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	<updated>2026-07-29T00:15:39Z</updated>
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	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Seraphine_Calderis&amp;diff=21412</id>
		<title>Seraphine Calderis</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Seraphine_Calderis&amp;diff=21412"/>
		<updated>2026-07-23T11:22:48Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Seraphine Calderis}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Ambitious without illusion, charming without warmth, patient to a fault when patience pays. Seraphine Calderis treats the trade war as a problem to be solved rather than a grudge to be nursed, which makes her more dangerous than any hot-tempered rival: she will burn a warehouse only when the arithmetic favors it, and she keeps the outriders at so careful a distance that nothing they do can be laid at her door. She respects competence, despises bluster, and holds a merchant&#039;s true faith that everyone, in the end, has a price.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2071&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Seraphine&lt;br /&gt;
|last_name= Calderis&lt;br /&gt;
|pic= Seraphine_Calderis_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Cadre des Expéditions|region=[[Seanhaven]]|termstart={{NCYear|2107}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium (5&#039;7&amp;quot;, 154 lbs)&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Female&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
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|flat-footed_AC= &lt;br /&gt;
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|fort= &lt;br /&gt;
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|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
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|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= [[The Aureliad Consortium|The Aureliad Consortium&#039;s]] razor-minded factor in [[Mandrake Bay]], charged almost single-handedly with prising the [[Marosh|Maroshan]] carrying-trade out of the [[Quartz Isle Company|Quartz Isle Company&#039;s]] grip. She is the public face of the Consortium&#039;s push into [[Seahaven]]: a relentless dealmaker who undercuts, out-charms, and out-maneuvers her rivals, advancing Consortium coin to independent captains to peel them away from Quartz Isle one hull at a time. Her true weapon is not the poignard at her hip but her sharp mind and talent for diplomacy. She is the personal rival of the Quartz Isle Company&#039;s Factor-General, a contest that has already turned from undercut prices to burned warehouses. Win her favor and the Consortium&#039;s purse opens; cross her and you become a line item to be removed.&lt;br /&gt;
|description= A poised woman in her late thirties, dark-haired and sharp-featured, who wears the Consortium&#039;s gold-and-crimson with a restraint that reads as expensive rather than gaudy. The three-crown signet sits openly on her hand; the poignard is nowhere in evidence. Her stillness is the most striking thing about her: she watches a room the way an appraiser watches a coin set on the scale.&lt;br /&gt;
|background= Seraphine Calderis came up through the trade-festival counting-houses of [[Grischamp]]: a [[Narbonne|Narbonnais]] factor&#039;s clever daughter with no inheritance to wait on and a gift for reading a room and a ledger at equal speed. She caught the eye of the Consortium&#039;s Narbonnais bloc early, ran cargo-factoring in the Aurean ports, and made her name by quietly ruining a rival house that had underestimated her. When the Concord resolved to force its way into the Maroshan trade and break the Quartz Isle Company&#039;s hold on Seahaven, it handed the Seahaven posting (the title Cadre des Expéditions, roughly &amp;quot;Officer of Ventures&amp;quot;) to Calderis precisely because the assignment was thought near-impossible. She has held it for two years, turning a foothold into a genuine threat, and she has no intention of returning to Grischamp as anything less than a Governor of the Concord.&lt;br /&gt;
|base= &lt;br /&gt;
|belief= &lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Seraphine_Calderis&amp;diff=21411</id>
		<title>Seraphine Calderis</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Seraphine_Calderis&amp;diff=21411"/>
		<updated>2026-07-23T11:21:36Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Seraphine Calderis}}&amp;lt;/includeonly&amp;gt; Ambitious without illusion, charming without warmth, patient to a fault when patience pays. Seraphine Calderis treats the trade war as a problem to be solved rather than a grudge to be nursed, which makes her more dangerous than any hot-tempered rival: she will burn a warehouse only when the arithmetic favors it, and she keeps the outriders at so careful a distance that nothing they do can be lai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Seraphine Calderis}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Ambitious without illusion, charming without warmth, patient to a fault when patience pays. Seraphine Calderis treats the trade war as a problem to be solved rather than a grudge to be nursed, which makes her more dangerous than any hot-tempered rival: she will burn a warehouse only when the arithmetic favors it, and she keeps the outriders at so careful a distance that nothing they do can be laid at her door. She respects competence, despises bluster, and holds a merchant&#039;s true faith that everyone, in the end, has a price.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2071&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Seraphine&lt;br /&gt;
|last_name= Calderis&lt;br /&gt;
|pic= Seraphine_Calderis_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Cadre des Expéditions|region=[[Seanhaven]]|termstart={{NCYear|2107}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium (5&#039;7&amp;quot;, 154 lbs)&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Female&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= The [[Aureliad Consortium|Aureliad Consortium&#039;s]] razor-minded factor in [[Mandrake Bay]], charged almost single-handedly with prising the [[Marosh|Maroshan]] carrying-trade out of the [[Quartz Isle Company|Quartz Isle Company&#039;s]] grip. She is the public face of the Consortium&#039;s push into [[Seahaven]]: a relentless dealmaker who undercuts, out-charms, and out-maneuvers her rivals, advancing Consortium coin to independent captains to peel them away from Quartz Isle one hull at a time. Her true weapon is not the poignard at her hip but her sharp mind and talent for diplomacy. She is the personal rival of the Quartz Isle Company&#039;s Factor-General, a contest that has already turned from undercut prices to burned warehouses. Win her favor and the Consortium&#039;s purse opens; cross her and you become a line item to be removed.&lt;br /&gt;
|description= A poised woman in her late thirties, dark-haired and sharp-featured, who wears the Consortium&#039;s gold-and-crimson with a restraint that reads as expensive rather than gaudy. The three-crown signet sits openly on her hand; the poignard is nowhere in evidence. Her stillness is the most striking thing about her: she watches a room the way an appraiser watches a coin set on the scale.&lt;br /&gt;
|background= Seraphine Calderis came up through the trade-festival counting-houses of [[Grischamp]]: a [[Narbonne|Narbonnais]] factor&#039;s clever daughter with no inheritance to wait on and a gift for reading a room and a ledger at equal speed. She caught the eye of the Consortium&#039;s Narbonnais bloc early, ran cargo-factoring in the Aurean ports, and made her name by quietly ruining a rival house that had underestimated her. When the Concord resolved to force its way into the Maroshan trade and break the Quartz Isle Company&#039;s hold on Seahaven, it handed the Seahaven posting (the title Cadre des Expéditions, roughly &amp;quot;Officer of Ventures&amp;quot;) to Calderis precisely because the assignment was thought near-impossible. She has held it for two years, turning a foothold into a genuine threat, and she has no intention of returning to Grischamp as anything less than a Governor of the Concord.&lt;br /&gt;
|base= &lt;br /&gt;
|belief= &lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=File:Seraphine_Calderis_web.png&amp;diff=21410</id>
		<title>File:Seraphine Calderis web.png</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=File:Seraphine_Calderis_web.png&amp;diff=21410"/>
		<updated>2026-07-23T11:13:49Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Seahaven&amp;diff=21409</id>
		<title>Seahaven</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Seahaven&amp;diff=21409"/>
		<updated>2026-07-23T11:03:33Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Seahaven}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Seahaven is the primary settlement on the island of [[Marosh]], situated along the southern shore of &#039;&#039;Mandrake Bay&#039;&#039;. Once little more than a fortified pirate refuge, the town has, in recent decades, been transformed into a colonial naval station and mercantile port of the [[Neptaris|Freecity of Neptaris]]. The harbor’s deep, protected waters and commanding view of the bay make it an ideal anchorage for both naval patrols and merchant fleets operating throughout the [[Maroshan Sea]].&lt;br /&gt;
&lt;br /&gt;
Although the town still bears traces of its lawless past, Seahaven is increasingly defined by its growing docks, warehouses, and naval infrastructure. The Freecity has invested heavily in the port, seeking to strengthen its maritime influence and expand trade routes across the region. As a result, Seahaven has become a bustling frontier city where merchants, sailors, settlers, and opportunists gather in equal measure.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = Seahaven&lt;br /&gt;
|common_epithets = The Southern Anchor, the Bastion, the Corsair&#039;s Grave&lt;br /&gt;
|continent = Duria&lt;br /&gt;
|region = the [[Marosh|Island of Marosh]]&lt;br /&gt;
|terrain = coastal island&lt;br /&gt;
|climate = tropical&lt;br /&gt;
|geography = Seahaven is built along the southern shore of &#039;&#039;Mandrake Bay&#039;&#039;, where a narrow, deepwater channel opens into the broader inland harbor, allowing ships safe passage while remaining easily defensible from the sea. The town rises in tiers from the docks, its lower districts clustered along the waterfront and its upper structures, most notably the Citadel, are set upon rocky bluffs that command sweeping views of the bay. To the west, the land slopes gently toward a small, wind-twisted coastal forest, while to the east the shoreline becomes more rugged, broken by jagged stone outcroppings and narrow coves. Inland, low hills and shallow valleys stretch toward the island’s interior, crossed by freshwater streams that feed into the bay and provide the settlement with its limited supply of potable water. The surrounding waters are deep but treacherous beyond the main channel, with hidden shoals and reefs that both protect Seahaven from invasion and hint at the many wrecks that lie beneath the surface.&lt;br /&gt;
|people = The people of Seahaven are a restless and varied lot, drawn from across Duria and beyond by the promise of profit, passage, or a fresh start on the coastal frontier. Neptaran sailors and officers form the backbone of the settlement, bringing with them a sense of discipline and civic pride, yet they share the streets with merchants speaking a dozen tongues, Gallorean craftsmen from the southern shores, weathered corsairs who have traded piracy for trade and itinerant laborers seeking coin wherever it can be found. Cultures mingle freely in the Keelmarket and along the docks, where accents clash as often as tankards, and customs blend into something uniquely Seahaven: practical, opportunistic, and wary. Faiths overlap, bargains are struck across cultural lines, and few judge too harshly so long as a person keeps their word and pays their due. Though tensions sometimes flare between old pirate stock and new colonial authority, most who live here understand that survival in Seahaven depends less on where one comes from and more on how well one can navigate the shifting tides of coin, loyalty, and chance.&lt;br /&gt;
&lt;br /&gt;
Though the port is nominally under the authority of Neptaris, Seahaven is very much a frontier port. Tavern brawls, smuggling, and quiet acts of piracy still occur, but they are increasingly suppressed by the growing naval presence and authority of Neptaris, supported by the mercantile fleets that increasingly make use of the port.&lt;br /&gt;
|personas =&lt;br /&gt;
* &#039;&#039;&#039;[[Caldus Ren Veylan|Contractor-Magistrate Sir Caldus Ren Veylan]]:&#039;&#039;&#039; A licensed arbiter of trade disputes operating out of the Keelmarket, blending the authority of [[Minos]] and [[Fides]]; known for binding agreements with ironclad precision and enforcing them with hired agents when necessary.&lt;br /&gt;
* &#039;&#039;&#039;[[Calien Fideza|Sister Calien Fideza]]:&#039;&#039;&#039; A stern priestess of [[Fides]] who witnesses and enforces binding oaths, feared by merchants and captains alike for her uncompromising sense of justice.&lt;br /&gt;
* &#039;&#039;&#039;[[Cassiane Dorex Thalassar|Factor-General Cassiane Dorex Thalassar]]:&#039;&#039;&#039; The senior representative of the [[Quartz Isle Company]] in Seahaven, a poised and razor-minded negotiator who oversees all company operations in Mandrake Bay and is determined to outmaneuver rival syndicates while maintaining the Company’s polished image.&lt;br /&gt;
* &#039;&#039;&#039;[[Damaris Enkidu|Quillmaster Damaris Enkidu]]:&#039;&#039;&#039; A scholar of [[Abaris]] and arcane navigator, she studies strange phenomena in Mandrake Bay and is often consulted when the supernatural begins to interfere with trade or travel.&lt;br /&gt;
* &#039;&#039;&#039;[[Helena Draeven Varn|Marshal Helena Draeven Varn]]:&#039;&#039;&#039; Head of the Harbor Watch and marine forces, pragmatic and unyielding, she maintains order within the city but often clashes with both the Eparch and Navarch over jurisdiction and priorities.&lt;br /&gt;
* &#039;&#039;&#039;[[Iskandros Melanthios Varro|Eparch Iskandros Melanthios Varro]]:&#039;&#039;&#039; An ambitious and politically astute [[Neptaris|Neptaran]] administrator, Varro governs Seahaven with a careful blend of diplomacy and quiet manipulation, leveraging his connections to merchant guilds and naval officers alike.&lt;br /&gt;
* &#039;&#039;&#039;[[Jarek Thorne|“Old” Jarek Thorne]]:&#039;&#039;&#039; A smuggler-king of Old Anchorage, outwardly retired but still controlling a network of illicit trade routes and secret coves across Marosh.&lt;br /&gt;
* &#039;&#039;&#039;[[Malach Virex|Archdeacon Malach Virex]]:&#039;&#039;&#039; Senior cleric of [[Cthos]] at the Sepulchral Lantern, a somber and unsettling figure who keeps meticulous records of the dead and is rumored to know more about Mandrake Bay’s darker secrets than he reveals.&lt;br /&gt;
* &#039;&#039;&#039;[[Petronax Virelios Kharzen|Master of Ledgers Petronax Virelios Kharzen]]:&#039;&#039;&#039; Chief accountant within the Chrysophylaxion, a gaunt and relentless auditor who tracks every coin entering or leaving Seahaven’s trade networks and quietly ruins those who fall into debt or dishonor their contracts.&lt;br /&gt;
* &#039;&#039;&#039;[[Rourke Halgren|Captain Rourke “Blackwake” Halgren]]:&#039;&#039;&#039; A former pirate lord turned privateer, he commands a small but effective fleet and walks the line between legitimacy and outlawry, feared and respected in equal measure.&lt;br /&gt;
* &#039;&#039;&#039;[[Seraphine Calderis]]:&#039;&#039;&#039; Cadre des Expéditions of Seahaven: The ambitious and razor-minded face of the Consortium in Mandrake Bay, charged with prising the Maroshan trade from the Quartz Isle Company&#039;s grip and personal rival of that company&#039;s Factor-General.&lt;br /&gt;
* &#039;&#039;&#039;[[Leontios Kallistrate Komnenos|Navarch Leontios Kallistrate Komnenos]]:&#039;&#039;&#039; Commander of the Mandrake Bay fleet, a stern and disciplined naval officer who views Seahaven primarily as a military asset and resents interference from civilian governance.&lt;br /&gt;
* &#039;&#039;&#039;[[Ysabet|Mother Ysabet of the Tidemother’s Embrace]]:&#039;&#039;&#039; High priestess of [[Betshaba]], serene yet commanding, she holds immense influence among sailors and quietly mediates disputes that threaten the stability of the port.&lt;br /&gt;
|population = 8,000 to 10,000&lt;br /&gt;
|species = 75% human, 15% half-elf, 10% other&lt;br /&gt;
|primary_languages = [[Neptaran Language|Neptaran]], [[Tamerish Language|Tamerish]]&lt;br /&gt;
|secondary_languages = [[Koramian Language|Koramian]], [[Zetian Language|Zetian]]&lt;br /&gt;
|government = Seahaven is governed as a Neptaran colonial port under the authority of an appointed &#039;&#039;Eparch&#039;&#039;, who serves as both civil administrator and naval overseer, embodying the will of the Freecity of Neptaris on Marosh. The Eparch presides over the &#039;&#039;Harbor Council&#039;&#039;, a pragmatic governing body composed of naval officers, merchant factors and guild representatives whose competing interests shape policy as much as any formal law. While the Eparch holds final authority, particularly in matters of taxation and port regulation, effective governance depends on careful negotiation with powerful mercantile entities such as the [[Quartz Isle Company]] and its rivals. In practice, Seahaven’s government is a balance between structured colonial administration and the realities of a frontier port, where influence, contracts, and personal alliances often carry as much weight as official decree.&lt;br /&gt;
|arms = Azure, a harbor gate argent between two towers proper upon a base wavy of the same, in chief a cockerel Or and an anchor argent&lt;br /&gt;
|government_type = Colonial Charter Authority&lt;br /&gt;
|ruler = The Harbor Council of Seahaven, who selects an Eparch to see to day-to-day affairs&lt;br /&gt;
|importance = Seahaven is the strategic and economic heart of Marosh, serving as the Freecity of Neptaris’ principal naval base and primary gateway for trade, governance, and influence across the Maroshan Sea.&lt;br /&gt;
|law = Seahaven ostensibly follows the laws of the Freecity of Neptaris, though interpretation tends to be much looser and less bureaucratic. Trials for certain crimes, particularly those that are perceived as interruptions to trade, tend to be swift and punishments brutal.&lt;br /&gt;
|law_enforcement = Law and order in Seahaven is maintained primarily by Neptaran marines and the &#039;&#039;Harbor Watch&#039;&#039;, supported by local constables and, at times, contracted mercenary enforcers operating in a semi-official capacity. While the authority of the Freecity is firmly established within the harbor and central districts, enforcement remains uneven in older quarters where smuggling, bribery, and quiet violence persist. Open piracy is no longer tolerated within Mandrake Bay, and violations are met with swift and often public punishment, as the colonial administration seeks to project strength and deter a return to the island’s lawless past.&lt;br /&gt;
|factions = &lt;br /&gt;
* &#039;&#039;&#039;[[The Aureliad Consortium]]:&#039;&#039;&#039; The Aureliad Consortium is a rising mercantile power originating from the eastern ports of Aurea, backed by a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates. Unlike the bureaucratic and ledger-driven Neptaran guilds and corporations, the Consortium operates through aggressive investment, rapid expansion, and personal patronage networks, favoring bold risk over careful accounting.&lt;br /&gt;
* &#039;&#039;&#039;The Blackwake Remnant:&#039;&#039;&#039; A fading but dangerous network of former pirate crews operating from hidden coves across [[Marosh]], conducting raids beyond Mandrake Bay and maintaining smuggling routes into Seahaven.&lt;br /&gt;
* &#039;&#039;&#039;The Church of the The Sepulchral Lantern (Cthos):&#039;&#039;&#039; A solemn and influential religious faction centered in Seahaven, maintaining burial rites and records of the dead while quietly exerting social and spiritual influence over the population.&lt;br /&gt;
* &#039;&#039;&#039;The Dockhands’ Brotherhood:&#039;&#039;&#039; A powerful labor guild controlling much of the physical work of the port—loading cargo, maintaining docks, and ship labor—capable of halting Seahaven’s economy through strikes or slowdowns.&lt;br /&gt;
* &#039;&#039;&#039;The Eparchate of Seahaven:&#039;&#039;&#039; The official colonial authority of the Freecity of Neptaris, led by Eparch Iskandros Melanthios Varro, seeking to impose order, expand trade, and solidify Neptaran control over the island.&lt;br /&gt;
* &#039;&#039;&#039;The Free Merchants’ League:&#039;&#039;&#039; A loose coalition of independent traders and smaller merchant houses resisting domination by the Quartz Isle Company, often relying on cunning, alliances, and occasional illicit dealings to survive.&lt;br /&gt;
* &#039;&#039;&#039;The Harbor Watch:&#039;&#039;&#039; A disciplined but overstretched force under the Marshal of the Harbor Watch, responsible for maintaining law within Seahaven and its immediate surroundings, frequently caught between political powers.&lt;br /&gt;
* &#039;&#039;&#039;The Ledger Synod (Minos &amp;amp; Fides):&#039;&#039;&#039; A coalition of priests and legal authorities who oversee contracts, oaths, and trade agreements, acting as arbiters of commerce and ensuring that deals made in Seahaven carry binding weight.&lt;br /&gt;
* &#039;&#039;&#039;The Mandrake Bay Fleet:&#039;&#039;&#039; The Neptaran naval forces under the Navarch of the Bay, tasked with securing trade routes and suppressing piracy, though often operating with priorities that differ from the Eparch’s administration.&lt;br /&gt;
* &#039;&#039;&#039;The Mariners’ Faithful (Betshaba):&#039;&#039;&#039; A widely respected religious body among sailors and fishermen, providing blessings, guidance, and mediation, often acting as a stabilizing force in times of crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Old Anchorage Syndicate:&#039;&#039;&#039; A shadowy criminal network rooted in Seahaven’s oldest district, controlling smuggling, black-market trade, and illicit information flows while maintaining ties to pirate elements offshore.&lt;br /&gt;
* &#039;&#039;&#039;The Quartz Isle Company:&#039;&#039;&#039; A dominant mercantile power leveraging wealth, contracts, and influence to control trade flowing through Seahaven, while quietly competing with rival syndicates for regional supremacy.&lt;br /&gt;
* &#039;&#039;&#039;The Taltan Undercult:&#039;&#039;&#039; Secretive worshippers of Taltos the Deepdweller, driven underground by Neptaran rule, who support piracy and sabotage efforts while seeking to restore Marosh as a haven of chaos and sea-born power.&lt;br /&gt;
|economy = Seahaven’s economy is driven by its role as a strategic maritime hub, combining naval provisioning, merchant trade, and colonial logistics into a rapidly expanding port economy. The presence of the Freecity of Neptaris ensures steady demand for ship repair, supplies, and labor, while the growing influence of powerful mercantile organizations (most notably the [[Quartz Isle Company]]) has transformed the harbor into a competitive center of trade and investment. Warehousing, contract brokerage, and shipping coordination dominate daily commerce, supplemented by salvage operations and the remnants of privateering traditions, as rival merchant syndicates and independent captains vie for profit and influence within an increasingly structured but still opportunistic market.&lt;br /&gt;
&lt;br /&gt;
Seahaven exports naval stores, salvaged goods, timber, rope, and redistributed trade goods from across the Maroshan Sea. Ironically, many of the goods &#039;redistributed&#039; were originally stolen by pirates, then sold to semi-legitimate merchants who travel to Seahaven to sell the ill-gotten goods of others. The town imports finished goods, foodstuffs, luxury items, metals, and colonial supplies from Neptaris though there is no small amount of goods imported from broader Durian and even Gallorean trade networks.&lt;br /&gt;
|exports = Naval stores, salvaged goods, timber, rope, and redistributed trade goods&lt;br /&gt;
|imports = Finished goods, foodstuffs, luxury items, metals, and colonial supplies&lt;br /&gt;
|coinage = Coin minted in [[Neptaris]] is the official coin of Seahaven, though most merchants will accept coin of any nation and depend more on weight and perceived purity than mint.&lt;br /&gt;
|guilds = Dominant trade guilds in Seahaven include:&lt;br /&gt;
* &#039;&#039;&#039;The Chandlers’ Consortium:&#039;&#039;&#039; Suppliers of essential maritime goods—rope, sailcloth, pitch, lanterns, preserved food, and other ship provisions. Though less glamorous than merchants or shipwrights, their control of supplies makes them vital to both naval operations and long-distance trade.&lt;br /&gt;
* &#039;&#039;&#039;The Dockhands Brotherhood:&#039;&#039;&#039; A labor guild with immense practical power, overseeing cargo loading, unloading, and dockside operations. Their control of manpower allows them to halt trade entirely if provoked, making them both indispensable and quietly feared by merchants and officials alike.&lt;br /&gt;
* &#039;&#039;&#039;The Free Captains’ Compact:&#039;&#039;&#039; Not a formal guild but a recognized association of independent ship captains who resist the control of larger merchant houses. They operate as a political bloc, often aligning with the Free Merchants’ League and occasionally engaging in gray-market trade.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of Keelwrights and Shipmasters:&#039;&#039;&#039; The most influential guild in Seahaven, controlling shipbuilding, repair, and drydock access within the Fleet Yards. They work closely with the Neptaran navy but also serve merchant vessels, giving them leverage over both military and commercial activity. Without their approval, few ships sail far or safely.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of Navigators:&#039;&#039;&#039; A specialized guild of pilots, cartographers, and weather-readers who guide ships safely through Mandrake Bay and beyond. Many possess minor magickal training or knowledge of sea omens, and captains rarely risk departure without their expertise.&lt;br /&gt;
* &#039;&#039;&#039;The League of Ledgermen:&#039;&#039;&#039; A mercantile guild composed of brokers, accountants, and contract agents who dominate trade negotiations in the Keelmarket. They maintain close ties to the priests of Minos and Fides and serve as the backbone of Seahaven’s contract economy, ensuring that deals are recorded, enforced, and profitable.&lt;br /&gt;
|black_market = The black market in Seahaven operates as a shadow network threaded through Old Anchorage, the lower piers of the harbor, and hidden cellars beneath the Keelmarket, functioning less as a single marketplace and more as a web of trusted intermediaries, coded exchanges, and shifting meeting points. Goods rarely change hands in the open; instead, brokers—often tied to the Old Anchorage Syndicate—arrange transactions through tavern whispers, marked crates, and prearranged signals, with delivery handled at night along lesser-used docks or in concealed coves outside the main harbor. Smuggling routes still run through Mandrake Bay despite patrols, aided by sympathetic dockworkers, bribed officials, and the occasional blind eye from rival merchant interests who benefit from disrupting the dominance of the Quartz Isle Company. The Free Merchants’ League is known to skirt legality when it suits them, while remnants of the Blackwake and other pirate elements supply goods from beyond Neptaran control, and the Taltan Undercult sometimes uses these channels to move contraband tied to their forbidden rites.&lt;br /&gt;
&lt;br /&gt;
What the black market sells reflects Seahaven’s position as both a trade hub and a former pirate haven: untaxed luxury goods, rare spices, and foreign curiosities flow alongside stolen cargo, forged documents, and illicit contracts meant to bypass the authority of Minos and Fides. More dangerous wares include restricted weapons, naval intelligence, and smuggled artifacts recovered from shipwrecks or ancient sites across Marosh. There is also a quieter trade in services—discreet passage aboard unregistered vessels, sabotage-for-hire, and the quiet disappearance of inconvenient persons. Though the Eparch, Harbor Watch, and Navarch’s patrols all attempt to curb these activities, the black market persists because it fills gaps that formal trade cannot, thriving in the tension between Seahaven’s growing order and the enduring instincts of its lawless past.&lt;br /&gt;
|religion = Religious practice in Seahaven is deeply woven into daily life, shaped by the needs of sailors, merchants, and settlers living at the edge of order and the open sea. The dominant faiths form a practical spiritual framework that governs survival, trade, mortality, and trust. Sailors offer prayers to Betshaba before departure, while merchants and factors swear contracts in the name of Minos and bind them with oaths to Fides, whose authority has grown alongside Seahaven’s expanding economy. Secondary devotions to Vortumnus, Pavor, and Britomaris reflect the city’s martial discipline, transient population, and lingering vice, respectively. Though most inhabitants honor multiple deities as circumstance demands, the worship of Taltos the Deepdweller is actively suppressed by Neptaran authorities, driven underground into hidden rites and secret gatherings among the last remnants of Seahaven’s pirate past. Worship of Cthos the Doomsayer is present, but mostly contained to an ancient temple founded millennia ago called the Lantern Sepulcher.&lt;br /&gt;
|pantheon = Various&lt;br /&gt;
|dominant_faith = [[Betshaba|Betshaba the Wavequeen]], goddess of water; [[Cthos|Cthos the Doomsayer]], god of death; [[Minos|Minos the Cockerel]], god of commerce; and [[Fides|Fides the Oathbinder]], god of oaths are all significant to Seahaven to varying degrees&lt;br /&gt;
|secondary_faiths = [[Vortumnus|Vortumnus the Glorious]], god of chivalry; [[Pavor|Pavor Longshanks]], god of travel, and [[Britomaris|Britomaris the Rogue]], goddess of thieves all have some presence in Seahaven&lt;br /&gt;
|persecuted_faiths = [[Taltos|Taltos the Deepdweller]], god of water and monsters, is still worshiped here by &#039;retired&#039; pirates and there are persistent rumors of a &amp;quot;Shrine of the Drowned&amp;quot; hidden somewhere in the town.&lt;br /&gt;
|major_temples = &lt;br /&gt;
* &#039;&#039;&#039;The Tidemother’s Embrace (Betshaba):&#039;&#039;&#039; A sweeping, sea-facing temple built of pale stone and blue-veined marble, the Tidemother’s Embrace stands near the harbor cliffs where waves crash below in rhythmic thunder. Its open colonnades allow sea wind and spray to pass freely through the structure, and offerings are cast directly into Mandrake Bay from a ceremonial platform. Priests of Betshaba bless ships, calm storms through ritual, and serve as spiritual anchors for Seahaven’s sailors.&lt;br /&gt;
* &#039;&#039;&#039;The Sepulchral Lantern (Cthos):&#039;&#039;&#039; Located on a rise overlooking both harbor and graveyard, the Sepulchral Lantern is a solemn, dark-stoned temple marked by ever-burning funeral lamps. Its halls are quiet, echoing with the recitation of last rites and the keeping of death records. The clergy of Cthos oversee burials, tend to the dying, and maintain a meticulous ledger of the dead, believing that every soul must be accounted for before passing beyond.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Roost Basilica (Minos):&#039;&#039;&#039; Part temple, part counting house, the Golden Roost Basilica sits within the Keelmarket and serves as both a sacred and economic center. Contracts are signed beneath gilded beams shaped like roosting cockerels, and disputes are arbitrated by priest-accountants trained in both theology and law. Wealth flows through its halls as surely as prayer, and many consider it the true heart of Seahaven’s mercantile power.&lt;br /&gt;
* &#039;&#039;&#039;The Hall of Binding Oaths (Fides):&#039;&#039;&#039; A fortified, austere structure near the Harbor Council chambers, the Hall of Binding Oaths is where treaties, contracts, and sworn declarations are sanctified. Its interior is lined with engraved tablets recording notable agreements, and its clergy act as witnesses, arbiters, and enforcers of sworn word. Breaking an oath sworn here is believed to bring divine ruin, and even the most hardened captains tread carefully within its walls.&lt;br /&gt;
|culture = Seahaven’s culture is a living blend of discipline and opportunism, shaped by its role as both a Neptaran colonial port and a former pirate haven. The rhythms of daily life follow the tides and the turning of contracts, where sailors, merchants, and officials alike value practicality, resilience, and the keeping of one’s word above all else. Diverse cultures from across Duria mingle in its streets and along the Keelmarket, creating a shared identity rooted less in heritage and more in survival and success. Old seafaring traditions, such as salt offerings, storm prayers, and tales of the deep, persist alongside newer customs of record-keeping, negotiation, and civic order imposed by Neptaran authority. Though tensions remain between the fading ethos of piracy and the rising structure of law and commerce, most inhabitants of Seahaven embrace a pragmatic outlook: fortune favors the bold, but only the reliable endure.&lt;br /&gt;
|clothing = Clothing in Seahaven reflects its maritime roots and mercantile ambition, favoring practicality layered with displays of status. Most common folk wear durable seafarer’s garb: salt-stained wool coats, canvas trousers, loose linen shirts, and sturdy boots—often supplemented with oilskins, cloaks, and headscarves to guard against wind and spray. Merchants and officials adopt more refined attire, incorporating tailored coats, sashes, and jewelry that signal wealth and affiliation, while still retaining nautical elements such as brass buttons and weathered leathers. Naval personnel favor uniformity and discipline in dark coats and polished gear, creating a stark contrast to the more eclectic dress of dockworkers and sailors, whose clothing is often a patchwork of cultures drawn from across the Betshaban Ocean. Across all classes, clothing tends toward the functional, but even the humblest garment may carry a hint of personal history, trade, or the sea.&lt;br /&gt;
|customs = The customs of Seahaven are shaped by the sea, trade, and the necessity of trust in a place where fortunes turn quickly. It is customary for sailors to offer a pinch of salt or a splash of spirits to the waters of Mandrake Bay before departure, invoking Betshaba’s favor, while merchants seal agreements with a spoken oath, often witnessed or recorded in the name of Fides or Minos, before any coin changes hands. Greetings are typically brief and practical, but respect is shown through reliability rather than courtesy; a person’s reputation for keeping their word carries more weight than lineage or wealth. In taverns and along the docks, it is common to share news as freely as drink, though careful listeners know that truth and rumor are often indistinguishable. The dead are treated with solemn efficiency under the watch of Cthos’ clergy, and it is considered ill fortune to speak lightly of those lost at sea. Though remnants of pirate traditions persist, such as toasting fallen captains or marking personal symbols on gear, most customs now reflect a balance between old seafaring superstition and the structured expectations of a growing, trade-driven port.&lt;br /&gt;
|festivals = &lt;br /&gt;
====The Blessing of the First Tide====&lt;br /&gt;
{{:Blessing of the First Tide}}&lt;br /&gt;
====The Day of Binding Coin====&lt;br /&gt;
{{:Day of Binding Coin}}&lt;br /&gt;
====Lanterns of the Drowned====&lt;br /&gt;
{{:Lanterns of the Drowned}}&lt;br /&gt;
|locations = &lt;br /&gt;
The town is divided into five rough districts or neighborhoods with no real formal borders between them:&lt;br /&gt;
* &#039;&#039;&#039;The Citadel:&#039;&#039;&#039; A heavily fortified naval stronghold overlooking the harbor, housing command staff, various patrol vessels and warships as well as the administrative core of Neptaran authority on Marosh.&lt;br /&gt;
** &#039;&#039;Hall of the Harbor Council:&#039;&#039; The administrative center of the town, where the Harbor Council meets, various bureaucratic offices are located and law courts are held when in session&lt;br /&gt;
* &#039;&#039;&#039;The Fleet Yards:&#039;&#039;&#039; A sprawling complex of shipyards and repair slips where naval vessels and merchant ships alike are constructed, refitted, and provisioned. Often referred to as the Hammerdocks by dockworkers, though, strictly speaking, that is the older section of the docks, raised prior to the Neptaran colonization of Seahaven in {{NCYear|2099}}, where the work is rougher, louder and less regulated.&lt;br /&gt;
* &#039;&#039;&#039;The Keelmarket:&#039;&#039;&#039; A bustling dockside bazaar filled with merchants, brokers, and laborers trading goods, contracts, and information from across the Maroshan Sea.&lt;br /&gt;
**&#039;&#039;The Gilded Keel Exchange:&#039;&#039; A large structure near the center of the bazaar where contracts are negotiated and various goods are bought and sold, all under the watchful eye of [[Fides|Fides the Oathbinder]], god of Oaths, whose clergy supplanted the priests of [[Minos|Minos the Cockerel]], god of commerce, after a recent scandal that implicated some of the latter priests were falsifying information and laundering coin for criminal elements in the town.&lt;br /&gt;
** &#039;&#039;Sala d&#039;Argento:&#039;&#039; – An expansive building under construction near the edge of the Keelmarket that serve as the offices of the Quartz Isle Company in Seahaven.&lt;br /&gt;
* &#039;&#039;&#039;The Mariners’ Ward:&#039;&#039;&#039; A dense, lively quarter of taverns, boarding houses, and outfitters where sailors gather and the culture of Seahaven’s pirate past still lingers.&lt;br /&gt;
* &#039;&#039;&#039;Old Anchorage:&#039;&#039;&#039; The oldest and roughest district of Seahaven, built atop former pirate structures and still riddled with hidden smuggling routes and shadowy dealings.&lt;br /&gt;
** &#039;&#039;The Black Net Alehouse:&#039;&#039; An infamous tavern frequented by former pirates&lt;br /&gt;
|magick_overview = Magick in Seahaven is generally viewed as a practical tool rather than a mysterious force, particularly in service to navigation, trade, and defense. The Neptaran authorities regulate its use to prevent instability, but they readily employ dweomercraefters, navigators, and ritualists whose skills can benefit the port. While overtly dangerous or chaotic magick is discouraged, subtle and functional applications are widely accepted and even expected among those who make their living at sea.&lt;br /&gt;
|magick_services = A variety of magickal services are available throughout Seahaven, especially along the Keelmarket and near the docks. Mariners frequently seek weather-reading and storm-warding rituals before departure, while navigational enchantments are prized by captains venturing into uncertain waters. Minor healing rites and purification castings are also common, particularly for treating injuries sustained at sea or ensuring that cargo remains unspoiled during long voyages.&lt;br /&gt;
|legends = Sailors and townsfolk alike hold fast to a number of superstitions shaped by the island’s long maritime history. It is widely believed that ships departing without offering salt to the sea will meet with misfortune, and many claim that Mandrake Bay remembers every soul lost within its depths. Whistling at night is said to invite storm spirits into the harbor, and some insist that certain coves around the bay are watched by unseen presences that favor... or doom... those who anchor there.&lt;br /&gt;
|magick_phenomena = Despite the increasing order brought by Neptaran control, strange occurrences still linger in Seahaven. On fog-heavy nights, ghostly lights are sometimes seen drifting across the waters of Mandrake Bay. Whether these phenomena are remnants of the island’s turbulent past or something more enduring remains a matter of speculation and quiet unease among those who witness them.&lt;br /&gt;
|military =  Seahaven maintains a permanent military presence as a forward naval station of the Freecity of Neptaris, centered on its harbor garrison, patrol fleet, and coastal defenses anchored at the Citadel. Authority is divided among three powers: the &#039;&#039;Eparch&#039;&#039;, who governs the settlement and controls logistics and civil policy; the &#039;&#039;Navarch of the Bay&#039;&#039;, who commands the fleet operating in Mandrake Bay and answers directly to Neptaris; and the &#039;&#039;Marshal of the Harbor Watch&#039;&#039;, who oversees marines and internal security within the port. While all three share the goal of maintaining order and protecting trade, their overlapping jurisdictions and separate chains of command frequently create tension and rivalry, particularly during crises. The garrison operates continuously in a policing and deterrent role, but in times of war, piracy, or civil unrest, these competing authorities must coordinate (often uneasily) to bring Seahaven to full military readiness, with merchant vessels impressed into service and the harbor transformed into a hardened defensive position.&lt;br /&gt;
|defensive_structures = Seahaven’s defenses are built not around enclosing walls, but around control of the harbor and layered strongpoints that dominate both sea and shore. The centerpiece is &#039;&#039;the Citadel&#039;&#039;, a heavily fortified stone bastion perched atop the highest rise of the town. Flanking the harbor are a series of shore ballistae and watchtowers, positioned on rocky outcroppings to create overlapping fields of fire across the water, while heavy chains can be raised across the central channel in times of crisis to bar passage entirely. Within the town, the Admiralty Docks district is reinforced with defensible stone structures, choke-point streets, and elevated positions designed for rapid militarization rather than static defense. Inland approaches are guarded more loosely, relying on patrols, signal towers, and the difficult terrain of hills and broken ground to slow any advance. This system reflects Seahaven’s priorities: it is a port meant to control the sea first and contain threats second, rather than a city built to withstand prolonged land siege.&lt;br /&gt;
|forces = Seahaven fields a standing force of Neptaran marines, harbor watchmen, and a patrol fleet under the Navarch of the Bay, supplemented in times of crisis by impressed merchant crews, privateers, and contracted mercenary companies. The Harbor Watch primarily serve as constables and watchmen in the streets, though they can be mustered into a militia when the city is threatened by land.&lt;br /&gt;
|threats = Seahaven faces a complex web of threats arising from both its strategic importance and its turbulent past, including resurgent piracy from hidden coves across Marosh, rival maritime powers and merchant factions seeking to undermine its growing influence, and the ever-present dangers of storms and treacherous waters that threaten trade and supply. Within the settlement, tensions between the Eparch, Navarch, and Marshal of the Harbor Watch can hinder unified response to crises, while competition between the Quartz Isle Company and its rivals fuels intrigue, sabotage, and corruption. Smuggling networks and lingering pirate loyalties persist in the shadows, often supported by secret worshippers of Taltos, whose outlawed faith continues to fester beneath the surface. Compounding these dangers are foreign interests in the city undermining Neptaran control, creating an environment where political instability, economic rivalry, and unseen forces constantly threaten to disrupt Seahaven’s fragile order.&lt;br /&gt;
|primary_routes = Seahaven’s primary routes in and out are overwhelmingly maritime, centered on the narrow, deepwater channel that cuts through reefs and shoals into Mandrake Bay. This channel, carefully charted and constantly patrolled by the Navarch’s fleet, is the only reliable passage for large vessels, marked by signal towers, buoys, and pilot craft operated by the &#039;&#039;Guild of Navigators&#039;&#039;; in times of danger, a heavy chain can be raised across its mouth, sealing the harbor. Smaller craft and smugglers sometimes use lesser-known inlets along the western and eastern coasts, though these routes are treacherous and poorly mapped. By land, Seahaven is connected to the interior of Marosh by a handful of rough roads and caravan tracks that wind through low hills, streams, and broken terrain, linking the port to scattered settlements, hidden coves, and resource sites such as timber stands and inland farms. These overland routes are lightly patrolled and often unreliable, making the sea not only the fastest but the most secure lifeline for the settlement’s trade, communication, and military movement.&lt;br /&gt;
|travel_dangers = &lt;br /&gt;
|encounters = &lt;br /&gt;
|conflicts = A growing power struggle between [[Iskandros Melanthios Varro|Eparch Iskandros Melanthios Varro]], the Navarch of the Bay, and the Marshal of the Harbor Watch has begun to paralyze decision-making in Seahaven. Disputes over jurisdiction (particularly regarding piracy suppression, taxation of merchant vessels, and control of patrol routes) have led to delayed responses and conflicting orders. Each faction is quietly gathering allies among the guilds and merchant houses, raising fears that a major crisis could erupt into open confrontation or leave the harbor dangerously exposed.&lt;br /&gt;
&lt;br /&gt;
The Quartz Isle Company, the Free Merchants’ League, and the rising Aureliad Consortium are locked in a three-sided economic struggle that has begun to spill into sabotage, intimidation, and covert violence throughout Seahaven. The Consortium’s aggressive pricing and rapid deal-making have disrupted established trade, drawing independent captains and smaller guilds away from Quartz Isle’s tight control, while the League exploits the chaos to preserve its own autonomy. Warehouses have burned, shipments have vanished, and contracts are increasingly contested or quietly broken despite the oversight of the League of Factors and Ledgermen. As tensions escalate, dockside skirmishes and hired enforcers have become more common, and the outcome of this conflict will likely determine whether Seahaven’s future is defined by order, independence, or unchecked ambition.&lt;br /&gt;
&lt;br /&gt;
A coalition of former pirate crews known as the &#039;&#039;Blackwake Remnant&#039;&#039; has begun reorganizing in the western coves of Marosh, launching coordinated raids against merchant shipping just beyond Mandrake Bay. Evidence suggests they are receiving support from within Seahaven itself; possibly from smugglers, disaffected dockworkers, or even elements of the &#039;&#039;Taltan Undercult&#039;&#039;. As attacks grow bolder, pressure mounts on the fractured leadership of Seahaven to respond, even as suspicion spreads that the enemy may already be inside the city.&lt;br /&gt;
|history = Seahaven in [[the Third Age of Man]] was a lawless anchorage on the southern shores of what is now called &#039;&#039;Mandrake Bay&#039;&#039;, a place where reefs, hidden channels, and deep water offered ideal refuge for pirates, smugglers, and privateers plying the [[Maroshan Sea]]. In the centuries following the upheavals of Neptaran history, particularly the exile of priests and dissidents during the age of [[Mandrake]], the island of Marosh became a gathering point for the dispossessed, and Seahaven grew as a ramshackle port of opportunity. Ships laden with plunder and contraband crowded its crude docks, and its streets filled with gamblers, fugitives, and fortune-seekers. Wealth flowed quickly and freely, and just as quickly vanished, giving Seahaven a reputation as a place where a person might become rich by dusk and dead by dawn.&lt;br /&gt;
&lt;br /&gt;
At the height of its pirate era, Seahaven was infamous across the [[Betshaban Ocean]] as a den of vice and excess, where taverns never closed and coin changed hands in staggering amounts. Corsair captains and merchant freebooters alike operated openly, often with the quiet support of distant powers who found profit in chaos. Yet this prosperity was always precarious, built on violence and shifting loyalties. Periodic crackdowns by Neptaran interests and internal feuds among pirate factions destabilized the port, while storms and hidden shoals claimed ships and fortunes alike. Over time, the very traits that made Seahaven thrive, its lawlessness, its greed, and its lack of unified authority, began to erode its significance. The coming of [[the Dark Times]] isolated the island from the rest of the world as disease and fear shut down trade and closed its harbor.&lt;br /&gt;
&lt;br /&gt;
In the decades since the dawn of [[the Fourth Age of Man]], the Freecity of Neptaris has moved decisively to bring Seahaven under its control, recognizing the strategic importance of Mandrake Bay as both a naval stronghold and a gateway to regional trade. Fortifications were raised, the &#039;&#039;Citadel&#039;&#039; established, and a formal colonial administration imposed under the authority of the Eparch in {{NCYear|2099}}. Merchant power followed swiftly, led by the rise of the Quartz Isle Company and its competitors, transforming the port into a center of contracts, shipping, and organized commerce. Though much of its pirate past has been driven into the shadows, echoes of that earlier age remain in its culture and underworld, and Seahaven now stands as a city in transition—no longer a den of thieves, but not yet fully a bastion of order, poised between its turbulent past and an ambitious, uncertain future.&lt;br /&gt;
|map= &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21408</id>
		<title>Helena Draeven Varn</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21408"/>
		<updated>2026-07-22T15:55:45Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Helena Draeven Varn}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Pragmatic, evidence-driven, intolerant of equivocation. Will give a person one chance to make a coherent argument; will not give a second. Respects competence above virtually all other virtues. Distrusts both the [[Children of St. Chlodomer]] (whom she considers theological zealots making her city harder to police) and the Salt-Drowned Choir (whom she does not yet fully understand but whose effects on the missing-persons rolls have grown undeniable). She is capable of warmth and even of friendship, but she does not offer either to people she has not yet professionally evaluated.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2065&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Helena Draeven&lt;br /&gt;
|last_name= Varn&lt;br /&gt;
|pic=Helena_Draeven_Varn_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Marshal of the Harbor Watch|region=[[Seahaven]]|termstart={{NCYear|2106}}}}&lt;br /&gt;
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|size= Medium&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Female&lt;br /&gt;
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|overview= Marshal of the Harbor Watch and one of the three authorities of [[Seahaven]], a career Neptaran marine officer in her sixth year of civil command. She is competent, disciplined, obsessed with the safety of the city, and currently in open political conflict with both the Eparch ([[Iskandros Melanthios Varro|Varro]]) and the Citadel Commander ([[Leontios Kallistrate Komnenos|Komnenos]]) over jurisdiction during the developing crisis. Helena is a strong potential ally, but only if treated with respect. Cross her and she will move against the anyone as quickly as she would move against any enemy of Seahaven.&lt;br /&gt;
|description= Tall and lean, with the weathered skin of fifteen years at sea. Her hair is iron-grey, cut short, never longer than the regulation field length she set herself a decade ago. She has a long pale scar running from her left temple to her jaw: the legacy of a boarding action against pirates in {{NCYear|2098}}, which she does not discuss. She moves with the controlled economy of someone who has been a soldier long enough that it has become her natural posture. Her eyes are pale grey and watchful. Her uniform is always immaculate; her hands are not, because she works.&lt;br /&gt;
|background= Helena Varn was born to a middle-class merchant family in the [[Neptaris|Freecity of Neptaris]] and joined the marines at seventeen against her father&#039;s wishes. She served fifteen years at sea, including the {{NCYear|2098 }} anti-piracy actions in the [[Maroshan Sea]] where she earned both her facial scar and her first command. Reassigned to [[Seahaven|Seahaven&#039;s]] nascent Harbor Watch in {{NCYear|2106}}, she has held the office of Marshal for six years. Her marriage ended in {{NCYear|2104}}; she has not spoken of it. She has one adult son, a Guild of Navigators apprentice currently serving a posting in distant [[Aescalapea]]. Her three known obsessions are the safety of the city, the integrity of her command, and the proper subordination of civilian authority to military necessity in time of crisis. The third has put her into open conflict with both [[Iskandros Melanthios Varro|Eparch Varro]] (whose civilian instincts she finds dangerously slow) and [[Leontios Kallistrate Komnenos|Navarch Komnenos]] (whose preference for the open sea over street security she finds dangerously narrow). The current power struggle among the three authorities is, from her perspective, primarily a problem of two men who have not yet realized they are working for her, and the day they do realize will not be a pleasant one for them.&lt;br /&gt;
|base= &lt;br /&gt;
|belief= &lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21407</id>
		<title>Helena Draeven Varn</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21407"/>
		<updated>2026-07-22T15:53:41Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Helena Draeven Varn}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Pragmatic, evidence-driven, intolerant of equivocation. Will give a person one chance to make a coherent argument; will not give a second. Respects competence above virtually all other virtues. Distrusts both the [[Children of St. Chlodomer]] (whom she considers theological zealots making her city harder to police) and the Salt-Drowned Choir (whom she does not yet fully understand but whose effects on the missing-persons rolls have grown undeniable). Her distrust of the Choir grows with each new piece of evidence the HPs can present. She is capable of warmth and even of friendship, but she does not offer either to people she has not yet professionally evaluated.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2065&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Helena Draeven&lt;br /&gt;
|last_name= Varn&lt;br /&gt;
|pic=Helena_Draeven_Varn_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Marshal of the Harbor Watch|region=[[Seahaven]]|termstart={{NCYear|2106}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Female&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Marshal of the Harbor Watch and one of the three authorities of [[Seahaven]], a career Neptaran marine officer in her sixth year of civil command. She is competent, disciplined, obsessed with the safety of the city, and currently in open political conflict with both the Eparch ([[Iskandros Melanthios Varro|Varro]]) and the Citadel Commander ([[Leontios Kallistrate Komnenos|Komnenos]]) over jurisdiction during the developing crisis. Helena is the HPs&#039; strongest potential institutional ally — but only if they treat the Watch with respect and recognize her authority. Cross her and she will move against the HPs as quickly as she would move against the Choir.&lt;br /&gt;
|description= Tall and lean, with the weathered skin of fifteen years at sea. Her hair is iron-grey, cut short, never longer than the regulation field length she set herself a decade ago. She has a long pale scar running from her left temple to her jaw: the legacy of a boarding action against pirates in {{NCYear|2098}}, which she does not discuss. She moves with the controlled economy of someone who has been a soldier long enough that it has become her natural posture. Her eyes are pale grey and watchful. Her uniform is always immaculate; her hands are not, because she works.&lt;br /&gt;
|background= Helena Varn was born to a middle-class merchant family in the [[Neptaris|Freecity of Neptaris]] and joined the marines at seventeen against her father&#039;s wishes. She served fifteen years at sea, including the {{NCYear|2098 }} anti-piracy actions in the [[Maroshan Sea]] where she earned both her facial scar and her first command. Reassigned to [[Seahaven|Seahaven&#039;s]] nascent Harbor Watch in {{NCYear|2106}}, she has held the office of Marshal for six years. Her marriage ended in {{NCYear|2104}}; she has not spoken of it. She has one adult son, a Guild of Navigators apprentice currently serving a posting in distant [[Aescalapea]]. Her three known obsessions are the safety of the city, the integrity of her command, and the proper subordination of civilian authority to military necessity in time of crisis. The third has put her into open conflict with both [[Iskandros Melanthios Varro|Eparch Varro]] (whose civilian instincts she finds dangerously slow) and [[Leontios Kallistrate Komnenos|Navarch Komnenos]] (whose preference for the open sea over street security she finds dangerously narrow). The current power struggle among the three authorities is, from her perspective, primarily a problem of two men who have not yet realized they are working for her, and the day they do realize will not be a pleasant one for them.&lt;br /&gt;
|base= &lt;br /&gt;
|belief= &lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=File:Helena_Draeven_Varn_web.png&amp;diff=21406</id>
		<title>File:Helena Draeven Varn web.png</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=File:Helena_Draeven_Varn_web.png&amp;diff=21406"/>
		<updated>2026-07-22T15:53:32Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21405</id>
		<title>Helena Draeven Varn</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21405"/>
		<updated>2026-07-22T13:58:08Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Helena Draeven Varn}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Pragmatic, evidence-driven, intolerant of equivocation. Will give a person one chance to make a coherent argument; will not give a second. Respects competence above virtually all other virtues. Distrusts both the [[Children of St. Chlodomer]] (whom she considers theological zealots making her city harder to police) and the Salt-Drowned Choir (whom she does not yet fully understand but whose effects on the missing-persons rolls have grown undeniable). Her distrust of the Choir grows with each new piece of evidence the HPs can present. She is capable of warmth and even of friendship, but she does not offer either to people she has not yet professionally evaluated.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2065&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Helena Draeven&lt;br /&gt;
|last_name= Varn&lt;br /&gt;
|pic= &lt;br /&gt;
|officeholder= {{OfficeHolder|title=Marshal of the Harbor Watch|region=[[Seahaven]]|termstart={{NCYear|2106}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Female&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Marshal of the Harbor Watch and one of the three authorities of [[Seahaven]], a career Neptaran marine officer in her sixth year of civil command. She is competent, disciplined, obsessed with the safety of the city, and currently in open political conflict with both the Eparch ([[Iskandros Melanthios Varro|Varro]]) and the Citadel Commander ([[Leontios Kallistrate Komnenos|Komnenos]]) over jurisdiction during the developing crisis. Helena is the HPs&#039; strongest potential institutional ally — but only if they treat the Watch with respect and recognize her authority. Cross her and she will move against the HPs as quickly as she would move against the Choir.&lt;br /&gt;
|description= Tall and lean, with the weathered skin of fifteen years at sea. Her hair is iron-grey, cut short, never longer than the regulation field length she set herself a decade ago. She has a long pale scar running from her left temple to her jaw: the legacy of a boarding action against pirates in {{NCYear|2098}}, which she does not discuss. She moves with the controlled economy of someone who has been a soldier long enough that it has become her natural posture. Her eyes are pale grey and watchful. Her uniform is always immaculate; her hands are not, because she works.&lt;br /&gt;
|background= Helena Varn was born to a middle-class merchant family in the [[Neptaris|Freecity of Neptaris]] and joined the marines at seventeen against her father&#039;s wishes. She served fifteen years at sea, including the {{NCYear|2098 }} anti-piracy actions in the [[Maroshan Sea]] where she earned both her facial scar and her first command. Reassigned to [[Seahaven|Seahaven&#039;s]] nascent Harbor Watch in {{NCYear|2106}}, she has held the office of Marshal for six years. Her marriage ended in {{NCYear|2104}}; she has not spoken of it. She has one adult son, a Guild of Navigators apprentice currently serving a posting in distant [[Aescalapea]]. Her three known obsessions are the safety of the city, the integrity of her command, and the proper subordination of civilian authority to military necessity in time of crisis. The third has put her into open conflict with both [[Iskandros Melanthios Varro|Eparch Varro]] (whose civilian instincts she finds dangerously slow) and [[Leontios Kallistrate Komnenos|Navarch Komnenos]] (whose preference for the open sea over street security she finds dangerously narrow). The current power struggle among the three authorities is, from her perspective, primarily a problem of two men who have not yet realized they are working for her, and the day they do realize will not be a pleasant one for them.&lt;br /&gt;
|base= &lt;br /&gt;
|belief= &lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21404</id>
		<title>Helena Draeven Varn</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21404"/>
		<updated>2026-07-22T13:57:05Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Helena Draeven Varn}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Pragmatic, evidence-driven, intolerant of equivocation. Will give a person one chance to make a coherent argument; will not give a second. Respects competence above virtually all other virtues. Distrusts both the [[Children of St. Chlodomer]] (whom she considers theological zealots making her city harder to police) and the Salt-Drowned Choir (whom she does not yet fully understand but whose effects on the missing-persons rolls have grown undeniable). Her distrust of the Choir grows with each new piece of evidence the HPs can present. She is capable of warmth and even of friendship, but she does not offer either to people she has not yet professionally evaluated.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2065&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Helena Draeven&lt;br /&gt;
|last_name= Varn&lt;br /&gt;
|pic= &lt;br /&gt;
|officeholder= {{OfficeHolder|title=Marshal of the Harbor Watch|region=[[Seahaven]]|termstart={{NCYear|2106}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Female&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Marshal of the Harbor Watch and one of the three authorities of [[Seahaven]], a career Neptaran marine officer in her sixth year of civil command. She is competent, disciplined, obsessed with the safety of the city, and currently in open political conflict with both the Eparch ([[Iskandros Melanthios Varro|Varro]]) and the Citadel Commander ([[Leontios Kallistrate Komnenos|Komnenos]]) over jurisdiction during the developing crisis. Helena is the HPs&#039; strongest potential institutional ally — but only if they treat the Watch with respect and recognize her authority. Cross her and she will move against the HPs as quickly as she would move against the Choir.&lt;br /&gt;
|description= Tall and lean, with the weathered skin of fifteen years at sea. Her hair is iron-grey, cut short, never longer than the regulation field length she set herself a decade ago. She has a long pale scar running from her left temple to her jaw: the legacy of a boarding action against pirates in 2098 NC, which she does not discuss. She moves with the controlled economy of someone who has been a soldier long enough that it has become her natural posture. Her eyes are pale grey and watchful. Her uniform is always immaculate; her hands are not, because she works.&lt;br /&gt;
|background= Helena Varn was born to a middle-class merchant family in the [[Neptaris|Freecity of Neptaris]] and joined the marines at seventeen against her father&#039;s wishes. She served fifteen years at sea, including the {{NCYear|2098 }} anti-piracy actions in the [[Maroshan Sea]] where she earned both her facial scar and her first command. Reassigned to [[Seahaven|Seahaven&#039;s]] nascent Harbor Watch in {{NCYear|2106}}, she has held the office of Marshal for six years. Her marriage ended in {{NCYear|2104}}; she has not spoken of it. She has one adult son, a Guild of Navigators apprentice currently serving a posting in distant [[Aescalapea]]. Her three known obsessions are the safety of the city, the integrity of her command, and the proper subordination of civilian authority to military necessity in time of crisis. The third has put her into open conflict with both [[Iskandros Melanthios Varro|Eparch Varro]] (whose civilian instincts she finds dangerously slow) and [[Leontios Kallistrate Komnenos|Navarch Komnenos]] (whose preference for the open sea over street security she finds dangerously narrow). The current power struggle among the three authorities is, from her perspective, primarily a problem of two men who have not yet realized they are working for her, and the day they do realize will not be a pleasant one for them.&lt;br /&gt;
|base= &lt;br /&gt;
|belief= &lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21403</id>
		<title>Helena Draeven Varn</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Helena_Draeven_Varn&amp;diff=21403"/>
		<updated>2026-07-22T13:56:25Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Helena Draeven Varn}}&amp;lt;/includeonly&amp;gt; Pragmatic, evidence-driven, intolerant of equivocation. Will give a person one chance to make a coherent argument; will not give a second. Respects competence above virtually all other virtues. Distrusts both the Children of St. Chlodomer (whom she considers theological zealots making her city harder to police) and the Salt-Drowned Choir (whom she does not yet fully understand but whose effe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Helena Draeven Varn}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Pragmatic, evidence-driven, intolerant of equivocation. Will give a person one chance to make a coherent argument; will not give a second. Respects competence above virtually all other virtues. Distrusts both the [[Children of St. Chlodomer]] (whom she considers theological zealots making her city harder to police) and the Salt-Drowned Choir (whom she does not yet fully understand but whose effects on the missing-persons rolls have grown undeniable). Her distrust of the Choir grows with each new piece of evidence the HPs can present. She is capable of warmth and even of friendship, but she does not offer either to people she has not yet professionally evaluated.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2065&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Helena Draeven&lt;br /&gt;
|last_name= Varn&lt;br /&gt;
|pic= &lt;br /&gt;
|officeholder= {{OfficeHolder|title=Marshal of the Harbor Watch|region=[[Seahaven]]|termstart={{NCYear|2106}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Female&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Marshal of the Harbor Watch and one of the Three Authorities of Seahaven, a career Neptaran marine officer in her sixth year of civil command. She is competent, disciplined, obsessed with the safety of the city, and currently in open political conflict with both the Eparch ([[Iskandros Melanthios Varro|Varro]]) and the Citadel Commander ([[Leontios Kallistrate Komnenos|Komnenos]]) over jurisdiction during the developing crisis. Helena is the HPs&#039; strongest potential institutional ally — but only if they treat the Watch with respect and recognize her authority. Cross her and she will move against the HPs as quickly as she would move against the Choir.&lt;br /&gt;
|description= Tall and lean, with the weathered skin of fifteen years at sea. Her hair is iron-grey, cut short, never longer than the regulation field length she set herself a decade ago. She has a long pale scar running from her left temple to her jaw: the legacy of a boarding action against pirates in 2098 NC, which she does not discuss. She moves with the controlled economy of someone who has been a soldier long enough that it has become her natural posture. Her eyes are pale grey and watchful. Her uniform is always immaculate; her hands are not, because she works.&lt;br /&gt;
|background= Helena Varn was born to a middle-class merchant family in the [[Neptaris|Freecity of Neptaris]] and joined the marines at seventeen against her father&#039;s wishes. She served fifteen years at sea, including the {{NCYear|2098 }} anti-piracy actions in the [[Maroshan Sea]] where she earned both her facial scar and her first command. Reassigned to [[Seahaven|Seahaven&#039;s]] nascent Harbor Watch in {{NCYear|2106}}, she has held the office of Marshal for six years. Her marriage ended in {{NCYear|2104}}; she has not spoken of it. She has one adult son, a Guild of Navigators apprentice currently serving a posting in distant [[Aescalapea]]. Her three known obsessions are the safety of the city, the integrity of her command, and the proper subordination of civilian authority to military necessity in time of crisis. The third has put her into open conflict with both [[Iskandros Melanthios Varro|Eparch Varro]] (whose civilian instincts she finds dangerously slow) and [[Leontios Kallistrate Komnenos|Navarch Komnenos]] (whose preference for the open sea over street security she finds dangerously narrow). The current power struggle among the three authorities is, from her perspective, primarily a problem of two men who have not yet realized they are working for her, and the day they do realize will not be a pleasant one for them.&lt;br /&gt;
|base= &lt;br /&gt;
|belief= &lt;br /&gt;
|journey= &amp;lt;!--The Journey that the Person was featured in; separate by a semicolon if more than one--&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Fourth_Age_of_Man_Timeline&amp;diff=21402</id>
		<title>Fourth Age of Man Timeline</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Fourth_Age_of_Man_Timeline&amp;diff=21402"/>
		<updated>2026-07-22T00:04:45Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference&lt;br /&gt;
|article= Fourth Age of Man Timeline&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- class=&amp;quot;tableheader&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Imperial Year&#039;&#039;&#039; &lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Aebasan Year&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Neptaran Year&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
{{EventRow|2065|odd|After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.}}&lt;br /&gt;
{{EventRow|2074|even| The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].}}&lt;br /&gt;
{{EventRow|2075|odd|[[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.}}&lt;br /&gt;
{{EventRow|2082|even|At the relatively young age of 39, [[Malach Virex]] becomes [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]].}}&lt;br /&gt;
{{EventRow|2083|odd|The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.}}&lt;br /&gt;
{{EventRow|2085|even|[[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].}}&lt;br /&gt;
{{EventRow|2095|odd|[[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).}}&lt;br /&gt;
{{EventRow|2099|even|After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.}}&lt;br /&gt;
{{EventRow|2100|odd|[[The Aureliad Consortium]], a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates, is formed in the northern ports of the [[Aurean Sea]]. Within a decade, the Consortium begins to expand its economic influence well beyond their native waters, establishing trading houses in major ports around the [[Betshaban Ocean]].}}&lt;br /&gt;
{{EventRow|2102|even|[[The Neptaran War]] begins as the [[Neptaris|Freecity of Neptaris]] declares war on [[Daredonia]].}}&lt;br /&gt;
{{EventRow|2104|odd|[[The Dracian Civil War]] rages across [[Dracia]] in central Aurea as several key factions form a loose alliance against [[Magdalena Vtalasav|the &amp;quot;Ivory Queen,&amp;quot; Magdalena I]].&lt;br /&gt;
[[Eko Elizondo|Captain Eko Elizondo]] of [[Nadera]] reaches the legendary island of [[Kesh]] and returns home with silks, gold-threaded brocades, new spices and other goods from unknown lands across the Endless Ocean. He is celebrated as a national hero.}}&lt;br /&gt;
{{EventRow|2105|even|[[The Battle of Kzerna]] ends with the defeat of [[Magdalena Vtalasav|the Ivory Queen]], ending [[The Dracian Civil War]] in [[Dracia]]. [[Cyril Zabšinac|Cyril of House Zabšinac]], formerly Lord High Marshal of Dracia, is crowned King Cyril II. The Ivory Queen herself commits suicide rather than face the ignominy of defeat.  She is still granted a royal burial by order of King Cyril, marking a reign focused on reconciliation and a return to a profitable Dracia.}}&lt;br /&gt;
{{EventRow|2108|odd|[[Eko Elizondo|Royal Admiral Elizondo]], the lauded heroic explorer, departs eastward from [[Nadera]] with a large fleet of heavy galleons dedicated to reaching the mysterious lands beyond [[Kesh]].}}&lt;br /&gt;
{{EventRow|2109|even|Present year.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Fey_Source&lt;br /&gt;
|chapter= History&lt;br /&gt;
|article= Timeline&lt;br /&gt;
}}[[Category:History]][[Category:Timelines]][[Category:The Fourth Age of Man]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21401</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21401"/>
		<updated>2026-07-22T00:03:48Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==General Events==&lt;br /&gt;
===[[2012]]===&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
===[[2062]]===&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
==Aurea==&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
===[[2004]]===&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
===[[2005]]===&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
===[[2006]]===&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
===[[2007]]===&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
===[[2009]]===&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
===[[2012]]===&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[The Aureliad Consortium]], a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates, is formed in the northern ports of the [[Aurean Sea]]. Within a decade, the Consortium begins to expand its economic influence well beyond their native waters, establishing trading houses in major ports around the [[Betshaban Ocean]].&lt;br /&gt;
==Duria==&lt;br /&gt;
===[[2001]]===&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
===[[2003]]===&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
===[[2043]]===&lt;br /&gt;
*  [[Malach Virex]], future [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]], is born on the island of Marosh.&lt;br /&gt;
===[[2046]]===&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
===[[2051]]===&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
===[[2054]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
===[[2064]]===&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
===[[2070]]===&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
===[[2082]]===&lt;br /&gt;
*  At the relatively young age of 39, [[Malach Virex]] becomes [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]].&lt;br /&gt;
===[[2099]]===&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]] is promoted to Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet and takes command of the [[Citadel of Seahaven]] on the [[Marosh|Island of Marosh]].&lt;br /&gt;
==Gallorea==&lt;br /&gt;
===[[2001]]===&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
===[[2011]]===&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
===[[2015]]===&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
===[[2059]]===&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
===2061===&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
===2065===&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
===[[2074]]===&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
===[[2075]]===&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
===[[2083]]===&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
===[[2085]]===&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
===[[2092]]===&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
===[[2095]]===&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2080s_NC&amp;diff=21400</id>
		<title>2080s NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2080s_NC&amp;diff=21400"/>
		<updated>2026-07-22T00:03:14Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{DecCal|2081}}&lt;br /&gt;
==Events==&lt;br /&gt;
===Duria===&lt;br /&gt;
====2082====&lt;br /&gt;
*  At the relatively young age of 39, [[Malach Virex]] becomes [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]].&lt;br /&gt;
===Gallorea===&lt;br /&gt;
====2083====&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
====2085====&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2082&amp;diff=21399</id>
		<title>2082</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2082&amp;diff=21399"/>
		<updated>2026-07-22T00:02:32Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: Created page with &amp;quot;{{YearCal|2082}} ==Events== ===Duria=== *  At the relatively young age of 39, Malach Virex becomes Archdeacon of Cthos the Doomsayer at the Sepulchral Lantern in Seahaven, Marosh.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{YearCal|2082}}&lt;br /&gt;
==Events==&lt;br /&gt;
===Duria===&lt;br /&gt;
*  At the relatively young age of 39, [[Malach Virex]] becomes [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]].&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=The_Dark_Times_Timeline&amp;diff=21398</id>
		<title>The Dark Times Timeline</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=The_Dark_Times_Timeline&amp;diff=21398"/>
		<updated>2026-07-22T00:00:03Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference&lt;br /&gt;
|article= The Dark Times Timeline&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#009933&amp;quot; valign=&amp;quot;bottom&amp;quot; &lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Imperial Year&#039;&#039;&#039; &lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Aebasan Year&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Neptaran Year&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
{{EventRow|2012|odd|On Midsummer day of this year, priests of the Old Gods across the world wake to discover their connection to their deities severed, marking the end of [[the Third Age of Man]] and beginning of [[the Dark Times]].}}&lt;br /&gt;
{{EventRow|2015|even|[[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.}}&lt;br /&gt;
{{EventRow|2043|odd|[[Malach Virex]], future [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]], is born on the island of Marosh.}}&lt;br /&gt;
{{EventRow|2046|even|[[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].}}&lt;br /&gt;
{{EventRow|2059|odd|The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.}}&lt;br /&gt;
{{EventRow|2061|even|The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]].}}&lt;br /&gt;
{{EventRow|2062|odd|[[The Dark Times]] abruptly end with the return of the Old Gods.}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;{{Fey_Source&lt;br /&gt;
|chapter= History&lt;br /&gt;
|article= Timeline&lt;br /&gt;
}}[[Category:History]][[Category:Timelines]][[Category:The Dark Times]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21397</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21397"/>
		<updated>2026-07-21T23:58:30Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==General Events==&lt;br /&gt;
===[[2012]]===&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
===[[2062]]===&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
==Aurea==&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
===[[2004]]===&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
===[[2005]]===&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
===[[2006]]===&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
===[[2007]]===&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
===[[2009]]===&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
===[[2012]]===&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[The Aureliad Consortium]], a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates, is formed in the northern ports of the [[Aurean Sea]]. Within a decade, the Consortium begins to expand its economic influence well beyond their native waters, establishing trading houses in major ports around the [[Betshaban Ocean]].&lt;br /&gt;
==Duria==&lt;br /&gt;
===[[2001]]===&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
===[[2003]]===&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
===[[2043]]===&lt;br /&gt;
*  [[Malach Virex]], future [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]], is born on the island of Marosh.&lt;br /&gt;
===[[2046]]===&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
===[[2051]]===&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
===[[2054]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
===[[2064]]===&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
===[[2070]]===&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
===[[2099]]===&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]] is promoted to Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet and takes command of the [[Citadel of Seahaven]] on the [[Marosh|Island of Marosh]].&lt;br /&gt;
==Gallorea==&lt;br /&gt;
===[[2001]]===&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
===[[2011]]===&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
===[[2015]]===&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
===[[2059]]===&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
===2061===&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
===2065===&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
===[[2074]]===&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
===[[2075]]===&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
===[[2083]]===&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
===[[2085]]===&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
===[[2092]]===&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
===[[2095]]===&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2040s_NC&amp;diff=21396</id>
		<title>2040s NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2040s_NC&amp;diff=21396"/>
		<updated>2026-07-21T23:57:55Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DecCal|2041}}&lt;br /&gt;
==General Events==&lt;br /&gt;
===Duria===&lt;br /&gt;
====[[2043]]===&lt;br /&gt;
*  [[Malach Virex]], future [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]], is born on the island of Marosh.&lt;br /&gt;
====[[2046]]====&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2043&amp;diff=21395</id>
		<title>2043</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2043&amp;diff=21395"/>
		<updated>2026-07-21T23:57:26Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: Created page with &amp;quot;{{YearCal|2043}} ==Events== ===Duria=== *  Malach Virex, future Archdeacon of Cthos the Doomsayer at the Sepulchral Lantern in Seahaven, Marosh, is born on the island of Marosh.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{YearCal|2043}}&lt;br /&gt;
==Events==&lt;br /&gt;
===Duria===&lt;br /&gt;
*  [[Malach Virex]], future [[Archdeacon]] of [[Cthos|Cthos the Doomsayer]] at the [[Sepulchral Lantern]] in [[Seahaven]], [[Marosh]], is born on the island of Marosh.&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Malach_Virex&amp;diff=21394</id>
		<title>Malach Virex</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Malach_Virex&amp;diff=21394"/>
		<updated>2026-07-21T23:54:34Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Malach Virex}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Sombre, exacting, and unmoved. Virex is a professional in the way his faith demands: above vengeance and hatred, beyond the petty concerns of the living, devoted to the proper order of death and the keeping of its records. He is not warm and he is not cruel; he is just, in the cold [[Cthos|Cthosian]] sense, and he holds the impure and the heretical in quiet contempt. He says far less than he knows, always, and he has made an art of the silence.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2043&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Malach&lt;br /&gt;
|last_name= Virex&lt;br /&gt;
|pic= Malach_Virex_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Archdeacon|region=[[Betshaban Ocean|the Betshaban Ocean]]|termstart={{NCYear|2082}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium (5&#039;7&amp;quot;, 154 lbs)&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Archdeacon Malach Virex keeps the dead of [[Mandrake Bay]]. To the people of [[Seahaven]] he is the sombre, unsettling old cleric of [[the Sepulchral Lantern]], the city’s most ancient temple, who records the names of the drowned and sets their lanterns adrift each winter; that is all most of them will ever know of him. In truth he is one of the quiet powers of the [[Cthos|Church of Cthos]]. He watches, he records, and he waits... for when a decision is reached, it is final.&lt;br /&gt;
|description= A gaunt, gray man of sixty-six, tall and stooped, wrapped in the black, white, and gray robes of his Church, the yew-carved symbol of his Order worn where few could name it. His face is a careful blank and his eyes are cold and patient and very old. He moves slowly, for his body is failing him, but no one who has met that gaze mistakes the frailty for weakness. He carries a reaper’s scythe, the symbol of [[Cthos|Cthos the Doomsayer]], and he carries it as a man who knows how to use it.&lt;br /&gt;
|background= Virex came up through the ascending Orders of [[Cthos|Cthos the Doomsayer]], the silent Lord of the Underworld who judges the dead from the [[Palace of Nugarath]]. For decades he has tended the Sepulchral Lantern, a temple older than Mandrake’s church-in-exile, older than Neptaran rule, founded when Marosh was a different shape; and in its catacomb-archives he has read things that would unmake a lesser faith.&lt;br /&gt;
|base= [[The Sepulchral Lantern]], [[Seahaven]], [[Marosh]]&lt;br /&gt;
|belief= Virex is an Archdeacon and Vowed priest of [[Cthos|Cthos the Doomsayer]]&lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Malach_Virex&amp;diff=21393</id>
		<title>Malach Virex</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Malach_Virex&amp;diff=21393"/>
		<updated>2026-07-21T23:54:06Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Malach Virex}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Sombre, exacting, and unmoved. Virex is a professional in the way his faith demands: above vengeance and hatred, beyond the petty concerns of the living, devoted to the proper order of death and the keeping of its records. He is not warm and he is not cruel; he is just, in the cold [[Cthos|Cthosian]] sense, and he holds the impure and the heretical in quiet contempt. He says far less than he knows, always, and he has made an art of the silence.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2043&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Malach&lt;br /&gt;
|last_name= Virex&lt;br /&gt;
|pic= Malach_Virex_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Archdeacon|region=[[Betshaban Ocean]]|termstart={{NCYear|2082}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium (5&#039;7&amp;quot;, 154 lbs)&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Archdeacon Malach Virex keeps the dead of [[Mandrake Bay]]. To the people of [[Seahaven]] he is the sombre, unsettling old cleric of [[the Sepulchral Lantern]], the city’s most ancient temple, who records the names of the drowned and sets their lanterns adrift each winter; that is all most of them will ever know of him. In truth he is one of the quiet powers of the [[Cthos|Church of Cthos]]. He watches, he records, and he waits... for when a decision is reached, it is final.&lt;br /&gt;
|description= A gaunt, gray man of sixty-six, tall and stooped, wrapped in the black, white, and gray robes of his Church, the yew-carved symbol of his Order worn where few could name it. His face is a careful blank and his eyes are cold and patient and very old. He moves slowly, for his body is failing him, but no one who has met that gaze mistakes the frailty for weakness. He carries a reaper’s scythe, the symbol of [[Cthos|Cthos the Doomsayer]], and he carries it as a man who knows how to use it.&lt;br /&gt;
|background= Virex came up through the ascending Orders of [[Cthos|Cthos the Doomsayer]], the silent Lord of the Underworld who judges the dead from the [[Palace of Nugarath]]. For decades he has tended the Sepulchral Lantern, a temple older than Mandrake’s church-in-exile, older than Neptaran rule, founded when Marosh was a different shape; and in its catacomb-archives he has read things that would unmake a lesser faith.&lt;br /&gt;
|base= [[The Sepulchral Lantern]], [[Seahaven]], [[Marosh]]&lt;br /&gt;
|belief= Virex is an Archdeacon and Vowed priest of [[Cthos|Cthos the Doomsayer]]&lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=File:Malach_Virex_web.png&amp;diff=21392</id>
		<title>File:Malach Virex web.png</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=File:Malach_Virex_web.png&amp;diff=21392"/>
		<updated>2026-07-21T23:53:48Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Malach_Virex&amp;diff=21391</id>
		<title>Malach Virex</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Malach_Virex&amp;diff=21391"/>
		<updated>2026-07-21T23:52:41Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Malach Virex}}&amp;lt;/includeonly&amp;gt; Sombre, exacting, and unmoved. Virex is a professional in the way his faith demands: above vengeance and hatred, beyond the petty concerns of the living, devoted to the proper order of death and the keeping of its records. He is not warm and he is not cruel; he is just, in the cold Cthosian sense, and he holds the impure and the heretical in quiet contempt. He says far less than he knows, alw...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Malach Virex}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Sombre, exacting, and unmoved. Virex is a professional in the way his faith demands: above vengeance and hatred, beyond the petty concerns of the living, devoted to the proper order of death and the keeping of its records. He is not warm and he is not cruel; he is just, in the cold [[Cthos|Cthosian]] sense, and he holds the impure and the heretical in quiet contempt. He says far less than he knows, always, and he has made an art of the silence.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2043&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Malach&lt;br /&gt;
|last_name= Virex&lt;br /&gt;
|pic= malach_virex_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Archdeacon|region=[[Betshaban Ocean]]|termstart={{NCYear|2082}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium (5&#039;7&amp;quot;, 154 lbs)&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Archdeacon Malach Virex keeps the dead of [[Mandrake Bay]]. To the people of [[Seahaven]] he is the sombre, unsettling old cleric of [[the Sepulchral Lantern]], the city’s most ancient temple, who records the names of the drowned and sets their lanterns adrift each winter; that is all most of them will ever know of him. In truth he is one of the quiet powers of the [[Cthos|Church of Cthos]]. He watches, he records, and he waits... for when a decision is reached, it is final.&lt;br /&gt;
|description= A gaunt, gray man of sixty-six, tall and stooped, wrapped in the black, white, and gray robes of his Church, the yew-carved symbol of his Order worn where few could name it. His face is a careful blank and his eyes are cold and patient and very old. He moves slowly, for his body is failing him, but no one who has met that gaze mistakes the frailty for weakness. He carries a reaper’s scythe, the symbol of [[Cthos|Cthos the Doomsayer]], and he carries it as a man who knows how to use it.&lt;br /&gt;
|background= Virex came up through the ascending Orders of [[Cthos|Cthos the Doomsayer]], the silent Lord of the Underworld who judges the dead from the [[Palace of Nugarath]]. For decades he has tended the Sepulchral Lantern, a temple older than Mandrake’s church-in-exile, older than Neptaran rule, founded when Marosh was a different shape; and in its catacomb-archives he has read things that would unmake a lesser faith.&lt;br /&gt;
|base= [[The Sepulchral Lantern]], [[Seahaven]], [[Marosh]]&lt;br /&gt;
|belief= Virex is an Archdeacon and Vowed priest of [[Cthos|Cthos the Doomsayer]]&lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=22nd_Century_NC&amp;diff=21390</id>
		<title>22nd Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=22nd_Century_NC&amp;diff=21390"/>
		<updated>2026-06-30T14:25:32Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|22}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==Events==&lt;br /&gt;
===[[2109]]===&lt;br /&gt;
* Present Year&lt;br /&gt;
==Aurea==&lt;br /&gt;
===[[2103]]===&lt;br /&gt;
* [[Remus Neculai|Remus IV of House Neculai]], Pârcălab of Basras and brother to the [[Magdalena Vtalasav|Ivory Queen]], raises to the position of Aparator of House Neculai after the death of his father, Remus III.&lt;br /&gt;
==Duria==&lt;br /&gt;
===[[2102]]===&lt;br /&gt;
* [[The Neptaran War]] begins as the [[Neptaris|Freecity of Neptaris]] declares war on [[Daredonia]].&lt;br /&gt;
==Gallorea==&lt;br /&gt;
===[[2104]]===&lt;br /&gt;
* [[Eko Elizondo|Captain Eko Elizondo]] of [[Nadera]] reaches the legendary island of [[Kesh]] and returns home with silks, gold-threaded brocades, new spices and other goods from unknown lands across the Endless Ocean. He is celebrated as a national hero.&lt;br /&gt;
===[[2108]]===&lt;br /&gt;
* [[Eko Elizondo|Royal Admiral Elizondo]], the lauded heroic explorer, departs eastward from [[Nadera]] with a large fleet of heavy galleons dedicated to reaching the mysterious lands beyond [[Kesh]].&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21389</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21389"/>
		<updated>2026-06-30T14:25:06Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==General Events==&lt;br /&gt;
===[[2012]]===&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
===[[2062]]===&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
==Aurea==&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
===[[2004]]===&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
===[[2005]]===&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
===[[2006]]===&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
===[[2007]]===&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
===[[2009]]===&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
===[[2012]]===&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[The Aureliad Consortium]], a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates, is formed in the northern ports of the [[Aurean Sea]]. Within a decade, the Consortium begins to expand its economic influence well beyond their native waters, establishing trading houses in major ports around the [[Betshaban Ocean]].&lt;br /&gt;
==Duria==&lt;br /&gt;
===[[2001]]===&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
===[[2003]]===&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
===[[2046]]===&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
===[[2051]]===&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
===[[2054]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
===[[2064]]===&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
===[[2070]]===&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
===[[2099]]===&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]] is promoted to Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet and takes command of the [[Citadel of Seahaven]] on the [[Marosh|Island of Marosh]].&lt;br /&gt;
==Gallorea==&lt;br /&gt;
===[[2001]]===&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
===[[2011]]===&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
===[[2015]]===&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
===[[2059]]===&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
===2061===&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
===2065===&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
===[[2074]]===&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
===[[2075]]===&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
===[[2083]]===&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
===[[2085]]===&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
===[[2092]]===&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
===[[2095]]===&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=22nd_Century_NC&amp;diff=21388</id>
		<title>22nd Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=22nd_Century_NC&amp;diff=21388"/>
		<updated>2026-06-30T14:24:40Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|22}}&lt;br /&gt;
==Events==&lt;br /&gt;
====[[2109]]====&lt;br /&gt;
* Present Year&lt;br /&gt;
===Aurea===&lt;br /&gt;
====[[2103]]====&lt;br /&gt;
* [[Remus Neculai|Remus IV of House Neculai]], Pârcălab of Basras and brother to the [[Magdalena Vtalasav|Ivory Queen]], raises to the position of Aparator of House Neculai after the death of his father, Remus III.&lt;br /&gt;
===Duria===&lt;br /&gt;
====[[2102]]====&lt;br /&gt;
* [[The Neptaran War]] begins as the [[Neptaris|Freecity of Neptaris]] declares war on [[Daredonia]].&lt;br /&gt;
===Gallorea===&lt;br /&gt;
====[[2104]]====&lt;br /&gt;
* [[Eko Elizondo|Captain Eko Elizondo]] of [[Nadera]] reaches the legendary island of [[Kesh]] and returns home with silks, gold-threaded brocades, new spices and other goods from unknown lands across the Endless Ocean. He is celebrated as a national hero.&lt;br /&gt;
====[[2108]]====&lt;br /&gt;
* [[Eko Elizondo|Royal Admiral Elizondo]], the lauded heroic explorer, departs eastward from [[Nadera]] with a large fleet of heavy galleons dedicated to reaching the mysterious lands beyond [[Kesh]].&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21387</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21387"/>
		<updated>2026-06-30T14:24:13Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==General Events==&lt;br /&gt;
===[[2012]]===&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
===[[2062]]===&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
==Aurea==&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
===[[2004]]===&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
===[[2005]]===&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
===[[2006]]===&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
===[[2007]]===&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
===[[2009]]===&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
===[[2012]]===&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
==Duria==&lt;br /&gt;
===[[2001]]===&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
===[[2003]]===&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
===[[2046]]===&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
===[[2051]]===&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
===[[2054]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
===[[2064]]===&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
===[[2070]]===&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
===[[2099]]===&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]] is promoted to Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet and takes command of the [[Citadel of Seahaven]] on the [[Marosh|Island of Marosh]].&lt;br /&gt;
==Gallorea==&lt;br /&gt;
===[[2001]]===&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
===[[2002]]===&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
===[[2011]]===&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
===[[2015]]===&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
===[[2059]]===&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
===2061===&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
===2065===&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
===[[2074]]===&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
===[[2075]]===&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
===[[2083]]===&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
===[[2085]]===&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
===[[2092]]===&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
===[[2095]]===&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2090s_NC&amp;diff=21386</id>
		<title>2090s NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2090s_NC&amp;diff=21386"/>
		<updated>2026-06-30T14:21:24Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DecCal|2091}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==Events==&lt;br /&gt;
==Aurea==&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[The Aureliad Consortium]], a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates, is formed in the northern ports of the [[Aurean Sea]]. Within a decade, the Consortium begins to expand its economic influence well beyond their native waters, establishing trading houses in major ports around the [[Betshaban Ocean]].&lt;br /&gt;
==Duria==&lt;br /&gt;
===[[2092]]===&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
===[[2099]]===&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
===[[2100]]===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]] is promoted to Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet and takes command of the [[Citadel of Seahaven]] on the [[Marosh|Island of Marosh]].&lt;br /&gt;
==Gallorea==&lt;br /&gt;
===[[2095]]===&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2100&amp;diff=21385</id>
		<title>2100</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2100&amp;diff=21385"/>
		<updated>2026-06-30T14:20:12Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{YearCal|2100}}&lt;br /&gt;
==Events==&lt;br /&gt;
===Aurea===&lt;br /&gt;
* [[The Aureliad Consortium]], a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates, is formed in the northern ports of the [[Aurean Sea]]. Within a decade, the Consortium begins to expand its economic influence well beyond their native waters, establishing trading houses in major ports around the [[Betshaban Ocean]].&lt;br /&gt;
===Duria===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]] is promoted to Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet and takes command of the [[Citadel of Seahaven]] on the [[Marosh|Island of Marosh]].&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2050s_NC&amp;diff=21384</id>
		<title>2050s NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2050s_NC&amp;diff=21384"/>
		<updated>2026-06-30T14:18:26Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DecCal|2051}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==General Events==&lt;br /&gt;
==Aurea==&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Ljubomir Neculai|Ljubomir of House Neculai]], future Bishop of the Diocese of the Forgemaster in Western [[Dracia]] after {{ICYear|1349}}, is born to Markéta, sister to Radomir of House Neculai, Bȃn of Belavnik.&lt;br /&gt;
==Duria==&lt;br /&gt;
====[[2051]]====&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
==Gallorea==&lt;br /&gt;
====[[2059]]====&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21383</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21383"/>
		<updated>2026-06-30T14:17:22Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==General Events==&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
====[[2062]]====&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
==Aurea==&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
====[[2004]]====&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
====[[2005]]====&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
====[[2006]]====&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
====[[2007]]====&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
====[[2009]]====&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
==Duria==&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
====[[2003]]====&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
====[[2046]]====&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2051]]====&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
====[[2064]]====&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
====[[2070]]====&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
====[[2099]]====&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
==Gallorea==&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
====[[2011====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
====[[2015]]====&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
====[[2059]]====&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
====2061====&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
====2065====&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
====[[2074]]====&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
====[[2075]]====&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
====[[2083]]====&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
====[[2085]]====&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
====[[2092]]====&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
====[[2095]]====&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21382</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21382"/>
		<updated>2026-06-30T14:16:40Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
==Events==&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
====[[2062]]====&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
===Aurea===&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
====[[2004]]====&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
====[[2005]]====&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
====[[2006]]====&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
====[[2007]]====&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
====[[2009]]====&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
===Duria===&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
====[[2003]]====&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
====[[2046]]====&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2051]]====&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
====[[2064]]====&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
====[[2070]]====&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
====[[2099]]====&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
==Gallorea==&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
====[[2011====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
====[[2015]]====&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
====[[2059]]====&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
====2061====&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
====2065====&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
====[[2074]]====&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
====[[2075]]====&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
====[[2083]]====&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
====[[2085]]====&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
====[[2092]]====&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
====[[2095]]====&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21381</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21381"/>
		<updated>2026-06-30T14:16:23Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
{{TOC Left}}&lt;br /&gt;
==Events==&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
====[[2062]]====&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
===Aurea===&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
====[[2004]]====&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
====[[2005]]====&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
====[[2006]]====&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
====[[2007]]====&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
====[[2009]]====&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
===Duria===&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
====[[2003]]====&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
====[[2046]]====&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2051]]====&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
====[[2064]]====&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
====[[2070]]====&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
====[[2099]]====&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
==Gallorea==&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
====[[2011====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
====[[2015]]====&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
====[[2059]]====&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
====2061====&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
====2065====&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
====[[2074]]====&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
====[[2075]]====&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
====[[2083]]====&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
====[[2085]]====&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
====[[2092]]====&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
====[[2095]]====&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21380</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21380"/>
		<updated>2026-06-30T14:16:13Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
{{TOC Left}}==Events==&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
====[[2062]]====&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
===Aurea===&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
====[[2004]]====&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
====[[2005]]====&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
====[[2006]]====&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
====[[2007]]====&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
====[[2009]]====&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
===Duria===&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
====[[2003]]====&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
====[[2046]]====&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2051]]====&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
====[[2064]]====&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
====[[2070]]====&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
====[[2099]]====&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
==Gallorea==&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
====[[2011====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
====[[2015]]====&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
====[[2059]]====&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
====2061====&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
====2065====&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
====[[2074]]====&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
====[[2075]]====&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
====[[2083]]====&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
====[[2085]]====&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
====[[2092]]====&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
====[[2095]]====&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21379</id>
		<title>21st Century NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=21st_Century_NC&amp;diff=21379"/>
		<updated>2026-06-30T14:15:22Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CenCal|21}}&lt;br /&gt;
==Events==&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from [[Gallorea]].  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
====[[2062]]====&lt;br /&gt;
* [[The Dark Times]] abruptly end with the return of [[the Old Gods]].&lt;br /&gt;
===Aurea===&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. &lt;br /&gt;
====[[2004]]====&lt;br /&gt;
* The Imperial Governor of the [[Mabean Marches] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
====[[2005]]====&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
====[[2006]]====&lt;br /&gt;
* [[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
====[[2007]]====&lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to [[Valtaan]].&lt;br /&gt;
====[[2009]]====&lt;br /&gt;
* King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
====[[2012]]====&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
===Duria===&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].&lt;br /&gt;
* Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], [[Lucasa]] of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
====[[2003]]====&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
====[[2046]]====&lt;br /&gt;
* [[Ysabet|Mother Ysabet of Betshaba]], future Wavemother of [[Marosh]], is born into the seaborne of the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2051]]====&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
====[[2064]]====&lt;br /&gt;
* The Potentate of Zelos, [[Gabriel I]], announces the [[Edict of Absolution]], which not only absolved all who had been condemned by the Church in the past (with the notable exceptions of [[Ditis Carnifex]] and [[Lucasa|the Mage King]]), but formally declared [[Cambrecia]] independent of any civilian government, beholden only to [[Zelos]] himself, with the Potentate as his ultimate agent in the mortal realm.&lt;br /&gt;
====[[2070]]====&lt;br /&gt;
* Potentate [[Gabriel I]] announces the [[Edict of One State]], which embraces those worshipers of [[Zelos]] following the [[Koramian Heresy]], the [[Aebasan Orthodoxy]] and the [[Imperial Ecclesia]], with preference for none.&lt;br /&gt;
====[[2099]]====&lt;br /&gt;
* After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
==Gallorea==&lt;br /&gt;
====[[2001]]====&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
====[[2002]]====&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
====[[2011====&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
====[[2015]]====&lt;br /&gt;
* [[Goren Orzaiz|Goren of House Orzaiz]], remains monarch of [[Nadera]] despite the legally-required conclusion of his ten-year reign. Because of the turmoil and chaos ongoing in neighboring nations, the Naderan [[Chamber of Princes]] does not oppose him.&lt;br /&gt;
====[[2059]]====&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;br /&gt;
====2061====&lt;br /&gt;
* The elderly [[Goren Orzaiz|King Goren of House Orzaiz]] of [[Nadera]] finally abdicates and [[Axil Varuna|Axil of House Varuna]] is elected monarch by the [[Chamber of Princes]]&lt;br /&gt;
====2065====&lt;br /&gt;
* After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
====[[2074]]====&lt;br /&gt;
* The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
====[[2075]]====&lt;br /&gt;
* [[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
====[[2083]]====&lt;br /&gt;
*  The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
====[[2085]]====&lt;br /&gt;
*  [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
====[[2092]]====&lt;br /&gt;
* The Warcaptains of the [[Pirate Isles]] meet in [[Deepberth]] on the [[Tamerynd|island of Tamerynd]] for the first time in nearly a century to re-establish the Compact that attempts to manage their interactions for mutual benefit and profit.&lt;br /&gt;
====[[2095]]====&lt;br /&gt;
*  [[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2050s_NC&amp;diff=21378</id>
		<title>2050s NC</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2050s_NC&amp;diff=21378"/>
		<updated>2026-06-30T14:14:57Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{DecCal|2051}}&lt;br /&gt;
==Events==&lt;br /&gt;
===Aurea===&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Ljubomir Neculai|Ljubomir of House Neculai]], future Bishop of the Diocese of the Forgemaster in Western [[Dracia]] after {{ICYear|1349}}, is born to Markéta, sister to Radomir of House Neculai, Bȃn of Belavnik.&lt;br /&gt;
===Duria===&lt;br /&gt;
====[[2051]]====&lt;br /&gt;
* [[Iskandros Melanthios Varro]], future Exarch of [[Seahaven]], is born in the [[Neptaris|Freecity of Neptaris]].&lt;br /&gt;
====[[2054]]====&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;br /&gt;
===Gallorea===&lt;br /&gt;
====[[2059]]====&lt;br /&gt;
* The [[Nadera|Naderan]] [[Chamber of Princes]] meets in a closed session to depose the aging [[Goren Orzaiz|King Goren of House Orzaiz]], but a fire breaks out in the Chamber, disrupting the proceedings and leaving five of the Princes dead. The secretive [[Saphracine Watch]] is generally believed to have been behind the attack.&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=2054&amp;diff=21377</id>
		<title>2054</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=2054&amp;diff=21377"/>
		<updated>2026-06-30T14:13:45Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{YearCal|2054}}&lt;br /&gt;
==Events==&lt;br /&gt;
===Aurea===&lt;br /&gt;
* [[Ljubomir Neculai|Ljubomir of House Neculai]], future Bishop of the Diocese of the Forgemaster in Western [[Dracia]] after {{ICYear|1349}}, is born to Markéta, sister to Radomir of House Neculai, Bȃn of Belavnik.&lt;br /&gt;
===Duria===&lt;br /&gt;
* [[Leontios Kallistrate Komnenos]], future Navarch of the [[Neptaris|Neptaran]] [[Maroshan Sea]] Fleet, is born.&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Leontios_Kallistrate_Komnenos&amp;diff=21376</id>
		<title>Leontios Kallistrate Komnenos</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Leontios_Kallistrate_Komnenos&amp;diff=21376"/>
		<updated>2026-06-30T12:14:51Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Leontios Kallistrate Komnenos}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Navarch Leontios Kallistrate Komnenos commands the [[Neptaris|Neptaran navy]] in the [[Maroshan Sea]] from the [[Citadel of Seahaven]]. He is one of the three competing authorities of the colonial port city and easily the hardest of them. To Komnenos, Seahaven is not a town with a harbor but a naval station with a town attached: a forward asset of a Neptaris at war, run accordingly. He is disciplined, unbending, and certain, and his certainty is exactly what keeps him at the throats of his counterparts in Seahaven, [[Iskandros Melanthios Varro|Eparch Varro]] and [[Helena Draeven Varn|Marshal Varn]].&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2054&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Leontios Kallistrate&lt;br /&gt;
|last_name= Komnenos&lt;br /&gt;
|pic= Leontios_Kallistrate_Komnenos_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Navarch|region=[[Maroshan Sea]]|termstart={{NCYear|2100}}}}{{OfficeHolder|title=Warden of the Chain|region=[[Seahaven]]|termstart={{NCYear|2100}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium (5&#039;7&amp;quot;, 163 lbs)&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
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|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Disciplined to the bone, and contemptuous of anything that is not, Komnenos believes in the chain of command, the keeping of one’s post, and the hard arithmetic of war, and he has little patience for the compromises of civil governance or the slow mercies of the temple. He is not cruel and he is not corrupt; he is rigid, and his rigidity is a kind of faith. His mind is closed and guarded, hard to read and harder to move. He honors [[Sarpedon|Sarpedon the Shieldsman’s]] charge to perfect the strength of body, mind, and spirit, and he keeps [[Betshaba|Betshaba the Wavequeen’s]] sea-rites to the letter, whatever he privately believes, because a disciplined officer keeps the customs of the sea.&lt;br /&gt;
|description= A spare, weathered man of fifty-five, perfectly cropped beard gone gray and hard at the jaw, who stands as though the deck were always pitching and he alone unmoved. He wears the dark coat of a Neptaran Navarch over a blessed cuirass and the spear-and-anchor of his rank. His face gives away nothing: men who have served him for years say they have never once known his mind before he chose to speak it.&lt;br /&gt;
|background= Komnenos is a career officer of the [[Neptaris|Neptaran navy]], raised in the maritime pride of the oldest city on [[Duria]] and forged in its long war against [[Daredonia]]. He came up through the patrol squadrons of the [[Maroshan Sea]], where Neptaris projects its power and suppresses the piracy that preys on its trade, and he was posted to the [[Citadel of Seahaven]] not long after Neptaris annexed the island. He keeps the disciplines of [[Sarpedon|Sarpedon the Shieldsman]], guardian-god of walls, watches, and oaths, whose clergy train the guard from their Chapterhouses; from Sarpedon and his father [[Evander|Evander the Vaunted One]], lord of gates and fortifications, Komnenos takes the creed that a post once accepted is never abandoned and a wall once raised is never left unmanned.&lt;br /&gt;
|base= [[Citadel of Seahaven]], [[Seahaven]], [[Marosh]]&lt;br /&gt;
|belief= Komnenos respects the gods, but calls upon [[Sarpedon|Sarpedon the Shieldsman]] as his patron&lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Leontios_Kallistrate_Komnenos&amp;diff=21375</id>
		<title>Leontios Kallistrate Komnenos</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Leontios_Kallistrate_Komnenos&amp;diff=21375"/>
		<updated>2026-06-30T12:12:24Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Leontios Kallistrate Komnenos}}&amp;lt;/includeonly&amp;gt; Navarch Leontios Kallistrate Komnenos commands the Citadel of Seahaven and the patrol fleet of Mandrake Bay, the third of the port’s three competing authorities and the hardest of them. To Komnenos, Seahaven is not a town with a harbor but a naval station with a town attached: a forward asset of a Neptaris at war, run accordingly. He is disciplined, unbending, and certain, an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Leontios Kallistrate Komnenos}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Navarch Leontios Kallistrate Komnenos commands the Citadel of [[Seahaven]] and the patrol fleet of [[Mandrake Bay]], the third of the port’s three competing authorities and the hardest of them. To Komnenos, Seahaven is not a town with a harbor but a naval station with a town attached: a forward asset of a Neptaris at war, run accordingly. He is disciplined, unbending, and certain, and his certainty is exactly what keeps him at the throats of his counterparts in Seahaven, [[Iskandros Melanthios Varro|Eparch Varro]] and [[Helena Draeven Varn|Marshal Varn]].&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear= 2054&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name= Leontios Kallistrate&lt;br /&gt;
|last_name= Komnenos&lt;br /&gt;
|pic= Leontios_Kallistrate_Komnenos_web.png&lt;br /&gt;
|officeholder= {{OfficeHolder|title=Navarch|region=[[Maroshan Sea]]|termstart={{NCYear|2100}}}}{{OfficeHolder|title=Warden of the Chain|region=[[Seahaven]]|termstart={{NCYear|2100}}}}&lt;br /&gt;
|title= &lt;br /&gt;
|size= Medium (5&#039;7&amp;quot;, 163 lbs)&lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
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|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview= Disciplined to the bone, and contemptuous of anything that is not, Komnenos believes in the chain of command, the keeping of one’s post, and the hard arithmetic of war, and he has little patience for the compromises of civil governance or the slow mercies of the temple. He is not cruel and he is not corrupt; he is rigid, and his rigidity is a kind of faith. His mind is closed and guarded, hard to read and harder to move. He honors [[Sarpedon|Sarpedon the Shieldsman’s]] charge to perfect the strength of body, mind, and spirit, and he keeps [[Betshaba|Betshaba the Wavequeen’s]] sea-rites to the letter, whatever he privately believes, because a disciplined officer keeps the customs of the sea.&lt;br /&gt;
|description= A spare, weathered man of fifty-five, perfectly cropped beard gone gray and hard at the jaw, who stands as though the deck were always pitching and he alone unmoved. He wears the dark coat of a Neptaran Navarch over a blessed cuirass and the spear-and-anchor of his rank. His face gives away nothing: men who have served him for years say they have never once known his mind before he chose to speak it.&lt;br /&gt;
|background= Komnenos is a career officer of the [[Neptaris|Neptaran navy]], raised in the maritime pride of the oldest city on [[Duria]] and forged in its long war against [[Daredonia]]. He came up through the patrol squadrons of the [[Maroshan Sea]], where Neptaris projects its power and suppresses the piracy that preys on its trade, and he was posted to the [[Citadel of Seahaven]] not long after Neptaris annexed the island. He keeps the disciplines of [[Sarpedon|Sarpedon the Shieldsman]], guardian-god of walls, watches, and oaths, whose clergy train the guard from their Chapterhouses; from Sarpedon and his father [[Evander|Evander the Vaunted One]], lord of gates and fortifications, Komnenos takes the creed that a post once accepted is never abandoned and a wall once raised is never left unmanned.&lt;br /&gt;
|base= [[Citadel of Seahaven]], [[Seahaven]], [[Marosh]]&lt;br /&gt;
|belief= Komnenos respects the gods, but calls upon [[Sarpedon|Sarpedon the Shieldsman]] as his patron&lt;br /&gt;
|journey= On the Tides of Destiny&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
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		<title>Seahaven</title>
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&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Seahaven}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Seahaven is the primary settlement on the island of [[Marosh]], situated along the southern shore of &#039;&#039;Mandrake Bay&#039;&#039;. Once little more than a fortified pirate refuge, the town has, in recent decades, been transformed into a colonial naval station and mercantile port of the [[Neptaris|Freecity of Neptaris]]. The harbor’s deep, protected waters and commanding view of the bay make it an ideal anchorage for both naval patrols and merchant fleets operating throughout the [[Maroshan Sea]].&lt;br /&gt;
&lt;br /&gt;
Although the town still bears traces of its lawless past, Seahaven is increasingly defined by its growing docks, warehouses, and naval infrastructure. The Freecity has invested heavily in the port, seeking to strengthen its maritime influence and expand trade routes across the region. As a result, Seahaven has become a bustling frontier city where merchants, sailors, settlers, and opportunists gather in equal measure.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = Seahaven&lt;br /&gt;
|common_epithets = The Southern Anchor, the Bastion, the Corsair&#039;s Grave&lt;br /&gt;
|continent = Duria&lt;br /&gt;
|region = the [[Marosh|Island of Marosh]]&lt;br /&gt;
|terrain = coastal island&lt;br /&gt;
|climate = tropical&lt;br /&gt;
|geography = Seahaven is built along the southern shore of &#039;&#039;Mandrake Bay&#039;&#039;, where a narrow, deepwater channel opens into the broader inland harbor, allowing ships safe passage while remaining easily defensible from the sea. The town rises in tiers from the docks, its lower districts clustered along the waterfront and its upper structures, most notably the Citadel, are set upon rocky bluffs that command sweeping views of the bay. To the west, the land slopes gently toward a small, wind-twisted coastal forest, while to the east the shoreline becomes more rugged, broken by jagged stone outcroppings and narrow coves. Inland, low hills and shallow valleys stretch toward the island’s interior, crossed by freshwater streams that feed into the bay and provide the settlement with its limited supply of potable water. The surrounding waters are deep but treacherous beyond the main channel, with hidden shoals and reefs that both protect Seahaven from invasion and hint at the many wrecks that lie beneath the surface.&lt;br /&gt;
|people = The people of Seahaven are a restless and varied lot, drawn from across Duria and beyond by the promise of profit, passage, or a fresh start on the coastal frontier. Neptaran sailors and officers form the backbone of the settlement, bringing with them a sense of discipline and civic pride, yet they share the streets with merchants speaking a dozen tongues, Gallorean craftsmen from the southern shores, weathered corsairs who have traded piracy for trade and itinerant laborers seeking coin wherever it can be found. Cultures mingle freely in the Keelmarket and along the docks, where accents clash as often as tankards, and customs blend into something uniquely Seahaven: practical, opportunistic, and wary. Faiths overlap, bargains are struck across cultural lines, and few judge too harshly so long as a person keeps their word and pays their due. Though tensions sometimes flare between old pirate stock and new colonial authority, most who live here understand that survival in Seahaven depends less on where one comes from and more on how well one can navigate the shifting tides of coin, loyalty, and chance.&lt;br /&gt;
&lt;br /&gt;
Though the port is nominally under the authority of Neptaris, Seahaven is very much a frontier port. Tavern brawls, smuggling, and quiet acts of piracy still occur, but they are increasingly suppressed by the growing naval presence and authority of Neptaris, supported by the mercantile fleets that increasingly make use of the port.&lt;br /&gt;
|personas =&lt;br /&gt;
* &#039;&#039;&#039;[[Caldus Ren Veylan|Contractor-Magistrate Sir Caldus Ren Veylan]]:&#039;&#039;&#039; A licensed arbiter of trade disputes operating out of the Keelmarket, blending the authority of [[Minos]] and [[Fides]]; known for binding agreements with ironclad precision and enforcing them with hired agents when necessary.&lt;br /&gt;
* &#039;&#039;&#039;[[Calien Fideza|Sister Calien Fideza]]:&#039;&#039;&#039; A stern priestess of [[Fides]] who witnesses and enforces binding oaths, feared by merchants and captains alike for her uncompromising sense of justice.&lt;br /&gt;
* &#039;&#039;&#039;[[Cassiane Dorex Thalassar|Factor-General Cassiane Dorex Thalassar]]:&#039;&#039;&#039; The senior representative of the [[Quartz Isle Company]] in Seahaven, a poised and razor-minded negotiator who oversees all company operations in Mandrake Bay and is determined to outmaneuver rival syndicates while maintaining the Company’s polished image.&lt;br /&gt;
* &#039;&#039;&#039;[[Damaris Enkidu|Quillmaster Damaris Enkidu]]:&#039;&#039;&#039; A scholar of [[Abaris]] and arcane navigator, she studies strange phenomena in Mandrake Bay and is often consulted when the supernatural begins to interfere with trade or travel.&lt;br /&gt;
* &#039;&#039;&#039;[[Helena Draeven Varn|Marshal Helena Draeven Varn]]:&#039;&#039;&#039; Head of the Harbor Watch and marine forces, pragmatic and unyielding, she maintains order within the city but often clashes with both the Eparch and Navarch over jurisdiction and priorities.&lt;br /&gt;
* &#039;&#039;&#039;[[Iskandros Melanthios Varro|Eparch Iskandros Melanthios Varro]]:&#039;&#039;&#039; An ambitious and politically astute [[Neptaris|Neptaran]] administrator, Varro governs Seahaven with a careful blend of diplomacy and quiet manipulation, leveraging his connections to merchant guilds and naval officers alike.&lt;br /&gt;
* &#039;&#039;&#039;[[Jarek Thorne|“Old” Jarek Thorne]]:&#039;&#039;&#039; A smuggler-king of Old Anchorage, outwardly retired but still controlling a network of illicit trade routes and secret coves across Marosh.&lt;br /&gt;
* &#039;&#039;&#039;[[Malach Virex|Archdeacon Malach Virex]]:&#039;&#039;&#039; Senior cleric of [[Cthos]] at the Sepulchral Lantern, a somber and unsettling figure who keeps meticulous records of the dead and is rumored to know more about Mandrake Bay’s darker secrets than he reveals.&lt;br /&gt;
* &#039;&#039;&#039;[[Petronax Virelios Kharzen|Master of Ledgers Petronax Virelios Kharzen]]:&#039;&#039;&#039; Chief accountant within the Chrysophylaxion, a gaunt and relentless auditor who tracks every coin entering or leaving Seahaven’s trade networks and quietly ruins those who fall into debt or dishonor their contracts.&lt;br /&gt;
* &#039;&#039;&#039;[[Rourke Halgren|Captain Rourke “Blackwake” Halgren]]:&#039;&#039;&#039; A former pirate lord turned privateer, he commands a small but effective fleet and walks the line between legitimacy and outlawry, feared and respected in equal measure.&lt;br /&gt;
* &#039;&#039;&#039;[[Leontios Kallistrate Komnenos|Navarch Leontios Kallistrate Komnenos]]:&#039;&#039;&#039; Commander of the Mandrake Bay fleet, a stern and disciplined naval officer who views Seahaven primarily as a military asset and resents interference from civilian governance.&lt;br /&gt;
* &#039;&#039;&#039;[[Ysabet|Mother Ysabet of the Tidemother’s Embrace]]:&#039;&#039;&#039; High priestess of [[Betshaba]], serene yet commanding, she holds immense influence among sailors and quietly mediates disputes that threaten the stability of the port.&lt;br /&gt;
|population = 8,000 to 10,000&lt;br /&gt;
|species = 75% human, 15% half-elf, 10% other&lt;br /&gt;
|primary_languages = [[Neptaran Language|Neptaran]], [[Tamerish Language|Tamerish]]&lt;br /&gt;
|secondary_languages = [[Koramian Language|Koramian]], [[Zetian Language|Zetian]]&lt;br /&gt;
|government = Seahaven is governed as a Neptaran colonial port under the authority of an appointed &#039;&#039;Eparch&#039;&#039;, who serves as both civil administrator and naval overseer, embodying the will of the Freecity of Neptaris on Marosh. The Eparch presides over the &#039;&#039;Harbor Council&#039;&#039;, a pragmatic governing body composed of naval officers, merchant factors and guild representatives whose competing interests shape policy as much as any formal law. While the Eparch holds final authority, particularly in matters of taxation and port regulation, effective governance depends on careful negotiation with powerful mercantile entities such as the [[Quartz Isle Company]] and its rivals. In practice, Seahaven’s government is a balance between structured colonial administration and the realities of a frontier port, where influence, contracts, and personal alliances often carry as much weight as official decree.&lt;br /&gt;
|arms = Azure, a harbor gate argent between two towers proper upon a base wavy of the same, in chief a cockerel Or and an anchor argent&lt;br /&gt;
|government_type = Colonial Charter Authority&lt;br /&gt;
|ruler = The Harbor Council of Seahaven, who selects an Eparch to see to day-to-day affairs&lt;br /&gt;
|importance = Seahaven is the strategic and economic heart of Marosh, serving as the Freecity of Neptaris’ principal naval base and primary gateway for trade, governance, and influence across the Maroshan Sea.&lt;br /&gt;
|law = Seahaven ostensibly follows the laws of the Freecity of Neptaris, though interpretation tends to be much looser and less bureaucratic. Trials for certain crimes, particularly those that are perceived as interruptions to trade, tend to be swift and punishments brutal.&lt;br /&gt;
|law_enforcement = Law and order in Seahaven is maintained primarily by Neptaran marines and the &#039;&#039;Harbor Watch&#039;&#039;, supported by local constables and, at times, contracted mercenary enforcers operating in a semi-official capacity. While the authority of the Freecity is firmly established within the harbor and central districts, enforcement remains uneven in older quarters where smuggling, bribery, and quiet violence persist. Open piracy is no longer tolerated within Mandrake Bay, and violations are met with swift and often public punishment, as the colonial administration seeks to project strength and deter a return to the island’s lawless past.&lt;br /&gt;
|factions = &lt;br /&gt;
* &#039;&#039;&#039;[[The Aureliad Consortium]]:&#039;&#039;&#039; The Aureliad Consortium is a rising mercantile power originating from the eastern ports of Aurea, backed by a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates. Unlike the bureaucratic and ledger-driven Neptaran guilds and corporations, the Consortium operates through aggressive investment, rapid expansion, and personal patronage networks, favoring bold risk over careful accounting.&lt;br /&gt;
* &#039;&#039;&#039;The Blackwake Remnant:&#039;&#039;&#039; A fading but dangerous network of former pirate crews operating from hidden coves across [[Marosh]], conducting raids beyond Mandrake Bay and maintaining smuggling routes into Seahaven.&lt;br /&gt;
* &#039;&#039;&#039;The Church of the The Sepulchral Lantern (Cthos):&#039;&#039;&#039; A solemn and influential religious faction centered in Seahaven, maintaining burial rites and records of the dead while quietly exerting social and spiritual influence over the population.&lt;br /&gt;
* &#039;&#039;&#039;The Dockhands’ Brotherhood:&#039;&#039;&#039; A powerful labor guild controlling much of the physical work of the port—loading cargo, maintaining docks, and ship labor—capable of halting Seahaven’s economy through strikes or slowdowns.&lt;br /&gt;
* &#039;&#039;&#039;The Eparchate of Seahaven:&#039;&#039;&#039; The official colonial authority of the Freecity of Neptaris, led by Eparch Iskandros Melanthios Varro, seeking to impose order, expand trade, and solidify Neptaran control over the island.&lt;br /&gt;
* &#039;&#039;&#039;The Free Merchants’ League:&#039;&#039;&#039; A loose coalition of independent traders and smaller merchant houses resisting domination by the Quartz Isle Company, often relying on cunning, alliances, and occasional illicit dealings to survive.&lt;br /&gt;
* &#039;&#039;&#039;The Harbor Watch:&#039;&#039;&#039; A disciplined but overstretched force under the Marshal of the Harbor Watch, responsible for maintaining law within Seahaven and its immediate surroundings, frequently caught between political powers.&lt;br /&gt;
* &#039;&#039;&#039;The Ledger Synod (Minos &amp;amp; Fides):&#039;&#039;&#039; A coalition of priests and legal authorities who oversee contracts, oaths, and trade agreements, acting as arbiters of commerce and ensuring that deals made in Seahaven carry binding weight.&lt;br /&gt;
* &#039;&#039;&#039;The Mandrake Bay Fleet:&#039;&#039;&#039; The Neptaran naval forces under the Navarch of the Bay, tasked with securing trade routes and suppressing piracy, though often operating with priorities that differ from the Eparch’s administration.&lt;br /&gt;
* &#039;&#039;&#039;The Mariners’ Faithful (Betshaba):&#039;&#039;&#039; A widely respected religious body among sailors and fishermen, providing blessings, guidance, and mediation, often acting as a stabilizing force in times of crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Old Anchorage Syndicate:&#039;&#039;&#039; A shadowy criminal network rooted in Seahaven’s oldest district, controlling smuggling, black-market trade, and illicit information flows while maintaining ties to pirate elements offshore.&lt;br /&gt;
* &#039;&#039;&#039;The Quartz Isle Company:&#039;&#039;&#039; A dominant mercantile power leveraging wealth, contracts, and influence to control trade flowing through Seahaven, while quietly competing with rival syndicates for regional supremacy.&lt;br /&gt;
* &#039;&#039;&#039;The Taltan Undercult:&#039;&#039;&#039; Secretive worshippers of Taltos the Deepdweller, driven underground by Neptaran rule, who support piracy and sabotage efforts while seeking to restore Marosh as a haven of chaos and sea-born power.&lt;br /&gt;
|economy = Seahaven’s economy is driven by its role as a strategic maritime hub, combining naval provisioning, merchant trade, and colonial logistics into a rapidly expanding port economy. The presence of the Freecity of Neptaris ensures steady demand for ship repair, supplies, and labor, while the growing influence of powerful mercantile organizations (most notably the [[Quartz Isle Company]]) has transformed the harbor into a competitive center of trade and investment. Warehousing, contract brokerage, and shipping coordination dominate daily commerce, supplemented by salvage operations and the remnants of privateering traditions, as rival merchant syndicates and independent captains vie for profit and influence within an increasingly structured but still opportunistic market.&lt;br /&gt;
&lt;br /&gt;
Seahaven exports naval stores, salvaged goods, timber, rope, and redistributed trade goods from across the Maroshan Sea. Ironically, many of the goods &#039;redistributed&#039; were originally stolen by pirates, then sold to semi-legitimate merchants who travel to Seahaven to sell the ill-gotten goods of others. The town imports finished goods, foodstuffs, luxury items, metals, and colonial supplies from Neptaris though there is no small amount of goods imported from broader Durian and even Gallorean trade networks.&lt;br /&gt;
|exports = Naval stores, salvaged goods, timber, rope, and redistributed trade goods&lt;br /&gt;
|imports = Finished goods, foodstuffs, luxury items, metals, and colonial supplies&lt;br /&gt;
|coinage = Coin minted in [[Neptaris]] is the official coin of Seahaven, though most merchants will accept coin of any nation and depend more on weight and perceived purity than mint.&lt;br /&gt;
|guilds = Dominant trade guilds in Seahaven include:&lt;br /&gt;
* &#039;&#039;&#039;The Chandlers’ Consortium:&#039;&#039;&#039; Suppliers of essential maritime goods—rope, sailcloth, pitch, lanterns, preserved food, and other ship provisions. Though less glamorous than merchants or shipwrights, their control of supplies makes them vital to both naval operations and long-distance trade.&lt;br /&gt;
* &#039;&#039;&#039;The Dockhands Brotherhood:&#039;&#039;&#039; A labor guild with immense practical power, overseeing cargo loading, unloading, and dockside operations. Their control of manpower allows them to halt trade entirely if provoked, making them both indispensable and quietly feared by merchants and officials alike.&lt;br /&gt;
* &#039;&#039;&#039;The Free Captains’ Compact:&#039;&#039;&#039; Not a formal guild but a recognized association of independent ship captains who resist the control of larger merchant houses. They operate as a political bloc, often aligning with the Free Merchants’ League and occasionally engaging in gray-market trade.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of Keelwrights and Shipmasters:&#039;&#039;&#039; The most influential guild in Seahaven, controlling shipbuilding, repair, and drydock access within the Fleet Yards. They work closely with the Neptaran navy but also serve merchant vessels, giving them leverage over both military and commercial activity. Without their approval, few ships sail far or safely.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of Navigators:&#039;&#039;&#039; A specialized guild of pilots, cartographers, and weather-readers who guide ships safely through Mandrake Bay and beyond. Many possess minor magickal training or knowledge of sea omens, and captains rarely risk departure without their expertise.&lt;br /&gt;
* &#039;&#039;&#039;The League of Ledgermen:&#039;&#039;&#039; A mercantile guild composed of brokers, accountants, and contract agents who dominate trade negotiations in the Keelmarket. They maintain close ties to the priests of Minos and Fides and serve as the backbone of Seahaven’s contract economy, ensuring that deals are recorded, enforced, and profitable.&lt;br /&gt;
|black_market = The black market in Seahaven operates as a shadow network threaded through Old Anchorage, the lower piers of the harbor, and hidden cellars beneath the Keelmarket, functioning less as a single marketplace and more as a web of trusted intermediaries, coded exchanges, and shifting meeting points. Goods rarely change hands in the open; instead, brokers—often tied to the Old Anchorage Syndicate—arrange transactions through tavern whispers, marked crates, and prearranged signals, with delivery handled at night along lesser-used docks or in concealed coves outside the main harbor. Smuggling routes still run through Mandrake Bay despite patrols, aided by sympathetic dockworkers, bribed officials, and the occasional blind eye from rival merchant interests who benefit from disrupting the dominance of the Quartz Isle Company. The Free Merchants’ League is known to skirt legality when it suits them, while remnants of the Blackwake and other pirate elements supply goods from beyond Neptaran control, and the Taltan Undercult sometimes uses these channels to move contraband tied to their forbidden rites.&lt;br /&gt;
&lt;br /&gt;
What the black market sells reflects Seahaven’s position as both a trade hub and a former pirate haven: untaxed luxury goods, rare spices, and foreign curiosities flow alongside stolen cargo, forged documents, and illicit contracts meant to bypass the authority of Minos and Fides. More dangerous wares include restricted weapons, naval intelligence, and smuggled artifacts recovered from shipwrecks or ancient sites across Marosh. There is also a quieter trade in services—discreet passage aboard unregistered vessels, sabotage-for-hire, and the quiet disappearance of inconvenient persons. Though the Eparch, Harbor Watch, and Navarch’s patrols all attempt to curb these activities, the black market persists because it fills gaps that formal trade cannot, thriving in the tension between Seahaven’s growing order and the enduring instincts of its lawless past.&lt;br /&gt;
|religion = Religious practice in Seahaven is deeply woven into daily life, shaped by the needs of sailors, merchants, and settlers living at the edge of order and the open sea. The dominant faiths form a practical spiritual framework that governs survival, trade, mortality, and trust. Sailors offer prayers to Betshaba before departure, while merchants and factors swear contracts in the name of Minos and bind them with oaths to Fides, whose authority has grown alongside Seahaven’s expanding economy. Secondary devotions to Vortumnus, Pavor, and Britomaris reflect the city’s martial discipline, transient population, and lingering vice, respectively. Though most inhabitants honor multiple deities as circumstance demands, the worship of Taltos the Deepdweller is actively suppressed by Neptaran authorities, driven underground into hidden rites and secret gatherings among the last remnants of Seahaven’s pirate past. Worship of Cthos the Doomsayer is present, but mostly contained to an ancient temple founded millennia ago called the Lantern Sepulcher.&lt;br /&gt;
|pantheon = Various&lt;br /&gt;
|dominant_faith = [[Betshaba|Betshaba the Wavequeen]], goddess of water; [[Cthos|Cthos the Doomsayer]], god of death; [[Minos|Minos the Cockerel]], god of commerce; and [[Fides|Fides the Oathbinder]], god of oaths are all significant to Seahaven to varying degrees&lt;br /&gt;
|secondary_faiths = [[Vortumnus|Vortumnus the Glorious]], god of chivalry; [[Pavor|Pavor Longshanks]], god of travel, and [[Britomaris|Britomaris the Rogue]], goddess of thieves all have some presence in Seahaven&lt;br /&gt;
|persecuted_faiths = [[Taltos|Taltos the Deepdweller]], god of water and monsters, is still worshiped here by &#039;retired&#039; pirates and there are persistent rumors of a &amp;quot;Shrine of the Drowned&amp;quot; hidden somewhere in the town.&lt;br /&gt;
|major_temples = &lt;br /&gt;
* &#039;&#039;&#039;The Tidemother’s Embrace (Betshaba):&#039;&#039;&#039; A sweeping, sea-facing temple built of pale stone and blue-veined marble, the Tidemother’s Embrace stands near the harbor cliffs where waves crash below in rhythmic thunder. Its open colonnades allow sea wind and spray to pass freely through the structure, and offerings are cast directly into Mandrake Bay from a ceremonial platform. Priests of Betshaba bless ships, calm storms through ritual, and serve as spiritual anchors for Seahaven’s sailors.&lt;br /&gt;
* &#039;&#039;&#039;The Sepulchral Lantern (Cthos):&#039;&#039;&#039; Located on a rise overlooking both harbor and graveyard, the Sepulchral Lantern is a solemn, dark-stoned temple marked by ever-burning funeral lamps. Its halls are quiet, echoing with the recitation of last rites and the keeping of death records. The clergy of Cthos oversee burials, tend to the dying, and maintain a meticulous ledger of the dead, believing that every soul must be accounted for before passing beyond.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Roost Basilica (Minos):&#039;&#039;&#039; Part temple, part counting house, the Golden Roost Basilica sits within the Keelmarket and serves as both a sacred and economic center. Contracts are signed beneath gilded beams shaped like roosting cockerels, and disputes are arbitrated by priest-accountants trained in both theology and law. Wealth flows through its halls as surely as prayer, and many consider it the true heart of Seahaven’s mercantile power.&lt;br /&gt;
* &#039;&#039;&#039;The Hall of Binding Oaths (Fides):&#039;&#039;&#039; A fortified, austere structure near the Harbor Council chambers, the Hall of Binding Oaths is where treaties, contracts, and sworn declarations are sanctified. Its interior is lined with engraved tablets recording notable agreements, and its clergy act as witnesses, arbiters, and enforcers of sworn word. Breaking an oath sworn here is believed to bring divine ruin, and even the most hardened captains tread carefully within its walls.&lt;br /&gt;
|culture = Seahaven’s culture is a living blend of discipline and opportunism, shaped by its role as both a Neptaran colonial port and a former pirate haven. The rhythms of daily life follow the tides and the turning of contracts, where sailors, merchants, and officials alike value practicality, resilience, and the keeping of one’s word above all else. Diverse cultures from across Duria mingle in its streets and along the Keelmarket, creating a shared identity rooted less in heritage and more in survival and success. Old seafaring traditions, such as salt offerings, storm prayers, and tales of the deep, persist alongside newer customs of record-keeping, negotiation, and civic order imposed by Neptaran authority. Though tensions remain between the fading ethos of piracy and the rising structure of law and commerce, most inhabitants of Seahaven embrace a pragmatic outlook: fortune favors the bold, but only the reliable endure.&lt;br /&gt;
|clothing = Clothing in Seahaven reflects its maritime roots and mercantile ambition, favoring practicality layered with displays of status. Most common folk wear durable seafarer’s garb: salt-stained wool coats, canvas trousers, loose linen shirts, and sturdy boots—often supplemented with oilskins, cloaks, and headscarves to guard against wind and spray. Merchants and officials adopt more refined attire, incorporating tailored coats, sashes, and jewelry that signal wealth and affiliation, while still retaining nautical elements such as brass buttons and weathered leathers. Naval personnel favor uniformity and discipline in dark coats and polished gear, creating a stark contrast to the more eclectic dress of dockworkers and sailors, whose clothing is often a patchwork of cultures drawn from across the Betshaban Ocean. Across all classes, clothing tends toward the functional, but even the humblest garment may carry a hint of personal history, trade, or the sea.&lt;br /&gt;
|customs = The customs of Seahaven are shaped by the sea, trade, and the necessity of trust in a place where fortunes turn quickly. It is customary for sailors to offer a pinch of salt or a splash of spirits to the waters of Mandrake Bay before departure, invoking Betshaba’s favor, while merchants seal agreements with a spoken oath, often witnessed or recorded in the name of Fides or Minos, before any coin changes hands. Greetings are typically brief and practical, but respect is shown through reliability rather than courtesy; a person’s reputation for keeping their word carries more weight than lineage or wealth. In taverns and along the docks, it is common to share news as freely as drink, though careful listeners know that truth and rumor are often indistinguishable. The dead are treated with solemn efficiency under the watch of Cthos’ clergy, and it is considered ill fortune to speak lightly of those lost at sea. Though remnants of pirate traditions persist, such as toasting fallen captains or marking personal symbols on gear, most customs now reflect a balance between old seafaring superstition and the structured expectations of a growing, trade-driven port.&lt;br /&gt;
|festivals = &lt;br /&gt;
====The Blessing of the First Tide====&lt;br /&gt;
{{:Blessing of the First Tide}}&lt;br /&gt;
====The Day of Binding Coin====&lt;br /&gt;
{{:Day of Binding Coin}}&lt;br /&gt;
====Lanterns of the Drowned====&lt;br /&gt;
{{:Lanterns of the Drowned}}&lt;br /&gt;
|locations = &lt;br /&gt;
The town is divided into five rough districts or neighborhoods with no real formal borders between them:&lt;br /&gt;
* &#039;&#039;&#039;The Citadel:&#039;&#039;&#039; A heavily fortified naval stronghold overlooking the harbor, housing command staff, various patrol vessels and warships as well as the administrative core of Neptaran authority on Marosh.&lt;br /&gt;
** &#039;&#039;Hall of the Harbor Council:&#039;&#039; The administrative center of the town, where the Harbor Council meets, various bureaucratic offices are located and law courts are held when in session&lt;br /&gt;
* &#039;&#039;&#039;The Fleet Yards:&#039;&#039;&#039; A sprawling complex of shipyards and repair slips where naval vessels and merchant ships alike are constructed, refitted, and provisioned. Often referred to as the Hammerdocks by dockworkers, though, strictly speaking, that is the older section of the docks, raised prior to the Neptaran colonization of Seahaven in {{NCYear|2099}}, where the work is rougher, louder and less regulated.&lt;br /&gt;
* &#039;&#039;&#039;The Keelmarket:&#039;&#039;&#039; A bustling dockside bazaar filled with merchants, brokers, and laborers trading goods, contracts, and information from across the Maroshan Sea.&lt;br /&gt;
**&#039;&#039;The Gilded Keel Exchange:&#039;&#039; A large structure near the center of the bazaar where contracts are negotiated and various goods are bought and sold, all under the watchful eye of [[Fides|Fides the Oathbinder]], god of Oaths, whose clergy supplanted the priests of [[Minos|Minos the Cockerel]], god of commerce, after a recent scandal that implicated some of the latter priests were falsifying information and laundering coin for criminal elements in the town.&lt;br /&gt;
** &#039;&#039;Sala d&#039;Argento:&#039;&#039; – An expansive building under construction near the edge of the Keelmarket that serve as the offices of the Quartz Isle Company in Seahaven.&lt;br /&gt;
* &#039;&#039;&#039;The Mariners’ Ward:&#039;&#039;&#039; A dense, lively quarter of taverns, boarding houses, and outfitters where sailors gather and the culture of Seahaven’s pirate past still lingers.&lt;br /&gt;
* &#039;&#039;&#039;Old Anchorage:&#039;&#039;&#039; The oldest and roughest district of Seahaven, built atop former pirate structures and still riddled with hidden smuggling routes and shadowy dealings.&lt;br /&gt;
** &#039;&#039;The Black Net Alehouse:&#039;&#039; An infamous tavern frequented by former pirates&lt;br /&gt;
|magick_overview = Magick in Seahaven is generally viewed as a practical tool rather than a mysterious force, particularly in service to navigation, trade, and defense. The Neptaran authorities regulate its use to prevent instability, but they readily employ dweomercraefters, navigators, and ritualists whose skills can benefit the port. While overtly dangerous or chaotic magick is discouraged, subtle and functional applications are widely accepted and even expected among those who make their living at sea.&lt;br /&gt;
|magick_services = A variety of magickal services are available throughout Seahaven, especially along the Keelmarket and near the docks. Mariners frequently seek weather-reading and storm-warding rituals before departure, while navigational enchantments are prized by captains venturing into uncertain waters. Minor healing rites and purification castings are also common, particularly for treating injuries sustained at sea or ensuring that cargo remains unspoiled during long voyages.&lt;br /&gt;
|legends = Sailors and townsfolk alike hold fast to a number of superstitions shaped by the island’s long maritime history. It is widely believed that ships departing without offering salt to the sea will meet with misfortune, and many claim that Mandrake Bay remembers every soul lost within its depths. Whistling at night is said to invite storm spirits into the harbor, and some insist that certain coves around the bay are watched by unseen presences that favor... or doom... those who anchor there.&lt;br /&gt;
|magick_phenomena = Despite the increasing order brought by Neptaran control, strange occurrences still linger in Seahaven. On fog-heavy nights, ghostly lights are sometimes seen drifting across the waters of Mandrake Bay. Whether these phenomena are remnants of the island’s turbulent past or something more enduring remains a matter of speculation and quiet unease among those who witness them.&lt;br /&gt;
|military =  Seahaven maintains a permanent military presence as a forward naval station of the Freecity of Neptaris, centered on its harbor garrison, patrol fleet, and coastal defenses anchored at the Citadel. Authority is divided among three powers: the &#039;&#039;Eparch&#039;&#039;, who governs the settlement and controls logistics and civil policy; the &#039;&#039;Navarch of the Bay&#039;&#039;, who commands the fleet operating in Mandrake Bay and answers directly to Neptaris; and the &#039;&#039;Marshal of the Harbor Watch&#039;&#039;, who oversees marines and internal security within the port. While all three share the goal of maintaining order and protecting trade, their overlapping jurisdictions and separate chains of command frequently create tension and rivalry, particularly during crises. The garrison operates continuously in a policing and deterrent role, but in times of war, piracy, or civil unrest, these competing authorities must coordinate (often uneasily) to bring Seahaven to full military readiness, with merchant vessels impressed into service and the harbor transformed into a hardened defensive position.&lt;br /&gt;
|defensive_structures = Seahaven’s defenses are built not around enclosing walls, but around control of the harbor and layered strongpoints that dominate both sea and shore. The centerpiece is &#039;&#039;the Citadel&#039;&#039;, a heavily fortified stone bastion perched atop the highest rise of the town. Flanking the harbor are a series of shore ballistae and watchtowers, positioned on rocky outcroppings to create overlapping fields of fire across the water, while heavy chains can be raised across the central channel in times of crisis to bar passage entirely. Within the town, the Admiralty Docks district is reinforced with defensible stone structures, choke-point streets, and elevated positions designed for rapid militarization rather than static defense. Inland approaches are guarded more loosely, relying on patrols, signal towers, and the difficult terrain of hills and broken ground to slow any advance. This system reflects Seahaven’s priorities: it is a port meant to control the sea first and contain threats second, rather than a city built to withstand prolonged land siege.&lt;br /&gt;
|forces = Seahaven fields a standing force of Neptaran marines, harbor watchmen, and a patrol fleet under the Navarch of the Bay, supplemented in times of crisis by impressed merchant crews, privateers, and contracted mercenary companies. The Harbor Watch primarily serve as constables and watchmen in the streets, though they can be mustered into a militia when the city is threatened by land.&lt;br /&gt;
|threats = Seahaven faces a complex web of threats arising from both its strategic importance and its turbulent past, including resurgent piracy from hidden coves across Marosh, rival maritime powers and merchant factions seeking to undermine its growing influence, and the ever-present dangers of storms and treacherous waters that threaten trade and supply. Within the settlement, tensions between the Eparch, Navarch, and Marshal of the Harbor Watch can hinder unified response to crises, while competition between the Quartz Isle Company and its rivals fuels intrigue, sabotage, and corruption. Smuggling networks and lingering pirate loyalties persist in the shadows, often supported by secret worshippers of Taltos, whose outlawed faith continues to fester beneath the surface. Compounding these dangers are foreign interests in the city undermining Neptaran control, creating an environment where political instability, economic rivalry, and unseen forces constantly threaten to disrupt Seahaven’s fragile order.&lt;br /&gt;
|primary_routes = Seahaven’s primary routes in and out are overwhelmingly maritime, centered on the narrow, deepwater channel that cuts through reefs and shoals into Mandrake Bay. This channel, carefully charted and constantly patrolled by the Navarch’s fleet, is the only reliable passage for large vessels, marked by signal towers, buoys, and pilot craft operated by the &#039;&#039;Guild of Navigators&#039;&#039;; in times of danger, a heavy chain can be raised across its mouth, sealing the harbor. Smaller craft and smugglers sometimes use lesser-known inlets along the western and eastern coasts, though these routes are treacherous and poorly mapped. By land, Seahaven is connected to the interior of Marosh by a handful of rough roads and caravan tracks that wind through low hills, streams, and broken terrain, linking the port to scattered settlements, hidden coves, and resource sites such as timber stands and inland farms. These overland routes are lightly patrolled and often unreliable, making the sea not only the fastest but the most secure lifeline for the settlement’s trade, communication, and military movement.&lt;br /&gt;
|travel_dangers = &lt;br /&gt;
|encounters = &lt;br /&gt;
|conflicts = A growing power struggle between [[Iskandros Melanthios Varro|Eparch Iskandros Melanthios Varro]], the Navarch of the Bay, and the Marshal of the Harbor Watch has begun to paralyze decision-making in Seahaven. Disputes over jurisdiction (particularly regarding piracy suppression, taxation of merchant vessels, and control of patrol routes) have led to delayed responses and conflicting orders. Each faction is quietly gathering allies among the guilds and merchant houses, raising fears that a major crisis could erupt into open confrontation or leave the harbor dangerously exposed.&lt;br /&gt;
&lt;br /&gt;
The Quartz Isle Company, the Free Merchants’ League, and the rising Aureliad Consortium are locked in a three-sided economic struggle that has begun to spill into sabotage, intimidation, and covert violence throughout Seahaven. The Consortium’s aggressive pricing and rapid deal-making have disrupted established trade, drawing independent captains and smaller guilds away from Quartz Isle’s tight control, while the League exploits the chaos to preserve its own autonomy. Warehouses have burned, shipments have vanished, and contracts are increasingly contested or quietly broken despite the oversight of the League of Factors and Ledgermen. As tensions escalate, dockside skirmishes and hired enforcers have become more common, and the outcome of this conflict will likely determine whether Seahaven’s future is defined by order, independence, or unchecked ambition.&lt;br /&gt;
&lt;br /&gt;
A coalition of former pirate crews known as the &#039;&#039;Blackwake Remnant&#039;&#039; has begun reorganizing in the western coves of Marosh, launching coordinated raids against merchant shipping just beyond Mandrake Bay. Evidence suggests they are receiving support from within Seahaven itself; possibly from smugglers, disaffected dockworkers, or even elements of the &#039;&#039;Taltan Undercult&#039;&#039;. As attacks grow bolder, pressure mounts on the fractured leadership of Seahaven to respond, even as suspicion spreads that the enemy may already be inside the city.&lt;br /&gt;
|history = Seahaven in [[the Third Age of Man]] was a lawless anchorage on the southern shores of what is now called &#039;&#039;Mandrake Bay&#039;&#039;, a place where reefs, hidden channels, and deep water offered ideal refuge for pirates, smugglers, and privateers plying the [[Maroshan Sea]]. In the centuries following the upheavals of Neptaran history, particularly the exile of priests and dissidents during the age of [[Mandrake]], the island of Marosh became a gathering point for the dispossessed, and Seahaven grew as a ramshackle port of opportunity. Ships laden with plunder and contraband crowded its crude docks, and its streets filled with gamblers, fugitives, and fortune-seekers. Wealth flowed quickly and freely, and just as quickly vanished, giving Seahaven a reputation as a place where a person might become rich by dusk and dead by dawn.&lt;br /&gt;
&lt;br /&gt;
At the height of its pirate era, Seahaven was infamous across the [[Betshaban Ocean]] as a den of vice and excess, where taverns never closed and coin changed hands in staggering amounts. Corsair captains and merchant freebooters alike operated openly, often with the quiet support of distant powers who found profit in chaos. Yet this prosperity was always precarious, built on violence and shifting loyalties. Periodic crackdowns by Neptaran interests and internal feuds among pirate factions destabilized the port, while storms and hidden shoals claimed ships and fortunes alike. Over time, the very traits that made Seahaven thrive, its lawlessness, its greed, and its lack of unified authority, began to erode its significance. The coming of [[the Dark Times]] isolated the island from the rest of the world as disease and fear shut down trade and closed its harbor.&lt;br /&gt;
&lt;br /&gt;
In the decades since the dawn of [[the Fourth Age of Man]], the Freecity of Neptaris has moved decisively to bring Seahaven under its control, recognizing the strategic importance of Mandrake Bay as both a naval stronghold and a gateway to regional trade. Fortifications were raised, the &#039;&#039;Citadel&#039;&#039; established, and a formal colonial administration imposed under the authority of the Eparch in {{NCYear|2099}}. Merchant power followed swiftly, led by the rise of the Quartz Isle Company and its competitors, transforming the port into a center of contracts, shipping, and organized commerce. Though much of its pirate past has been driven into the shadows, echoes of that earlier age remain in its culture and underworld, and Seahaven now stands as a city in transition—no longer a den of thieves, but not yet fully a bastion of order, poised between its turbulent past and an ambitious, uncertain future.&lt;br /&gt;
|map= &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Seahaven&amp;diff=21371</id>
		<title>Seahaven</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Seahaven&amp;diff=21371"/>
		<updated>2026-06-29T13:35:35Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Seahaven}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Seahaven is the primary settlement on the island of [[Marosh]], situated along the southern shore of &#039;&#039;Mandrake Bay&#039;&#039;. Once little more than a fortified pirate refuge, the town has, in recent decades, been transformed into a colonial naval station and mercantile port of the [[Neptaris|Freecity of Neptaris]]. The harbor’s deep, protected waters and commanding view of the bay make it an ideal anchorage for both naval patrols and merchant fleets operating throughout the [[Maroshan Sea]].&lt;br /&gt;
&lt;br /&gt;
Although the town still bears traces of its lawless past, Seahaven is increasingly defined by its growing docks, warehouses, and naval infrastructure. The Freecity has invested heavily in the port, seeking to strengthen its maritime influence and expand trade routes across the region. As a result, Seahaven has become a bustling frontier city where merchants, sailors, settlers, and opportunists gather in equal measure.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = Seahaven&lt;br /&gt;
|common_epithets = The Southern Anchor, the Bastion, the Corsair&#039;s Grave&lt;br /&gt;
|continent = Duria&lt;br /&gt;
|region = the [[Marosh|Island of Marosh]]&lt;br /&gt;
|terrain = coastal island&lt;br /&gt;
|climate = tropical&lt;br /&gt;
|geography = Seahaven is built along the southern shore of &#039;&#039;Mandrake Bay&#039;&#039;, where a narrow, deepwater channel opens into the broader inland harbor, allowing ships safe passage while remaining easily defensible from the sea. The town rises in tiers from the docks, its lower districts clustered along the waterfront and its upper structures, most notably the Citadel, are set upon rocky bluffs that command sweeping views of the bay. To the west, the land slopes gently toward a small, wind-twisted coastal forest, while to the east the shoreline becomes more rugged, broken by jagged stone outcroppings and narrow coves. Inland, low hills and shallow valleys stretch toward the island’s interior, crossed by freshwater streams that feed into the bay and provide the settlement with its limited supply of potable water. The surrounding waters are deep but treacherous beyond the main channel, with hidden shoals and reefs that both protect Seahaven from invasion and hint at the many wrecks that lie beneath the surface.&lt;br /&gt;
|people = The people of Seahaven are a restless and varied lot, drawn from across Duria and beyond by the promise of profit, passage, or a fresh start on the coastal frontier. Neptaran sailors and officers form the backbone of the settlement, bringing with them a sense of discipline and civic pride, yet they share the streets with merchants speaking a dozen tongues, Gallorean craftsmen from the southern shores, weathered corsairs who have traded piracy for trade and itinerant laborers seeking coin wherever it can be found. Cultures mingle freely in the Keelmarket and along the docks, where accents clash as often as tankards, and customs blend into something uniquely Seahaven: practical, opportunistic, and wary. Faiths overlap, bargains are struck across cultural lines, and few judge too harshly so long as a person keeps their word and pays their due. Though tensions sometimes flare between old pirate stock and new colonial authority, most who live here understand that survival in Seahaven depends less on where one comes from and more on how well one can navigate the shifting tides of coin, loyalty, and chance.&lt;br /&gt;
&lt;br /&gt;
Though the port is nominally under the authority of Neptaris, Seahaven is very much a frontier port. Tavern brawls, smuggling, and quiet acts of piracy still occur, but they are increasingly suppressed by the growing naval presence and authority of Neptaris, supported by the mercantile fleets that increasingly make use of the port.&lt;br /&gt;
|personas =&lt;br /&gt;
* &#039;&#039;&#039;[[Caldus Ren Veylan|Contractor-Magistrate Sir Caldus Ren Veylan]]:&#039;&#039;&#039; A licensed arbiter of trade disputes operating out of the Keelmarket, blending the authority of [[Minos]] and [[Fides]]; known for binding agreements with ironclad precision and enforcing them with hired agents when necessary.&lt;br /&gt;
* &#039;&#039;&#039;[[Calien Fideza|Sister Calien Fideza]]:&#039;&#039;&#039; A stern priestess of [[Fides]] who witnesses and enforces binding oaths, feared by merchants and captains alike for her uncompromising sense of justice.&lt;br /&gt;
* &#039;&#039;&#039;[[Cassiane Dorex Thalassar|Factor-General Cassiane Dorex Thalassar]]:&#039;&#039;&#039; The senior representative of the [[Quartz Isle Company]] in Seahaven, a poised and razor-minded negotiator who oversees all company operations in Mandrake Bay and is determined to outmaneuver rival syndicates while maintaining the Company’s polished image.&lt;br /&gt;
* &#039;&#039;&#039;[[Damaris Enkidu|Quillmaster Damaris Enkidu]]:&#039;&#039;&#039; A scholar of [[Abaris]] and arcane navigator, she studies strange phenomena in Mandrake Bay and is often consulted when the supernatural begins to interfere with trade or travel.&lt;br /&gt;
* &#039;&#039;&#039;[[Helena Draeven Varn|Marshal Helena Draeven Varn]]]:&#039;&#039;&#039; Head of the Harbor Watch and marine forces, pragmatic and unyielding, she maintains order within the city but often clashes with both the Eparch and Navarch over jurisdiction and priorities.&lt;br /&gt;
* &#039;&#039;&#039;[[Iskandros Melanthios Varro|Eparch Iskandros Melanthios Varro]]:&#039;&#039;&#039; An ambitious and politically astute [[Neptaris|Neptaran]] administrator, Varro governs Seahaven with a careful blend of diplomacy and quiet manipulation, leveraging his connections to merchant guilds and naval officers alike.&lt;br /&gt;
* &#039;&#039;&#039;[[Jarek Thorne|“Old” Jarek Thorne]]:&#039;&#039;&#039; A smuggler-king of Old Anchorage, outwardly retired but still controlling a network of illicit trade routes and secret coves across Marosh.&lt;br /&gt;
* &#039;&#039;&#039;[[Malach Virex|Archdeacon Malach Virex]]:&#039;&#039;&#039; Senior cleric of [[Cthos]] at the Sepulchral Lantern, a somber and unsettling figure who keeps meticulous records of the dead and is rumored to know more about Mandrake Bay’s darker secrets than he reveals.&lt;br /&gt;
* &#039;&#039;&#039;[[Petronax Virelios Kharzen|Master of Ledgers Petronax Virelios Kharzen]]:&#039;&#039;&#039; Chief accountant within the Chrysophylaxion, a gaunt and relentless auditor who tracks every coin entering or leaving Seahaven’s trade networks and quietly ruins those who fall into debt or dishonor their contracts.&lt;br /&gt;
* &#039;&#039;&#039;[[Rourke Halgren|Captain Rourke “Blackwake” Halgren]]:&#039;&#039;&#039; A former pirate lord turned privateer, he commands a small but effective fleet and walks the line between legitimacy and outlawry, feared and respected in equal measure.&lt;br /&gt;
* &#039;&#039;&#039;[[Leontios Kallistrate Komnenos|Navarch Leontios Kallistrate Komnenos]]:&#039;&#039;&#039; Commander of the Mandrake Bay fleet, a stern and disciplined naval officer who views Seahaven primarily as a military asset and resents interference from civilian governance.&lt;br /&gt;
* &#039;&#039;&#039;[[Ysabet|Mother Ysabet of the Tidemother’s Embrace]]:&#039;&#039;&#039; High priestess of [[Betshaba]], serene yet commanding, she holds immense influence among sailors and quietly mediates disputes that threaten the stability of the port.&lt;br /&gt;
|population = 8,000 to 10,000&lt;br /&gt;
|species = 75% human, 15% half-elf, 10% other&lt;br /&gt;
|primary_languages = [[Neptaran Language|Neptaran]], [[Tamerish Language|Tamerish]]&lt;br /&gt;
|secondary_languages = [[Koramian Language|Koramian]], [[Zetian Language|Zetian]]&lt;br /&gt;
|government = Seahaven is governed as a Neptaran colonial port under the authority of an appointed &#039;&#039;Eparch&#039;&#039;, who serves as both civil administrator and naval overseer, embodying the will of the Freecity of Neptaris on Marosh. The Eparch presides over the &#039;&#039;Harbor Council&#039;&#039;, a pragmatic governing body composed of naval officers, merchant factors and guild representatives whose competing interests shape policy as much as any formal law. While the Eparch holds final authority, particularly in matters of taxation and port regulation, effective governance depends on careful negotiation with powerful mercantile entities such as the [[Quartz Isle Company]] and its rivals. In practice, Seahaven’s government is a balance between structured colonial administration and the realities of a frontier port, where influence, contracts, and personal alliances often carry as much weight as official decree.&lt;br /&gt;
|arms = Azure, a harbor gate argent between two towers proper upon a base wavy of the same, in chief a cockerel Or and an anchor argent&lt;br /&gt;
|government_type = Colonial Charter Authority&lt;br /&gt;
|ruler = The Harbor Council of Seahaven, who selects an Eparch to see to day-to-day affairs&lt;br /&gt;
|importance = Seahaven is the strategic and economic heart of Marosh, serving as the Freecity of Neptaris’ principal naval base and primary gateway for trade, governance, and influence across the Maroshan Sea.&lt;br /&gt;
|law = Seahaven ostensibly follows the laws of the Freecity of Neptaris, though interpretation tends to be much looser and less bureaucratic. Trials for certain crimes, particularly those that are perceived as interruptions to trade, tend to be swift and punishments brutal.&lt;br /&gt;
|law_enforcement = Law and order in Seahaven is maintained primarily by Neptaran marines and the &#039;&#039;Harbor Watch&#039;&#039;, supported by local constables and, at times, contracted mercenary enforcers operating in a semi-official capacity. While the authority of the Freecity is firmly established within the harbor and central districts, enforcement remains uneven in older quarters where smuggling, bribery, and quiet violence persist. Open piracy is no longer tolerated within Mandrake Bay, and violations are met with swift and often public punishment, as the colonial administration seeks to project strength and deter a return to the island’s lawless past.&lt;br /&gt;
|factions = &lt;br /&gt;
* &#039;&#039;&#039;[[The Aureliad Consortium]]:&#039;&#039;&#039; The Aureliad Consortium is a rising mercantile power originating from the eastern ports of Aurea, backed by a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates. Unlike the bureaucratic and ledger-driven Neptaran guilds and corporations, the Consortium operates through aggressive investment, rapid expansion, and personal patronage networks, favoring bold risk over careful accounting.&lt;br /&gt;
* &#039;&#039;&#039;The Blackwake Remnant:&#039;&#039;&#039; A fading but dangerous network of former pirate crews operating from hidden coves across [[Marosh]], conducting raids beyond Mandrake Bay and maintaining smuggling routes into Seahaven.&lt;br /&gt;
* &#039;&#039;&#039;The Church of the The Sepulchral Lantern (Cthos):&#039;&#039;&#039; A solemn and influential religious faction centered in Seahaven, maintaining burial rites and records of the dead while quietly exerting social and spiritual influence over the population.&lt;br /&gt;
* &#039;&#039;&#039;The Dockhands’ Brotherhood:&#039;&#039;&#039; A powerful labor guild controlling much of the physical work of the port—loading cargo, maintaining docks, and ship labor—capable of halting Seahaven’s economy through strikes or slowdowns.&lt;br /&gt;
* &#039;&#039;&#039;The Eparchate of Seahaven:&#039;&#039;&#039; The official colonial authority of the Freecity of Neptaris, led by Eparch Iskandros Melanthios Varro, seeking to impose order, expand trade, and solidify Neptaran control over the island.&lt;br /&gt;
* &#039;&#039;&#039;The Free Merchants’ League:&#039;&#039;&#039; A loose coalition of independent traders and smaller merchant houses resisting domination by the Quartz Isle Company, often relying on cunning, alliances, and occasional illicit dealings to survive.&lt;br /&gt;
* &#039;&#039;&#039;The Harbor Watch:&#039;&#039;&#039; A disciplined but overstretched force under the Marshal of the Harbor Watch, responsible for maintaining law within Seahaven and its immediate surroundings, frequently caught between political powers.&lt;br /&gt;
* &#039;&#039;&#039;The Ledger Synod (Minos &amp;amp; Fides):&#039;&#039;&#039; A coalition of priests and legal authorities who oversee contracts, oaths, and trade agreements, acting as arbiters of commerce and ensuring that deals made in Seahaven carry binding weight.&lt;br /&gt;
* &#039;&#039;&#039;The Mandrake Bay Fleet:&#039;&#039;&#039; The Neptaran naval forces under the Navarch of the Bay, tasked with securing trade routes and suppressing piracy, though often operating with priorities that differ from the Eparch’s administration.&lt;br /&gt;
* &#039;&#039;&#039;The Mariners’ Faithful (Betshaba):&#039;&#039;&#039; A widely respected religious body among sailors and fishermen, providing blessings, guidance, and mediation, often acting as a stabilizing force in times of crisis.&lt;br /&gt;
* &#039;&#039;&#039;The Old Anchorage Syndicate:&#039;&#039;&#039; A shadowy criminal network rooted in Seahaven’s oldest district, controlling smuggling, black-market trade, and illicit information flows while maintaining ties to pirate elements offshore.&lt;br /&gt;
* &#039;&#039;&#039;The Quartz Isle Company:&#039;&#039;&#039; A dominant mercantile power leveraging wealth, contracts, and influence to control trade flowing through Seahaven, while quietly competing with rival syndicates for regional supremacy.&lt;br /&gt;
* &#039;&#039;&#039;The Taltan Undercult:&#039;&#039;&#039; Secretive worshippers of Taltos the Deepdweller, driven underground by Neptaran rule, who support piracy and sabotage efforts while seeking to restore Marosh as a haven of chaos and sea-born power.&lt;br /&gt;
|economy = Seahaven’s economy is driven by its role as a strategic maritime hub, combining naval provisioning, merchant trade, and colonial logistics into a rapidly expanding port economy. The presence of the Freecity of Neptaris ensures steady demand for ship repair, supplies, and labor, while the growing influence of powerful mercantile organizations (most notably the [[Quartz Isle Company]]) has transformed the harbor into a competitive center of trade and investment. Warehousing, contract brokerage, and shipping coordination dominate daily commerce, supplemented by salvage operations and the remnants of privateering traditions, as rival merchant syndicates and independent captains vie for profit and influence within an increasingly structured but still opportunistic market.&lt;br /&gt;
&lt;br /&gt;
Seahaven exports naval stores, salvaged goods, timber, rope, and redistributed trade goods from across the Maroshan Sea. Ironically, many of the goods &#039;redistributed&#039; were originally stolen by pirates, then sold to semi-legitimate merchants who travel to Seahaven to sell the ill-gotten goods of others. The town imports finished goods, foodstuffs, luxury items, metals, and colonial supplies from Neptaris though there is no small amount of goods imported from broader Durian and even Gallorean trade networks.&lt;br /&gt;
|exports = Naval stores, salvaged goods, timber, rope, and redistributed trade goods&lt;br /&gt;
|imports = Finished goods, foodstuffs, luxury items, metals, and colonial supplies&lt;br /&gt;
|coinage = Coin minted in [[Neptaris]] is the official coin of Seahaven, though most merchants will accept coin of any nation and depend more on weight and perceived purity than mint.&lt;br /&gt;
|guilds = Dominant trade guilds in Seahaven include:&lt;br /&gt;
* &#039;&#039;&#039;The Chandlers’ Consortium:&#039;&#039;&#039; Suppliers of essential maritime goods—rope, sailcloth, pitch, lanterns, preserved food, and other ship provisions. Though less glamorous than merchants or shipwrights, their control of supplies makes them vital to both naval operations and long-distance trade.&lt;br /&gt;
* &#039;&#039;&#039;The Dockhands Brotherhood:&#039;&#039;&#039; A labor guild with immense practical power, overseeing cargo loading, unloading, and dockside operations. Their control of manpower allows them to halt trade entirely if provoked, making them both indispensable and quietly feared by merchants and officials alike.&lt;br /&gt;
* &#039;&#039;&#039;The Free Captains’ Compact:&#039;&#039;&#039; Not a formal guild but a recognized association of independent ship captains who resist the control of larger merchant houses. They operate as a political bloc, often aligning with the Free Merchants’ League and occasionally engaging in gray-market trade.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of Keelwrights and Shipmasters:&#039;&#039;&#039; The most influential guild in Seahaven, controlling shipbuilding, repair, and drydock access within the Fleet Yards. They work closely with the Neptaran navy but also serve merchant vessels, giving them leverage over both military and commercial activity. Without their approval, few ships sail far or safely.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of Navigators:&#039;&#039;&#039; A specialized guild of pilots, cartographers, and weather-readers who guide ships safely through Mandrake Bay and beyond. Many possess minor magickal training or knowledge of sea omens, and captains rarely risk departure without their expertise.&lt;br /&gt;
* &#039;&#039;&#039;The League of Ledgermen:&#039;&#039;&#039; A mercantile guild composed of brokers, accountants, and contract agents who dominate trade negotiations in the Keelmarket. They maintain close ties to the priests of Minos and Fides and serve as the backbone of Seahaven’s contract economy, ensuring that deals are recorded, enforced, and profitable.&lt;br /&gt;
|black_market = The black market in Seahaven operates as a shadow network threaded through Old Anchorage, the lower piers of the harbor, and hidden cellars beneath the Keelmarket, functioning less as a single marketplace and more as a web of trusted intermediaries, coded exchanges, and shifting meeting points. Goods rarely change hands in the open; instead, brokers—often tied to the Old Anchorage Syndicate—arrange transactions through tavern whispers, marked crates, and prearranged signals, with delivery handled at night along lesser-used docks or in concealed coves outside the main harbor. Smuggling routes still run through Mandrake Bay despite patrols, aided by sympathetic dockworkers, bribed officials, and the occasional blind eye from rival merchant interests who benefit from disrupting the dominance of the Quartz Isle Company. The Free Merchants’ League is known to skirt legality when it suits them, while remnants of the Blackwake and other pirate elements supply goods from beyond Neptaran control, and the Taltan Undercult sometimes uses these channels to move contraband tied to their forbidden rites.&lt;br /&gt;
&lt;br /&gt;
What the black market sells reflects Seahaven’s position as both a trade hub and a former pirate haven: untaxed luxury goods, rare spices, and foreign curiosities flow alongside stolen cargo, forged documents, and illicit contracts meant to bypass the authority of Minos and Fides. More dangerous wares include restricted weapons, naval intelligence, and smuggled artifacts recovered from shipwrecks or ancient sites across Marosh. There is also a quieter trade in services—discreet passage aboard unregistered vessels, sabotage-for-hire, and the quiet disappearance of inconvenient persons. Though the Eparch, Harbor Watch, and Navarch’s patrols all attempt to curb these activities, the black market persists because it fills gaps that formal trade cannot, thriving in the tension between Seahaven’s growing order and the enduring instincts of its lawless past.&lt;br /&gt;
|religion = Religious practice in Seahaven is deeply woven into daily life, shaped by the needs of sailors, merchants, and settlers living at the edge of order and the open sea. The dominant faiths form a practical spiritual framework that governs survival, trade, mortality, and trust. Sailors offer prayers to Betshaba before departure, while merchants and factors swear contracts in the name of Minos and bind them with oaths to Fides, whose authority has grown alongside Seahaven’s expanding economy. Secondary devotions to Vortumnus, Pavor, and Britomaris reflect the city’s martial discipline, transient population, and lingering vice, respectively. Though most inhabitants honor multiple deities as circumstance demands, the worship of Taltos the Deepdweller is actively suppressed by Neptaran authorities, driven underground into hidden rites and secret gatherings among the last remnants of Seahaven’s pirate past. Worship of Cthos the Doomsayer is present, but mostly contained to an ancient temple founded millennia ago called the Lantern Sepulcher.&lt;br /&gt;
|pantheon = Various&lt;br /&gt;
|dominant_faith = [[Betshaba|Betshaba the Wavequeen]], goddess of water; [[Cthos|Cthos the Doomsayer]], god of death; [[Minos|Minos the Cockerel]], god of commerce; and [[Fides|Fides the Oathbinder]], god of oaths are all significant to Seahaven to varying degrees&lt;br /&gt;
|secondary_faiths = [[Vortumnus|Vortumnus the Glorious]], god of chivalry; [[Pavor|Pavor Longshanks]], god of travel, and [[Britomaris|Britomaris the Rogue]], goddess of thieves all have some presence in Seahaven&lt;br /&gt;
|persecuted_faiths = [[Taltos|Taltos the Deepdweller]], god of water and monsters, is still worshiped here by &#039;retired&#039; pirates and there are persistent rumors of a &amp;quot;Shrine of the Drowned&amp;quot; hidden somewhere in the town.&lt;br /&gt;
|major_temples = &lt;br /&gt;
* &#039;&#039;&#039;The Tidemother’s Embrace (Betshaba):&#039;&#039;&#039; A sweeping, sea-facing temple built of pale stone and blue-veined marble, the Tidemother’s Embrace stands near the harbor cliffs where waves crash below in rhythmic thunder. Its open colonnades allow sea wind and spray to pass freely through the structure, and offerings are cast directly into Mandrake Bay from a ceremonial platform. Priests of Betshaba bless ships, calm storms through ritual, and serve as spiritual anchors for Seahaven’s sailors.&lt;br /&gt;
* &#039;&#039;&#039;The Sepulchral Lantern (Cthos):&#039;&#039;&#039; Located on a rise overlooking both harbor and graveyard, the Sepulchral Lantern is a solemn, dark-stoned temple marked by ever-burning funeral lamps. Its halls are quiet, echoing with the recitation of last rites and the keeping of death records. The clergy of Cthos oversee burials, tend to the dying, and maintain a meticulous ledger of the dead, believing that every soul must be accounted for before passing beyond.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Roost Basilica (Minos):&#039;&#039;&#039; Part temple, part counting house, the Golden Roost Basilica sits within the Keelmarket and serves as both a sacred and economic center. Contracts are signed beneath gilded beams shaped like roosting cockerels, and disputes are arbitrated by priest-accountants trained in both theology and law. Wealth flows through its halls as surely as prayer, and many consider it the true heart of Seahaven’s mercantile power.&lt;br /&gt;
* &#039;&#039;&#039;The Hall of Binding Oaths (Fides):&#039;&#039;&#039; A fortified, austere structure near the Harbor Council chambers, the Hall of Binding Oaths is where treaties, contracts, and sworn declarations are sanctified. Its interior is lined with engraved tablets recording notable agreements, and its clergy act as witnesses, arbiters, and enforcers of sworn word. Breaking an oath sworn here is believed to bring divine ruin, and even the most hardened captains tread carefully within its walls.&lt;br /&gt;
|culture = Seahaven’s culture is a living blend of discipline and opportunism, shaped by its role as both a Neptaran colonial port and a former pirate haven. The rhythms of daily life follow the tides and the turning of contracts, where sailors, merchants, and officials alike value practicality, resilience, and the keeping of one’s word above all else. Diverse cultures from across Duria mingle in its streets and along the Keelmarket, creating a shared identity rooted less in heritage and more in survival and success. Old seafaring traditions, such as salt offerings, storm prayers, and tales of the deep, persist alongside newer customs of record-keeping, negotiation, and civic order imposed by Neptaran authority. Though tensions remain between the fading ethos of piracy and the rising structure of law and commerce, most inhabitants of Seahaven embrace a pragmatic outlook: fortune favors the bold, but only the reliable endure.&lt;br /&gt;
|clothing = Clothing in Seahaven reflects its maritime roots and mercantile ambition, favoring practicality layered with displays of status. Most common folk wear durable seafarer’s garb: salt-stained wool coats, canvas trousers, loose linen shirts, and sturdy boots—often supplemented with oilskins, cloaks, and headscarves to guard against wind and spray. Merchants and officials adopt more refined attire, incorporating tailored coats, sashes, and jewelry that signal wealth and affiliation, while still retaining nautical elements such as brass buttons and weathered leathers. Naval personnel favor uniformity and discipline in dark coats and polished gear, creating a stark contrast to the more eclectic dress of dockworkers and sailors, whose clothing is often a patchwork of cultures drawn from across the Betshaban Ocean. Across all classes, clothing tends toward the functional, but even the humblest garment may carry a hint of personal history, trade, or the sea.&lt;br /&gt;
|customs = The customs of Seahaven are shaped by the sea, trade, and the necessity of trust in a place where fortunes turn quickly. It is customary for sailors to offer a pinch of salt or a splash of spirits to the waters of Mandrake Bay before departure, invoking Betshaba’s favor, while merchants seal agreements with a spoken oath, often witnessed or recorded in the name of Fides or Minos, before any coin changes hands. Greetings are typically brief and practical, but respect is shown through reliability rather than courtesy; a person’s reputation for keeping their word carries more weight than lineage or wealth. In taverns and along the docks, it is common to share news as freely as drink, though careful listeners know that truth and rumor are often indistinguishable. The dead are treated with solemn efficiency under the watch of Cthos’ clergy, and it is considered ill fortune to speak lightly of those lost at sea. Though remnants of pirate traditions persist, such as toasting fallen captains or marking personal symbols on gear, most customs now reflect a balance between old seafaring superstition and the structured expectations of a growing, trade-driven port.&lt;br /&gt;
|festivals = &lt;br /&gt;
====The Blessing of the First Tide====&lt;br /&gt;
{{:Blessing of the First Tide}}&lt;br /&gt;
====The Day of Binding Coin====&lt;br /&gt;
{{:Day of Binding Coin}}&lt;br /&gt;
====Lanterns of the Drowned====&lt;br /&gt;
{{:Lanterns of the Drowned}}&lt;br /&gt;
|locations = &lt;br /&gt;
The town is divided into five rough districts or neighborhoods with no real formal borders between them:&lt;br /&gt;
* &#039;&#039;&#039;The Citadel:&#039;&#039;&#039; A heavily fortified naval stronghold overlooking the harbor, housing command staff, various patrol vessels and warships as well as the administrative core of Neptaran authority on Marosh.&lt;br /&gt;
** &#039;&#039;Hall of the Harbor Council:&#039;&#039; The administrative center of the town, where the Harbor Council meets, various bureaucratic offices are located and law courts are held when in session&lt;br /&gt;
* &#039;&#039;&#039;The Fleet Yards:&#039;&#039;&#039; A sprawling complex of shipyards and repair slips where naval vessels and merchant ships alike are constructed, refitted, and provisioned. Often referred to as the Hammerdocks by dockworkers, though, strictly speaking, that is the older section of the docks, raised prior to the Neptaran colonization of Seahaven in {{NCYear|2099}}, where the work is rougher, louder and less regulated.&lt;br /&gt;
* &#039;&#039;&#039;The Keelmarket:&#039;&#039;&#039; A bustling dockside bazaar filled with merchants, brokers, and laborers trading goods, contracts, and information from across the Maroshan Sea.&lt;br /&gt;
**&#039;&#039;The Gilded Keel Exchange:&#039;&#039; A large structure near the center of the bazaar where contracts are negotiated and various goods are bought and sold, all under the watchful eye of [[Fides|Fides the Oathbinder]], god of Oaths, whose clergy supplanted the priests of [[Minos|Minos the Cockerel]], god of commerce, after a recent scandal that implicated some of the latter priests were falsifying information and laundering coin for criminal elements in the town.&lt;br /&gt;
** &#039;&#039;Sala d&#039;Argento:&#039;&#039; – An expansive building under construction near the edge of the Keelmarket that serve as the offices of the Quartz Isle Company in Seahaven.&lt;br /&gt;
* &#039;&#039;&#039;The Mariners’ Ward:&#039;&#039;&#039; A dense, lively quarter of taverns, boarding houses, and outfitters where sailors gather and the culture of Seahaven’s pirate past still lingers.&lt;br /&gt;
* &#039;&#039;&#039;Old Anchorage:&#039;&#039;&#039; The oldest and roughest district of Seahaven, built atop former pirate structures and still riddled with hidden smuggling routes and shadowy dealings.&lt;br /&gt;
** &#039;&#039;The Black Net Alehouse:&#039;&#039; An infamous tavern frequented by former pirates&lt;br /&gt;
|magick_overview = Magick in Seahaven is generally viewed as a practical tool rather than a mysterious force, particularly in service to navigation, trade, and defense. The Neptaran authorities regulate its use to prevent instability, but they readily employ dweomercraefters, navigators, and ritualists whose skills can benefit the port. While overtly dangerous or chaotic magick is discouraged, subtle and functional applications are widely accepted and even expected among those who make their living at sea.&lt;br /&gt;
|magick_services = A variety of magickal services are available throughout Seahaven, especially along the Keelmarket and near the docks. Mariners frequently seek weather-reading and storm-warding rituals before departure, while navigational enchantments are prized by captains venturing into uncertain waters. Minor healing rites and purification castings are also common, particularly for treating injuries sustained at sea or ensuring that cargo remains unspoiled during long voyages.&lt;br /&gt;
|legends = Sailors and townsfolk alike hold fast to a number of superstitions shaped by the island’s long maritime history. It is widely believed that ships departing without offering salt to the sea will meet with misfortune, and many claim that Mandrake Bay remembers every soul lost within its depths. Whistling at night is said to invite storm spirits into the harbor, and some insist that certain coves around the bay are watched by unseen presences that favor... or doom... those who anchor there.&lt;br /&gt;
|magick_phenomena = Despite the increasing order brought by Neptaran control, strange occurrences still linger in Seahaven. On fog-heavy nights, ghostly lights are sometimes seen drifting across the waters of Mandrake Bay. Whether these phenomena are remnants of the island’s turbulent past or something more enduring remains a matter of speculation and quiet unease among those who witness them.&lt;br /&gt;
|military =  Seahaven maintains a permanent military presence as a forward naval station of the Freecity of Neptaris, centered on its harbor garrison, patrol fleet, and coastal defenses anchored at the Citadel. Authority is divided among three powers: the &#039;&#039;Eparch&#039;&#039;, who governs the settlement and controls logistics and civil policy; the &#039;&#039;Navarch of the Bay&#039;&#039;, who commands the fleet operating in Mandrake Bay and answers directly to Neptaris; and the &#039;&#039;Marshal of the Harbor Watch&#039;&#039;, who oversees marines and internal security within the port. While all three share the goal of maintaining order and protecting trade, their overlapping jurisdictions and separate chains of command frequently create tension and rivalry, particularly during crises. The garrison operates continuously in a policing and deterrent role, but in times of war, piracy, or civil unrest, these competing authorities must coordinate (often uneasily) to bring Seahaven to full military readiness, with merchant vessels impressed into service and the harbor transformed into a hardened defensive position.&lt;br /&gt;
|defensive_structures = Seahaven’s defenses are built not around enclosing walls, but around control of the harbor and layered strongpoints that dominate both sea and shore. The centerpiece is &#039;&#039;the Citadel&#039;&#039;, a heavily fortified stone bastion perched atop the highest rise of the town. Flanking the harbor are a series of shore ballistae and watchtowers, positioned on rocky outcroppings to create overlapping fields of fire across the water, while heavy chains can be raised across the central channel in times of crisis to bar passage entirely. Within the town, the Admiralty Docks district is reinforced with defensible stone structures, choke-point streets, and elevated positions designed for rapid militarization rather than static defense. Inland approaches are guarded more loosely, relying on patrols, signal towers, and the difficult terrain of hills and broken ground to slow any advance. This system reflects Seahaven’s priorities: it is a port meant to control the sea first and contain threats second, rather than a city built to withstand prolonged land siege.&lt;br /&gt;
|forces = Seahaven fields a standing force of Neptaran marines, harbor watchmen, and a patrol fleet under the Navarch of the Bay, supplemented in times of crisis by impressed merchant crews, privateers, and contracted mercenary companies. The Harbor Watch primarily serve as constables and watchmen in the streets, though they can be mustered into a militia when the city is threatened by land.&lt;br /&gt;
|threats = Seahaven faces a complex web of threats arising from both its strategic importance and its turbulent past, including resurgent piracy from hidden coves across Marosh, rival maritime powers and merchant factions seeking to undermine its growing influence, and the ever-present dangers of storms and treacherous waters that threaten trade and supply. Within the settlement, tensions between the Eparch, Navarch, and Marshal of the Harbor Watch can hinder unified response to crises, while competition between the Quartz Isle Company and its rivals fuels intrigue, sabotage, and corruption. Smuggling networks and lingering pirate loyalties persist in the shadows, often supported by secret worshippers of Taltos, whose outlawed faith continues to fester beneath the surface. Compounding these dangers are foreign interests in the city undermining Neptaran control, creating an environment where political instability, economic rivalry, and unseen forces constantly threaten to disrupt Seahaven’s fragile order.&lt;br /&gt;
|primary_routes = Seahaven’s primary routes in and out are overwhelmingly maritime, centered on the narrow, deepwater channel that cuts through reefs and shoals into Mandrake Bay. This channel, carefully charted and constantly patrolled by the Navarch’s fleet, is the only reliable passage for large vessels, marked by signal towers, buoys, and pilot craft operated by the &#039;&#039;Guild of Navigators&#039;&#039;; in times of danger, a heavy chain can be raised across its mouth, sealing the harbor. Smaller craft and smugglers sometimes use lesser-known inlets along the western and eastern coasts, though these routes are treacherous and poorly mapped. By land, Seahaven is connected to the interior of Marosh by a handful of rough roads and caravan tracks that wind through low hills, streams, and broken terrain, linking the port to scattered settlements, hidden coves, and resource sites such as timber stands and inland farms. These overland routes are lightly patrolled and often unreliable, making the sea not only the fastest but the most secure lifeline for the settlement’s trade, communication, and military movement.&lt;br /&gt;
|travel_dangers = &lt;br /&gt;
|encounters = &lt;br /&gt;
|conflicts = A growing power struggle between [[Iskandros Melanthios Varro|Eparch Iskandros Melanthios Varro]], the Navarch of the Bay, and the Marshal of the Harbor Watch has begun to paralyze decision-making in Seahaven. Disputes over jurisdiction (particularly regarding piracy suppression, taxation of merchant vessels, and control of patrol routes) have led to delayed responses and conflicting orders. Each faction is quietly gathering allies among the guilds and merchant houses, raising fears that a major crisis could erupt into open confrontation or leave the harbor dangerously exposed.&lt;br /&gt;
&lt;br /&gt;
The Quartz Isle Company, the Free Merchants’ League, and the rising Aureliad Consortium are locked in a three-sided economic struggle that has begun to spill into sabotage, intimidation, and covert violence throughout Seahaven. The Consortium’s aggressive pricing and rapid deal-making have disrupted established trade, drawing independent captains and smaller guilds away from Quartz Isle’s tight control, while the League exploits the chaos to preserve its own autonomy. Warehouses have burned, shipments have vanished, and contracts are increasingly contested or quietly broken despite the oversight of the League of Factors and Ledgermen. As tensions escalate, dockside skirmishes and hired enforcers have become more common, and the outcome of this conflict will likely determine whether Seahaven’s future is defined by order, independence, or unchecked ambition.&lt;br /&gt;
&lt;br /&gt;
A coalition of former pirate crews known as the &#039;&#039;Blackwake Remnant&#039;&#039; has begun reorganizing in the western coves of Marosh, launching coordinated raids against merchant shipping just beyond Mandrake Bay. Evidence suggests they are receiving support from within Seahaven itself; possibly from smugglers, disaffected dockworkers, or even elements of the &#039;&#039;Taltan Undercult&#039;&#039;. As attacks grow bolder, pressure mounts on the fractured leadership of Seahaven to respond, even as suspicion spreads that the enemy may already be inside the city.&lt;br /&gt;
|history = Seahaven in [[the Third Age of Man]] was a lawless anchorage on the southern shores of what is now called &#039;&#039;Mandrake Bay&#039;&#039;, a place where reefs, hidden channels, and deep water offered ideal refuge for pirates, smugglers, and privateers plying the [[Maroshan Sea]]. In the centuries following the upheavals of Neptaran history, particularly the exile of priests and dissidents during the age of [[Mandrake]], the island of Marosh became a gathering point for the dispossessed, and Seahaven grew as a ramshackle port of opportunity. Ships laden with plunder and contraband crowded its crude docks, and its streets filled with gamblers, fugitives, and fortune-seekers. Wealth flowed quickly and freely, and just as quickly vanished, giving Seahaven a reputation as a place where a person might become rich by dusk and dead by dawn.&lt;br /&gt;
&lt;br /&gt;
At the height of its pirate era, Seahaven was infamous across the [[Betshaban Ocean]] as a den of vice and excess, where taverns never closed and coin changed hands in staggering amounts. Corsair captains and merchant freebooters alike operated openly, often with the quiet support of distant powers who found profit in chaos. Yet this prosperity was always precarious, built on violence and shifting loyalties. Periodic crackdowns by Neptaran interests and internal feuds among pirate factions destabilized the port, while storms and hidden shoals claimed ships and fortunes alike. Over time, the very traits that made Seahaven thrive, its lawlessness, its greed, and its lack of unified authority, began to erode its significance. The coming of [[the Dark Times]] isolated the island from the rest of the world as disease and fear shut down trade and closed its harbor.&lt;br /&gt;
&lt;br /&gt;
In the decades since the dawn of [[the Fourth Age of Man]], the Freecity of Neptaris has moved decisively to bring Seahaven under its control, recognizing the strategic importance of Mandrake Bay as both a naval stronghold and a gateway to regional trade. Fortifications were raised, the &#039;&#039;Citadel&#039;&#039; established, and a formal colonial administration imposed under the authority of the Eparch in {{NCYear|2099}}. Merchant power followed swiftly, led by the rise of the Quartz Isle Company and its competitors, transforming the port into a center of contracts, shipping, and organized commerce. Though much of its pirate past has been driven into the shadows, echoes of that earlier age remain in its culture and underworld, and Seahaven now stands as a city in transition—no longer a den of thieves, but not yet fully a bastion of order, poised between its turbulent past and an ambitious, uncertain future.&lt;br /&gt;
|map= &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Template:Settlement&amp;diff=21370</id>
		<title>Template:Settlement</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Template:Settlement&amp;diff=21370"/>
		<updated>2026-06-27T14:50:25Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Use the following to cut and paste into a new settlement entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Article_Reference|article= article_name}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Overview: A concise paragraph (3–5 sentences) describing what the settlement is known for, why it exists, and why it matters in the wider world of Feyworld.&lt;br /&gt;
Include its general tone (prosperous, desperate, decaying, dangerous, holy, lawless).&lt;br /&gt;
&amp;lt;no-include&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = &lt;br /&gt;
|common_epithets = &lt;br /&gt;
|continent = &lt;br /&gt;
|region = &amp;lt;!-- Region/Nation/Domain) --&amp;gt;&lt;br /&gt;
|terrain = &amp;lt;!-- alpine, coastal, forested, riverine, highlands, desert, etc. --&amp;gt;&lt;br /&gt;
|climate = &amp;lt;!-- arctic, subarctic, temperate, subtropical, tropical --&amp;gt;&lt;br /&gt;
|geography = &amp;lt;!-- A paragraph of how the terrain and climate interact to shape the city --&amp;gt;&lt;br /&gt;
|people = &amp;lt;!-- An overview of the population of the settlement and how different groups interact&lt;br /&gt;
|personas = &amp;lt;!-- List 3–6 key NPCs. For each, include Name &amp;amp; Title, Heritage, Role, OP Power Level [Mythus scale]&lt;br /&gt;
|population = &amp;lt;!-- total population --&amp;gt;&lt;br /&gt;
|species = &amp;lt;!-- human %, elf %, dwarf %, etc. --&amp;gt;&lt;br /&gt;
|primary_languages = &lt;br /&gt;
|secondary_languages = &lt;br /&gt;
|government = &amp;lt;!-- A detailed overview of the government of the settlement and how it works, including references to key leaders and officials --&amp;gt;&lt;br /&gt;
|arms = &lt;br /&gt;
|government_type = &amp;lt;!-- council, noble house, syndics, pirate council, theocracy, military rule, etc. --&amp;gt;&lt;br /&gt;
|ruler = &lt;br /&gt;
|importance = &amp;lt;!-- trade choke point, military bastion, religious center, pirate haven, etc. --&amp;gt;&lt;br /&gt;
|law = &amp;lt;!-- include notes on stability [stable, fragile, collapsing, contested], justice style [codified law, arbitrary rule, trial by combat, mob rule, etc.] --&amp;gt;&lt;br /&gt;
|law_enforcement = &amp;lt;!-- guards, militia, mercenaries, religious enforcers --&amp;gt;&lt;br /&gt;
|factions = &amp;lt;!-- Outline active factions operating within or around the settlement. For each, include Name, Nature [guild, cult, noble house, pirate fleet, mercenary company, etc.], Goals, Relationship to the Settlement --&amp;gt;&lt;br /&gt;
|economy = &amp;lt;!-- A general overview of the economy and how it works, including if the local economy is on a decline or incline --&amp;gt;&lt;br /&gt;
|exports = &lt;br /&gt;
|imports = &lt;br /&gt;
|coinage = &lt;br /&gt;
|guilds =&lt;br /&gt;
|black_market = &amp;lt;!-- none, minor, significant, dominant --&amp;gt;&lt;br /&gt;
|religion = &amp;lt;!-- An overview of religious practice and beliefs in the settlement --&amp;gt;&lt;br /&gt;
|pantheon = &lt;br /&gt;
|dominant_faith = &lt;br /&gt;
|secondary_faiths = &lt;br /&gt;
|persecuted_faiths = &lt;br /&gt;
|major_temples = &lt;br /&gt;
|culture = &amp;lt;!-- An overview of the local culture, including general disposition: suspicious, hospitable, devout, brutal, proud --&amp;gt;&lt;br /&gt;
|clothing = &lt;br /&gt;
|customs = &lt;br /&gt;
|festivals = &lt;br /&gt;
|locations = &amp;lt;!-- List 5–10 locations a party is likely to visit. Each entry should include: Name, Type (tavern, temple, fort, dock, ruin, market), Why It Matters (quest hub, danger, lore, faction HQ) --&amp;gt;&lt;br /&gt;
|magick_overview = &amp;lt;!-- Heka presence (low, moderate, high, unstable), how magick use is viewed and what influence practitioners have over the city --&amp;gt;&lt;br /&gt;
|magick_services = &amp;lt;!-- A paragraph describing any magickal services available --&amp;gt;&lt;br /&gt;
|legends = &amp;lt;!-- Local legends and superstitions --&amp;gt;&lt;br /&gt;
|magick_phenomena = &amp;lt;!-- Known curses, relics, phenomena, etc. --&amp;gt;&lt;br /&gt;
|military =  &amp;lt;!-- An overview of any military presence in the settlement, including its basic command structure, who controls it and when it is activated --&amp;gt;&lt;br /&gt;
|defensive_structures = &amp;lt;!-- An overview of all walls, towers, earthworks and other defensive structures in the settlement --&amp;gt;&lt;br /&gt;
|forces = &amp;lt;!-- An overview of how many professional soldiers and militia can be mustered in times of war, including typical armament --&amp;gt;&lt;br /&gt;
|threats = &amp;lt;!-- Raiders, monsters, rival states, internal unrest, etc.&lt;br /&gt;
|primary_routes = &amp;lt;!-- roads, sea lanes, rivers --&amp;gt;&lt;br /&gt;
|travel_dangers = &lt;br /&gt;
|encounters = &lt;br /&gt;
|conflicts = &amp;lt;!-- List 3–5 active problems occurring now. Examples include succession disputes, religious schism, trade war, encroaching monsters, feuds (criminal, families, guilds, tradesmen, etc.), famine or plague --&amp;gt;&lt;br /&gt;
|history = &lt;br /&gt;
|map= &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/no-include&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{ #if: {{{common_epithets|}}} |&#039;&#039;{{{common_epithets}}}&#039;&#039;|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{geography|}}}|1|0}} or {{#if:{{{continent|}}}|1|0}} or {{#if:{{{region|}}}|1|0}} or {{#if:{{{terrain|}}}|1|0}} or {{#if:{{{climate|}}}|1|0}} | &lt;br /&gt;
== Geography ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_text&amp;quot;&amp;gt;{{ #if: {{{geography|}}} |{{{geography}}}|There is no geographic information for {{{name}}} }}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableheader&amp;quot;&amp;gt;&#039;&#039;&#039;Geographic Info&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;{{ #if: {{{continent|}}} |&#039;&#039;&#039;Continent:&#039;&#039;&#039; [[:Category:{{{continent}}}|{{{continent}}}]]|&#039;&#039;&#039;Continent:&#039;&#039;&#039; Unknown}}&amp;lt;/div&amp;gt;[[Category:{{{continent}}}]]&lt;br /&gt;
{{ #if: {{{region|}}}|&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Region:&#039;&#039;&#039; {{{region}}}&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{ #if: {{{terrain|}}}|&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain:&#039;&#039;&#039; {{{terrain}}}&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{ #if: {{{climate|}}}|&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Climate:&#039;&#039;&#039; {{{climate}}}&amp;lt;/div&amp;gt;|}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{population|}}}|1|0}} or {{#if:{{{species|}}}|1|0}} or {{#if:{{{primary_languages|}}}|1|0}} or {{#if:{{{secondary_languages|}}}|1|0}} or {{#if:{{{people|}}}|1|0}} or {{#if:{{{personas|}}}|1|0}} | &lt;br /&gt;
==People==&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableheader&amp;quot;&amp;gt;&#039;&#039;&#039;Demographic Info&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;{{ #if: {{{population|}}}|&#039;&#039;&#039;Population:&#039;&#039;&#039; {{{population}}}|&#039;&#039;&#039;Population:&#039;&#039;&#039; Unknown}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;{{ #if: {{{species|}}}|&#039;&#039;&#039;Species Composition:&#039;&#039;&#039; {{{species}}}|}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;{{ #if: {{{primary_languages|}}}|&#039;&#039;&#039;Primary Language(s):&#039;&#039;&#039; {{{primary_languages}}}|}}&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;{{ #if: {{{secondary_languages|}}}|&#039;&#039;&#039;Secondary Language(s):&#039;&#039;&#039; {{{secondary_languages}}}|}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_text&amp;quot;&amp;gt;{{ #if: {{{people|}}}|{{{people}}}|There is no information on people for {{{name}}} }}&lt;br /&gt;
{{ #if: {{{personas|}}} |&lt;br /&gt;
===Notable Personas===&lt;br /&gt;
{{{personas}}}&lt;br /&gt;
|}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{government|}}}|1|0}} or {{#if:{{{law|}}}|1|0}} or {{#if:{{{law_enforcement|}}}|1|0}} or {{#if:{{{factions|}}}|1|0}} or {{#if:{{{arms|}}}|1|0}} or {{#if:{{{government_type|}}}|1|0}} or {{#if:{{{ruler|}}}|1|0}} or {{#if:{{{importance|}}}|1|0}} | &lt;br /&gt;
== Government &amp;amp; Politics==&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_text&amp;quot;&amp;gt;{{ #if: {{{government|}}}|{{{government}}}|There is no information on government for {{{name}}} }}&lt;br /&gt;
{{ #if: {{{law|}}} |&lt;br /&gt;
===Law===&lt;br /&gt;
{{{law}}}&lt;br /&gt;
|}}&lt;br /&gt;
{{ #if: {{{law_enforcement|}}} |&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
{{{law_enforcement}}}&lt;br /&gt;
| }}&lt;br /&gt;
{{ #if: {{{factions|}}} |&lt;br /&gt;
===Power Groups &amp;amp; Factions===&lt;br /&gt;
{{{factions}}}&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableheader&amp;quot;&amp;gt;&#039;&#039;&#039;Government Info&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{ #if: {{{arms|}}} |&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Arms:&#039;&#039;&#039; {{{arms}}}&amp;lt;/div&amp;gt;|}}{{ #if: {{{government_type|}}} |&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; {{{government_type}}}&amp;lt;/div&amp;gt;|}}{{ #if: {{{ruler|}}} |&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Ruler(s):&#039;&#039;&#039; {{{ruler}}}&amp;lt;/div&amp;gt;|}}{{ #if: {{{importance|}}} |&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Strategic Importance:&#039;&#039;&#039; {{{importance}}}&amp;lt;/div&amp;gt;|}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{economy|}}}|1|0}} or {{#if:{{{exports|}}}|1|0}} or {{#if:{{{imports|}}}|1|0}} or {{#if:{{{coinage|}}}|1|0}} or {{#if:{{{guilds|}}}|1|0}} or {{#if:{{{black_market|}}}|1|0}} |&lt;br /&gt;
== Economy ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableheader&amp;quot;&amp;gt;&#039;&#039;&#039;Economic Info&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;{{ #if: {{{exports|}}} |&#039;&#039;&#039;Exports:&#039;&#039;&#039; {{{exports}}}|&#039;&#039;&#039;Exports:&#039;&#039;&#039; Unknown}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;{{ #if: {{{imports|}}} |&#039;&#039;&#039;Imports:&#039;&#039;&#039; {{{imports}}}|&#039;&#039;&#039;Imports:&#039;&#039;&#039; Unknown}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{ #if: {{{coinage|}}} |&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Coinage:&#039;&#039;&#039; {{{coinage}}}&amp;lt;/div&amp;gt;|}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_text&amp;quot;&amp;gt;&lt;br /&gt;
{{ #if: {{{economy|}}}|{{{economy}}}|There is no economic information for {{{name}}} }}&lt;br /&gt;
{{ #if: {{{guilds|}}} |&lt;br /&gt;
===Guilds/Trade Powers===&lt;br /&gt;
{{{guilds}}}&lt;br /&gt;
|}}&lt;br /&gt;
{{ #if: {{{black_market|}}} |&lt;br /&gt;
===Black Market Presence===&lt;br /&gt;
{{{black_market}}}&lt;br /&gt;
|}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{religion|}}}|1|0}} or {{#if:{{{major_temples|}}}|1|0}} or {{#if:{{{pantheon|}}}|1|0}} or {{#if:{{{dominant_faith|}}}|1|0}} or {{#if:{{{secondary_faiths|}}}|1|0}} or {{#if:{{{persecuted_faiths|}}}|1|0}} | &lt;br /&gt;
== Religion &amp;amp; Belief==&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_text&amp;quot;&amp;gt;{{ #if: {{{religion|}}} |{{{religion}}}|There is no information on religion &amp;amp; beliefs for {{{name}}} }}&lt;br /&gt;
{{ #if: {{{major_temples|}}} |&lt;br /&gt;
===Major Temples===&lt;br /&gt;
{{{major_temples}}}|}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_section_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;settlement_infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableheader&amp;quot;&amp;gt;&#039;&#039;&#039;Religious Info&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;{{ #if: {{{pantheon|}}} |&#039;&#039;&#039;Pantheon:&#039;&#039;&#039; {{{pantheon}}}|&#039;&#039;&#039;Pantheon:&#039;&#039;&#039; Unknown/None}}&amp;lt;/div&amp;gt;{{ #if: {{{dominant_faith|}}} |&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Dominant Faith:&#039;&#039;&#039; {{{dominant_faith}}}&amp;lt;/div&amp;gt;|}}{{ #if: {{{secondary_faiths|}}} |&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Secondary Faith(s):&#039;&#039;&#039; {{{secondary_faiths}}}&amp;lt;/div&amp;gt;|}}{{ #if: {{{persecuted_faiths|}}} |&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&#039;&#039;&#039;Persecuted Faiths:&#039;&#039;&#039; {{{persecuted_faiths}}}&amp;lt;/div&amp;gt;|}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{culture|}}}|1|0}} or {{#if:{{{clothing|}}}|1|0}} or {{#if:{{{customs|}}}|1|0}} or {{#if:{{{festivals|}}}|1|0}} | &lt;br /&gt;
==Culture &amp;amp; Daily Life==&lt;br /&gt;
{{ #if: {{{culture|}}} |{{{culture}}}|There is no cultural information for {{{name}}}.}}&lt;br /&gt;
{{ #if: {{{clothing|}}} |&lt;br /&gt;
===Dress &amp;amp; Appearance===&lt;br /&gt;
{{{clothing}}}|}}&lt;br /&gt;
{{ #if: {{{customs|}}} |&lt;br /&gt;
===Customs &amp;amp; Taboos===&lt;br /&gt;
{{{customs}}}|}}&lt;br /&gt;
{{ #if: {{{festivals|}}} |&lt;br /&gt;
===Festivals &amp;amp; Holy Days===&lt;br /&gt;
{{{festivals}}}|}}|}}&lt;br /&gt;
{{ #if: {{{locations|}}} |&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
{{{locations}}}|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{magick_overview|}}}|1|0}} or {{#if:{{{magick_services|}}}|1|0}} or {{#if:{{{legends|}}}|1|0}} or {{#if:{{{magick_phenomena|}}}|1|0}} | &lt;br /&gt;
==Magick &amp;amp; the Supernatural==&lt;br /&gt;
{{ #if: {{{magick_overview|}}} |&lt;br /&gt;
{{{magick_overview}}}&lt;br /&gt;
|There is no information on magick in {{{name}}} }}&lt;br /&gt;
{{ #if: {{{magick_services|}}} |&lt;br /&gt;
===Common Magickal Services===&lt;br /&gt;
{{{magick_services}}}&lt;br /&gt;
| }}&lt;br /&gt;
{{ #if: {{{legends|}}} |&lt;br /&gt;
===Local Legends===&lt;br /&gt;
{{{legends}}}&lt;br /&gt;
| }}&lt;br /&gt;
{{ #if: {{{magick_phenomena|}}} |&lt;br /&gt;
===Known Curses, Relics or Phenomena===&lt;br /&gt;
{{{magick_phenomena}}}&lt;br /&gt;
|}}|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{military|}}}|1|0}} or {{#if:{{{defensive_structures|}}}|1|0}} or {{#if:{{{forces|}}}|1|0}} or {{#if:{{{threats|}}}|1|0}} | &lt;br /&gt;
==Military &amp;amp; Defense==&lt;br /&gt;
{{ #if: {{{military|}}} |&lt;br /&gt;
{{{military}}}&lt;br /&gt;
|There is no information on the military in {{{name}}} }}&lt;br /&gt;
{{ #if: {{{defensive_structures|}}} |&lt;br /&gt;
===Defensive Structures===&lt;br /&gt;
{{{defensive_structures}}}&lt;br /&gt;
| }}&lt;br /&gt;
{{ #if: {{{forces|}}} |&lt;br /&gt;
===Standing Forces===&lt;br /&gt;
{{{forces}}}&lt;br /&gt;
| }}&lt;br /&gt;
{{ #if: {{{threats|}}} |&lt;br /&gt;
===Threats Faced===&lt;br /&gt;
{{{threats}}}&lt;br /&gt;
| }}|}}&lt;br /&gt;
{{#ifexpr: {{#if:{{{primary_routes|}}}|1|0}} or {{#if:{{{travel_dangers|}}}|1|0}} or {{#if:{{{encounters|}}}|1|0}} | &lt;br /&gt;
==Travel &amp;amp; Access==&lt;br /&gt;
{{ #if: {{{primary_routes|}}} |{{{primary_routes}}}|There are no known routes to this city! Amazing!}}&lt;br /&gt;
{{ #if: {{{travel_dangers|}}} |&lt;br /&gt;
===Dangers to Travel===&lt;br /&gt;
{{{travel_dangers}}}&lt;br /&gt;
|}}{{ #if: {{{encounters|}}} |&lt;br /&gt;
===Typical Encounters Near {{{name}}}===&lt;br /&gt;
{{{encounters}}}&lt;br /&gt;
|}}|}}{{ #if: {{{conflicts|}}} |&lt;br /&gt;
==Current Tensions &amp;amp; Conflicts==&lt;br /&gt;
{{{conflicts}}}|}}&lt;br /&gt;
{{ #if: {{{history|}}} |&lt;br /&gt;
==History==&lt;br /&gt;
{{{history}}}|}}{{ #if: {{{map|}}} | |{{NeedsMap}} }}{{#if: {{{name|}}}|[[Category:{{{name}}}]]|}}&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Third_Age_of_Man_Timeline&amp;diff=21369</id>
		<title>Third Age of Man Timeline</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Third_Age_of_Man_Timeline&amp;diff=21369"/>
		<updated>2026-06-26T11:47:37Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference&lt;br /&gt;
|article= Third Age of Man Timeline&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- class=&amp;quot;tableheader&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Imperial Year&#039;&#039;&#039; &lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Aebasan Year&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Neptaran Year&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
{{EventRow|120|odd|&lt;br /&gt;
* [[The Third Age of Man]] begins; [[The Foundation of Zeth]]&lt;br /&gt;
* [[Orris of House Ikthian]] is found in exile in the [[Arisian forest]] and is crowned King of [[Neptaris|Neptag]], despite the fact that he had neither visited the city before nor spoke the language. [[The First Neptaran Ecumenical Council|the First Ecumenical Council]] is called to determine who should serve as Regent. [[Joandar]], Rector of [[the House of the Quill]] and himself half-elven (though raised by his human family), was chosen to serve.&lt;br /&gt;
* Rise of the [[Empire of Balguran]]}}&lt;br /&gt;
{{EventRow|121|even|[[The War of the Dark Rider]] beings as [[The Dark Rider|the Dark Rider]], a mysterious dark-armored figure upon a demonic horse, leads the orcs of [[Karad-ul]] in an attack on the dwarves of the Kingdom of [[Derlos]], beneath the [[Cambrecian Mountains]].  Though the orcs sustain heavy losses, they far outnumber the dwarven defenders.}}&lt;br /&gt;
{{EventRow|124|odd|[[The War of the Dark Rider]] escalates as the orcs of [[Karad-ul]] find a way into the royal court of [[Sverni VII]], King of [[Derlos]] and massacre his entire court.  A contingent of dwarven refugees flee to the surface and approach the elves of the [[Arisian forest]] to request assistance.  The elves are at first resistant to the idea, but when the orcs of Karad-ul began to stream from the mountains to attack the elves, they quickly organize with the dwarven refugees to fight the orcs to a stand-still.}}&lt;br /&gt;
{{EventRow|126|even|[[Neptaris|Neptag]], under the young King [[Orris]], formally enters [[the War of the Dark Rider]] in support of the dwarves of [[Derlos]] and the [[Arisian elves]].}}&lt;br /&gt;
{{EventRow|152|odd|[[Meargagh]], chieftain of the [[Kamaros]], jealous of [[Neptaris|Neptag&#039;s]] wealth, besieges the city but fails to breach its walls.}}&lt;br /&gt;
{{EventRow|155|even|[[Meargagh]], chieftain of the [[Kamaros]], still jealous of [[Neptaris|Neptag&#039;s]] wealth, besieges the city for a second time but again fails to breach its walls.}}&lt;br /&gt;
{{EventRow|157|odd|Formal peace is established between the [[Kamaros]] and [[Neptaris|Neptag]] with [[the Treaty of Tawn]] between [[Meargagh]], chieftain of the Kamaros, and [[Regent Joandar]] of Neptag.  As a promise of his good behavior, Meargagh offers his eldest son, [[Irgalach]], as hostage to Neptag.}}&lt;br /&gt;
{{EventRow|167|even|[[Meargagh]], chieftain of the [[Kamaros]], dies.  [[Irgalach son of Meargagh]], his eldest son who was kept hostage in [[Neptag|Neptaris]] as a result of [[the Treaty of Tawn]], is released to assume the Kamaran throne.}}&lt;br /&gt;
{{EventRow|170|odd|[[Irgalach son of Meargagh|King Irgalach]] of [[Kamaros]], former hostage of [[Joandar|Regent Joandar]], ruler of [[Neptag|Neptaris]] arrives at the gates of Neptag with a Kamaran army trained in the Neptag battle tactics he learned growing up there. The city falls within a month, with Regent Joandar taken back to Kamaros to serve as tutor for Irgalach&#039;s children, leaving the young [[Orris|King Orris]] to rule Neptag as a dependent monarch.}}&lt;br /&gt;
{{EventRow|180|even|[[Orris|King Orris]], the young half-elven King of [[Neptaris|Neptag]], allies with the nearby [[House Arisan|Arisan Elves]] and marches on [[Kamaros]], capturing the tactically-critical [[Fort Tintagar]]. He would hold the Fort through five years of near constant warfare and sieges.}}&lt;br /&gt;
{{EventRow|185|odd|After five years of war, [[Orris|King Orris]] of [[Neptaris|Neptag]] achieves victory in the [[Last Battle of Kamaros]] when a stray arrow slays [[Irgalach son of Meargagh|King Irgalach]] of the Kamarans. In the resulting treaty, [[Joandar|Regent Joandar]] is released from his imprisonment and returns with King Orris to [[Neptaris|Neptag]], where both receive a hero&#039;s welcome.}}&lt;br /&gt;
{{EventRow|206|even|A drought strikes southern [[Duria]] and the last of the [[House Arisan|Arisan elves]] depart their forests to seek sanctuary in the city of Neptag. To commemorate the event, the half-elven King of Neptag, [[Orris]], renames the city [[Neptaris]].}}&lt;br /&gt;
{{EventRow|210|odd|At the age of 105, the half-elven [[Orris|King Orris]] of [[Neptaris]] abdicates his crown after failing to resolve a rebellion by [[Politos of House Rimman|Politos]] of [[House Rimman]]. As his last act of office, Orris designates his mentor, [[Joandar|Regent Joandar]], to select his successor. He then takes the cloth and becomes a monk of [[Clementia|Clementia the Dove]].}}&lt;br /&gt;
{{EventRow|211|even|[[The Second Neptaran Ecumenical Council]] is held by the priests of [[Neptaris]] to revoke the trust [[Orris|King Orris]] had placed in [[Joandar|Regent Joandar]] to select a new King. The people of Neptaris rise up against Joandar and he is stoned on the steps of the [[Clementia|Temple of Clementia]]. Later that year, the Council selects [[Tivan Laes]] of [[House Kraegar]] to become the new ruler of the city. Furthermore, they issued [[the Rule of Neptaris]], which renamed the royal ruler &amp;quot;Neptarch&amp;quot; and established the [[Betshaba|Church of Betshaba]] as the authority through which all nobles would be granted the right to rule.}}&lt;br /&gt;
{{EventRow|214|odd|[[Politos of House Rimman|Politos]] of [[House Rimman]], a [[Neptaris|Neptaran]] noble and politician known for his repeated opposition to the selection of a new ruler of the city by [[Joandar|Regent Joandar]] or [[The Second Neptaran Ecumenical Council|the Second Ecumenical Council]] dies in ignominy at the age of 52 when his body is found in a ditch behind a less-than-reputable tavern in the city.}}&lt;br /&gt;
{{EventRow|230|even|[[Tivan Laes]] of [[House Kraegar]], first Neptarch of [[Neptaris]], dies and the [[Betshaba|Church of Betshaba]] recognizes his eldest son, [[Iolomar of House Kraegar|Iolomar]] as his successor to the Neptaran throne.}}&lt;br /&gt;
{{EventRow|293|odd|[[Republic of Zeth|The Republic]], falsely touted to be the first democracy, is founded in Zeth.}}&lt;br /&gt;
{{EventRow|451|even|The semi-legendary [[Velthur the Boar-Crowned|King Velthur]], called the Boar-Crowned, unites the hill-tribes and the plains-folk of [[Milosia]] into one kingdom after leading them to a great victory over a horde of raiding [[Antasian Mountains|Antasian]] giants and goblins. He establishes his seat in the city of [[Tasca Obodos]] and founds the royal  [[House Velthuri]].}}&lt;br /&gt;
{{EventRow|506|odd|The [[Archmage Veseverus]], an exile from the wizard community in [[Zeth]], secretly unifies various human tribes to the west of [[Camaria]] under his banner as their ruler, founding the [[Medalia|Kingdom of Medellis]].}}&lt;br /&gt;
{{EventRow|551|even|[[Aescalapea|Aescalapean]] ships first arrive at [[Zeth]] to trade goods from the barbarian north.}}&lt;br /&gt;
{{EventRow|559|odd|[[The War of the Golden Coast]] begins when an [[Aescalapea|Aescalapean]] pirate vessel attacking [[Zeta|Zetian]] merchant vessels is discovered to be lead by an Aescalapean nobleman.}}&lt;br /&gt;
{{EventRow|562|even|During [[the War of the Golden Coast]], [[Zeta|Zeth]] is blockaded by the powerful [[Aescalapea|Aescalapean]] navy.  The blockade is recalled as Zetian infantry arrive in Aescalapea via [[Ganesia]].}}&lt;br /&gt;
{{EventRow|564|odd|[[The War of the Golden Coast]] ends as the [[Aescalapea|Aescalapean]] city of [[Dracar]] is sacked by [[Zeta|Zetian]] troops.  The Aescalapean royal palace in Dracar is dismantled and its stones used to build a temple to [[Galea]].  [[House Gabinius]] is given oversight of the newly-founded Zetian colony.}}&lt;br /&gt;
{{EventRow|628|even|[[Larstat II]], a king of the northern barbarians who lived in present-day [[Koramia]], sent a messenger to Zeth to purchase mercenaries to assist in his war against the [[Xaclos]].}}&lt;br /&gt;
{{EventRow|631|odd|[[Marcus Argentis]] arrives with most of the Imperial fleet on the shores of present-day [[Koramia]].}}&lt;br /&gt;
{{EventRow|664|even|[[Septimius of House Varros]] defeats [[Aaronar VI]], the last King of the [[Kamaros]], in present-day Cambrecia}}&lt;br /&gt;
{{EventRow|670|odd|[[Valerius Marcosi]] establishes the [[Code of Urban Law]] in [[Neptaris]], the legal document that would be used in the city for the next millennia and a half.}}&lt;br /&gt;
{{EventRow|676|even|[[Marcus Argentis]] dies, having conquered the lands of present-day [[Koramia]], [[Pelusia]], [[Illyria]], [[Nagos]] and [[Media]] for the Republic of Zeth.}}&lt;br /&gt;
{{EventRow|751|odd|[[Octavius of House Zetar]] elected first Emperor of Zeth by the Senate, ending [[Republic of Zeth|the Republic]]. [[Cambrecia]] is one of the last of the Outer Territories of the Republic to acknowledge his rulership, and rebellions will scar the nation for the next century and a half.}}&lt;br /&gt;
{{EventRow|899|even|After a century and a half of endless rebellions, Emperor [[Metius the Elder of House Livius]] sends [[Ionnanes II]], Pontifex of [[Zelos]], to [[Septarium]] in an attempt to quell the rebels through conversion.}}&lt;br /&gt;
{{EventRow|936|odd|[[St. Garimund of Ryard|Garimund of Ryard]] discovers the [[Galley of Destiny]] and the [[Koram]], the holy book upon which the [[Koramian Heresy]] is based.}}&lt;br /&gt;
{{EventRow|1062|even|[[First Succession War]] in [[The Old Empire|the Great Empire]] begins with the death of Emperor [[Antigonus Gabinius]].}}&lt;br /&gt;
{{EventRow|1068|odd|[[Antipater Varro]] becomes first [[Time of Elected Emperors|Elected Emperor]] since Octavius.}}&lt;br /&gt;
{{EventRow|1071|even|Imperial forces defeat the last of the pretenders to the Imperial throne, ending the [[First Succession War]].}}&lt;br /&gt;
{{EventRow|1095|odd|Farmers, irritated with Imperial power in [[Cambrecia]], migrate to present-day [[Enesia]].}}&lt;br /&gt;
{{EventRow|1121|even|[[Ditis Carnifex]] of [[House Gabinius]] murders ruling Emperor, ending the [[Time of Elected Emperors]] and starting the [[Second Succession War]].}}&lt;br /&gt;
{{EventRow|1126|odd|[[Octavius Augustus Zetar]] defeats [[Vitellis Gabinius]], last of the pretenders, ending the [[Second Succession War]].}}&lt;br /&gt;
{{EventRow|1181|even|The [[Empire of Balguran]] crumbles; [[Adanar]] is founded by [[King Falgran]]}}&lt;br /&gt;
{{EventRow|1276|odd|The [[School of St. Aurelius in Utherios]], one of the oldest existing bardic colleges outside of the Empire, is established in [[Enesia]]}}&lt;br /&gt;
{{EventRow|1378|even|The last two Imperial garrisons in present-day [[Koramia]] proclaim their independence from the Empire, ending Imperial rule in the region.}}&lt;br /&gt;
{{EventRow|1395|odd|King [[Alexius Duros]] is quietly crowned in [[Enesia]] by the local Episcopus of [[Podalirius]], establishing the nation as a monarchy. The Emperor of Zeth does not act to prevent this act of independence.}}&lt;br /&gt;
{{EventRow|1467|even|[[Simão Gautaz]], a mercenary captain, is exiled from the [[Dregnost|Kingdom of Dregnost]] and uses his army to conquer the Naderan peninsula, founding the [[Nadera|Kingdom of Nadera]].}}&lt;br /&gt;
{{EventRow|1474|odd|The Emperor [[Cecropius of House Gradivius]] pens a letter to the Pontifex of [[Zelos]] in [[Septarium]] informing him that [[Cambrecia]] will have to see to its own defenses, signaling the end of true Imperial power on the continent of [[Duria]].}}&lt;br /&gt;
{{EventRow|1504|even|The city of [[Paeldain|Paladinium]] in present-day [[Koramia]] proclaims its independence from the local barbarian king, using Neptaris as a model for its government.}}&lt;br /&gt;
{{EventRow|1512|odd|[[Jeremiah Tovex]], last of the [[Cambrecia|Cambrecian Kings]], abdicates his power of rulership to the Pontifex of [[Zelos]], making [[Geraldus]] the first [[Potentate of Cambrecia]].}}&lt;br /&gt;
{{EventRow|1554|even|The Electorate in [[Paeldain|Paladinium]] decides to disband and elects [[Bernard Margwenth]] as its [[Lord Earl]].}}&lt;br /&gt;
{{EventRow|1575|odd|The [[War of Flame]] begins between [[Berig Gautaz|Berig of House Gautaz]] of [[Nadera]] and [[House Vazdid]] of [[Lagorka]] due to a series of misunderstandings over a shipping accident in Lagorkan waters. Nadera finds itself unprepared for the onslaught and many Naderan cities are burned.}}&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|832}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7457}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1582}}&lt;br /&gt;
|[[Berig Gautaz|King Berig of House Gautaz]] of [[Nadera]] is captured at the [[Battle of the Dusk Hills]] by the [[Lagorka|Lagorkan]] forces of [[House Vazdid]], ending the [[War of the Flame]]. Nadera becomes a colony of Lagorka under the patronage/ownership of House Vazdid. The [[Saphracine Watch]] is founded to guard [[Vazdid]] interests there.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|894}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7519}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1644}}&lt;br /&gt;
|A bloody civil war in the [[Earldom of Margwenth]] in present-day [[Koramia]] ends in the re-establishment of the Electorate by followers of [[Vortumnus]] under the banner of [[Tristan Greysword I]] and the city of Paladinium is renamed [[Paeldain]] in defiance to its Imperial roots&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|900}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7525}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1650}}&lt;br /&gt;
|After centuries of denying power to the nobility and, eventually, inheritance by primogeniture, the [[Potentate of Zelos]] convinces the Emperor [[Metaurus of House Drusus]] to grant the nation of [[Cambrecia]] to the Church of [[Zelos]], thus establishing the Holy See of Cambrecia and permanently destroying the power of the noble families. The capital city of [[Septarium]] is renamed [[Zelosia City]].&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|c. {{ICYear|973}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|c. {{AeYear|7598}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|c. {{NCYear|1723}}&lt;br /&gt;
|After a crippling merchant war at home in [[Lagorka]], the [[Vazdids]] leave [[Nadera]], which is subsequently plundered by Vazdid&#039;s enemies.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|980}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7605}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1730}}&lt;br /&gt;
|The [[Gray Lord of Thet]] is defeated in the [[Battle of Bloodrust]] in [[Adanar]] by [[King Ilyard]] of [[Haleland]]&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|989}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7614}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1739}}&lt;br /&gt;
|[[Aishah Izuel|Aishah of House Izuel]] of [[Trevena]], [[Nadera]] swears to bring order to the nation and begins her violent two-year rise to the crown, eventually becoming Queen Aishah &amp;quot;the Bloody.&amp;quot;&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|991}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7616}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1741}}&lt;br /&gt;
|By this time, [[Aishah Izuel|Aishah &amp;quot;the Bloody&amp;quot;]] has taken effective control of [[Nadera]] and is crowned Sovereign Queen.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1002}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7627}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1752}}&lt;br /&gt;
|Death without issue of Emperor [[Orestes Sergius]] results in the [[Third Succession War]].&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1030}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7655}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1780}}&lt;br /&gt;
|Queen [[Zebba Izuel|Zebba of House Izuel]] of [[Nadera]] expands the powers of the [[Saphracine Watch]] to include spying upon and enforcing the Royal Will on the nobility.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1029}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7654}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1779}}&lt;br /&gt;
|[[Gaius Aurelius Zetar]] defeats [[Manius Acilius Drusus]], ending the [[Third Succession War]] in [[The Old Empire|the Great Empire]].&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1033}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7658}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1783}}&lt;br /&gt;
|The [[Fell King]] of [[Thet]] marches against [[Adanar]], starting the [[Long War]]&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1055}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7680}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1805}}&lt;br /&gt;
|With the death of Queen [[Zebba]] in [[Nadera]] and the subsequent assassination of her successor by the [[Saphracine Watch]], the [[Succession War]] begins.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1075}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7700}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1825}}&lt;br /&gt;
|The signing of the [[Naderan Royal Code]] ends the [[Naderan Civil War]] after twenty long years, establishing the [[Council of Princes]].&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1085}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7710}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1835}}&lt;br /&gt;
|[[Cyrus Etxeleku|King Cyrus of House Etxeleku]] of [[Bastida]], first elected King of [[Nadera]], abdicates as required by the [[Naderan Royal Code]]. By the end of the year, [[Salabus Arostegi|Prince Salabus of House Arostegi]] of [[Talergo]] is elected to the Royal Seat and immediately begins to reform the [[Saphracine Watch]] into an organization focused on information gathering outside Nadera&#039;s borders.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1108}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7733}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1858}}&lt;br /&gt;
|The bloody [[War of Eagles]] begins in [[Adanar]] with the death of King [[Galen Tolgran]] without heir&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1129}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7754}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1879}}&lt;br /&gt;
|King [[Valmaar Vercimanon]] is victorious in the [[War of Eagles]] in Adanar, but the power of the crown is crushed; as a result, the [[Council of Lords]] is founded and gains the power to make laws&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1155}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7780}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1905}}&lt;br /&gt;
|King [[Myrsus Varuna]] of [[Nadera]], elected to his position by the [[Council of Princes]], mandates that the [[Saphracine Watch]] be used to spy on its neighbors, instead of dealing with internal dissention.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1157}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7782}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1907}}&lt;br /&gt;
|In a successful bid to stabilize the struggling [[Nadera|Naderan]] economy, [[Myrsus Varuna|King Myrsus Varuna]] establishes several key trade agreements with neighboring states, promising intelligence gathered by the [[Saphracine Watch]]. This expanded Nadera&#039;s ability to gather intelligence abroad, establishing the Watch as an international spy organization.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1180}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7805}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1930}}&lt;br /&gt;
|[[William I Greysword|William V Greysword]] is elected [[Lord Earl of Paeldain]], the youngest to hold that position&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1183}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7808}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1933}}&lt;br /&gt;
|In a narrow election by the Electorate in [[Paeldain]], William V Greysword is crowned King [[William I Greysword|William I]] of Paeldain and Lord Protector of the Koramic Code&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1197}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7822}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1947}}&lt;br /&gt;
|King [[William I Greysword|William I]] of [[Paeldain]] receives a vision from [[Vortumnus]], commanding him to re-unify the lands of present-day [[Koramia]]&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1198}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7823}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1948}}&lt;br /&gt;
|The [[Potentate of Cambrecia]] releases trade restrictions on [[Neptaris]], resulting in increased trade and a strengthening of the merchant class in both regions.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1201}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7826}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1951}}&lt;br /&gt;
|King [[William I Greysword|William I]] of [[Paeldain]] is proclaimed King of [[Koramia]]. The [[Cambrecia|Potentate of Cambrecia]] issues a strong message of condemnation for the Heretic-King and breaks off trade relations with Paeldain and any who flocked to the Greysword’s banner&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1204}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7829}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1954}}&lt;br /&gt;
|Increased tension with [[Koramia]] results in the declaration of war by the [[Cambrecia|Potentate of Cambrecia]], which is reciprocated by King [[William I Greysword|William I]].&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1210}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7835}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1960}}&lt;br /&gt;
|[[Koramia]] is reunified under [[William I Greysword|King William Greysword I]].&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1211}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7836}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1961}}&lt;br /&gt;
|[[William I Greysword|William Greysword I]], King of Koramia, dies in battle, but leaves a legacy of a relatively peaceful kingdom to his heir&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1247}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7872}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1997}}&lt;br /&gt;
|[[Kor&#039;dal]] becomes [[Great Khan]] of the orcs of [[Tazgrat]] and begins to march his armies towards the [[Mabean Marches]].&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1248}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7873}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1998}}&lt;br /&gt;
|&lt;br /&gt;
* In the [[Mabean Marches]], an orcish horde led by the Khan [[Kor&#039;dal]] takes the [[Twin Towers]]. Peace is established between [[The Old Empire|the Great Empire]] and [[Ywys]] and an alliance is formed against the orcish horde. Imperial law is re-written to allow the existence of Allied States.&lt;br /&gt;
* [[Lucasa]] becomes [[Mage-King]] of [[Lun Dorak]].&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1249}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7874}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|1999}}&lt;br /&gt;
|&lt;br /&gt;
* As Lucius, Mage-King [[Lucasa]] secretly becomes advisor to Emperor [[Publius Antonius]] of [[House Zetar]].&lt;br /&gt;
* [[Kor&#039;dal]] is defeated by a combined Imperial and Powean army in the [[Battle of Two Kings]] in the [[Mabean Marches]]. His horde quickly disperses, but continues to trouble the Marches.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1250}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7875}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2000}}&lt;br /&gt;
|&lt;br /&gt;
* The [[Goblet of Gundagor]] is discovered in [[Koramia]] and returned to the dwarves under the [[Divian Mountains]]; end of the [[Second War of the Sun]]. Baron [[Algernon Marn]] of Koramia becomes first human ambassador to the dwarves in millennia.&lt;br /&gt;
* The Imperial fleet sets sail for [[Koramia]] in a planned surprise attack on the nation.  Later that year, [[William I Greysword|William Greysword I]], First King of Koramia, returns to lead his country against the Imperial invasion.&lt;br /&gt;
* The dwarves of the [[Janos Mountains]], having received word about the return of the [[Goblet of Gundagore]], arrive in [[Adanar]] to establish trade relations with humans. The Adan, having never ever heard of the Goblet, are confused, but eagerly begin trading with the metal-rich dwarves.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1251}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7875}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2001}}&lt;br /&gt;
|&lt;br /&gt;
* The assembled Imperial army, allied with [[Illyria]] and [[Cambrecia]], attacks [[Koramia]]. By the end of the season, Illyria betrays the Empire and allies with Koramia, who grants her independence. An orcish army, led by a former prisoner of Illyria known as [[Gar&#039;dun]], joins Koramian effort.  Later that year, civil war erupts in Illyria between those loyal to the crown and those who support the Empire.&lt;br /&gt;
* In the [[Dragonlands]], the [[Order of the Brilliant Lance]], the Dragonknights, are reformed.  Later in the year, Imperial forces are dealt harsh defeat at the [[First Battle of Paeldain]] in Koramia when the [[Glorious Galley]], of Vortumnian legend, appears with a Dragonknight at the helm.&lt;br /&gt;
* In [[Lun Dorak]], the Mage-King [[Lucasa]] discovers the [[Magesword]].&lt;br /&gt;
* Near Webwood Forest, [[Math Mathowny]], villain of the [[Tuatha de Dannan]], is slain by [[Cuchulain]].&lt;br /&gt;
* King [[Rudolf III Vercimanon]] of [[Adanar]] grants territory along his eastern border with [[Thet]] to the newly arrived dwarven traders there, founding the nation of [[Valduran]].&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1252}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7877}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2002}}&lt;br /&gt;
|&lt;br /&gt;
* The only son of Emperor [[Publius Antonius]] dies.  The Emperor&#039;s closest advisor, [[Lucasa|Lucius]], is named heir. Lucius, now of [[House Zetar]], leads the armies in [[Koramia]] and succeeds in taking [[Paeldain]]. [[William I Greysword|King William Greysword I]] and his family are slain defending Paeldain. The Greysword&#039;s son-in-law, [[Gawyn Asheva]], is crowned King and flees to a hidden stronghold in the [[Divian Mountains]].  Late in the year, the Emperor of Zeth dies and is succeeded by Lucius, who reveals himself to be the [[Mage-King]], Lucasa of [[Lun Dorak]]. The Imperial capital is moved to the [[Sapphire City]] in Lun Dorak.&lt;br /&gt;
* In [[Adanar]], the dwarves of the Janos mountains open an embassy and begin trade negotiations with humans in the region.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1253}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7878}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2003}}&lt;br /&gt;
|&lt;br /&gt;
* [[Gar&#039;dun]] becomes [[Great Khan]], uniting the orcish tribes of [[Vor Midal]] and attacks [[Lun Dorak]].&lt;br /&gt;
* With the assistance of Gar&#039;dun, the Dragonknights attack the [[Sapphire City]] and defeat the ailing [[Mage-King]], who soon dies of an unknown illness. Without its Mage-King, the [[Dorakian Empire]] immediately crumbles.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1254}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7879}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2004}}&lt;br /&gt;
|The Imperial Governor of the [[Mabean Marches]] dies and civil war erupts between loyalists to the Empire and local forces. By the end of the year, [[Tancorix]], a Mabean member of the Imperial forces in the Mabean Marches, betrays and defeats Imperial forces. He is crowned King of [[Donnagh Saoristat|Donnagh]] by the druids of [[Ywys]]. Ywys breaks its alliance with the Empire and allies with Donnagh.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1255}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7880}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2005}}&lt;br /&gt;
|&lt;br /&gt;
* [[Dracia]] declares independence from the Empire and [[Vladimir Vtalasav]] is crowned King.&lt;br /&gt;
* King [[Clovar V Tuepierre]] declares independence from the Empire and officially converts to the [[Koramian Heresy]], wherein [[Vortumnus]] is viewed as King of the Gods. Civil war immediately erupts.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1256}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7881}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2006}}&lt;br /&gt;
|[[Mitaria]] is attacked by an armada of [[Valtaan|Valtang]] warships. Instead of merely raiding, the Valtang barbarians begin building forts and seem intent on taking the country. Mitaria requests assistance from the Empire.  Still without an Emperor, the Empire sends no troops to Mitaria to defend it from the Valtang invaders. King [[Tostig the Red]] of the Valtang arrives in Mitaria to lead the invasion.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1257}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7882}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2007}}&lt;br /&gt;
| &lt;br /&gt;
* With most of the Imperial troops in Mitaria defeated, King [[Tostig the Red]] names his son, [[Aelfric the Bold]], King of Mitaria and returns to Valtaan.&lt;br /&gt;
* After a year of sporadic incursions, the orcs of [[Vor Midal]], under the leadership of [[Gar&#039;dun]], attack their former elven allies of the [[Webwood]] en masse. Over the next two years, most of the southern Webwood is burned to ash and well over three-fifths of the survivors departed the Webwood as refugees in nearby human lands.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1259}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7884}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2009}}&lt;br /&gt;
|King [[Clovar V Tuepierre]] of Narbonne is slain in battle and his son, [[Dagaric]], is crowned King by the Bishop of [[Grischamp]]. By the end of the season, Dagaric has quelled most of the fighting in the nation with the assistance of the [[Order of the Red Band]], an order of Koramian Paladins.&lt;br /&gt;
|- class=&amp;quot;tablerow_odd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1261}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7886}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2011}}&lt;br /&gt;
|The [[Crimson Plague]] strikes in [[Lagorka]] and quickly spreads along trade routes westward.  By the end of the year, the Plague has reached [[Aebasa]], despite sometimes militant attempts to curb its spread.&lt;br /&gt;
|-  class=&amp;quot;tablerow_even&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1262}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7887}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2012}}&lt;br /&gt;
|&lt;br /&gt;
* The [[Crimson Plague]] strikes in [[Neptaris]], likely brought by traders from the east.  From Neptaris, the Plague spreads quickly to [[Koramia]], [[Tamerynd]] and [[Zeth]].&lt;br /&gt;
* The [[Fourth Succession War]] grinds to a stalemate as the Crimson Plague takes several prominent leaders and decimates the population.&lt;br /&gt;
* The [[Valtaan|Valtang]] barbarians of Mitaria march on [[Narbonne]].&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;{{Fey_Source&lt;br /&gt;
|chapter= History&lt;br /&gt;
|article= Timeline&lt;br /&gt;
}}[[Category:History]][[Category:Timelines]][[Category:The Third Age of Man]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Fourth_Age_of_Man_Timeline&amp;diff=21368</id>
		<title>Fourth Age of Man Timeline</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Fourth_Age_of_Man_Timeline&amp;diff=21368"/>
		<updated>2026-06-26T11:36:46Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference&lt;br /&gt;
|article= Fourth Age of Man Timeline&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- class=&amp;quot;tableheader&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Imperial Year&#039;&#039;&#039; &lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Aebasan Year&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Neptaran Year&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
{{EventRow|2065|odd|After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.}}&lt;br /&gt;
{{EventRow|2074|even| The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].}}&lt;br /&gt;
{{EventRow|2075|odd|[[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.}}&lt;br /&gt;
{{EventRow|2083|even|The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.}}&lt;br /&gt;
{{EventRow|2085|odd|[[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].}}&lt;br /&gt;
{{EventRow|2095|even|[[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).}}&lt;br /&gt;
{{EventRow|2099|odd|After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.}}&lt;br /&gt;
{{EventRow|2100|even|[[The Aureliad Consortium]], a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates, is formed in the northern ports of the [[Aurean Sea]]. Within a decade, the Consortium begins to expand its economic influence well beyond their native waters, establishing trading houses in major ports around the [[Betshaban Ocean]].}}&lt;br /&gt;
{{EventRow|2102|odd|[[The Neptaran War]] begins as the [[Neptaris|Freecity of Neptaris]] declares war on [[Daredonia]].}}&lt;br /&gt;
{{EventRow|2104|even|[[The Dracian Civil War]] rages across [[Dracia]] in central Aurea as several key factions form a loose alliance against [[Magdalena Vtalasav|the &amp;quot;Ivory Queen,&amp;quot; Magdalena I]].&lt;br /&gt;
[[Eko Elizondo|Captain Eko Elizondo]] of [[Nadera]] reaches the legendary island of [[Kesh]] and returns home with silks, gold-threaded brocades, new spices and other goods from unknown lands across the Endless Ocean. He is celebrated as a national hero.}}&lt;br /&gt;
{{EventRow|2105|odd|[[The Battle of Kzerna]] ends with the defeat of [[Magdalena Vtalasav|the Ivory Queen]], ending [[The Dracian Civil War]] in [[Dracia]]. [[Cyril Zabšinac|Cyril of House Zabšinac]], formerly Lord High Marshal of Dracia, is crowned King Cyril II. The Ivory Queen herself commits suicide rather than face the ignominy of defeat.  She is still granted a royal burial by order of King Cyril, marking a reign focused on reconciliation and a return to a profitable Dracia.}}&lt;br /&gt;
{{EventRow|2108|even|[[Eko Elizondo|Royal Admiral Elizondo]], the lauded heroic explorer, departs eastward from [[Nadera]] with a large fleet of heavy galleons dedicated to reaching the mysterious lands beyond [[Kesh]].}}&lt;br /&gt;
{{EventRow|2109|odd|Present year.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Fey_Source&lt;br /&gt;
|chapter= History&lt;br /&gt;
|article= Timeline&lt;br /&gt;
}}[[Category:History]][[Category:Timelines]][[Category:The Fourth Age of Man]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Fourth_Age_of_Man_Timeline&amp;diff=21367</id>
		<title>Fourth Age of Man Timeline</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Fourth_Age_of_Man_Timeline&amp;diff=21367"/>
		<updated>2026-06-26T11:32:06Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference&lt;br /&gt;
|article= Fourth Age of Man Timeline&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- class=&amp;quot;tableheader&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Imperial Year&#039;&#039;&#039; &lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Aebasan Year&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;Neptaran Year&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1315}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7940}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2065}}&lt;br /&gt;
|After serving only five years, [[Axil Varuna|King Axil Varuna]] of [[Nadera]] retires at his appointed time, re-establishing the validity of the old [[Neptaran Royal Code]], the law code that had been more-or-less in abeyance during the troubles of [[the Dark Times]]. The [[Chamber of Princes]] elects [[Barand Gainza|Prince Barand Gainza]] of Trivena to the royal seat.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1324}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7949}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2074}}&lt;br /&gt;
| The [[Quartz Isle Company]] is founded by a conglomerate of wealthy families in the [[Neptaris|Freecity of Neptaris]] with the express purpose of establishing trade envoys with re-emerging nation-states and colonies in regions left &amp;quot;unclaimed&amp;quot; in the wake of [[the Dark Times]]. Operating under charter from Neptaris, they rapidly become a extra-national means to exert growing Neptaran economic and military power across the [[Betshaban Ocean]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1325}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7950}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2075}}&lt;br /&gt;
|[[Anborxe Etxeleku|Princess Anborxe Etxeleku]] is elected by the [[Chamber or Princes]] to the royal seat of [[Nadera]]. As Queen, Anborxe proves to be successful in expanding Nadera&#039;s economic influence by establishing counting houses in neighboring countries and improving their rising maritime power by establishing the [[Maritime Academy of Garza]]. She was so popular that she was elected to an unprecedented second term in {{AeYear|7960}}.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1333}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7958}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2083}}&lt;br /&gt;
|The [[Maritime Academy of Garza]] is established by [[Anborxe Etxeleku|Queen Anborxe Etxeleku]] in the [[Nadera|Naderan]] capital city of [[Garza]]. The Academy trained navigators, mapmakers and shipwrights, most of whom were then funneled into work for the Neptaran Merchant houses and growing expeditionary fleet.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1335}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7960}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2085}}&lt;br /&gt;
|[[Anborxe Etxeleku|Queen Anborxe Etxeleku]] becomes the first elected monarch of [[Nadera]] to be re-elected to the royal seat by the [[Chamber of Princes]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1345}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7970}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2095}}&lt;br /&gt;
|[[Goren II Orzaiz|Prince Goren II of House Orzaiz]] grandson of the [[Goren Orzaiz|King Goren]] that maintained relative stability in [[Nadera]] during [[the Dark Times]], is elected to the royal seat by the [[Chamber of Princes]]. his rule is marked by an expansion of Nadera&#039;s expeditionary fleet and institution of licensed privateers that preyed on Nadera&#039;s enemies (which included any peoples that didn&#039;t have a trade agreement with the country).&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1349}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7974}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2099}}&lt;br /&gt;
|After years of slowly gaining economic and social control over the town, the [[Neptaris|Freecity of Neptaris]] declares [[Seahaven]] a colonial possession and assigns [[Iskandros Melanthios Varro]] as Eparch.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1350}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7975}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2100}}&lt;br /&gt;
|[[The Aureliad Consortium]], a coalition of [[Narbonne|Narbonnais]] financiers, [[Vistria|Vistrian]] mining interests, and [[Milosia|Milosian]] shipping magnates, is formed in the northern ports of the [[Aurean Sea]]. Within a decade, the Consortium begins to expand its economic influence well beyond their native waters, establishing trading houses in major ports around the [[Betshaban Ocean]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{ICYear|1352}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{AeYear|7977}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{NCYear|2102}}&lt;br /&gt;
|[[The Neptaran War]] begins as the [[Neptaris|Freecity of Neptaris]] declares war on [[Daredonia]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{ICYear|1354}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{AeYear|7979}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{NCYear|2104}}&lt;br /&gt;
| [[The Dracian Civil War]] rages across [[Dracia]] in central Aurea as several key factions form a loose alliance against [[Magdalena Vtalasav|the &amp;quot;Ivory Queen,&amp;quot; Magdalena I]].&lt;br /&gt;
[[Eko Elizondo|Captain Eko Elizondo]] of [[Nadera]] reaches the legendary island of [[Kesh]] and returns home with silks, gold-threaded brocades, new spices and other goods from unknown lands across the Endless Ocean. He is celebrated as a national hero.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{ICYear|1355}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{AeYear|7980}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{NCYear|2105}}&lt;br /&gt;
|[[The Battle of Kzerna]] ends with the defeat of [[Magdalena Vtalasav|the Ivory Queen]], ending [[The Dracian Civil War]] in [[Dracia]]. [[Cyril Zabšinac|Cyril of House Zabšinac]], formerly Lord High Marshal of Dracia, is crowned King Cyril II. The Ivory Queen herself commits suicide rather than face the ignominy of defeat.  She is still granted a royal burial by order of King Cyril, marking a reign focused on reconciliation and a return to a profitable Dracia.&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{ICYear|1358}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{AeYear|7983}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{NCYear|2108}}&lt;br /&gt;
|[[Eko Elizondo|Royal Admiral Elizondo]], the lauded heroic explorer, departs eastward from [[Nadera]] with a large fleet of heavy galleons dedicated to reaching the mysterious lands beyond [[Kesh]].&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{ICYear|1359}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{AeYear|7984}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| {{NCYear|2109}}&lt;br /&gt;
|Present year.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Fey_Source&lt;br /&gt;
|chapter= History&lt;br /&gt;
|article= Timeline&lt;br /&gt;
}}[[Category:History]][[Category:Timelines]][[Category:The Fourth Age of Man]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Vashara&amp;diff=21366</id>
		<title>Vashara</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Vashara&amp;diff=21366"/>
		<updated>2026-06-25T19:41:50Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Vashara}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Warcaptain Vashara is a possibly immortal, fire-scarred wizard-pirate whose presence is whispered with dread in every port from the [[Maroshan Sea]] to the edge of the [[Endless Ocean]]. Once a pyromancer in service to the [[Lun Dorak|Magocracy of Lun Dorak]] over a century ago, Vashara turned rogue during the final throes of [[the Mage War]], disappearing into the trackless ocean with a half-burned experimental warship and a crew of renegades. His fleet, now known as the &#039;&#039;Emberwake Armada&#039;&#039;, sails beneath sails blackened with soot and stitched with glowing runes. Where Vashara sails, fire and ruin follow.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear=1973&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name=Vashara&lt;br /&gt;
|last_name=&lt;br /&gt;
|pic=Vashara_webportrait.png&lt;br /&gt;
|officeholder={{OfficeHolder|title=Captain|region=the Ash&#039;s Remorse|termstart={{NCYear|2003}}|}}{{OfficeHolder|title=Warcaptain|region=the [[Emberwake Armada]]|termstart={{NCYear|2080}}|}}&lt;br /&gt;
|title=Pyroclast of the Sealed Flame&lt;br /&gt;
|size= &lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview=Vashara is cold, calculating, and apocalyptically fatalistic. He believes the world is burning, metaphorically and literally, and sees himself not as an agent of chaos, but as a cleanser of rot and decay. Though not cruel for cruelty’s sake, he shows little mercy and views most mortals as kindling in the bonfire of history. He is deeply philosophical, often quoting ancient Dorakian treatises in the moments before torching enemy ships or raided villages.&lt;br /&gt;
|description=Vashara is a dusky-skinned man with deep crimson eyes that flicker unnaturally, as though lit from within. His long, scorched robes constantly smell faintly of brimstone. His right hand is permanently blackened and clawlike, half-destroyed by fire in some battle decades ago. Around his throat hangs a burnt torque said to bind a minor fire elemental. His voice is low, rasping, and strangely calm... unsettling for someone responsible for so much fiery devastation.&lt;br /&gt;
|background=A former high-ranking warcaster in Lun Dorak, Vashara led flame-forged battalions into foreign cities during the Magewar. After a magical experiment went awry, destroying an entire division, he was condemned, but escaped with his modified fire-ship, &#039;&#039;Ash’s Remorse&#039;&#039;. He fled westward, eventually joining Tamerynd&#039;s bloody chaos, where his skills earned him the respect of the Warcaptains. Some say he seeks redemption; others whisper darker motives, such as vengeance against the entire known world.&lt;br /&gt;
|base= &lt;br /&gt;
|belief=It is generally believed that Vashara continues to worship [[Abaris|Abaris the Enscribed]], Goddess of Magic, as he would have done in his days in service to Lun Dorak.&lt;br /&gt;
|journey=On the Tides of Destiny&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Vashara&amp;diff=21365</id>
		<title>Vashara</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Vashara&amp;diff=21365"/>
		<updated>2026-06-25T19:41:32Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Vashara}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Warcaptain Vashara is a possibly immortal, fire-scarred wizard-pirate whose presence is whispered with dread in every port from the [[Maroshan Sea]] to the edge of the [[Endless Ocean]]. Once a pyromancer in service to the [[Lun Dorak|Magocracy of Lun Dorak]] over a century ago, Vashara turned rogue during the final throes of [[the Mage War]], disappearing into the trackless ocean with a half-burned experimental warship and a crew of renegades. His fleet, now known as the &#039;&#039;Emberwake Armada&#039;&#039;, sails beneath sails blackened with soot and stitched with glowing runes. Where Vashara sails, fire and ruin follow.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Person&lt;br /&gt;
|birthyear=1973&lt;br /&gt;
|deathyear= &lt;br /&gt;
|first_name=Vashara&lt;br /&gt;
|last_name=&lt;br /&gt;
|pic=Vashara_webportrait.png&lt;br /&gt;
|officerholder={{OfficeHolder|title=Captain|region=the Ash&#039;s Remorse|termstart={{NCYear|2003}}|}}{{OfficeHolder|title=Warcaptain|region=the [[Emberwake Armada]]|termstart={{NCYear|2080}}|}}&lt;br /&gt;
|title=Pyroclast of the Sealed Flame&lt;br /&gt;
|size= &lt;br /&gt;
|species= Human&lt;br /&gt;
|gender= Male&lt;br /&gt;
|class= &lt;br /&gt;
|CR= &lt;br /&gt;
|HD= &lt;br /&gt;
|hp= &lt;br /&gt;
|init= &lt;br /&gt;
|speed= &lt;br /&gt;
|AC= &lt;br /&gt;
|touch_AC= &lt;br /&gt;
|flat-footed_AC= &lt;br /&gt;
|attack= &lt;br /&gt;
|SA= &lt;br /&gt;
|SQ= &lt;br /&gt;
|fort= &lt;br /&gt;
|ref= &lt;br /&gt;
|will= &lt;br /&gt;
|str= &lt;br /&gt;
|dex= &lt;br /&gt;
|con= &lt;br /&gt;
|int= &lt;br /&gt;
|wis= &lt;br /&gt;
|cha= &lt;br /&gt;
|per= &lt;br /&gt;
|skills= &lt;br /&gt;
|feats= &lt;br /&gt;
|spells= &lt;br /&gt;
|overview=Vashara is cold, calculating, and apocalyptically fatalistic. He believes the world is burning, metaphorically and literally, and sees himself not as an agent of chaos, but as a cleanser of rot and decay. Though not cruel for cruelty’s sake, he shows little mercy and views most mortals as kindling in the bonfire of history. He is deeply philosophical, often quoting ancient Dorakian treatises in the moments before torching enemy ships or raided villages.&lt;br /&gt;
|description=Vashara is a dusky-skinned man with deep crimson eyes that flicker unnaturally, as though lit from within. His long, scorched robes constantly smell faintly of brimstone. His right hand is permanently blackened and clawlike, half-destroyed by fire in some battle decades ago. Around his throat hangs a burnt torque said to bind a minor fire elemental. His voice is low, rasping, and strangely calm... unsettling for someone responsible for so much fiery devastation.&lt;br /&gt;
|background=A former high-ranking warcaster in Lun Dorak, Vashara led flame-forged battalions into foreign cities during the Magewar. After a magical experiment went awry, destroying an entire division, he was condemned, but escaped with his modified fire-ship, &#039;&#039;Ash’s Remorse&#039;&#039;. He fled westward, eventually joining Tamerynd&#039;s bloody chaos, where his skills earned him the respect of the Warcaptains. Some say he seeks redemption; others whisper darker motives, such as vengeance against the entire known world.&lt;br /&gt;
|base= &lt;br /&gt;
|belief=It is generally believed that Vashara continues to worship [[Abaris|Abaris the Enscribed]], Goddess of Magic, as he would have done in his days in service to Lun Dorak.&lt;br /&gt;
|journey=On the Tides of Destiny&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Enesia&amp;diff=21364</id>
		<title>Enesia</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Enesia&amp;diff=21364"/>
		<updated>2026-06-25T19:36:56Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference&lt;br /&gt;
|article= Enesia&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Once a sleepy agricultural nation composed of peaceful farmers who had fled the autocratic rule of the Potentate of [[Zelos]] in [[Cambrecia]], Enesia was conquered and its populace enslaved by the armies of the Mage-King of Lun Dorak during [[the Mage War]].  When the Mage-King was defeated, Enesia found itself without a King or the means to determine a new one.  Despite being the location of [[the Holy Fields]] of [[Podalirius]], worship of the [[Tuatha de Dannan]] spread in Enesia during [[the Dark Times]] and at the dawn of the Fourth Age, the people of Enesia are still divided between worship of [[the Old Gods]] and the Tuatha.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Nation&lt;br /&gt;
|name = Enesia&lt;br /&gt;
|fullname = The Kingdom of Enesia&lt;br /&gt;
|emblem = enesshld.gif&lt;br /&gt;
|continent = Duria&lt;br /&gt;
|location = On the southwestern shores of the Sea of Blades&lt;br /&gt;
|government = Monarchy (King, Duke, Viscount, Count, Baron, Laird)&lt;br /&gt;
|ruler = King Alexius III Duros (Ari 4, Brd 8)&lt;br /&gt;
|arms = Argent, a bend sinister gules, a wreath vert with ribbon gules to sinister base, a canton purpure charged with a harp or.&lt;br /&gt;
|coinage = 1 Acone (1 sp) = 10 Karrati (1 cp), 1 Durosi (1 ep) = 25 Karrati, 1 Oklef (1 gp) = 4 Durosi, 1 Royal (1 pp) = 12 Oklevs, 2 Durosi&lt;br /&gt;
|capital = Utherios (pop 9,870)&lt;br /&gt;
|alliances = Non-aggression treaty with [[Nagos]].&lt;br /&gt;
|hostilities = Since the [[Lun Dorak|Dorakian]] occupation, Enesia has ceased trade with [[Cambrecia]], though it does not participate in open warfare with any nation.&lt;br /&gt;
|population = 723,000 (95% human, 4% hobbit, 1% other)&lt;br /&gt;
|language = [[Enesian Language|Enesian]]&lt;br /&gt;
|persons = Various musicians and troubadours of import, the Master Bard of Cebren, the Most Illustrious Potentate of Podalirius.&lt;br /&gt;
|pantheon = Koramian&lt;br /&gt;
|patron = [[Podalirius]]&lt;br /&gt;
|geography = &lt;br /&gt;
|history = Enesia was a sleepy kingdom, nestled between the [[Mistwood]] and the [[Cambrecian Mountains]], that sought little more than to be left alone. Its modern history began when, in {{NCYear|1095}}, farmers from the [[Cambrecia|See of Cambrecia]] rejected the rulership of the Potentate of Zelos and migrated to the quiet, but fertile lands nearest the Sea of Swords. In {{NCYear|1395}}, amongst little controversy or objection from the See, a King [[Alexius I Duros]] was crowned by the local Potentate of [[Podalirius]] as the first king of Enesia. Since that time, the kingdom was able to convince the Most Illustrious Potentate of Podalirius to move [[the Holy Fields]] from [[Medalia]] to Enesia in {{NCYear|1695}}, with the approval of the Emperor. Before the [[Lun Dorak|Dorakian]] occupation, the followers of Podalirius still paid lip-service to the [[Pontifex Maximus]] and the Kingdom paid an annual stipend to the [[Zeth|Empire]]. Because of its highly agricultural nature and the continued policies of non-interference and isolationism, many hobbits settled in Enesia, and actually held some high degree of political power there, though they rarely exercised it.&lt;br /&gt;
&lt;br /&gt;
In {{NCYear|2001}}, the sleepy nation was abruptly disturbed when slave-troops from Lun Dorak marched into the nation and took the capital city of [[Utherios]] without much of a fight. King [[Alexander III Duros]] was enslaved and the Dorakian Mage-king, [[Lucasa]], gave his first conquest to the Councilor [[Marta of Lun Dorak|Marta]] as a gift. Marta’s rule was harsh and unforgiving. Using a magical torc that insured submission, she enslaved most of the “mundane” population of the nation, including the hobbits. Hobbits proved to be poor slaves and many died in the quarries in the foothills of the Cambrecian Mountains.&lt;br /&gt;
|economy = Enesia’s traditionally strong agricultural economy is quickly restabilizing, supported heavily by the priests of Podalirius. The nation is still best known for the talent of its troubadours. King Alexius Duros was known for his patronage of the arts, and his patronage was carried on by his successors, to the point that one of the oldest known bardic colleges outside of the Empire, the [[School of St. Aurelius]] in Utherios, is located there. Enesian poets, actors, musicians and other artists are known throughout the known world for their talent, experience, and ability to objectively relate historical events through whatever medium is required of them. The library at St. Aurerlius is one of the most extensive outside of the [[Mysteriorum of Abaris]] in Zeth.&lt;br /&gt;
|religion = The worship of [[Podalirius]] and [[Drames]] is most prevalent in Enesia, particularly in the region around Utherios, though the churches of [[Cebren]], [[Himere]], [[Selene]], and [[Thea]] have a powerful sway over the artistic community. There is little competition between the churches and, though the worship of Podalirius is the church of the state, there is no real religious persecution, even amongst those few who worship darker gods. Only the church of [[Abaris]], goddess of Magic, is viewed with any suspicion, though the King has not made any attempts to curtail the power of the priesthood of Abaris, as has happened in other nations after [[the Mage War]].&lt;br /&gt;
}}&lt;br /&gt;
{{Thumb}}{{NeedsMap}}&lt;br /&gt;
{{Duria_Guide|chapter= Regions}}[[Category:Enesia]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Shadows_of_Mab&amp;diff=21363</id>
		<title>Shadows of Mab</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Shadows_of_Mab&amp;diff=21363"/>
		<updated>2026-06-25T19:36:19Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Journey was set in the [[Donnagh_Saoristat|Mabean Marches]] around {{ICYear|1249}}, just prior to [[the Mage War]].&lt;br /&gt;
[[Category:Journeys]][[Category:Shadows of Mab]]&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Category:Journeys&amp;diff=21362</id>
		<title>Category:Journeys</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Category:Journeys&amp;diff=21362"/>
		<updated>2026-06-25T19:35:14Z</updated>

		<summary type="html">&lt;p&gt;Noctifer: Created page with &amp;quot;A list of journeys that have taken place in the Feyworld Setting.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of journeys that have taken place in the Feyworld Setting.&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
</feed>