt;
|campaign=Alkhemia&lt;br /&gt;
|gm=Eire&lt;br /&gt;
|players=Vex, Sheep&lt;br /&gt;
|system=Fabula Ultima&lt;br /&gt;
|medium=Play-by-Post on Discord&lt;br /&gt;
|started=October 2025&lt;br /&gt;
|ended=TBD&lt;br /&gt;
|gamelink=https://ironworks.embrava.rip/&lt;br /&gt;
|gamelinktitle=Garlond Ironworks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #bababa; padding:5px; margin:5px; font-size:90%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#eeeeee; color:#000000;&amp;quot; |Next Progress Window:&lt;br /&gt;
|-&lt;br /&gt;
|Sunday, November 30 @ 11am MT, 1pm ET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Four childhood friends reacquaint with one another while returning to the place they grew up together, in the wake of the death of the governess of their orphanage. Tragedy strikes, leading them to learn that another of their old friends was now an enemy... and a mystery begins to unfold.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia?diff=383</id>
		<title>Alkhemia</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia?diff=383"/>
		<updated>2025-12-22T21:49:54Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Campaign&lt;br /&gt;
|campaign=Alkhemia&lt;br /&gt;
|gm=Eire&lt;br /&gt;
|players=Vex, Sheep&lt;br /&gt;
|system=Fabula Ultima&lt;br /&gt;
|medium=Play-by-Post on Discord&lt;br /&gt;
|started=October 2025&lt;br /&gt;
|ended=TBD&lt;br /&gt;
|gamelink=https://ironworks.embrava.rip/&lt;br /&gt;
|gamelinktitle=Garlond Ironworks&lt;br /&gt;
}}&lt;br /&gt;
{| style=&amp;quot;border:1px solid #bababa; padding:5px; margin:5px; font-size:90%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#eeeeee; color:#000000;&amp;quot; |Next Progress Window:&lt;br /&gt;
|-&lt;br /&gt;
|Sunday, November 30 @ 11am MT, 1pm ET&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Four childhood friends reacquaint with one another while returning to the place they grew up together, in the wake of the death of the governess of their orphanage. Tragedy strikes, leading them to learn that another of their old friends was now an enemy... and a mystery begins to unfold.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=382</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=382"/>
		<updated>2025-12-22T21:48:03Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Central Venira */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
&lt;br /&gt;
===== Venira Capital City =====&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Mossglen =====&lt;br /&gt;
The former home of Lady Venicia, it is also home to the Mossglen Orphanage, where the party all spent their formative years.&lt;br /&gt;
&lt;br /&gt;
Less than a day&#039;s journey from Mossglen is the Weeping Willow Inn, a calm rest stop for many who journey here from the capital.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Known Inns:&#039;&#039; The Laughing Pig, The Florid Garden&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb|left]]&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=381</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=381"/>
		<updated>2025-12-22T19:12:59Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Central Venira */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
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==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb|left]]&amp;amp;nbsp;&lt;br /&gt;
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=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=380</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=380"/>
		<updated>2025-12-22T19:12:42Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Central Venira */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
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==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|thumb|500x500px|South Venira and the Western Comb|left]]&amp;amp;nbsp;&lt;br /&gt;
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=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=379</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=379"/>
		<updated>2025-12-22T19:11:18Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Central Venira */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|right|thumb|500x500px|South Venira and the Western Comb]]&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=378</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=378"/>
		<updated>2025-12-22T19:10:38Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* The Kingdom of Venira and Surrounding Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and Surrounding Areas 2025-12-22.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|999x999px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|right|thumb|500x500px|South Venira and the Western Comb]]&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/File:Venira_and_Surrounding_Areas_2025-12-22.png?diff=377</id>
		<title>File:Venira and Surrounding Areas 2025-12-22.png</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/File:Venira_and_Surrounding_Areas_2025-12-22.png?diff=377"/>
		<updated>2025-12-22T19:10:25Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Venira and Surrounding Areas 2025-12-22&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=376</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=376"/>
		<updated>2025-12-22T19:07:34Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and environs 2025 11 23.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|1000x1000px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
==== Central Venira ====&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
&lt;br /&gt;
==== South Venira and the Western Comb ====&lt;br /&gt;
[[File:South Venira and Western Comb.png|alt=South Venira and the Western Comb|right|thumb|500x500px|South Venira and the Western Comb]]&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/File:South_Venira_and_Western_Comb.png?diff=375</id>
		<title>File:South Venira and Western Comb.png</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/File:South_Venira_and_Western_Comb.png?diff=375"/>
		<updated>2025-12-22T19:06:18Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;South Venira and Western Comb 2025-12-22&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Setting?diff=374</id>
		<title>Alkhemia/Setting</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Setting?diff=374"/>
		<updated>2025-12-22T19:05:02Z</updated>

		<summary type="html">&lt;p&gt;Eire: /* Central Venira */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The World of Gaia ==&lt;br /&gt;
The heavens of Gaia would be most unfamiliar to a denizen of Earth. The sun is distant and, though bright, does not warm the surface of Gaia as effectively as Earth&#039;s sun does; the poles of the world are frozen, impassible glaciers that can harbour no life. The moon looms large, making the land unstable, with towering mountains and sea-side cliffs impeding the travel of explorers. Finally, a trio of glittering rings circle the world, remnants of unknown origin which serve to illuminate the land even at night.&lt;br /&gt;
&lt;br /&gt;
Beneath the heavens, the lands are far more treacherous than would be familiar to a native of Earth. Weather is frequent and fierce, and the lands are occupied not only by beasts, but also by monsters... yet man has somehow managed a foothold here, all the same. Everything here bears a soul, and through those souls they are connected to the Sea of Souls, the place where all life begins and ends.&lt;br /&gt;
&lt;br /&gt;
Gaia is a vast world, still in the early days of discovery. Distant lands lie unexplored, awaiting the footsteps of man...&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of Venira and Surrounding Areas ==&lt;br /&gt;
[[File:Venira and environs 2025 11 23.png|alt=The Kingdom of Venira and Surrounding Areas|center|thumb|1000x1000px|The Kingdom of Venira and Surrounding Areas]]&lt;br /&gt;
Dominating the known world, the Kingdom of Venira, ruled over by King Klair the Fifth, is a land suffering the vagaries of the past. Centuries ago, the development of alchemy led to a reputed golden age... but only ruins remain of that era. The official histories state that rampant overuse of alchemy led to corruption of the land, resulting in tainted and twisted terrain, malignant monstrosities, and even warped spirits; for a long period, alchemy was anathema, forbidden to be practiced, though this prohibition has not been enforced for a generation. What remains of the damage from that era lies buried beneath the surface of the land... and none are certain of its current effects.&lt;br /&gt;
&lt;br /&gt;
=== Venira Proper ===&lt;br /&gt;
Everything that lies between the mountains of the Comb comprises the Kingdom; none of the surrounding settlements are powerful enough to threaten Venira&#039;s autonomy, and so the dynasty has remained for centuries. Historically the Kingdom claimed the whole of the continent, but it has withdrawn to its current borders within the last hundred years, unable to maintain a sufficient military presence to keep its claim over the Principalities or the desert to its east.&lt;br /&gt;
&lt;br /&gt;
Despite the relative peace of the land, a standing army nonetheless surveils the land and serves as the enforcement arm for the King&#039;s tax collectors. Such protections are necessary, not only from bandits, but also from the corrupted creatures which roam the land, collectively referred to as &#039;&#039;chimaera&#039;&#039; by the scholars of the world. Most settlements sit behind walls for their own protection. In recent years, veteran explorers and adventurers have claimed that the monsters have grown larger, more vicious, and perhaps more worryingly, smarter. As their origin is unclear, it&#039;s not known if this is a natural consequence of their evolution, or if something or someone is manipulating the creatures.&lt;br /&gt;
&lt;br /&gt;
Life is not all bad, however. In many places, magic is used along with engineering to produce practical technology for use by the populace, lending the people a quality of life not experienced by prior generations. The army manages to maintain peace and order throughout the land, and life is good for the majority.&lt;br /&gt;
&lt;br /&gt;
The capital city, also called the City of Nobles, is a place of strict order. Tensions have grown in the city of late, with preparations being mounted for something that no one is quite clear on. Rumour has it that the search is on for an heir... this, despite the fact that the royal family already has a daughter.&lt;br /&gt;
&lt;br /&gt;
The capital is also home to the Veniran College of Magic, which teaches all known disciplines of magic and works to reverse the damage alchemy has done to the world. Not everyone believes that alchemy is inherently bad, and thus even that is practiced here... but the people at large are still wary of it, given its history.&lt;br /&gt;
&lt;br /&gt;
===== Demographics =====&lt;br /&gt;
Most people of Venira are human, though a smattering of every species can be found throughout the Kingdom. Other known species include the light and dark elves of the Twin Queendoms, the beastfolk of the desert, and the dwarves of the Combs.&lt;br /&gt;
&lt;br /&gt;
=== Central Venira ===&lt;br /&gt;
[[File:Central Venira 2025-12-22.png|alt=Central Venira|left|thumb|500x500px|Central Venira]]&lt;br /&gt;
&lt;br /&gt;
=== Oasis and the Fallen City ===&lt;br /&gt;
East of Venira, across the Comb, lies a barren desert. The further east one travels, the more the earth dries and decays, until nothing remains but dunes and valleys of endless sand and salt. Somewhere amidst the dunes lies the broken wreckage of the Fallen City, a place which was once reputed to fly through the sky... until the alchemy that sustained it failed, and it crashed to earth, destroying the land beneath it and resulting in the desert that remains today. Rumour has it that the ruins of the Fallen City still lie host to secrets... and some have claimed to see people walking &#039;&#039;beneath&#039;&#039; the dunes...&lt;br /&gt;
&lt;br /&gt;
Unlike the cooler temperatures of the plains of Venira, the desert sands are hot, forcing many to wear lighter and more exposed clothing than is typically seen. It wasn&#039;t always like this; some histories of Venira which record sightings of the Floating City (while it was still called such) also note that the temperature of the region grew warmer only after it fell. &lt;br /&gt;
&lt;br /&gt;
Between the dunes and the mountains lies a small settlement, Oasis, home to the native beastfolk of the region. A poor settlement at best, it is the only independent town in the region; any other settlements tend to be camps or outposts belonging to other kingdoms with interests in the rich mineral wealth of the area, not to mention whatever secrets lie buried in the desert. In addition to the natives, the desert also became a popular place of exile; many of the criminals and downtrodden have gravitated toward Oasis as a result, making it a dangerous place to live and work.&lt;br /&gt;
&lt;br /&gt;
===== The Eastern Sea and the Kelp Jungle =====&lt;br /&gt;
In contrast to the Ceaseless Storm on the continent&#039;s western banks, the eastern sea is comparatively placid. There are other threats here, however, that make exploration of the region difficult. One of them is a vast region of undersea jungle formed of kelp; though the wildlife here is plentiful and varied, the kelp causes the sea currents to jostle and shift frequently, and the calmer sea does nothing to disrupt this.&lt;br /&gt;
&lt;br /&gt;
A large sailing vessel from the Kingdom of Venira, the &#039;&#039;Invincible&#039;&#039;, is said to have attempted sail into the region and sunk after becoming ensnared in the kelp. Some few survivors of the wreck, however, claim it was not the kelp which sunk the ship, but a clan of undersea hunters that lived there...&lt;br /&gt;
&lt;br /&gt;
=== The Principalities ===&lt;br /&gt;
Southwest of Venira, through the mountains, lies an idyllic region known as the Principalities. Occupied by a fiercely independent people, it has resisted any sort of consolidation, resulting in a land of numerous small city-states and colonies, all in contention over the agricultural bounty of the area. Once a subject of the Kingdom of Venira, as the threat from the chimaera grew, the people of the region rebelled, and Venira chose to shun the Principalities, leaving them to their own devices.&lt;br /&gt;
&lt;br /&gt;
Because of the fractitious nature of the area, governments rarely last longer than fifty years before splitting or merging as need be; as such, the settlements of the region tend to be remade on a regular basis. Alliances and squabbles between settlements are complex and difficult to keep track of, but this doesn&#039;t prevent outside forces from attempting to influence decision-making for their own benefit.&lt;br /&gt;
&lt;br /&gt;
The best known and most stable settlement in the region is the coastal town of Merbord, currently dating forty years of establishment. Though primarily home to fishermen and boat-people, rumours persist that Merbord is a nest of pirates which terrorize both the Queendoms to the north and the western coast of the Kingdom of Venira, seemingly unfazed by the Ceaseless Storm. Those who live here are a rough and harsh people, to whom only strength and coin matter.&lt;br /&gt;
&lt;br /&gt;
===== The Ceaseless Storm =====&lt;br /&gt;
The sea to the west of the Comb is endlessly agitated due to a confluence of factors. Most people who venture out into the ocean stay to the south, crossing the inland sea between the Kingdom of Venira and the Principalities, or to the north, through the frigid waters leading to the Queendoms. This suffices to protect sailors most of the time, but on occasion, the storms grow intense, and enormous tidal waves form which crash upon the shores of the lands bordering the storm; the most severe of these have been known to wipe smaller settlements off the map, swallowing them up in the sea. Fears persist of a monster wave washing inland into Venira.&lt;br /&gt;
&lt;br /&gt;
A very few people have braved the endless storm in the midst of the sea, and though maddened by their experience, return to claim that at the heart of the storm lies an island harbouring a terrible secret. Over time, these tales have led to the region also being known by another name: the Forsaken Land. Is this rumoured Forsaken Land the cause of the Ceaseless Storm? Or is it just a graveyard of the foolish and the damned?&lt;br /&gt;
&lt;br /&gt;
=== The Twin Queendoms ===&lt;br /&gt;
North of the Principalities, and northwest of the Kingdom of Venira, lie a pair of large island nations covered in cool rainforest. These are the Twin Queendoms, home to a pair of elven species, the Aesir and the Vanir. The two Queendoms have been locked in a tense stalemate for centuries, despite the similarities between the two cultures; supposedly, the two elven species practice diametrically opposed magical disciplines, and look very different from one another, but are otherwise quite alike.&lt;br /&gt;
&lt;br /&gt;
Certain histories, mostly apocryphal, imply that the two island kingdoms were once one, under a single queen... but an accident of some kind split the land asunder, creating a deep chasm which was filled with the sea, dividing the island in two. Neither side in the conflict has claimed responsibility for this event, making it difficult to prove... if the royal family of either side knows, they aren&#039;t speaking.&lt;br /&gt;
&lt;br /&gt;
=== Borealis and Snowcloak ===&lt;br /&gt;
North of the Kingdom of Venira, through a treacherous wooden mountain pass, lie deep snowfields occupied by a hardy people. At the center of these snowfields lies Snowcloak, a settlement said to be built of ice and packed snow. The mountains dividing the Snowcloak region from the deeper cold of the northwest are said to host a number of hot springs, which occasionally tempt people to venture further north to visit them.&lt;br /&gt;
&lt;br /&gt;
Nothing, however, serves to attract people past the mountains into the frozen region of Borealis, however. The mountains here are dominated by an icy glacier, and beyond that is only said to lie death and more snow. Yet tales have been told of a fall, not unlike that of the Fallen City, of a shining star upon the frozen land, its ruin awaiting discovery... and other rumours persist of seeing foreign vessels landing at the frozen coast here... who, and for what purpose? And more importantly, where are they coming from? Surely not the unexplored reaches of the west...&lt;br /&gt;
&lt;br /&gt;
=== Beyond the Ocean Reaches ===&lt;br /&gt;
Past the known lands of Venira and its neighbours, little is known. Large islands have been spied but never explored, and the western and eastern oceans span leagues with no sign of land; Venira has been, to date, too concerned with its own internal affairs to mount a successful expedition. If any independent explorers have ventured out that far, however, they have yet to return, their fates unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic, Spirits, and Elegems ==&lt;br /&gt;
&#039;&#039;contributed by Sheep and Vex&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magic in the world of Alkhemia is born from within, from the natural attuning of one&#039;s mana with the spirits. This &amp;quot;attuning&amp;quot; is said to be hereditary, although cases where children bear the ability to use magic despite their parents being unable to, isn&#039;t exactly common, but it&#039;s happened enough for people to celebrate it mildly, but never to the point of making a nation-wide celebration; and cases where children born from mages aren&#039;t able to cast a singular simple spell, are met with disappointment, but not outright hatred from their family.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no real preference to magic outside of personal experiences and beliefs. Some people believe that those that commune with Spirits are good-willed by nature, while others see them as a potential threat, just like any other magic. It is a tool to do both good and evil, but not what corrupts people to do bad deeds.&lt;br /&gt;
&lt;br /&gt;
Inside the world there are Elegems, which host a fraction of the Spirits&#039; magic that can be used by merely touching it. These gems contain the strength to cast a singular unnamed spell, and happen naturally where there has been a shift in the flow of mana, like a fight between monsters or mages. Although Elegems that can heal or do light or dark type damage tend to be rarer...&lt;br /&gt;
&lt;br /&gt;
It is said that some people, especially those in certain Magic Academies, are trying to harness the power of the spirits themselves by encasing them in these Elegems. Those who acknowledge it don&#039;t see it as a threat, while those who don&#039;t, believe it could be too dangerous for the nations to even consider. There are a couple of people completely against these potential Elegems, as messing with the flow of mana and spirits can only mean danger.&lt;br /&gt;
&lt;br /&gt;
An Elegem that hosts a spirit doesn’t break after a single use. These gems can be equipped to items and weapons to augment elemental attacks, resistances, affinities, and grant spells of that element, though at a higher cost than learned natively.&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/File:Central_Venira_2025-12-22.png?diff=373</id>
		<title>File:Central Venira 2025-12-22.png</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/File:Central_Venira_2025-12-22.png?diff=373"/>
		<updated>2025-12-22T19:03:47Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Central Venira 2025-12-22&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=372</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=372"/>
		<updated>2025-12-19T22:45:28Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dancer Shoes (300z)&lt;br /&gt;
&lt;br /&gt;
[DEX+MIG]+2, [HR+5] Physical damage, two-handed melee weapon (two-footed really but who&#039;s counting).&lt;br /&gt;
&lt;br /&gt;
This weapon fits in both the brawling and arcane categories. This has the accurate property and the multi-category property. &lt;br /&gt;
&lt;br /&gt;
* Solaras - The &amp;quot;Western&amp;quot; Empire&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita)&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=371</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=371"/>
		<updated>2025-12-19T18:02:25Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dancer Shoes (300z)&lt;br /&gt;
&lt;br /&gt;
[DEX+MIG]+2, [HR+5] Physical damage, two-handed melee weapon (two-footed really but who&#039;s counting).&lt;br /&gt;
&lt;br /&gt;
This weapon fits in both the brawling and arcane categories. This has the accurate property and the multi-category property. &lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
Allies:&lt;br /&gt;
&lt;br /&gt;
* Magnus Schultz (Commander/Loremaster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita)&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=370</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=370"/>
		<updated>2025-12-18T23:24:25Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dancer Shoes (300z)&lt;br /&gt;
&lt;br /&gt;
[DEX+MIG]+2, [HR+5] Physical damage, two-handed melee weapon (two-footed really but who&#039;s counting).&lt;br /&gt;
&lt;br /&gt;
This weapon fits in both the brawling and arcane categories. This has the accurate property and the multi-category property. &lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita)&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
	<entry>
		<id>https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=369</id>
		<title>Alkhemia/Notes/GMPrivate</title>
		<link rel="alternate" type="text/html" href="https://blorbos.embrava.rip/Alkhemia/Notes/GMPrivate?diff=369"/>
		<updated>2025-12-16T18:27:09Z</updated>

		<summary type="html">&lt;p&gt;Eire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Plans within Plans ==&lt;br /&gt;
&lt;br /&gt;
== Unsorted Notes ==&lt;br /&gt;
NPCs to Make:&lt;br /&gt;
&lt;br /&gt;
* The Governess Venicia (the woman who ran the orphanage that was so formative for most of the group)&lt;br /&gt;
** A noble of the court who sought absolution for unspecified sins; her husband and few children already passed, so she has no heirs, so she has donated all her money to the orphanage.&lt;br /&gt;
* The Caretaker Janine (the governess&#039; assistant at the orphanage)&lt;br /&gt;
** Janine Hart is one of the two caretakers in the orphanage, known more for spoiling the little children under her care, growing way too attached to them. She was offered the spot of governess in the orphanage, but refused it in fear it&#039;d stop her from keeping a close eye on the children. Some say she had a husband before becoming a caretaker, but after three miscarriages right after the other, it seemed she was &amp;quot;cursed&amp;quot; without bearing a single child. Perhaps that&#039;s why she became a caretaker.&lt;br /&gt;
** Janine tried to help Rita as the children she grew up with were adopted, but not her. After Rita turned sixteen, she was due to leave, but Janine employed her for two more years as a helper, before Rita themselves decided to leave the orphanage to seek her true objective... or perhaps because she was ashamed?&lt;br /&gt;
* The Captain Shane (head of the King&#039;s Guard)&lt;br /&gt;
* The King Klair (what it says on the tin)&lt;br /&gt;
* The Queen Celeste (another what it says on the tin)&lt;br /&gt;
* Lord Alves (is he the Mole?)&lt;br /&gt;
Villains:&lt;br /&gt;
&lt;br /&gt;
* The Conqueror (ruler of an empire beyond the western ocean who wishes to capture the secrets of alchemy)&lt;br /&gt;
* The Mole (a member of the royal house working with the Empire)&lt;br /&gt;
* The Seer (a person with future sight who works for the Mole)&lt;br /&gt;
* The Assassin Cara (another orphan who was taken in by The Mole who burns down the orphanage because The Seer saw them threatening their plans)&lt;br /&gt;
* The King of Beasts (a highly-intelligent monster controlling or leading many monsters)&lt;br /&gt;
* The Mad Scientist (a figure at the Secret Magical Lab who worked on Rita)&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Rita is an experiment on creating human life from an alchemical monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— So she&#039;s technically half monster&amp;lt;BR&amp;gt;&lt;br /&gt;
— Also why she&#039;s able to copy them and speak to them&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— O.O oh.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah that&#039;s what hybrid means ;)&amp;lt;BR&amp;gt;&lt;br /&gt;
— As usual, I&#039;m thinking it could be important for her, so I keep it from Vex&lt;br /&gt;
&lt;br /&gt;
Eire&amp;lt;BR&amp;gt;&lt;br /&gt;
— Hmm, okay&amp;lt;BR&amp;gt;&lt;br /&gt;
— You&#039;re alright not having a Quirk to represent this? I mean, the class you picked (and another one from Techno Fantasy) can represent it just fine, but I want to be sure you&#039;re okay with this.&lt;br /&gt;
&lt;br /&gt;
aleSheepie&amp;lt;BR&amp;gt;&lt;br /&gt;
— Yeah! I&#039;m good&amp;lt;BR&amp;gt;&lt;br /&gt;
— We can say she learnt how to talk to monsters/animals in her time growing up&lt;/div&gt;</summary>
		<author><name>Eire</name></author>
	</entry>
</feed>