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		<title><![CDATA[UnlimitedClan - All Forums]]></title>
		<link>http://unlimitedclan.com/Forum/</link>
		<description><![CDATA[UnlimitedClan - http://unlimitedclan.com/Forum]]></description>
		<pubDate>Sun, 20 May 2012 02:30:29 +0000</pubDate>
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			<title><![CDATA[Information on things to come!]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=1038</link>
			<pubDate>Mon, 05 Dec 2011 16:10:44 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=1038</guid>
			<description><![CDATA[Hello once more everyone,<br />
<br />
As everyone knows (or should know) our wonderful and longtime Owners and <br />
Leaders Otter and Dot are stepping down due to outside reasoning. They will be missed as they are the founding members of our community and good friends of many of us. But as we “actors” say, the show must go on. After spending a couple of hours discussing these among the staff, we have found new Leadership among the staff and set up a plan to get our server out and hope to make it as good as one by Otter. <br />
<br />
With this a few changes are going to be made:<br />
<br />
<span style="font-weight: bold;">First Staffing changes:</span><br />
<span style="font-style: italic;">Leader Admin:</span> <span style="font-style: italic;">Prongs12</span> (taking the position of Otter)<br />
<span style="font-style: italic;">Tech Admin:</span> <span style="font-style: italic;">Thegodlybrit</span> (taking the position of Dot)<br />
<span style="font-style: italic;">Head Moderator:</span> <span style="font-style: italic;">Randy_Inglefield</span> (Aka: Falzarr) (Taking the position formerly held by me)<br />
<br />
<span style="font-weight: bold;">Moderators:</span><br />
<span style="font-style: italic;">Conner4donkeys<br />
Plaguerot</span><br />
<span style="font-style: italic;">Snottdrip</span> (Aka: Gala)<br />
<span style="font-style: italic;">Emmet85</span> (Aka: Bals)<br />
<span style="font-style: italic;">Yamaoshi</span> (Taking the place of Jboi on the staff team)<br />
<br />
<span style="font-weight: bold;">Forums:</span><br />
Due to the fact that Dot owns the forums and has paid for the domain name and such, we will be moving to a separate forum. This will allow us more freedom in the design and also  allow Dot to take back his forum.<br />
<br />
<span style="font-style: italic;">Link to new Forum:</span> <a href="http://ucgamingcommunity.enjin.com/home" target="_blank">http://ucgamingcommunity.enjin.com/home</a><br />
<br />
<span style="font-weight: bold;">Vent: </span><br />
Also something that both Otter and Dot personally own, thankfully they have allowed us to continue using it until said time we can provide one for ourselves. As it isn’t require to join and talk on it, we would welcome you as it helps keep the community together and if the staff needs options on things, we ask our vent group.<br />
<br />
<span style="font-weight: bold;">Vent Information:</span><br />
<span style="font-style: italic;">Server Name:</span> gold.typefrag.com<br />
<span style="font-style: italic;">Port:</span> 39795<br />
<br />
<span style="font-weight: bold;">Lastly things we are looking for:</span><br />
<br />
-<span style="font-style: italic;">Donations:</span> Let’s face it, need them as most of the community are either in high school or somewhere in college. There will be “perks” in the new server for donations, but they have yet to be finalized by the staff. Some Ideas are as follows: Class Changes, Access to a worldwide OOC channel, etc.<br />
<br />
-<span style="font-style: italic;">Tech Help</span>: Both Thegodlybrit and Falzarr will be help and learning the plugins to help my your experience better, but if anyone has any knowledge beyond the basics I ask you to PM me with your experience and I will forward you to TGB.<br />
<br />
-<span style="font-style: italic;">You:</span> There is no point to host a server without the community, most of you have stay faithful and I personally thank you, as the staff does too. We only ask you continue with this as we work through this bump in the road. It will be here as soon as we can get it up and ready.<br />
<br />
I once again wish to thank both Otter and Dot for the past experience and to let them know they are always welcomed here. Hope to see you all soon on the new forums, for more information on donations, they will be posted tonight at the latest. Any further questions can be posted and answered ASAP.<br />
<br />
<span style="font-style: italic;">-UCG: Staff.</span><br />
<br />
<span style="font-weight: bold;">EDIT</span>: By December 12, 2011 (A week from today) all threads will be locked and/or deleted as we will give the forums back over to Otter and Dot.]]></description>
			<content:encoded><![CDATA[Hello once more everyone,<br />
<br />
As everyone knows (or should know) our wonderful and longtime Owners and <br />
Leaders Otter and Dot are stepping down due to outside reasoning. They will be missed as they are the founding members of our community and good friends of many of us. But as we “actors” say, the show must go on. After spending a couple of hours discussing these among the staff, we have found new Leadership among the staff and set up a plan to get our server out and hope to make it as good as one by Otter. <br />
<br />
With this a few changes are going to be made:<br />
<br />
<span style="font-weight: bold;">First Staffing changes:</span><br />
<span style="font-style: italic;">Leader Admin:</span> <span style="font-style: italic;">Prongs12</span> (taking the position of Otter)<br />
<span style="font-style: italic;">Tech Admin:</span> <span style="font-style: italic;">Thegodlybrit</span> (taking the position of Dot)<br />
<span style="font-style: italic;">Head Moderator:</span> <span style="font-style: italic;">Randy_Inglefield</span> (Aka: Falzarr) (Taking the position formerly held by me)<br />
<br />
<span style="font-weight: bold;">Moderators:</span><br />
<span style="font-style: italic;">Conner4donkeys<br />
Plaguerot</span><br />
<span style="font-style: italic;">Snottdrip</span> (Aka: Gala)<br />
<span style="font-style: italic;">Emmet85</span> (Aka: Bals)<br />
<span style="font-style: italic;">Yamaoshi</span> (Taking the place of Jboi on the staff team)<br />
<br />
<span style="font-weight: bold;">Forums:</span><br />
Due to the fact that Dot owns the forums and has paid for the domain name and such, we will be moving to a separate forum. This will allow us more freedom in the design and also  allow Dot to take back his forum.<br />
<br />
<span style="font-style: italic;">Link to new Forum:</span> <a href="http://ucgamingcommunity.enjin.com/home" target="_blank">http://ucgamingcommunity.enjin.com/home</a><br />
<br />
<span style="font-weight: bold;">Vent: </span><br />
Also something that both Otter and Dot personally own, thankfully they have allowed us to continue using it until said time we can provide one for ourselves. As it isn’t require to join and talk on it, we would welcome you as it helps keep the community together and if the staff needs options on things, we ask our vent group.<br />
<br />
<span style="font-weight: bold;">Vent Information:</span><br />
<span style="font-style: italic;">Server Name:</span> gold.typefrag.com<br />
<span style="font-style: italic;">Port:</span> 39795<br />
<br />
<span style="font-weight: bold;">Lastly things we are looking for:</span><br />
<br />
-<span style="font-style: italic;">Donations:</span> Let’s face it, need them as most of the community are either in high school or somewhere in college. There will be “perks” in the new server for donations, but they have yet to be finalized by the staff. Some Ideas are as follows: Class Changes, Access to a worldwide OOC channel, etc.<br />
<br />
-<span style="font-style: italic;">Tech Help</span>: Both Thegodlybrit and Falzarr will be help and learning the plugins to help my your experience better, but if anyone has any knowledge beyond the basics I ask you to PM me with your experience and I will forward you to TGB.<br />
<br />
-<span style="font-style: italic;">You:</span> There is no point to host a server without the community, most of you have stay faithful and I personally thank you, as the staff does too. We only ask you continue with this as we work through this bump in the road. It will be here as soon as we can get it up and ready.<br />
<br />
I once again wish to thank both Otter and Dot for the past experience and to let them know they are always welcomed here. Hope to see you all soon on the new forums, for more information on donations, they will be posted tonight at the latest. Any further questions can be posted and answered ASAP.<br />
<br />
<span style="font-style: italic;">-UCG: Staff.</span><br />
<br />
<span style="font-weight: bold;">EDIT</span>: By December 12, 2011 (A week from today) all threads will be locked and/or deleted as we will give the forums back over to Otter and Dot.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ciao]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=1037</link>
			<pubDate>Mon, 05 Dec 2011 15:57:08 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=1037</guid>
			<description><![CDATA[It was fun while it lasted, but I'm afraid I must be off. Lots of good times on the two servers. So... ciao!]]></description>
			<content:encoded><![CDATA[It was fun while it lasted, but I'm afraid I must be off. Lots of good times on the two servers. So... ciao!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Otter's Departure]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=1034</link>
			<pubDate>Sun, 04 Dec 2011 09:44:15 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=1034</guid>
			<description><![CDATA[Hello,<br />
<br />
<br />
   Today I must let everyone know that both myself and Dot will no longer be involved with the server project. I simply no longer have time nor heart to dedicate to the project. Minecraft has always been a very difficult game to make a good server on and I simply don't want to continue fighting Mojang for things they should have given us months ago. I have notified the build team previously and they are looking into who will take what role. They intend to continue to build and release the server, just without myself or Dot. Any donations will be given to the new leader and will be used for their server costs. Best wishes to everyone.<br />
<br />
<br />
-Otter]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
<br />
   Today I must let everyone know that both myself and Dot will no longer be involved with the server project. I simply no longer have time nor heart to dedicate to the project. Minecraft has always been a very difficult game to make a good server on and I simply don't want to continue fighting Mojang for things they should have given us months ago. I have notified the build team previously and they are looking into who will take what role. They intend to continue to build and release the server, just without myself or Dot. Any donations will be given to the new leader and will be used for their server costs. Best wishes to everyone.<br />
<br />
<br />
-Otter]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Official Kree Application]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=1023</link>
			<pubDate>Fri, 02 Dec 2011 17:25:56 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=1023</guid>
			<description><![CDATA[Name of Kingdom/Fiefdom: Gazagad<br />
<br />
Race: Kree<br />
<br />
History of the Fiefdom: After the end of the First Age, the Kree were made from the dirt by the goddess Semele. And as she looked upon her children, she gave them her blessing and the Kree immediately went back down to ground from which they sprung. Any other race would have perished immediately, but the Kree were made of stronger stuff and so strong was their blessing from Semele that in a matter of weeks they had created the first of their cave cities, underground complexes of hollowed out stone filled with houses hewn from the earth itself.<br />
 <br />
The Kree immediately set about gathering the resources of the earth, and learnt the secrets of metalworking before any other race due to their blessing. Their knowledge of how flame and heat could form the metal gained the Kree the respect and blessing of Ivak, and they lived peacefully in their cave cities.<br />
<br />
Over the years, the Kree’s mining and forging brought them  a great technological understanding, and they created metallic tubes which fired balls of pure alloy and great systems by which they could defend their cities by moving the stone around them itself.<br />
<br />
The Kree were not without fault, however. And one fateful night, this fault was more apparent than ever it had been before or since. Master Drazlok, the leader of the Smiths Guild and second only to the King in power, saw the other races and their primitive towns of wood and brick and stone, and their puny weapons, and saw potential. The Kree would set forth out from their cities, and take control of the world. His guild and he staged a coup against the High King Gakdar, and killed him in his sleep, covering their entrance by sabotaging the city's automatic defenses to draw away the guards.<br />
<br />
But after Gakdar's death, the guards returned, and saw Drazlok and his acolytes bringing down the Old Palace of Zarok. Acting swiftly, the guards drove out the traitors, killing all but a few of them. This was not the Smiths Guild's last act of deception, and as the last of them cowered in the wilderness, they again messed up the defenses in the major cities of the Kree, and activated them. The adjustments to the great mechanisms of the Kree brought down all but one of the cities, and the last remaining's system was damaged beyond repair. The traitors' work had also destroyed the armory, and knowledge of the great weapons of the Kree was lost to history for all time, never to be discovered again.<br />
<br />
During the rebuilding, the city of Gazagad became ascendant, and the Kree willingly accepted the offer of the Cmokians to join their empire. The Smiths' Guild was reestablished, with only the most loyal of its members selected to lead it. The glory of the Kree is rising once more, as a force for good. The Old Ways of Technology and Redsand are being slowly uncovered in the ruins of Zarok, and the Old Palace has been rebuilt in Gazagad, as the home of the Smith Master. The Kree have given some of their secrets of metal and redsand to the Cmokian Empire, but stubbornly refuse to let their technologies fall into the clumsy hands of the humans. If not for the Kree, Cmok would be unable to pay the Ti'Garians, and would never have absorbed the Bjardsoen into their empire.<br />
<br />
And yet rumours abound of Drazlok biding his time in the wilderness, and though the Kree can sleep easily, they know that he is growing stronger, and will strike again soon.<br />
<br />
Culture: The Kree of Gazagad are masters of stone and metal, and it is said they are so tied to their underground domain that they can sense the movement of an ant a mile away through the vibrations in the rocks and dirt. They use a lot of redsand, an enigmatic material which can be formed into powder and wire and used to activate machinery. One example of this is the farms of the Kree, the crops of which can be harvested at the push of a button. The Kree mainly worship Ivak and Semele, and have massive shrines to each in Gazagad. The Kree are not fighters, and though they maintain a well-trained force of guards, they are first and foremost miners and smiths. They do not dwell much on the past, and this attitude has allowed them to advance further in technology than any other race.<br />
<br />
Leadership: At the moment, the most powerful position in the Kree is the Master of the Smiths’ Guild. Though they acknowledge the Cmokans as their leaders, for matters of internal politics they turn to a council of the masters of the Guard, the Smiths, the Miners and the head priests of Ivak and Semele. In recent years, this council has also contained a representative of Cmok as well.<br />
<br />
Major Attractions to this Fiefdom: The Kree are craftsmen beyond compare, and to gaze upon their steelwork is to gaze upon a great level of beauty and quality. Their city of Gazagad is a sight to behold, a vast underground wonder of stone, metal and fire always filled with the busy clank of a thousand hammers upon a thousand anvils. Finally, their redsand machinery is truly remarkable, and time and time again human and even Ti’Garian merchants and leaders have come to hire one of their technicians to build their marvels of technology, though the Iredoran rarely venture there as the darkness and confines of the city make them uncomfortable.<br />
<br />
City Name and Basic Layout: The gates of Gazagad are situated in a large mountain cave in the snowy parts of the land, stretching from one end to another. Through a grille in the gate flows the frozen Kazdor river, and a visitor who is allowed past the gate will walk across a path and pass through a pair of doors, before descending down to a massive cave of hollowed out stone. Most of Gazagad is made up of comfortably sized houses, and at the other end from the entrance is a grand palace of iron, stone and gold. Flanking it are the earth and rock shrine of Semele and the fiery shrine of Ivak. Clustered around the palace and the shrines are the houses of the rich and the many forges of Gazagad. Running through the city is the Kazdor river, which continues as flowing water underground. At intervals on the walls, lava flows light the city through glass windows. Outside the city some Kree maintain automatic farms, which provide the grain that the Kree use for their bread and ale.<br />
<br />
Location within the Map: (Leave this Blank until I can get a map outline from the builders.)<br />
<br />
Building Style: Kree building is generally made of stone, though it often contains metal in some parts. Most houses are natural stone, cut from the stone of the cave, though newer houses are easily distinguishable by their stone brick walls. In addition, many of the Kree houses have iron floors. The Kree pride themselves on their excellent living conditions, and all their houses are large enough to live in comfortably.<br />
<br />
Ideas for racial Skill bonus from the following List: Mining, Excavation, Repair]]></description>
			<content:encoded><![CDATA[Name of Kingdom/Fiefdom: Gazagad<br />
<br />
Race: Kree<br />
<br />
History of the Fiefdom: After the end of the First Age, the Kree were made from the dirt by the goddess Semele. And as she looked upon her children, she gave them her blessing and the Kree immediately went back down to ground from which they sprung. Any other race would have perished immediately, but the Kree were made of stronger stuff and so strong was their blessing from Semele that in a matter of weeks they had created the first of their cave cities, underground complexes of hollowed out stone filled with houses hewn from the earth itself.<br />
 <br />
The Kree immediately set about gathering the resources of the earth, and learnt the secrets of metalworking before any other race due to their blessing. Their knowledge of how flame and heat could form the metal gained the Kree the respect and blessing of Ivak, and they lived peacefully in their cave cities.<br />
<br />
Over the years, the Kree’s mining and forging brought them  a great technological understanding, and they created metallic tubes which fired balls of pure alloy and great systems by which they could defend their cities by moving the stone around them itself.<br />
<br />
The Kree were not without fault, however. And one fateful night, this fault was more apparent than ever it had been before or since. Master Drazlok, the leader of the Smiths Guild and second only to the King in power, saw the other races and their primitive towns of wood and brick and stone, and their puny weapons, and saw potential. The Kree would set forth out from their cities, and take control of the world. His guild and he staged a coup against the High King Gakdar, and killed him in his sleep, covering their entrance by sabotaging the city's automatic defenses to draw away the guards.<br />
<br />
But after Gakdar's death, the guards returned, and saw Drazlok and his acolytes bringing down the Old Palace of Zarok. Acting swiftly, the guards drove out the traitors, killing all but a few of them. This was not the Smiths Guild's last act of deception, and as the last of them cowered in the wilderness, they again messed up the defenses in the major cities of the Kree, and activated them. The adjustments to the great mechanisms of the Kree brought down all but one of the cities, and the last remaining's system was damaged beyond repair. The traitors' work had also destroyed the armory, and knowledge of the great weapons of the Kree was lost to history for all time, never to be discovered again.<br />
<br />
During the rebuilding, the city of Gazagad became ascendant, and the Kree willingly accepted the offer of the Cmokians to join their empire. The Smiths' Guild was reestablished, with only the most loyal of its members selected to lead it. The glory of the Kree is rising once more, as a force for good. The Old Ways of Technology and Redsand are being slowly uncovered in the ruins of Zarok, and the Old Palace has been rebuilt in Gazagad, as the home of the Smith Master. The Kree have given some of their secrets of metal and redsand to the Cmokian Empire, but stubbornly refuse to let their technologies fall into the clumsy hands of the humans. If not for the Kree, Cmok would be unable to pay the Ti'Garians, and would never have absorbed the Bjardsoen into their empire.<br />
<br />
And yet rumours abound of Drazlok biding his time in the wilderness, and though the Kree can sleep easily, they know that he is growing stronger, and will strike again soon.<br />
<br />
Culture: The Kree of Gazagad are masters of stone and metal, and it is said they are so tied to their underground domain that they can sense the movement of an ant a mile away through the vibrations in the rocks and dirt. They use a lot of redsand, an enigmatic material which can be formed into powder and wire and used to activate machinery. One example of this is the farms of the Kree, the crops of which can be harvested at the push of a button. The Kree mainly worship Ivak and Semele, and have massive shrines to each in Gazagad. The Kree are not fighters, and though they maintain a well-trained force of guards, they are first and foremost miners and smiths. They do not dwell much on the past, and this attitude has allowed them to advance further in technology than any other race.<br />
<br />
Leadership: At the moment, the most powerful position in the Kree is the Master of the Smiths’ Guild. Though they acknowledge the Cmokans as their leaders, for matters of internal politics they turn to a council of the masters of the Guard, the Smiths, the Miners and the head priests of Ivak and Semele. In recent years, this council has also contained a representative of Cmok as well.<br />
<br />
Major Attractions to this Fiefdom: The Kree are craftsmen beyond compare, and to gaze upon their steelwork is to gaze upon a great level of beauty and quality. Their city of Gazagad is a sight to behold, a vast underground wonder of stone, metal and fire always filled with the busy clank of a thousand hammers upon a thousand anvils. Finally, their redsand machinery is truly remarkable, and time and time again human and even Ti’Garian merchants and leaders have come to hire one of their technicians to build their marvels of technology, though the Iredoran rarely venture there as the darkness and confines of the city make them uncomfortable.<br />
<br />
City Name and Basic Layout: The gates of Gazagad are situated in a large mountain cave in the snowy parts of the land, stretching from one end to another. Through a grille in the gate flows the frozen Kazdor river, and a visitor who is allowed past the gate will walk across a path and pass through a pair of doors, before descending down to a massive cave of hollowed out stone. Most of Gazagad is made up of comfortably sized houses, and at the other end from the entrance is a grand palace of iron, stone and gold. Flanking it are the earth and rock shrine of Semele and the fiery shrine of Ivak. Clustered around the palace and the shrines are the houses of the rich and the many forges of Gazagad. Running through the city is the Kazdor river, which continues as flowing water underground. At intervals on the walls, lava flows light the city through glass windows. Outside the city some Kree maintain automatic farms, which provide the grain that the Kree use for their bread and ale.<br />
<br />
Location within the Map: (Leave this Blank until I can get a map outline from the builders.)<br />
<br />
Building Style: Kree building is generally made of stone, though it often contains metal in some parts. Most houses are natural stone, cut from the stone of the cave, though newer houses are easily distinguishable by their stone brick walls. In addition, many of the Kree houses have iron floors. The Kree pride themselves on their excellent living conditions, and all their houses are large enough to live in comfortably.<br />
<br />
Ideas for racial Skill bonus from the following List: Mining, Excavation, Repair]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Propsed Fiefdom Ameronc]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=1012</link>
			<pubDate>Tue, 29 Nov 2011 21:31:35 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=1012</guid>
			<description><![CDATA[Name of Kingdom/Fiefdom: Ameronc<br />
<br />
Race: Human (but any race is accepted)<br />
<br />
History of the Fiefdom: The Ameronc formed around the start of the second age when five men and their families banded together against bands of roving bandits. These five families were the descendants of the five high lords of this time.  More families and people came to this group of families; they grow into a village and then a town and ten a city. As the city grow the high lords formed a council of representatives to advise them on what the people want and need. These council men were elected by the people to represent the people.  Because of the nature of the group weapon skills grow, although there were no metal deposits around, at first they melted down old tools and equipment, as they grow they sent trade caravans out to buy metal and the things that they couldn’t provide from the area which they brought safety and protection to. As the group grow they built walls to protect themselves against the bandits. These were at first wood, but as the settlement grow these progressed into stone walls. When the first high lords had passed on the city had grown into a three tired citadel. The top or inner tire was where the high lords lived and the castle was beginning to be built. The second or middle tire was the market and merchant district, and was where the older families lived, the ones that first moved to the group. The outer was where the new comers live. This city was designed to with stand attack, with a rule being put in place that no building can be taller the wall behind it. This was to prevent archers being able to fire down onto the defenders on the wall tops. All was well for another two generations, the city surviving attack, famine and drought. <br />
Then a group of magic uses came along, over a period of years they worked their way into the city and up into the castle life, becoming accepted persons in castle life. Then they struck, they killed off the high lords and their advisers, along with the council of representatives. They then killed or drove off any other magic user from the city. They began a rule of terror that lasted for 50 years. This was the darkest time in the settlements history. As the magic users were securing power a detachment of guards smuggled out of the city the high lord’s heirs. As much as the magic users searched they could not find them. After 50 years of terror and pain had gone by the heirs stuck. They had been gathering support in the city and one day when the time was right they drove them out of the castle and killed them. Many a soldier was killed or maimed, from that day on the use of magic was made illegal and was punishable by death.<br />
After this another generation went on then the empire (or whatever it will be called) stuck, the high lords and the council of representatives could see that the empire was too strong. So they submitted to their rule. In return the empire made the high lords their representatives in the city for their foresight to submit without a fight, as long as they would march out whit there solders if ever called upon by the empire and that magic uses of the empire were allowed to use magic in their lands. Another generation went by to the current day.<br />
<br />
Culture: The Ameronc s are distrustful of magic due to a period of the history when they were ruled over by evil and corrupt magicians. Due to this when the high lords came to power they made practicing magic illegal and if you were found practicing magic you were executed. This has formed a deep distrust of magic uses in the Ameronc society. Because of the lack of magicians in there fighting forces the Ameronc have developed highly effective methods of fighting against magicians and military forces with magicians in them. This has meant that they are highly effective when fighting with Swords and Archery. Because there no metal mines in any of the Ameronc ‘s lands they have become highly skilled in repairing of metal tools and weapons,  although there are large stone deposits that are suitable for building defensive walls and buildings.<br />
<br />
Leadership: The Ameroncians are governed over by a council of high lords. The high lords are advised by a council of representative. Most peasants distrust the high lords so they created the council of representatives to try to allow the ideas of the majority heard and acted on.<br />
<br />
Major Attractions to this Fiefdom: They are a place where people can go to get away from the use of magic and is a safe haven from all armed forces. They are also recognised as an elite fighting forces as they have developed effective ways of fighting magic uses. The skills needed to use weapons to be able kill magic uses are phenomenal. Their armies draw men and women from across the land to learn the skills from some of the best weapon users in the land. <br />
<br />
City Name and Basic Layout: Ameronc. The city has three tires. The top one is the home of the high lords and is where the castle of located. The middle one has the market district and is home to the few metal workers, it also houses the older families, the first ones to join the five families at the start. The bottom one has houses everyone else. Each tire is sounded by a wall; no building is allowed to be higher than the wall behind it. This means no attacking army can place archers or magic uses on top of the buildings and fire down onto the wall behind it, surrounding the next tire up. The city is surrounded by farms that provide for the town.<br />
<br />
Location within the Map: (Leave this Blank until I can get a map outline from the builders.) Head of a river so that fresh water is available.<br />
<br />
Building Style: Cobble stone or stone.<br />
<br />
Ideas for racial Skill bonus from the following List: <br />
Archery +5<br />
Swords +6<br />
Repair +4<br />
<br />
Sorry for any spelling or grammar mistakes<hr />
Edit to the lay out: the top and middle tires have a dock to deliver supplies and items to]]></description>
			<content:encoded><![CDATA[Name of Kingdom/Fiefdom: Ameronc<br />
<br />
Race: Human (but any race is accepted)<br />
<br />
History of the Fiefdom: The Ameronc formed around the start of the second age when five men and their families banded together against bands of roving bandits. These five families were the descendants of the five high lords of this time.  More families and people came to this group of families; they grow into a village and then a town and ten a city. As the city grow the high lords formed a council of representatives to advise them on what the people want and need. These council men were elected by the people to represent the people.  Because of the nature of the group weapon skills grow, although there were no metal deposits around, at first they melted down old tools and equipment, as they grow they sent trade caravans out to buy metal and the things that they couldn’t provide from the area which they brought safety and protection to. As the group grow they built walls to protect themselves against the bandits. These were at first wood, but as the settlement grow these progressed into stone walls. When the first high lords had passed on the city had grown into a three tired citadel. The top or inner tire was where the high lords lived and the castle was beginning to be built. The second or middle tire was the market and merchant district, and was where the older families lived, the ones that first moved to the group. The outer was where the new comers live. This city was designed to with stand attack, with a rule being put in place that no building can be taller the wall behind it. This was to prevent archers being able to fire down onto the defenders on the wall tops. All was well for another two generations, the city surviving attack, famine and drought. <br />
Then a group of magic uses came along, over a period of years they worked their way into the city and up into the castle life, becoming accepted persons in castle life. Then they struck, they killed off the high lords and their advisers, along with the council of representatives. They then killed or drove off any other magic user from the city. They began a rule of terror that lasted for 50 years. This was the darkest time in the settlements history. As the magic users were securing power a detachment of guards smuggled out of the city the high lord’s heirs. As much as the magic users searched they could not find them. After 50 years of terror and pain had gone by the heirs stuck. They had been gathering support in the city and one day when the time was right they drove them out of the castle and killed them. Many a soldier was killed or maimed, from that day on the use of magic was made illegal and was punishable by death.<br />
After this another generation went on then the empire (or whatever it will be called) stuck, the high lords and the council of representatives could see that the empire was too strong. So they submitted to their rule. In return the empire made the high lords their representatives in the city for their foresight to submit without a fight, as long as they would march out whit there solders if ever called upon by the empire and that magic uses of the empire were allowed to use magic in their lands. Another generation went by to the current day.<br />
<br />
Culture: The Ameronc s are distrustful of magic due to a period of the history when they were ruled over by evil and corrupt magicians. Due to this when the high lords came to power they made practicing magic illegal and if you were found practicing magic you were executed. This has formed a deep distrust of magic uses in the Ameronc society. Because of the lack of magicians in there fighting forces the Ameronc have developed highly effective methods of fighting against magicians and military forces with magicians in them. This has meant that they are highly effective when fighting with Swords and Archery. Because there no metal mines in any of the Ameronc ‘s lands they have become highly skilled in repairing of metal tools and weapons,  although there are large stone deposits that are suitable for building defensive walls and buildings.<br />
<br />
Leadership: The Ameroncians are governed over by a council of high lords. The high lords are advised by a council of representative. Most peasants distrust the high lords so they created the council of representatives to try to allow the ideas of the majority heard and acted on.<br />
<br />
Major Attractions to this Fiefdom: They are a place where people can go to get away from the use of magic and is a safe haven from all armed forces. They are also recognised as an elite fighting forces as they have developed effective ways of fighting magic uses. The skills needed to use weapons to be able kill magic uses are phenomenal. Their armies draw men and women from across the land to learn the skills from some of the best weapon users in the land. <br />
<br />
City Name and Basic Layout: Ameronc. The city has three tires. The top one is the home of the high lords and is where the castle of located. The middle one has the market district and is home to the few metal workers, it also houses the older families, the first ones to join the five families at the start. The bottom one has houses everyone else. Each tire is sounded by a wall; no building is allowed to be higher than the wall behind it. This means no attacking army can place archers or magic uses on top of the buildings and fire down onto the wall behind it, surrounding the next tire up. The city is surrounded by farms that provide for the town.<br />
<br />
Location within the Map: (Leave this Blank until I can get a map outline from the builders.) Head of a river so that fresh water is available.<br />
<br />
Building Style: Cobble stone or stone.<br />
<br />
Ideas for racial Skill bonus from the following List: <br />
Archery +5<br />
Swords +6<br />
Repair +4<br />
<br />
Sorry for any spelling or grammar mistakes<hr />
Edit to the lay out: the top and middle tires have a dock to deliver supplies and items to]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Race: Ti'garian]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=1005</link>
			<pubDate>Mon, 28 Nov 2011 15:50:24 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=1005</guid>
			<description><![CDATA[<span style="font-weight: bold;">Sorry for not using your Format Prongs, my ideas were to jumbled up in my head for it, and it's too late for it now.<br />
I also apologize to the lazy people who are going to ge quite irritated with all the words they're going to have to read.</span><br />
<br />
    <span style="font-family: Arial;"> The Ti’garians are a feline like race, stronger than the other races, but at a technological disadvantage in some ways. They stand roughly 6-7 feet high, and are covered in fur. The Ti’garian’s fur color, type, and length, usually symbolizes their abilities or lineage. Ti’garians with gold fur and brown manes or orange fur and black stripes, are usually excellent warriors, skilled at fighting with all sorts of weaponry. Ti’garians with golden fur and black spots or thin black fur, are usually masters of stealth and acrobatics, skilled at archery and tactics. Ti’garians with thin brown fur or thick, shaggy dark blonde fur with elongated canines, are the workers of the Ti’garians, they are built for hard larbour, and are usually skilled craftsmen.<br />
<br />
<br />
     At the start of the Second age, when the Gods gathered together to rebirth the humans anew, and create new creatures, Asvtea imagined of race of true warriors, and the first of the Ti’garians came into being, said to have leaped into being from the tip of Asvtea’s sword. Lost and unsure the Ti’garians traveled as a pack, wandering about the world. They did not have a purpose, and slowly Ti’garians were leaving the pack, going off on their own, never to be seen again. The pack had been lost in the desert for nearly a month and they had little food or water left. The packs numbers were waning and they feared they would soon be dead, and they may have all died out if not for the courage and leadership of a single Ti’garian. Ratar’o, a large Ti’garian with short golden fur and a large brown mane, spoke out to the rest of the pack. He claimed leadership of the once leaderless group, and lead them through the desert and to the large open plane beneath Mun’letra(More information later in post). Rater’o organized his people, and under his leadership the Ti’garians began construction on Thun’daria, Haven City, the city of the Ti’garians. <br />
<br />
<br />
     Rater’o was weary of attacks from beasts that might have lived around Mun’letra, and so he sought out someone to craft weapons for his people. Among his people he found Harl’grun, a broad shouldered Ti’garian with thick brown fur, who was a master blacksmith. Rater’o set him the task of forging weapons for all of the Ti’garians, but Harl’grun told him he had no ore to smelt and forge into these weapons. This problem was very soon resolved, for a Ti’garian, whose name was lost to time, found a large deposit of strange or while gathering stone from Mun’letra for buildings, this ore would later be known as Feli’dite. Harlgrun gathered up the ore that the Ti’garian had found, and forged the first Ti’garian weapon, a longsword of incredible craftsmanship. Harlgrun gifted this sword to Rater’o as a thanks for his leadership, and Rater’o dubbed the sword S’ra’twi’lak (Si(Like in Sith)-ra(like the God)-twi(like in twig)-lak(like loch)), which means Sword of Light. S’ra’twi’lak was passed down the generations of Ti’garian Kings, but during the Great War, the sword was lost, and now is sought after by all of the Ti’garian race.<br />
<br />
<br />
      Sadly, Rater’o died before he could see Thun’daria bloom into the city it became. Ti’garians can live nearly nine times the length of an average human’s lifetime, but Rater’o died of a bite from a massive, poisonous spider, that inhabited a cave the Ti’garians found while mining in Mun’letra. Although the Ti’garians are excellent warriors and craftsmen, they lack medical skills, and still have spiritual healers and shamans in place of modern doctors. The medicine men proclaimed there was no cure for the spider’s poison, for they did not know of a potion that could be brewed to heal Rater’o, although there was one.<br />
<br />
<br />
     After Rater’o’s death, Harl’grun worked tirelessly to fulfill a dream Rater’o had spoken to him off before his death, he forged six powerful weapons, D’ra’twi’dak, Dagger of the Dark, a short dagger with a black hilt, S’ra’twi’pey, Sword of Power, a long, two-handed sword, with a single ruby in the hilt, S’ra’twi’swa, Sword of Speed, a short, lightweight, one-handed sword, with a cross guard in the shape of a pair of wings, M’ra’twi’mifu, Mace of Fury, a spiked mace with golden twines twisting up the hilt,  A’ra’twi’jummi, Axe of Cunning, a dual sided battle axe with words of knowledge engraved upon its hilt and blade, and S’ras’twi’fedisis, Swords of Twins, two short, curved blades, with a single bright green emerald embedded in each of the sword’s hilts. Harl’grun gave these weapons to Rater’o’s son Lien’tegra, the new leader of the Ti’Garians, and told him of Rater’o’s vision. Rater’o did not believe he would be able to rule the Ti’garians alone, he believed he would need more guidance, that he did not have the right to rule by himself. He wanted to create the Rur’di’twi’ig, The Wise Council of Six, six wise and powerful Ti’garians who would help rule and protect the land of the Ti’garians’. <br />
<br />
<br />
     Lien’tegra, who had looked up to his father, sought out six Ti’garians worthy of the Ras’twi’vi’rur’di, the Weapons of the Wise Council. It did not take long to find the six wise and brave warriors he sought. D’ra’twi’dak he gave to a thin female Ti’garian with blonde fur and black spots, named Shi’layta. Shi’layta was swift and stealthy with a cunning mind. Lien’tegra gave S’ra’twi’pey to a large male Tigerian with golden fur and a brown mane named Dragga’bru. Dragga’bru was strong and tactical. S’ra’twi’swa was given to a tall male Ti’garian with thin black fur named Swak’fre. Swak’fra was courageous and nimble, with wisdom beyond his years. M’ra’twi’mifu was bestowed to a female Tig’arian with orange fur and black stripes named Tes’mira. Tes’mira was strong-willed and bright, with a glimmering of kindness in her eyes. A’ra’twi’jummi was given to a huge male Ti’garian with long brown fur and tusk like canines named Siba’tril. Siba’tril was larger than the rest of the council, and less intelligent, he was known for his brute strength and quick temper. S’ras’twi’fedisis was given to a small male Tigerian with abnormal thin, silver fur named Ru’esed’ho. Ru’esed’ho was the brightest of the council, he was very wise and was very good with words, although he was not as much of a fighter as the others of the Council. Thus the Rur’di’twi’ig was formed.<br />
<br />
<br />
     To honor his father, Lien’tegra sent the Rur’di’twi’ig into the cave of the monstrous spider that had killed Rater’o. The Council slayed the creature, and in the cave a hall was built. This hall, the Hall of Roter’o is home to Roter’o’s tomb and is where every leader of the Ti’garians is laid to rest. <br />
<br />
<br />
     Each leader of the Ti’garians can only rule for seventy-five years. After their time as ruler they are looked upon as Di’ses, Councilors. Once a leader has served his time, the Rur’di’twi’ig gather and decide on the new leader, for leadership does not remain in the hands of one family generation after generation. After the new leader has been chosen, the Rur’di’twi’ig seek out their replacements, the Ti’garians chosen to replace each of the council members then follows their council member about for five years. After the first five years of the new leaders rule, the council brings their replacements in front of the leader, and a ceremony takes place. During the ceremony, the Feti’twi’vi’di, the Changing of the Council, each of the council members hands their Ra’twi’vi’rur’di, Weapon of the Wise Council, to the new council member, and then the new council member recites the Oath of Loyalty, swearing to protect Thun’daria to their dying breath.<br />
<br />
<br />
     Once the old council members have relinquished their seats in council, they usually are put into the highest ranks of the Thun’darian military, although some of them leave to go and Council the Ti’garians of Hhuld’daria, High City, a much smaller Ti’garian city that lies high up on a mountain far from Thun’daria.<br />
The Ti’garians worship the goddess Asvtea. They pray to her in the mornings before they leave home, at the burial of a family member, and before they go into battle. Thun’daria houses the Shrine of Asvtea. The shrine is in the center of the city, it is built of a strange white stone that was found at the top of Mun’letra. The outside of the shrine is circular, with columns circling the entire building and a dome made of pure Feli’dite, black and glossy. At all times two guards stand at the entrance of the shrine, protecting it from anyone who would dare to desecrate the shrine of their god. The inside of the shrine is a single hallway lined with columns on either side. A strip of gold runs all the way down the shrine’s hallway, and encircles a statue at the end of it. <br />
<br />
<br />
     The statue depicts Asvtea as the Ti’garians picture her, a warmaiden, clad in armor. In the statues hand is a sword, one not made of felidite, a sword that is not of the craftsmanship of the Ti’garians, a sword that is indescribable. This sword is known to the Tigarians as S’ra’twi’kui’qi, Sword of War God. It is supposedly the sword of the goddess Asvtea, the sword the first Ti’garians were created from. The sword is said to be hers for when the Ten Thousand Steps of Harl’grun had been completed, and  Harl’grun first scaled to the top of Mun’letra, sticking out of the odd white stone with which Asvtea’s temple was carved, was a sword.<br />
<br />
<br />
     Behind the Temple of Asvtea sits the Ziha’twi’rafas, the Tower of Rulers. The tower is made of dark grey brick, and is the tallest building in the city. The tower houses the current leader of the Ti’garians and also contains the hall where the Wise Council of Six convene. <br />
<br />
<br />
     The Ti’garians, as well as being powerful warriors are excellent craftsmen, and the only people better than them at the anvil are the Kree, though some would disagree. The Ti’garians are best known for crafting weapons with Felidite, which is only found within Mun’letra (See below for information). They forge powerful swords and unbreakable war axes in the Hall of the Forges, built onto the peak of Mun’letra. The Hall’s walls are lined with forges, ten on each side, and running through the middle of the hall are twenty anvils. Each forge and each anvil has belonged to a family since the Halls creation, and each one is used by one blacksmith from each family, and then is eventually passed on to the next member of the family.<br />
<br />
<br />
     Thun’daria, lays in the shadow of the great mountain Mun’letra. Mun’letra towers above the city, and is saturated with the ores that the Ti’garians use in their weapons and armor. The inside of the mountain is crisscrossed with mineshafts, and at all times you can hear the sound of picks cracking rocks, echoing out from deep within. Carved into the face of Mun’letra stretching from Thun’daria all the way to the peak of the mountain are The Ten Thousand Steps of Harl’grun. The steps lead up to The Hall of the Forges, and are said to have been carved by Harl’grun, the first blacksmith of the Ti’garians.<br />
<br />
<br />
     Thun’daria is protected on all sides. At the cities back rises Mun’letra, which cannot be scaled from the other side. In front of the city, starting from the mountain and circling all the way around, connecting back to the mountain is a wall. The wall is built out of stone from Mun’letra, and is dotted with towers. Although the Ti’garians are not well skilled in archery, they have archers posted in the towers on the wall. Jutting out from the ground in front of the wall are large, wooden, sharpened poles made to halt an enemies’ charge.<br />
The city of Thun’daria also houses the Warrior Academy, as well as the Adventurers Guild. At the Warrior Academy, might Ti’garians teach the ways of battle and bravery to any that apply. People flock from all over the land to join the Adventurers Guild, though few make it in. The Adventurers Guild is a guild that accepts all sorts of quests from the people of the land, most of which are highly dangerous. The guild pulls in a lot of money, and uses its funds to seek out the most powerful mages, warriors, and archers to join, usually going and asking for entry to the guild fails, you must be asked to join by them.<br />
<br />
<br />
     During the rule of the fourth leader of the Ti’garians, Eral’kur, the Cmokian Empire asked the Ti’garians to join them in their dream of uniting all of the Kingdoms into a single empire. Eral’kur refused them outright, but the Cmokians would not accept rejection. They sent legion after legion to attack Thundaria, all of which failed to penetrate their wall. The Cmokian Emperor realized he could not win them over by brute force, so he offered them money. Eral’kur realized he could benefit from all of this coin flowing into Thundaria, and accepted upon the agreement that the Cmokians would pay Thundaria a huge sum of money each year.<br />
     The Cmokian Emperor knows that if he were to stop sending the payments each year, that the Ti’garians would wage total war with them, and he knew that was a fight he could not win. This is why the Ti’garians are the wealthiest race at this point in time. <br />
<br />
     The Ti’garians buildings, besides the temple and the tower, are mostly made of gray stone (Not gray brick). The buildings usually have doors forged of iron, and roofs made of multi-colored wood and metals. Their buildings are usually only one floor, sometimes with a basement, but they usually are very large, and they are never straight up square or rectangular buildings.	<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Dictionary of Words found above.<br />
	This is quick dictionary for the words written in Ti’garias in the topic above. Whether I’m going to work on making an entire language I do not know, but I do know the Ti’garians do not use their language as frequently as they once did and prefer Common Speak.<br />
<br />
Twi- Of<br />
Vi- The<br />
Thun- Haven<br />
Daria- City<br />
Mun- Mountain<br />
Letra- Sky<br />
Fe- Shine<br />
Feli- Shining<br />
Dite- Ore<br />
Ra- Weapon<br />
S’ra- Sword<br />
D’ra- Dagger<br />
M’ra- Mace<br />
A’ra- Axe<br />
Lak- Light<br />
Dak- Dark<br />
Pey- Power<br />
Swa- Speed<br />
Mifu- Fury<br />
Jummi- Cunning<br />
Fedisis- Twins<br />
Ru- Wisdom<br />
Rur- Wise<br />
Di- Council<br />
Di’ses- Councilors<br />
Ig- Six<br />
Feti- Changing<br />
Fet- Change<br />
Hhuld- High<br />
Ziha- Tower<br />
Rafas- Rulers<br />
Rafa- Ruler</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Sorry for not using your Format Prongs, my ideas were to jumbled up in my head for it, and it's too late for it now.<br />
I also apologize to the lazy people who are going to ge quite irritated with all the words they're going to have to read.</span><br />
<br />
    <span style="font-family: Arial;"> The Ti’garians are a feline like race, stronger than the other races, but at a technological disadvantage in some ways. They stand roughly 6-7 feet high, and are covered in fur. The Ti’garian’s fur color, type, and length, usually symbolizes their abilities or lineage. Ti’garians with gold fur and brown manes or orange fur and black stripes, are usually excellent warriors, skilled at fighting with all sorts of weaponry. Ti’garians with golden fur and black spots or thin black fur, are usually masters of stealth and acrobatics, skilled at archery and tactics. Ti’garians with thin brown fur or thick, shaggy dark blonde fur with elongated canines, are the workers of the Ti’garians, they are built for hard larbour, and are usually skilled craftsmen.<br />
<br />
<br />
     At the start of the Second age, when the Gods gathered together to rebirth the humans anew, and create new creatures, Asvtea imagined of race of true warriors, and the first of the Ti’garians came into being, said to have leaped into being from the tip of Asvtea’s sword. Lost and unsure the Ti’garians traveled as a pack, wandering about the world. They did not have a purpose, and slowly Ti’garians were leaving the pack, going off on their own, never to be seen again. The pack had been lost in the desert for nearly a month and they had little food or water left. The packs numbers were waning and they feared they would soon be dead, and they may have all died out if not for the courage and leadership of a single Ti’garian. Ratar’o, a large Ti’garian with short golden fur and a large brown mane, spoke out to the rest of the pack. He claimed leadership of the once leaderless group, and lead them through the desert and to the large open plane beneath Mun’letra(More information later in post). Rater’o organized his people, and under his leadership the Ti’garians began construction on Thun’daria, Haven City, the city of the Ti’garians. <br />
<br />
<br />
     Rater’o was weary of attacks from beasts that might have lived around Mun’letra, and so he sought out someone to craft weapons for his people. Among his people he found Harl’grun, a broad shouldered Ti’garian with thick brown fur, who was a master blacksmith. Rater’o set him the task of forging weapons for all of the Ti’garians, but Harl’grun told him he had no ore to smelt and forge into these weapons. This problem was very soon resolved, for a Ti’garian, whose name was lost to time, found a large deposit of strange or while gathering stone from Mun’letra for buildings, this ore would later be known as Feli’dite. Harlgrun gathered up the ore that the Ti’garian had found, and forged the first Ti’garian weapon, a longsword of incredible craftsmanship. Harlgrun gifted this sword to Rater’o as a thanks for his leadership, and Rater’o dubbed the sword S’ra’twi’lak (Si(Like in Sith)-ra(like the God)-twi(like in twig)-lak(like loch)), which means Sword of Light. S’ra’twi’lak was passed down the generations of Ti’garian Kings, but during the Great War, the sword was lost, and now is sought after by all of the Ti’garian race.<br />
<br />
<br />
      Sadly, Rater’o died before he could see Thun’daria bloom into the city it became. Ti’garians can live nearly nine times the length of an average human’s lifetime, but Rater’o died of a bite from a massive, poisonous spider, that inhabited a cave the Ti’garians found while mining in Mun’letra. Although the Ti’garians are excellent warriors and craftsmen, they lack medical skills, and still have spiritual healers and shamans in place of modern doctors. The medicine men proclaimed there was no cure for the spider’s poison, for they did not know of a potion that could be brewed to heal Rater’o, although there was one.<br />
<br />
<br />
     After Rater’o’s death, Harl’grun worked tirelessly to fulfill a dream Rater’o had spoken to him off before his death, he forged six powerful weapons, D’ra’twi’dak, Dagger of the Dark, a short dagger with a black hilt, S’ra’twi’pey, Sword of Power, a long, two-handed sword, with a single ruby in the hilt, S’ra’twi’swa, Sword of Speed, a short, lightweight, one-handed sword, with a cross guard in the shape of a pair of wings, M’ra’twi’mifu, Mace of Fury, a spiked mace with golden twines twisting up the hilt,  A’ra’twi’jummi, Axe of Cunning, a dual sided battle axe with words of knowledge engraved upon its hilt and blade, and S’ras’twi’fedisis, Swords of Twins, two short, curved blades, with a single bright green emerald embedded in each of the sword’s hilts. Harl’grun gave these weapons to Rater’o’s son Lien’tegra, the new leader of the Ti’Garians, and told him of Rater’o’s vision. Rater’o did not believe he would be able to rule the Ti’garians alone, he believed he would need more guidance, that he did not have the right to rule by himself. He wanted to create the Rur’di’twi’ig, The Wise Council of Six, six wise and powerful Ti’garians who would help rule and protect the land of the Ti’garians’. <br />
<br />
<br />
     Lien’tegra, who had looked up to his father, sought out six Ti’garians worthy of the Ras’twi’vi’rur’di, the Weapons of the Wise Council. It did not take long to find the six wise and brave warriors he sought. D’ra’twi’dak he gave to a thin female Ti’garian with blonde fur and black spots, named Shi’layta. Shi’layta was swift and stealthy with a cunning mind. Lien’tegra gave S’ra’twi’pey to a large male Tigerian with golden fur and a brown mane named Dragga’bru. Dragga’bru was strong and tactical. S’ra’twi’swa was given to a tall male Ti’garian with thin black fur named Swak’fre. Swak’fra was courageous and nimble, with wisdom beyond his years. M’ra’twi’mifu was bestowed to a female Tig’arian with orange fur and black stripes named Tes’mira. Tes’mira was strong-willed and bright, with a glimmering of kindness in her eyes. A’ra’twi’jummi was given to a huge male Ti’garian with long brown fur and tusk like canines named Siba’tril. Siba’tril was larger than the rest of the council, and less intelligent, he was known for his brute strength and quick temper. S’ras’twi’fedisis was given to a small male Tigerian with abnormal thin, silver fur named Ru’esed’ho. Ru’esed’ho was the brightest of the council, he was very wise and was very good with words, although he was not as much of a fighter as the others of the Council. Thus the Rur’di’twi’ig was formed.<br />
<br />
<br />
     To honor his father, Lien’tegra sent the Rur’di’twi’ig into the cave of the monstrous spider that had killed Rater’o. The Council slayed the creature, and in the cave a hall was built. This hall, the Hall of Roter’o is home to Roter’o’s tomb and is where every leader of the Ti’garians is laid to rest. <br />
<br />
<br />
     Each leader of the Ti’garians can only rule for seventy-five years. After their time as ruler they are looked upon as Di’ses, Councilors. Once a leader has served his time, the Rur’di’twi’ig gather and decide on the new leader, for leadership does not remain in the hands of one family generation after generation. After the new leader has been chosen, the Rur’di’twi’ig seek out their replacements, the Ti’garians chosen to replace each of the council members then follows their council member about for five years. After the first five years of the new leaders rule, the council brings their replacements in front of the leader, and a ceremony takes place. During the ceremony, the Feti’twi’vi’di, the Changing of the Council, each of the council members hands their Ra’twi’vi’rur’di, Weapon of the Wise Council, to the new council member, and then the new council member recites the Oath of Loyalty, swearing to protect Thun’daria to their dying breath.<br />
<br />
<br />
     Once the old council members have relinquished their seats in council, they usually are put into the highest ranks of the Thun’darian military, although some of them leave to go and Council the Ti’garians of Hhuld’daria, High City, a much smaller Ti’garian city that lies high up on a mountain far from Thun’daria.<br />
The Ti’garians worship the goddess Asvtea. They pray to her in the mornings before they leave home, at the burial of a family member, and before they go into battle. Thun’daria houses the Shrine of Asvtea. The shrine is in the center of the city, it is built of a strange white stone that was found at the top of Mun’letra. The outside of the shrine is circular, with columns circling the entire building and a dome made of pure Feli’dite, black and glossy. At all times two guards stand at the entrance of the shrine, protecting it from anyone who would dare to desecrate the shrine of their god. The inside of the shrine is a single hallway lined with columns on either side. A strip of gold runs all the way down the shrine’s hallway, and encircles a statue at the end of it. <br />
<br />
<br />
     The statue depicts Asvtea as the Ti’garians picture her, a warmaiden, clad in armor. In the statues hand is a sword, one not made of felidite, a sword that is not of the craftsmanship of the Ti’garians, a sword that is indescribable. This sword is known to the Tigarians as S’ra’twi’kui’qi, Sword of War God. It is supposedly the sword of the goddess Asvtea, the sword the first Ti’garians were created from. The sword is said to be hers for when the Ten Thousand Steps of Harl’grun had been completed, and  Harl’grun first scaled to the top of Mun’letra, sticking out of the odd white stone with which Asvtea’s temple was carved, was a sword.<br />
<br />
<br />
     Behind the Temple of Asvtea sits the Ziha’twi’rafas, the Tower of Rulers. The tower is made of dark grey brick, and is the tallest building in the city. The tower houses the current leader of the Ti’garians and also contains the hall where the Wise Council of Six convene. <br />
<br />
<br />
     The Ti’garians, as well as being powerful warriors are excellent craftsmen, and the only people better than them at the anvil are the Kree, though some would disagree. The Ti’garians are best known for crafting weapons with Felidite, which is only found within Mun’letra (See below for information). They forge powerful swords and unbreakable war axes in the Hall of the Forges, built onto the peak of Mun’letra. The Hall’s walls are lined with forges, ten on each side, and running through the middle of the hall are twenty anvils. Each forge and each anvil has belonged to a family since the Halls creation, and each one is used by one blacksmith from each family, and then is eventually passed on to the next member of the family.<br />
<br />
<br />
     Thun’daria, lays in the shadow of the great mountain Mun’letra. Mun’letra towers above the city, and is saturated with the ores that the Ti’garians use in their weapons and armor. The inside of the mountain is crisscrossed with mineshafts, and at all times you can hear the sound of picks cracking rocks, echoing out from deep within. Carved into the face of Mun’letra stretching from Thun’daria all the way to the peak of the mountain are The Ten Thousand Steps of Harl’grun. The steps lead up to The Hall of the Forges, and are said to have been carved by Harl’grun, the first blacksmith of the Ti’garians.<br />
<br />
<br />
     Thun’daria is protected on all sides. At the cities back rises Mun’letra, which cannot be scaled from the other side. In front of the city, starting from the mountain and circling all the way around, connecting back to the mountain is a wall. The wall is built out of stone from Mun’letra, and is dotted with towers. Although the Ti’garians are not well skilled in archery, they have archers posted in the towers on the wall. Jutting out from the ground in front of the wall are large, wooden, sharpened poles made to halt an enemies’ charge.<br />
The city of Thun’daria also houses the Warrior Academy, as well as the Adventurers Guild. At the Warrior Academy, might Ti’garians teach the ways of battle and bravery to any that apply. People flock from all over the land to join the Adventurers Guild, though few make it in. The Adventurers Guild is a guild that accepts all sorts of quests from the people of the land, most of which are highly dangerous. The guild pulls in a lot of money, and uses its funds to seek out the most powerful mages, warriors, and archers to join, usually going and asking for entry to the guild fails, you must be asked to join by them.<br />
<br />
<br />
     During the rule of the fourth leader of the Ti’garians, Eral’kur, the Cmokian Empire asked the Ti’garians to join them in their dream of uniting all of the Kingdoms into a single empire. Eral’kur refused them outright, but the Cmokians would not accept rejection. They sent legion after legion to attack Thundaria, all of which failed to penetrate their wall. The Cmokian Emperor realized he could not win them over by brute force, so he offered them money. Eral’kur realized he could benefit from all of this coin flowing into Thundaria, and accepted upon the agreement that the Cmokians would pay Thundaria a huge sum of money each year.<br />
     The Cmokian Emperor knows that if he were to stop sending the payments each year, that the Ti’garians would wage total war with them, and he knew that was a fight he could not win. This is why the Ti’garians are the wealthiest race at this point in time. <br />
<br />
     The Ti’garians buildings, besides the temple and the tower, are mostly made of gray stone (Not gray brick). The buildings usually have doors forged of iron, and roofs made of multi-colored wood and metals. Their buildings are usually only one floor, sometimes with a basement, but they usually are very large, and they are never straight up square or rectangular buildings.	<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Dictionary of Words found above.<br />
	This is quick dictionary for the words written in Ti’garias in the topic above. Whether I’m going to work on making an entire language I do not know, but I do know the Ti’garians do not use their language as frequently as they once did and prefer Common Speak.<br />
<br />
Twi- Of<br />
Vi- The<br />
Thun- Haven<br />
Daria- City<br />
Mun- Mountain<br />
Letra- Sky<br />
Fe- Shine<br />
Feli- Shining<br />
Dite- Ore<br />
Ra- Weapon<br />
S’ra- Sword<br />
D’ra- Dagger<br />
M’ra- Mace<br />
A’ra- Axe<br />
Lak- Light<br />
Dak- Dark<br />
Pey- Power<br />
Swa- Speed<br />
Mifu- Fury<br />
Jummi- Cunning<br />
Fedisis- Twins<br />
Ru- Wisdom<br />
Rur- Wise<br />
Di- Council<br />
Di’ses- Councilors<br />
Ig- Six<br />
Feti- Changing<br />
Fet- Change<br />
Hhuld- High<br />
Ziha- Tower<br />
Rafas- Rulers<br />
Rafa- Ruler</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Poll] Structure of the Cities/Kingdoms.]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=978</link>
			<pubDate>Wed, 23 Nov 2011 15:32:49 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=978</guid>
			<description><![CDATA[Hello everyone,<br />
 <br />
It seems like we need your help again, the Lore Writers are in a tangle. Some of us are wanting the structure to work one way, while others are wanting it another. So I bring it before you and allow you all to voice your thoughts. Here are your two options on the structuring of the Cities and such within the Lore.<br />
 <br />
[Option #1] Independent Kingdoms/Empires/Etc:<br />
 This would work like this, each independent Group is a different Kingdom. They have nothing do with one another, minus trade and sometimes war. This could bring in some fun RP experiences. But on the other hand it promotes PVP and such.<br />
 <br />
Pros: <br />
Allows for separate Kingdoms within the World.<br />
 Brings in fun concepts of Nation Vs. Nation PVP.<br />
 RP can still be there as people will need to work together for items and knowledge.<br />
 <br />
Cons:<br />
 Can lead to nothing but PVP.<br />
 <br />
[Option #2] One Kingdom with smaller District/City-States:<br />
 Following along the lines of Greece in its early days with a few changes. It would be one central Kingdom, ruled by a single Leader. With a few City States/Districts ruled by an offical. These City States are control by its leader and the leader answers only to the King. Other than that it free game.<br />
 <br />
Pros:<br />
 Offers a good RP environment, because everything isn't about PVP.<br />
 Allow RP to go freely as leaders try to make trading arrangements, Peace acts, and make the Central Government happy<br />
 Offers some PVP.<br />
 <br />
Cons:<br />
 Requires an outside enemy.<br />
 <br />
<br />
Again any outside thoughts or comments are welcomed, if you vote please post why you choose that idea.]]></description>
			<content:encoded><![CDATA[Hello everyone,<br />
 <br />
It seems like we need your help again, the Lore Writers are in a tangle. Some of us are wanting the structure to work one way, while others are wanting it another. So I bring it before you and allow you all to voice your thoughts. Here are your two options on the structuring of the Cities and such within the Lore.<br />
 <br />
[Option #1] Independent Kingdoms/Empires/Etc:<br />
 This would work like this, each independent Group is a different Kingdom. They have nothing do with one another, minus trade and sometimes war. This could bring in some fun RP experiences. But on the other hand it promotes PVP and such.<br />
 <br />
Pros: <br />
Allows for separate Kingdoms within the World.<br />
 Brings in fun concepts of Nation Vs. Nation PVP.<br />
 RP can still be there as people will need to work together for items and knowledge.<br />
 <br />
Cons:<br />
 Can lead to nothing but PVP.<br />
 <br />
[Option #2] One Kingdom with smaller District/City-States:<br />
 Following along the lines of Greece in its early days with a few changes. It would be one central Kingdom, ruled by a single Leader. With a few City States/Districts ruled by an offical. These City States are control by its leader and the leader answers only to the King. Other than that it free game.<br />
 <br />
Pros:<br />
 Offers a good RP environment, because everything isn't about PVP.<br />
 Allow RP to go freely as leaders try to make trading arrangements, Peace acts, and make the Central Government happy<br />
 Offers some PVP.<br />
 <br />
Cons:<br />
 Requires an outside enemy.<br />
 <br />
<br />
Again any outside thoughts or comments are welcomed, if you vote please post why you choose that idea.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MAGIC]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=976</link>
			<pubDate>Tue, 22 Nov 2011 21:53:32 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=976</guid>
			<description><![CDATA[Havent really played smp for 1.0.0 so I don't know, but the new potions and such, if they are for smp, mages should be able to sell them and such. Will they be able to, if they are for smp?]]></description>
			<content:encoded><![CDATA[Havent really played smp for 1.0.0 so I don't know, but the new potions and such, if they are for smp, mages should be able to sell them and such. Will they be able to, if they are for smp?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Enchantment in new server?]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=968</link>
			<pubDate>Mon, 21 Nov 2011 22:21:58 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=968</guid>
			<description><![CDATA[I am sure many of you have tried out the new enchantment system in MC 1.0. It is interesting, and would fit in with the RP of having "enchanters" or mages if we wish to make that an aspect. Does anyone know if there is a plan to incorporate it, or are we just going to skip it?]]></description>
			<content:encoded><![CDATA[I am sure many of you have tried out the new enchantment system in MC 1.0. It is interesting, and would fit in with the RP of having "enchanters" or mages if we wish to make that an aspect. Does anyone know if there is a plan to incorporate it, or are we just going to skip it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Official Irédoran Application- UPDATED WITH CITY LAYOUT FOR BUILDERS]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=966</link>
			<pubDate>Mon, 21 Nov 2011 18:18:35 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=966</guid>
			<description><![CDATA[Name of Kingdom/Fiefdom: Irédora<br />
<br />
Race: Irédoran<br />
<br />
History of the Fiefdom: <br />
<br />
When the Mayimar Empire fell to Gnore's wrath, Myri and Gnore felt sorry for some of the most faithful of the people. Before they all fell under the aquatic onslaught, Myri and Gnore each took a few of the humans to become their servants, changing their being as they did so. Gnore's chosen became Water Nymphs, abiding in rivers and lakes. Myri's servants became Dryads, spirits who inhabit trees. Over the years, the offspring of such dryads and humans became the race of the Irédoran, more corporeal than Dryads, though not fully human. These half-blooded dryads banded together out of necessity, for in those days, humans were distrustful of any race not of their own kin.  These tribes of Iredoran lived int eh great forests, that being the place where they felt most at home.  They became steeped in knowledge of woodcraft and of woodland magics, and as the tribes grew and became more permanent, this cultural knowledge was written down and placed in huge libraries.  Eventually, one of the oldest of their race, Turé, united the largest tribes.  A great city was constructed, of living wood and crafted wood.  The center of the Irédoran's knowledge is here, in their capital, in homes and citadels grown into and among trees. <br />
<br />
Culture: The Irédoran are the offspring of Humans and Woodland spirits, or Dryads. They are extremely attuned with the nature and the woodlands, and they produce the finest organic carpentry. They know the most of any race of living things, biology, healing, and woodland magic. The Irédoran are relatively secretive, preferring their forests to the outside, and defending their home viciously against any attack. They are kind and welcoming to humans if they do not defile the land, but at any sign of such activity, their vengeance will be swift and brutal.  Their knowledge of anything living under the Sun is extensive indeed, and it is nearly impossible to tell an Iredoran something they don't know of the forest.  The Iredoran worship Myri first and foremost, as she is their patron and the forest is her domain.  Secondly, they worship Uhera and Gnore, for the sunlight and water to nourish their trees. They also have a fascination with Amanya, for the lofty trees bring them high indeed.<br />
<br />
Leadership:The Irédoran are lead by the wisest and oldest of them, a Wood Nymph halfling named Turé. (Subject to change) He lives in the center of the largest village, and his mind stretches across the entire forest. He is a master of woodland magic, and he knows everything that happens to every life-form in the forest. He makes decisions on the most important matters, such as war. <br />
 He rules his people justly and fairly, and makes these decisions based on his knowledge of the forest and the world beyond. <br />
<br />
Appearance:<br />
The Iredoran are slight of stature, shorter and slimmer than the average Bjardsoen or Cmokan.  They coloration is usually pale or olive coloured, but greenish-tinged skin and green hair is not uncommon, due to the presence of chlorophyll in their skin and hair tissue.  Their ears are pointed and elongated, granting better hearing than the average human. The eyes of the Iredoran are often bright colors of oranges, purples, and greens.  The clothing that the Iredoran make is often colored in rustic greens, ochres, and browns, with gilt or arget trim.  When they go to war, the Iredoran archers don armour of finely crafted wood or leather, though chainmail bought from Kree or more recently, Ti'Garian armoursmiths is not uncommon.<br />
<br />
Major Attractions to this Fiefdom: The Irédoran are fantastic carpenters, and their woodwork is the finest in the world. They are also excellent archers. Their homes are a wonder to behold, grown of living wood, and in the city is a library containing the most extensive information on living things, biology, healing, and woodsmanship.<br />
<br />
City Name and Basic Layout: Myrire, the former capital of the Iredoran race and the central hub of their culture, is located deep within the largest forest in the land.  The center of the city is a massive  four-topped tree, a central crown of leaves surrounded by 3 lesser crowns.  The home of Turé, a large mansion, is located between the limbs that branch off to form the crowns.  In the largest lesser crown is the great library.  The center of the trunk of the tree is hollowed, and a great spiral staircase twists upward.  There are rings of flooring in the trunk, flooring off alchemists' laboratories, bowmaker's workrooms, and woodworker's shops.  There are four levels inside the main tree, the first level occurring half-way up the trunk.  At the very bottom in the center of the great tree is a temple and shrine to Myri.  Four staircases rise above this shrine and meet to form the center spiral.   Three roots extend to steady the great tree, and act as hallways or streets.  Small windows are se in the roots, and golden light pours from within them.  Houses are lined on either side of the roots.  <br />
<br />
The city is protected and surrounded by a layer of large trees(Size 3 on the diagram) grown in a ring around the roughly-circular city. Most of these contain dwellings. Four larger trees (Size 2) act as large barracks/lookout towers and are placed in a rough square around the city.<br />
<br />
The main roadway of Myrire is circular in shape.  It winds in a ring around the central great tree, and most dwellings and buildings are on this way. It is paved with cobblestones, though the lesser streets are of hard-packed gravel.  The main roadway out of the forest is also of cobblestone, and the market stalls are placed on either side of this entrance road.  <br />
<br />
A river runs through the city, skirting the Great tree. It comes from a spring on top of the cliff that forms the fourth border, and a beautiful waterfall plunging into a a pond shrouds that side of the city in a pleasant mist.  This section of Myrire contains some farmland, and a road through the cliff to the Kree fiefdom.  On this river is a temple to Gnore.<br />
<br />
<img src="http://i1206.photobucket.com/albums/bb448/redlego10/Myrire2.png" border="0" alt="[Image: Myrire2.png]" /><br />
<br />
Location within the Map: (Leave this Blank until I can get a map outline from the builders.)<br />
<br />
Building Style: Log outlines (Tree trunks or freestanding) with plank walls. Plank or log roofs in an inverted but elongated v-shape. If a tree trunk is one of the corners, there is a ladder into a hollowed portion of that tree.  Non-conventional architecture abounds, such as improbable additions supported by trees and flimsy bridges connecting separate rooms. Album of a sample middle-class Iredoran home: <a href="http://s1206.photobucket.com/albums/bb448/redlego10/Minecraft-IredoranArchitechture/" target="_blank">http://s1206.photobucket.com/albums/bb44...itechture/</a><br />
<br />
Ideas for racial Skill bonus from the following List: <br />
<br />
Herbalism, Wood Cutting, Archery, Acrobatics]]></description>
			<content:encoded><![CDATA[Name of Kingdom/Fiefdom: Irédora<br />
<br />
Race: Irédoran<br />
<br />
History of the Fiefdom: <br />
<br />
When the Mayimar Empire fell to Gnore's wrath, Myri and Gnore felt sorry for some of the most faithful of the people. Before they all fell under the aquatic onslaught, Myri and Gnore each took a few of the humans to become their servants, changing their being as they did so. Gnore's chosen became Water Nymphs, abiding in rivers and lakes. Myri's servants became Dryads, spirits who inhabit trees. Over the years, the offspring of such dryads and humans became the race of the Irédoran, more corporeal than Dryads, though not fully human. These half-blooded dryads banded together out of necessity, for in those days, humans were distrustful of any race not of their own kin.  These tribes of Iredoran lived int eh great forests, that being the place where they felt most at home.  They became steeped in knowledge of woodcraft and of woodland magics, and as the tribes grew and became more permanent, this cultural knowledge was written down and placed in huge libraries.  Eventually, one of the oldest of their race, Turé, united the largest tribes.  A great city was constructed, of living wood and crafted wood.  The center of the Irédoran's knowledge is here, in their capital, in homes and citadels grown into and among trees. <br />
<br />
Culture: The Irédoran are the offspring of Humans and Woodland spirits, or Dryads. They are extremely attuned with the nature and the woodlands, and they produce the finest organic carpentry. They know the most of any race of living things, biology, healing, and woodland magic. The Irédoran are relatively secretive, preferring their forests to the outside, and defending their home viciously against any attack. They are kind and welcoming to humans if they do not defile the land, but at any sign of such activity, their vengeance will be swift and brutal.  Their knowledge of anything living under the Sun is extensive indeed, and it is nearly impossible to tell an Iredoran something they don't know of the forest.  The Iredoran worship Myri first and foremost, as she is their patron and the forest is her domain.  Secondly, they worship Uhera and Gnore, for the sunlight and water to nourish their trees. They also have a fascination with Amanya, for the lofty trees bring them high indeed.<br />
<br />
Leadership:The Irédoran are lead by the wisest and oldest of them, a Wood Nymph halfling named Turé. (Subject to change) He lives in the center of the largest village, and his mind stretches across the entire forest. He is a master of woodland magic, and he knows everything that happens to every life-form in the forest. He makes decisions on the most important matters, such as war. <br />
 He rules his people justly and fairly, and makes these decisions based on his knowledge of the forest and the world beyond. <br />
<br />
Appearance:<br />
The Iredoran are slight of stature, shorter and slimmer than the average Bjardsoen or Cmokan.  They coloration is usually pale or olive coloured, but greenish-tinged skin and green hair is not uncommon, due to the presence of chlorophyll in their skin and hair tissue.  Their ears are pointed and elongated, granting better hearing than the average human. The eyes of the Iredoran are often bright colors of oranges, purples, and greens.  The clothing that the Iredoran make is often colored in rustic greens, ochres, and browns, with gilt or arget trim.  When they go to war, the Iredoran archers don armour of finely crafted wood or leather, though chainmail bought from Kree or more recently, Ti'Garian armoursmiths is not uncommon.<br />
<br />
Major Attractions to this Fiefdom: The Irédoran are fantastic carpenters, and their woodwork is the finest in the world. They are also excellent archers. Their homes are a wonder to behold, grown of living wood, and in the city is a library containing the most extensive information on living things, biology, healing, and woodsmanship.<br />
<br />
City Name and Basic Layout: Myrire, the former capital of the Iredoran race and the central hub of their culture, is located deep within the largest forest in the land.  The center of the city is a massive  four-topped tree, a central crown of leaves surrounded by 3 lesser crowns.  The home of Turé, a large mansion, is located between the limbs that branch off to form the crowns.  In the largest lesser crown is the great library.  The center of the trunk of the tree is hollowed, and a great spiral staircase twists upward.  There are rings of flooring in the trunk, flooring off alchemists' laboratories, bowmaker's workrooms, and woodworker's shops.  There are four levels inside the main tree, the first level occurring half-way up the trunk.  At the very bottom in the center of the great tree is a temple and shrine to Myri.  Four staircases rise above this shrine and meet to form the center spiral.   Three roots extend to steady the great tree, and act as hallways or streets.  Small windows are se in the roots, and golden light pours from within them.  Houses are lined on either side of the roots.  <br />
<br />
The city is protected and surrounded by a layer of large trees(Size 3 on the diagram) grown in a ring around the roughly-circular city. Most of these contain dwellings. Four larger trees (Size 2) act as large barracks/lookout towers and are placed in a rough square around the city.<br />
<br />
The main roadway of Myrire is circular in shape.  It winds in a ring around the central great tree, and most dwellings and buildings are on this way. It is paved with cobblestones, though the lesser streets are of hard-packed gravel.  The main roadway out of the forest is also of cobblestone, and the market stalls are placed on either side of this entrance road.  <br />
<br />
A river runs through the city, skirting the Great tree. It comes from a spring on top of the cliff that forms the fourth border, and a beautiful waterfall plunging into a a pond shrouds that side of the city in a pleasant mist.  This section of Myrire contains some farmland, and a road through the cliff to the Kree fiefdom.  On this river is a temple to Gnore.<br />
<br />
<img src="http://i1206.photobucket.com/albums/bb448/redlego10/Myrire2.png" border="0" alt="[Image: Myrire2.png]" /><br />
<br />
Location within the Map: (Leave this Blank until I can get a map outline from the builders.)<br />
<br />
Building Style: Log outlines (Tree trunks or freestanding) with plank walls. Plank or log roofs in an inverted but elongated v-shape. If a tree trunk is one of the corners, there is a ladder into a hollowed portion of that tree.  Non-conventional architecture abounds, such as improbable additions supported by trees and flimsy bridges connecting separate rooms. Album of a sample middle-class Iredoran home: <a href="http://s1206.photobucket.com/albums/bb448/redlego10/Minecraft-IredoranArchitechture/" target="_blank">http://s1206.photobucket.com/albums/bb44...itechture/</a><br />
<br />
Ideas for racial Skill bonus from the following List: <br />
<br />
Herbalism, Wood Cutting, Archery, Acrobatics]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Status Update on the Server!]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=956</link>
			<pubDate>Sun, 20 Nov 2011 17:31:49 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=956</guid>
			<description><![CDATA[Hello everyone, due to the demand for an update to the upcoming server, I have been instructed to give you want you want. <br />
<br />
I will start with the bad news first, as everyone knows Minecraft was officially released today. Well that is a good thing and a bad thing. Notch being the guy that keeps his promises didn’t send the code to Bukkit like he promised he would. So as of now, all Bukkit plugins are now broken. As everyone knows, our server uses a large amount of plugins to help make the best Role Playing server for you. <br />
<br />
The actual server machine is the next problem, as everyone knows our wonderful owners, Otter and Dothacking, pay for the server themselves. But they need help to get the “down payment” on our new server. So they have silently requested donations, to help with the server. If anyone wants to donate, send your donations <span style="text-decoration: underline;">through paypal here: admin@unlimitedclan.com with your IGN</span>. So you can personally be thanked, any amount can help from five dollars to twenty dollars. <br />
<br />
Now to the good news, both the building of the server and the designing of the lore are on track and such is complete close to the time the plugins are updated and everything. Our team of Staff and Volunteers work many hours each day to get this done. <br />
<br />
So in closing, I personally thank you for myself and the rest of the staff team for staying with us and keeping the community alive. We hope to have the server out as soon as possible<span style="text-decoration: underline;"> but due to the release it will be anywhere from a week to two weeks, I am sorry for the time it will take, but there is nothing we can do about it.</span> Thank you again everyone.<br />
 <br />
<span style="font-weight: bold;">-Unlimited Clan Staff.</span>]]></description>
			<content:encoded><![CDATA[Hello everyone, due to the demand for an update to the upcoming server, I have been instructed to give you want you want. <br />
<br />
I will start with the bad news first, as everyone knows Minecraft was officially released today. Well that is a good thing and a bad thing. Notch being the guy that keeps his promises didn’t send the code to Bukkit like he promised he would. So as of now, all Bukkit plugins are now broken. As everyone knows, our server uses a large amount of plugins to help make the best Role Playing server for you. <br />
<br />
The actual server machine is the next problem, as everyone knows our wonderful owners, Otter and Dothacking, pay for the server themselves. But they need help to get the “down payment” on our new server. So they have silently requested donations, to help with the server. If anyone wants to donate, send your donations <span style="text-decoration: underline;">through paypal here: admin@unlimitedclan.com with your IGN</span>. So you can personally be thanked, any amount can help from five dollars to twenty dollars. <br />
<br />
Now to the good news, both the building of the server and the designing of the lore are on track and such is complete close to the time the plugins are updated and everything. Our team of Staff and Volunteers work many hours each day to get this done. <br />
<br />
So in closing, I personally thank you for myself and the rest of the staff team for staying with us and keeping the community alive. We hope to have the server out as soon as possible<span style="text-decoration: underline;"> but due to the release it will be anywhere from a week to two weeks, I am sorry for the time it will take, but there is nothing we can do about it.</span> Thank you again everyone.<br />
 <br />
<span style="font-weight: bold;">-Unlimited Clan Staff.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fiefdom/Kingdom/Race Posting Format]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=955</link>
			<pubDate>Sun, 20 Nov 2011 15:55:55 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=955</guid>
			<description><![CDATA[Name of Kingdom/Fiefdom:<br />
<br />
Race: (if Human “subrace” just place Human)<br />
<br />
History of the Fiefdom: (If this is a different race it is assumed that there is only one Fiefdom per non-human race. So include the history of their creation and rise to power and such).<br />
<br />
Culture: (This is where you describe how the Fiefdom is, what is to be a “Cmokan” or whatever.)<br />
<br />
Leadership: (Describe the leadership within the Fiefdom, try to keep the numbers of powerful people limited.)<br />
<br />
Major Attractions to this Fiefdom: (Example within the Cmokan Empire, they have the world’s largest Magic Academy, though it is possible to learn outside the Academy. Most people will go to the Academy and then return to their home.)<br />
<br />
City Name and Basic Layout:<br />
<br />
Location within the Map: (Leave this Blank until I can get a map outline from the builders.)<br />
<br />
Building Style: (Example Bree used Wood Outline with Wool walls)<br />
<br />
Ideas for racial Skill bonus from the following List: (This list is subject to change, Magic maybe added to it soon or such. Try to keep them roughly +15 divided among up to three skills)<br />
<br />
Mining<br />
Wood Cutting<br />
Herbalism<br />
Excavation<br />
Unarmed<br />
Archery<br />
Axes<br />
Swords<br />
Repair<br />
Acrobatics]]></description>
			<content:encoded><![CDATA[Name of Kingdom/Fiefdom:<br />
<br />
Race: (if Human “subrace” just place Human)<br />
<br />
History of the Fiefdom: (If this is a different race it is assumed that there is only one Fiefdom per non-human race. So include the history of their creation and rise to power and such).<br />
<br />
Culture: (This is where you describe how the Fiefdom is, what is to be a “Cmokan” or whatever.)<br />
<br />
Leadership: (Describe the leadership within the Fiefdom, try to keep the numbers of powerful people limited.)<br />
<br />
Major Attractions to this Fiefdom: (Example within the Cmokan Empire, they have the world’s largest Magic Academy, though it is possible to learn outside the Academy. Most people will go to the Academy and then return to their home.)<br />
<br />
City Name and Basic Layout:<br />
<br />
Location within the Map: (Leave this Blank until I can get a map outline from the builders.)<br />
<br />
Building Style: (Example Bree used Wood Outline with Wool walls)<br />
<br />
Ideas for racial Skill bonus from the following List: (This list is subject to change, Magic maybe added to it soon or such. Try to keep them roughly +15 divided among up to three skills)<br />
<br />
Mining<br />
Wood Cutting<br />
Herbalism<br />
Excavation<br />
Unarmed<br />
Archery<br />
Axes<br />
Swords<br />
Repair<br />
Acrobatics]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Old server dungeons]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=954</link>
			<pubDate>Sun, 20 Nov 2011 10:50:19 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=954</guid>
			<description><![CDATA[I was one of the few that was not able to expierence the MERP dungeons, I wish I did though.<br />
<br />
Can anyone run me through how they worked?  What did you do? pictures? What happend? loots? what did you do in it? Kill things, jump over things? More loots?]]></description>
			<content:encoded><![CDATA[I was one of the few that was not able to expierence the MERP dungeons, I wish I did though.<br />
<br />
Can anyone run me through how they worked?  What did you do? pictures? What happend? loots? what did you do in it? Kill things, jump over things? More loots?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Time in Game]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=950</link>
			<pubDate>Sat, 19 Nov 2011 21:28:47 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=950</guid>
			<description><![CDATA[How will you know how long time is in the server?  What if you're studying for years on magical lore in an academy, seeking vast amounts of knowledge?  What if you're in a serious relationship, and want to have the wedding in 5 months?  What if the baby is due in 4 (Well, that much is your own problem)?<br />
<br />
In order to create good roleplay, we're going to set up this standard for time passage.  Ready for math?<br />
<br />
We'll start with this basic principle:<br />
<br />
1 hour in real life equals 1 day in game.<br />
<br />
Simple, right?  Let's go from there.<br />
<br />
1 day in real life = 24 days in game.<br />
<br />
And just for the simple conversion to other measurements:<br />
<br />
1 week in real life= 168 days or 5.6 months in game<br />
1/2 month in real life (15 ish days) = 1 year in game<br />
1 month in real life (30-31 ish days) = 2 years in game<br />
<br />
This allows for lengthy roleplay, so you don't just rush in and out of mage training school by being inactive for a week.  Suckers.]]></description>
			<content:encoded><![CDATA[How will you know how long time is in the server?  What if you're studying for years on magical lore in an academy, seeking vast amounts of knowledge?  What if you're in a serious relationship, and want to have the wedding in 5 months?  What if the baby is due in 4 (Well, that much is your own problem)?<br />
<br />
In order to create good roleplay, we're going to set up this standard for time passage.  Ready for math?<br />
<br />
We'll start with this basic principle:<br />
<br />
1 hour in real life equals 1 day in game.<br />
<br />
Simple, right?  Let's go from there.<br />
<br />
1 day in real life = 24 days in game.<br />
<br />
And just for the simple conversion to other measurements:<br />
<br />
1 week in real life= 168 days or 5.6 months in game<br />
1/2 month in real life (15 ish days) = 1 year in game<br />
1 month in real life (30-31 ish days) = 2 years in game<br />
<br />
This allows for lengthy roleplay, so you don't just rush in and out of mage training school by being inactive for a week.  Suckers.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[History of the land. [Updated]]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=948</link>
			<pubDate>Sat, 19 Nov 2011 05:17:37 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=948</guid>
			<description><![CDATA[Creation:<br />
Space is every where and it is everything, Space declared himself Vo’tac. With this declaration Vo’tac created the universe, and in doing so created his sons and daughters. He gave each one of them influence and power in the one of the lower realms of one planet. Having almost limitless power, for unlike his descendants Space is everything, Vo’tac was feared by his sons and daughters. The eldest of the sons and daughters Uldr and Qylala gathered the rest of the sons and daughters and slew their Father, cutting off his head and forming it into a power artifact. They placed it on the world below to be safe from influence and those who would use it. It would remain hidden for countless ages.<br />
<br />
The First Age:<br />
After the death of Vo’tac, the Gods turned their attention back to the world below, which already was full of life. The most widespread race was the Human race, an after effect of the creation of the universe. These humans showed the greatest ability to both create things and to properly worship their gods. These humans quickly organized themselves into a group called the Mayimar. All was well for the Humans for many centuries. These humans spread themselves throughout the known land. They built mighty cities, beautiful temples, and amassed a mighty fortune of gems, metals, and other wealth.<br />
<br />
Ravok, one of many of the gods, was weak from the amount of peace and order in the world below. As such, he sought to make himself more powerful. Disguising himself as a human, he went to the people of Mayimar, spreading lies that the humans were greater than their gods. Some of the humans rebelled against their gods, destroying temples and stopping worship, while others fought to protect them. Civil war and unrest raged throughout the land. The other gods were furious at Ravok’s actions. They swiftly swept the land clean of life, killing all that opposed. Those who still knew love and peace went with the Gods into their realm to serve them. After the purification of the land, Ravok was punished for his crimes. <br />
<br />
The Second Age:<br />
The Gods decided to bring their powers of their domains together to help with their next creation, to replace the Humans. The Gods remade the humans of old, created the Kree from the Dirt, and the [Insert other race here]. The humans broke into different factions this time, living their own ways and worshipping their chosen gods. As before, Ravok was powerless in this new order, placing the seeds of doubt with in the minds of Ryk Lord of the Afterlife and Asvtea Goddess of War, that their power could become great with war among the races of the world. Both agreed on one thing: what Ravok didn’t say was that that the war on the planet would lead to war of the upper realm. The following years were tough; war stretched throughout the lands as armies crossed and the gods took sides. In the end, Uldr beat Ravok in one on one combat and struck him down, ordering his imprisonment for the rest of eternity. <br />
<br />
As the world recovered, a seer once said that the world would leave in peace and harmony until the Fallen returns to the land and darkness and decay will spread. But the gods ignored the warning and life continued as it had, endlessly struggling for the peace they hoped would never be broken again.<br />
<br />
Rough Timeline:<br />
<br />
First Age:<br />
- 0 F.A.—Vo’tac creates the universe, the planets, Gods, and most of the life.<br />
- 140 F.A. – The Lesser Gods kill Vo’tac and place his power within an item and hide it on the planet.<br />
- 153-457 F.A. --- Golden time of the Mayimar Empire.<br />
- 458-461 F.A. – Civil War and destruction of the Mayimar Empire.<br />
<br />
Second Age:- 1 S.A. --- Creation of the other races of the world and remaking of the Humans.<br />
- 46 - 84 S. A. --- Time of Great war and imprisonment of Ravok.<br />
- 134 S.A. Current time.]]></description>
			<content:encoded><![CDATA[Creation:<br />
Space is every where and it is everything, Space declared himself Vo’tac. With this declaration Vo’tac created the universe, and in doing so created his sons and daughters. He gave each one of them influence and power in the one of the lower realms of one planet. Having almost limitless power, for unlike his descendants Space is everything, Vo’tac was feared by his sons and daughters. The eldest of the sons and daughters Uldr and Qylala gathered the rest of the sons and daughters and slew their Father, cutting off his head and forming it into a power artifact. They placed it on the world below to be safe from influence and those who would use it. It would remain hidden for countless ages.<br />
<br />
The First Age:<br />
After the death of Vo’tac, the Gods turned their attention back to the world below, which already was full of life. The most widespread race was the Human race, an after effect of the creation of the universe. These humans showed the greatest ability to both create things and to properly worship their gods. These humans quickly organized themselves into a group called the Mayimar. All was well for the Humans for many centuries. These humans spread themselves throughout the known land. They built mighty cities, beautiful temples, and amassed a mighty fortune of gems, metals, and other wealth.<br />
<br />
Ravok, one of many of the gods, was weak from the amount of peace and order in the world below. As such, he sought to make himself more powerful. Disguising himself as a human, he went to the people of Mayimar, spreading lies that the humans were greater than their gods. Some of the humans rebelled against their gods, destroying temples and stopping worship, while others fought to protect them. Civil war and unrest raged throughout the land. The other gods were furious at Ravok’s actions. They swiftly swept the land clean of life, killing all that opposed. Those who still knew love and peace went with the Gods into their realm to serve them. After the purification of the land, Ravok was punished for his crimes. <br />
<br />
The Second Age:<br />
The Gods decided to bring their powers of their domains together to help with their next creation, to replace the Humans. The Gods remade the humans of old, created the Kree from the Dirt, and the [Insert other race here]. The humans broke into different factions this time, living their own ways and worshipping their chosen gods. As before, Ravok was powerless in this new order, placing the seeds of doubt with in the minds of Ryk Lord of the Afterlife and Asvtea Goddess of War, that their power could become great with war among the races of the world. Both agreed on one thing: what Ravok didn’t say was that that the war on the planet would lead to war of the upper realm. The following years were tough; war stretched throughout the lands as armies crossed and the gods took sides. In the end, Uldr beat Ravok in one on one combat and struck him down, ordering his imprisonment for the rest of eternity. <br />
<br />
As the world recovered, a seer once said that the world would leave in peace and harmony until the Fallen returns to the land and darkness and decay will spread. But the gods ignored the warning and life continued as it had, endlessly struggling for the peace they hoped would never be broken again.<br />
<br />
Rough Timeline:<br />
<br />
First Age:<br />
- 0 F.A.—Vo’tac creates the universe, the planets, Gods, and most of the life.<br />
- 140 F.A. – The Lesser Gods kill Vo’tac and place his power within an item and hide it on the planet.<br />
- 153-457 F.A. --- Golden time of the Mayimar Empire.<br />
- 458-461 F.A. – Civil War and destruction of the Mayimar Empire.<br />
<br />
Second Age:- 1 S.A. --- Creation of the other races of the world and remaking of the Humans.<br />
- 46 - 84 S. A. --- Time of Great war and imprisonment of Ravok.<br />
- 134 S.A. Current time.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gods/Goddess List and Information.]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=946</link>
			<pubDate>Sat, 19 Nov 2011 05:00:14 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=946</guid>
			<description><![CDATA[Uldr: Lord of the Gods and Master of Time and Order. <br />
Qylala: Queen of the Gods, Goddess of Void and Chaos.<br />
Ivak: God of Fire, Lava, and Smithing.<br />
Ryk: God of the After Life, Lord of the Underworld.<br />
Nitha: Goddess of Death, Lady of the Underworld.<br />
Semele: Goddess of Earth, Ores, and Gems.<br />
Myri: Goddess of Life, Animals, and Plants.<br />
Livla: Goddess of Magic.<br />
Ther: God of the Moon and Night.<br />
Uhera: Goddess of the Sun and Day.<br />
Asvtea: Goddess of War and Honor.<br />
Gnore: God of the Sea, Water, and Rivers.<br />
Amyana: God of the Sky and Wind<br />
Ravok: God of Evil, Murder, Greed, and Betrayal<br />
<br />
Gods of this universe have a few features different than most features gods have to most people. Key ones are as follows:<br />
-They can grow old, after thousands of years.<br />
-They can die.<br />
-They have power, but it is not limitless and extends to only their domain.<br />
<br />
Toying with the idea of them knowing most things in their domain, thus giving them the ability to know whats going on.<br />
<br />
Thoughts?]]></description>
			<content:encoded><![CDATA[Uldr: Lord of the Gods and Master of Time and Order. <br />
Qylala: Queen of the Gods, Goddess of Void and Chaos.<br />
Ivak: God of Fire, Lava, and Smithing.<br />
Ryk: God of the After Life, Lord of the Underworld.<br />
Nitha: Goddess of Death, Lady of the Underworld.<br />
Semele: Goddess of Earth, Ores, and Gems.<br />
Myri: Goddess of Life, Animals, and Plants.<br />
Livla: Goddess of Magic.<br />
Ther: God of the Moon and Night.<br />
Uhera: Goddess of the Sun and Day.<br />
Asvtea: Goddess of War and Honor.<br />
Gnore: God of the Sea, Water, and Rivers.<br />
Amyana: God of the Sky and Wind<br />
Ravok: God of Evil, Murder, Greed, and Betrayal<br />
<br />
Gods of this universe have a few features different than most features gods have to most people. Key ones are as follows:<br />
-They can grow old, after thousands of years.<br />
-They can die.<br />
-They have power, but it is not limitless and extends to only their domain.<br />
<br />
Toying with the idea of them knowing most things in their domain, thus giving them the ability to know whats going on.<br />
<br />
Thoughts?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Poll] Magic System for the new server.]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=945</link>
			<pubDate>Sat, 19 Nov 2011 04:00:54 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=945</guid>
			<description><![CDATA[Hello everyone, <br />
<br />
Many people want to help with the new server and some with its lore. Well here is the chance for everyone to put their thoughts in on this subject. The Lore Writers like both Ideas, so we will allow you guys to put your thoughts on this subject. <br />
<br />
We Lore Writers have came to a point in the creation of Magic system, here is the two ideas we have. Please read them, vote, and tell us why you choose your answer.<br />
<br />
<span style="font-weight: bold;">Magic by Learning and Knowledge:</span><br />
This form of magic allows the person to learn over time, meaning every child is born and then can train and learn the arts of magic from books, tutors, the academy, etc. This allows for the role play of teacher/student, role play out the academy, etc. <br />
<br />
Pros:<br />
-Anyone can become a Magic User.<br />
-Role playing scenarios of teacher/students.<br />
-Magic books can be used in dungeons/rewards.<br />
<br />
Cons:<br />
-Anyone can become a mage.<br />
-No way to “strip” away powers from bad RPers/people who should lose their magic within the Realm of Role play.<br />
<br />
<span style="font-weight: bold;">Magic from Gods:</span><br />
This form of Magic is driven from the gods of the land. “Elder” Gods, have the ability to “Mark” a character with the Mark. This mark will give the access to some power within their domain, the more marks you have (Getting from being a good servant/priest)  the more power and control you have over said gods domain. This brings in some interesting RP and powers.<br />
<br />
Pros:<br />
-Fun RP with god/dess.<br />
-Has reasoning for people to become Magic Users<br />
-A way for Staff to RPly strip away Magic.<br />
<br />
Cons:<br />
-Very limited to what “spells” a player has.<br />
-Not everyone wants to be a “priest” to a god/dess.<br />
<br />
These are just limited descriptions of each magic system, with a few pros and cons. If you have any further questions. Just ask, the voting will be open for 24 hours then with y’alls thoughts, the lore team will fully decide.<br />
-Lore Writers.]]></description>
			<content:encoded><![CDATA[Hello everyone, <br />
<br />
Many people want to help with the new server and some with its lore. Well here is the chance for everyone to put their thoughts in on this subject. The Lore Writers like both Ideas, so we will allow you guys to put your thoughts on this subject. <br />
<br />
We Lore Writers have came to a point in the creation of Magic system, here is the two ideas we have. Please read them, vote, and tell us why you choose your answer.<br />
<br />
<span style="font-weight: bold;">Magic by Learning and Knowledge:</span><br />
This form of magic allows the person to learn over time, meaning every child is born and then can train and learn the arts of magic from books, tutors, the academy, etc. This allows for the role play of teacher/student, role play out the academy, etc. <br />
<br />
Pros:<br />
-Anyone can become a Magic User.<br />
-Role playing scenarios of teacher/students.<br />
-Magic books can be used in dungeons/rewards.<br />
<br />
Cons:<br />
-Anyone can become a mage.<br />
-No way to “strip” away powers from bad RPers/people who should lose their magic within the Realm of Role play.<br />
<br />
<span style="font-weight: bold;">Magic from Gods:</span><br />
This form of Magic is driven from the gods of the land. “Elder” Gods, have the ability to “Mark” a character with the Mark. This mark will give the access to some power within their domain, the more marks you have (Getting from being a good servant/priest)  the more power and control you have over said gods domain. This brings in some interesting RP and powers.<br />
<br />
Pros:<br />
-Fun RP with god/dess.<br />
-Has reasoning for people to become Magic Users<br />
-A way for Staff to RPly strip away Magic.<br />
<br />
Cons:<br />
-Very limited to what “spells” a player has.<br />
-Not everyone wants to be a “priest” to a god/dess.<br />
<br />
These are just limited descriptions of each magic system, with a few pros and cons. If you have any further questions. Just ask, the voting will be open for 24 hours then with y’alls thoughts, the lore team will fully decide.<br />
-Lore Writers.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hullo.]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=944</link>
			<pubDate>Sat, 19 Nov 2011 03:53:31 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=944</guid>
			<description><![CDATA[Hello friends. Get your asses on vent! Hunger cat will miss all of you but still? I'm sorry for my absence someone needs to fill me in on what happened. Also how will Falzarr mine now? So many questions.]]></description>
			<content:encoded><![CDATA[Hello friends. Get your asses on vent! Hunger cat will miss all of you but still? I'm sorry for my absence someone needs to fill me in on what happened. Also how will Falzarr mine now? So many questions.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Progress Update]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=943</link>
			<pubDate>Sat, 19 Nov 2011 00:39:41 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=943</guid>
			<description><![CDATA[...would be nice to know... everyone thats not on build team is kinda being left in the dark...... and im just really bored...]]></description>
			<content:encoded><![CDATA[...would be nice to know... everyone thats not on build team is kinda being left in the dark...... and im just really bored...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Proposed Race:  Irédoran]]></title>
			<link>http://unlimitedclan.com/Forum/showthread.php?tid=942</link>
			<pubDate>Fri, 18 Nov 2011 23:09:16 -0500</pubDate>
			<guid isPermaLink="false">http://unlimitedclan.com/Forum/showthread.php?tid=942</guid>
			<description><![CDATA[We've been doing a lot of discussion over Skype, and a new race has been proposed: the Irédoran.<br />
<br />
The Irédoran are the offspring of Humans and Woodland spirits, or Dryads. They are extremely attuned with the nature and the woodlands, and they produce the finest organic carpentry.  The Irédoran are relatively secretive, preferring their forests to the outside, and defending their home viciously.<br />
<br />
Appearence-wise, the Irédoran stretch from human-like with greenish skin to very plant-like, with moss for hair and bark for skin.  The more woodsy of them are less 'intelligent' as the humans define it, instead, their consciousnesses span swaths of trees and life. These sages can possess magical abilities.  The more human-like are the contacts with the outside, selling their wares and fighting for their homelands with the bow or the sword.<br />
<br />
Leaders:  <br />
The Irédoran are lead by the wisest and oldest of them, a Wood Nymph halfling named Turé.  He lives in the center of the largest village, and his mind stretches across the entire forest.  He is a master of woodland magic, and he knows everything that happens to every life-form in the forest.  He makes decisions on the most important matters, such as war.  <br />
<br />
Villages: <br />
The Irédoran villages are dotted around the forest, in larger trees that have been hollowed out to fit their occupants.  They are well-hidden and well-defended, with conventional means as well as magic.<br />
<br />
Worship:  The Irédoran formost worship Myri, for she is their Patron and has power over the forest.  Secondly, they worship Uhera and Gnore, for the sunlight and water to nourish their trees.  They also have a fascination with Amanya.]]></description>
			<content:encoded><![CDATA[We've been doing a lot of discussion over Skype, and a new race has been proposed: the Irédoran.<br />
<br />
The Irédoran are the offspring of Humans and Woodland spirits, or Dryads. They are extremely attuned with the nature and the woodlands, and they produce the finest organic carpentry.  The Irédoran are relatively secretive, preferring their forests to the outside, and defending their home viciously.<br />
<br />
Appearence-wise, the Irédoran stretch from human-like with greenish skin to very plant-like, with moss for hair and bark for skin.  The more woodsy of them are less 'intelligent' as the humans define it, instead, their consciousnesses span swaths of trees and life. These sages can possess magical abilities.  The more human-like are the contacts with the outside, selling their wares and fighting for their homelands with the bow or the sword.<br />
<br />
Leaders:  <br />
The Irédoran are lead by the wisest and oldest of them, a Wood Nymph halfling named Turé.  He lives in the center of the largest village, and his mind stretches across the entire forest.  He is a master of woodland magic, and he knows everything that happens to every life-form in the forest.  He makes decisions on the most important matters, such as war.  <br />
<br />
Villages: <br />
The Irédoran villages are dotted around the forest, in larger trees that have been hollowed out to fit their occupants.  They are well-hidden and well-defended, with conventional means as well as magic.<br />
<br />
Worship:  The Irédoran formost worship Myri, for she is their Patron and has power over the forest.  Secondly, they worship Uhera and Gnore, for the sunlight and water to nourish their trees.  They also have a fascination with Amanya.]]></content:encoded>
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