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Our 60-minute, live Walk-Thrus are packed with information that would otherwise require up to 40 hours of self-led evaluation. Our trainer guides you through a no-hype overview of our award winning product.
BQE Software Inc, is registered with the National Association of State Boards of Accountancy(NASBA) as a sponsor of continuing professional education on the National registry of CPE Sponsors. State boards of accountancy have final authority on the acceptance of individual courses for CPE credit. Complaints regarding registered sponsors may be addressed to the National Registry of CPE Sponsors, 150 Fouth Avenue North, suite 700, Nashville, TN, 37219-2417. Web site: www.nasba.org
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Robertson falsely claims Americans United's Lynn has said Constitution prohibits fire department from saving a burning church
Research ››› ››› JULIE MILLICAN
On the November 30 edition of Christian Broadcasting Network's The 700 Club, host Pat Robertson, founder of the Christian Coalition of America, falsely claimed that Rev. Barry Lynn, executive director of Americans United for the Separation of Church and State (AU), has said, "if a church is burning down, the local community could not send the fire engine to put the fire out because that would violate, quote, separation of church and state." Robertson's comments came during a segment with Fox News' John Gibson, in which they were discussing the so-called "war" on Christmas and a perceived anti-Christian bias toward acknowledging the holiday.
On numerous occasions over the past several years, Robertson has accused Lynn of claiming that the Constitution prohibits a locality from sending fire trucks to burning churches (see here and here). But in a November 2002 "Memo to Pat and Jerry" written in Church and State, AU's official publication, Lynn denied the charges:
Robertson, for example, continues to tell national television audiences that I believe that a public fire department can't go to a burning church without violating the separation of church and state. He apparently uses this "anecdote" to demonstrate my radical, wacky beliefs.
Trouble is (for him), I never said it and don't believe it. Journalists who have heard the claim and bothered to research the point fail to find evidence of me saying it. The reason is that fictional attributions don't show up in Internet news databases.
Even the religious organization, Focus on the Family, has noted that this claim is false. A 2000 article in the Focus on the Family's Citizen magazine stated:
It also should be said that despite Lynn's often-bombastic rhetoric, he's been on the receiving end of some pretty strong language himself, some of it unjustified. (One Christian conservative leader [presumably Robertson] has mistakenly suggested that Lynn would say a burning church shouldn't be able to call the fire department lest it violate the bounds of church-state separation.)
From the November 30 edition of Christian Broadcasting Network's The 700 Club:
ROBERTSON: Barry [Lynn] is -- Barry says that if a church is burning down, the local community could not send the fire engine to put the fire out because that would violate, quote, separation of church and state. He is fanatical.
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- Religion, Separation of Church and State, Religious Broadcasting
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Although wind speed peaked at more than 50 mph, the Hardin County area saw minimal damage following Wednesday morning's storm.
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VIDEO BIOS: Meet the 2012 Cross Country Teams
By: Jill Wunrow
GREEN BAY, Wis. (GreenBayPhoenix.com) - The Green Bay men's and women's cross country teams kicked off the 2012 season at the UIC Opener Sept. 1 but are looking forward to less travel and more home-cooked meals this season as four of Green Bay's six remaining meets take place in the state of Wisconsin, giving fans and spectators plenty of opportunities to cheer on the Phoenix.
Saturday, Sept. 8 Green Bay will be competing in the Midwest Collegiate Open in Kenosha, Wis. at 10 a.m. before competing in the Falcon Invite Saturday, Sept. 15 at 11 a.m. on the Concordia campus in Mequon, Wis. In-state rival UW-Milwaukee is the host of this year's Horizon League Championship being held Saturday, Oct. 27 at the Parkside National Course in Kenosha, Wis. at 11 a.m.
Competition in the state of Wisconsin concludes with the NCAA District Regional meet Friday, Nov. 9 at Zimmer Cross Country Course at Ridges Golf Club in Madison, Wis. The regional competition kicks off with the women's 6K race beginning at 11 a.m.
To view the complete men's and women's cross country schedule click here.
VIDEO BIOS NOW ACTIVE: Each year student-athletes take the opportunity to be creative and record their video bios for GreenBayPhoenix.com. This year's cross country squad consists of 15 women and 10 men and for the first time in at least five years, the women outnumber the men.
To learn more about the cross country teams, check out their bios below:
Throughout the year fans can watch video bios on every student-athlete from each of Green Bay's 16 sport programs by visiting the A.R.M.S. Video Vault on GreenBayPhoenix.com.
For the latest and most up-to-date information on Green Bay Athletics, please visit GreenBayPhoenix.com.
Follow us on Twitter: @GBPhoenix and @JillWunrow.
Like Green Bay Phoenix Athletics on Facebook.


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Sleeveless Peplum Shell
Out of Stock
- Contoured stretch fit.
- Silky charmeuse piping around neckline and armholes. Fanned box pleats with keyhole at the neckline. Cut-in shoulders. Seamed waist has thread loops. Hidden side zip with hook-and-eye closure. Top three buttons in back are functional.
- Charmeuse lining (silky side to skin). Leopard print facing at the back of the neck. Bra strap tabs.
- Hits at the upper hip (24.5" from shoulder).


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Yellow Starthistle
Scientific Name: Centaurea solstitialis
Family: Compositae
Toxicity: Toxic to Horses
Toxic Principles: Unknown
Clinical Signs: The plant is not usually eaten unless other forage is unavailable, or when incorporated into hay. Poisonings occur at ingestions of 50%- 200% of the animal's body weight over a 60 to 90 day period of grazing. Clinical signs have been referred to as "chewing disease", where horses chew but are unable to obtain food or swallow. Signs seen include a grinning appearance, open mouth with protruding, lolling tongue, yawning, head tossing, central nervous system depression, lost interest in food, difficulty breathing due to inhalation of food, submerging the head in water in an attempt to drink. Death can occur due to lack of eating and drinking, leading to dehydration and malnutrition.
If your pet ingested this plant, contact your local veterinarian or the ASPCA Animal Poison Control Center at 888-426-4435.*
* A $65 consultation fee may apply.Browse Toxic Plant Gallery List »


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Range Map
Western screech owls are part of the family Strigidae or "typical" owls. They are one of the smaller owls found within this family with ear tufts and well-developed facial discs. There are approximately 36 species in the genus Megascops and, in North America, three species of screech owls; eastern (M. asio), western (M. kennicoti) and whiskered (M. trichopsis). In total, there are 18 recognized subspecies of western screech owls. Western screech owls inhabit open woodlands, wooded stream and river banks throughout Pacific Coast mountain ranges in Canada and from the Pacific Coast to the Rocky Mountains in North America.
Due to their wide distribution, western screech owls use a variety of habitats. Habitat can vary from tropical coast lowlands to desert habitats in the south, to temperate rain forests in the North. In general, these owls prefer partially open country with many deciduous trees around, particularly oaks, sycamores and riparian hardwoods.
TWestern screech owls are small owls measuring from 6.5 to 8 inches (16-20 cm) in length with a wingspan of 20 to 22 inches (52-56 cm). Their body is gray to brownish-gray in color with a streaked chest and belly. They have black bills and yellow eyes. They have prominent ear tufts when they are raised. Like many other raptor species, females and males are similar in color.
Western screech owls are nocturnal. Their vocalizations consist of a series of short whistles that increase in tempo near the end. They sometimes will use a double trill tone when alarmed..
In both the wild and captivity, screech owls can live to about 13 years.
In the wild: The western screech owls hunt small mammals, insects, snakes, lizards, frogs, small birds and even crayfish and scorpions. In winter, when prey is scarce, screech owls have even been seen attacking larger birds such as domestic ducks and pheasants. In summer, these birds can often be seen hunting insects and moths around street lamps.
At the zoo: Mice, insects and coturnix quail.
It is believed that female and male western screech owls mate for life. They vocalize heavily at the beginning of the breeding season and will engage in mutual head-preening when a potential mate is found. The breeding season is short, typically lasting from March to May. Nest sites in the western screech owl vary greatly according to habitat. Favorite nest choices include natural tree hollows and cavities excavated by woodpeckers. They lay two to seven eggs that are incubated mainly by the female for 30 days.
Young chicks are ready to leave the nest at 30-32 days of age and the success rate of reaching fledging age is quite high, around 73% of eggs hatched in the nest. Being hit by automobiles is a large mortality factor in the first year of life in western screech owls.
The western screech owl has two distinct calls, neither of which are a screech. The first call is often described as a bouncing ball. It is a series of even and distinct notes, which start slowly then accelerate and runs together, like a ball that bounces more quickly as the bounce gets smaller. The second call, used when a male and female are dueting, is a short trill followed quickly by a longer one.
A western screech owl is housed at the Raptor Center at the zoo. He is missing a wing and is only visible to the public when being handled or when used in education programs. Great horned, spectacled and barred owls can be seen at the raptor center along with a Harris' hawk and turkey vulture. Great gray owls can be found in the Temperate Forest adjacent to Bug World and snowy owls are on display in the Northern Trail exhibit.
In many areas, screech owls have suffered substantial habitat losses. On the other hand, relatively abundant food supply and probable increased protection from great horned owls has allowed screech owls to become more abundant in city parks and suburban areas.
Many raptor species are in trouble. Human-caused changes in land use are escalating, and this affects the habitats and migratory corridors required by some raptors for survival. Vast forests are being removed for timber and other paper products, and industrial emissions are polluting water and air resources. Critical shoreline and riparian zone habitats are being rapidly converted by expanding human communities and agricultural needs. Shooting and trapping are also lowering raptor numbers. It's only a matter of time until more raptor species may face extinction, unless we take measures to protect their habitats.
Humans need raptors. Here are only a few of the benefits raptors provide:
Efforts to save threatened and endangered raptors require cooperation and support at international, national, regional and individual levels. You can help in this cause. Join and become active in Woodland Park Zoo and other conservation organizations. Recycle forest products. Eliminate or reduce pesticide use. Support breeding programs for endangered birds of prey at zoos and other animal care organizations. Let your elected representatives know your views about the conservation of migratory birds and their wild habitats.
Contact Woodland Park Zoo at firstname.lastname@example.com to find out how you can support conservation efforts at the zoo or visit our How You Can Help section.
Burton, J.A. (editor). 1992 (third ed.). Owls of the World: Their Evolution, Structure and Ecology. E.P. Dutton, New York, NY. 216 p.
Jarvis, Kila and Denver W. Holt. 1996. Owls: Whoo Are They? Mountain Press Publishing Company, Missoula, MT. 59 p.
Zoobooks. 1992. Owls. Wildlife Education, Ltd., San Diego, CA. 17 p.
Phylum: Chordata Class: Aves Order: Strigiformes Family: Strigidae Genus: Megascops Species: M. kennicoti
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Many Republican politicians in Utah despise the notion of federal involvement in things like affordable health insurance. So, a few years ago, they established what is now called Avenue H, a health insurance exchange for small businesses and their employees.
At present, business owners give an average of $437 a month to help their employees get insurance. But, as of November, Avenue H served just 313 such businesses and covered only 7,429 people.
That's out of about 67,000 small businesses. Meantime, more than 400,000 Utahns lack health insurance.
Now, much to the dismay of lots of conservative residents and politicians, President Barack Obama's Affordable Care Act (ACA) is about to come to fruition. Like it or not, the ACA is a much better deal for all Utahns, insured or not.
On Thursday, nearly 100 health professionals, legislators and others gathered in Salt Lake City to hear a presentation by the nonpartisan, nonprofit Utah Health Policy Project.
"Let me note in passing that we're facing deadlines," said Judi Hilman, UHPP's executive director, "but we have yet to resolve state health-reform incompatibilities with federal health care reform."
And, she added, the Utah Legislature, which convenes Jan. 28, is about a week away from having to make "monumental decisions."
And now that the U.S. Supreme Court has upheld the ACA and Obama has won a second term, it's time to understand that trying to get around it isn't an option.
Earlier this month, the U.S. Department of Health and Human Services gave Utah conditional approval to develop a state-run health exchange. Meantime, the state is working with the feds to make Avenue H compliant with the ACA, according to the UHPP, including an expansion to individuals.
Deadlines are coming up quickly. The ACA begins open enrollment Oct. 1, meaning that legislators will have to support Avenue H's efforts to set up the state-run exchange.
Medicaid and the federal Children's Health Insurance Program are also parts of the equation. Medicaid provides coverage for children in low-income families as well as pregnant women and people with disabilities but not childless adults. The feds finance 70 percent of Medicaid costs and the state 30 percent.
Then there's the issue of Medicaid expansion, which would cover far more eligible Utahns. The federal government would cover 100 percent of that expansion for the first three years, phasing down to 90 percent by 2022, according to the UHPP.
Again, Republican state leaders have warned that money for education and transportation may shrink if Medicaid is expanded. But this past week, the Salt Lake County Council voted 8-0 four Republicans and four Democrats to prod the governor and lawmakers into accepting the expansion.
The Affordable Care Act is despised by many, but if managed correctly, it will work. That means millions of Americans will be able to get health insurance, saving those of us lucky enough to have it already a bundle of money. It also greatly expands and stabilizes the private insurance market.
It's not socialism or welfare, as some claim. It's just good old American good sense.
Peg McEntee is a news columnist. Reach her at firstname.lastname@example.com, facebook.com/pegmcentee and Twitter, @pegmcentee.


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Got a review up by Walt Rauch on the 9mm version of the Taurus 1911. Here's an interesting excerpt discussing the magazine:
"Interestingly, Taurus engineers have their own idea of what a 9mm 1911 magazine should look like. The two supplied magazines have polished and blackened metal bodies with matching cartridge witness holes on either side numbered 29. The follower is one-piece polymer and colored yellow. The polymer base plate is removable, retained by an inner metal plate. The magazine is marked MADE IN BRAZIL.
Next, two longitudinal grooves run the length of the body forward of the witness holes. The grooves are intended to prevent the loaded 9mm cartridges from shifting forward and back. This shifting is one of the causes of malfunctions in 9mm-chambered 1911sthe 1911 design, as great as it has proven to be with now over a century of use, is simply not 9mm friendly.
Magazines used successfully from left to right: Colt, Springfield Armory, Wilson Combat and Taurus.
The original fix done by Colt featured a spacer at the rear of the magazine. I have magazines from Springfield Armory that have a groove down the front face of the nine-round magazine; a Wilson Combat magazine, which uses a combination of rear spacer and vertical side grooving; and Para magazines, which follow the Colt pattern. I used these with this sample gun and all worked, but I cant say this will apply to your 1911.
One more note: Theres some confusion on the Internet about the following information that was on the Taurus Web site regarding magazines for the 9mm 1911: .Were now offering our popular 1911 model with 9+1 (11+1 with extended magazine) I contacted the Taurus PR representative who advised me this is not correct. [Theres] No such mag! was the emphatic reply."
Here's his range report:
"Now to the range work. I was very curious to find out if I had a serious 1911one that reliably functions with most ammunition brands and bullet typesor a prima donna that will only work with one or two ammunition choices (as does my personal Series 70 Colt).
Doing accuracy work, my shots hit low when I used the front sight outline when sighting, but shot to point-of-aim if I used the white dot insert in the sight. As an aside, I find these dots in the rear sight to be a distraction to such accuracy work because my eye wants to focus on them rather than the dot in the front sight. (Hint: Magic Marker cures this problem.)
The 1911 B-9 I shot was not choosy about ammunition, at least what I and my friends fired, which included Remington Golden Saber 147-grain JHP, CCI Speer Gold Dot 124-grain +P, Federal 124-grain Hydra-Shok JHP, Black Hills 124-grain JHP and Hornady 124-grain Critical Defense HP/XTP. Plus Cor-Bon Performance Match 147-grain JRN and Winchester 124-grain NATO JRN, along with economy 115-grain ammo from Remington, Federal and Winchester, as well as lead-bullet reloads.
Of course, accuracy varied by shooter, running from one large 4″ group to a couple of keeper 1.5″ five-shot clusters. Groups at 20 yards fell mainly in the 2″3″ range, with the occasional group of 1.5″ using 147-grain Cor-Bon Performance Match and 1.75″ with Hornady 124-grain JHP/XTP.
Here are the accuracy results from five-shot groups fired at 20 yards while seated using a gun bag rest for support:
* Black Hills (remanufactured) 124-grain JRN: 2.75″ group
* Cor-Bon Performance Match 147-grain JRN: 1.5″ group
* Hornady Custom 124-grain JHP/XTP: 1.75″ group
The trigger pull was OK. Out of the box, it measured 5.75 lbs., and after extended shooting it dropped to 5.25 lbs."
Full article is here: Taurus 1911 Review | GunGunsGuns.net


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Hello everyone ^^. I'm here for another RP, let's hope it'll be as successful as Happy Home ^^. This will be a pure fantasy RP with Elves, Dwarves etc. Everyone is invited, prepare to read a lot though ^^.
Let me assure you, I'm not forcing anyone to read all of this from the get-go. The most important parts are I - III, VIII and IX in order to grasp how to create your CS. However I must say that if you only read those parts which I mentioned.. Amn will be just one big mystery to you. If you really want to delve inside Amn and understand it, you have to read all of it ^^. Think about me for example, can you even guess how many times I've read this through? The answer isn't a single digit I can assure you. I would've loved to put more pictures there but frankly I wasn't sure what to put ^^.
If you're planning on reading the whole thing at once, don't do it in a rush. Take your time. Choose a slow period of time for you, fix yourself a cup of coffee or such, and read it carefully ^^. Don't read it because you have to, but because you WANT to!
Now then the only thing left to do is.. the actual reading part ^^. Have fun!
Table of contents
Intro Part I Amn
Intro Part II Elves of the East
- Fairies
- Voco e Vorago
Intro Part III The Three Elves
- High Elves
- Dark Elves
- Moon Elves
Intro Part IV The Five Dragons
- Valham
- Faen
- Ik'har
- Arlith
- Xarxes
Intro Part V - The Other Regions of Amn
- Nihil Mountains - Dwarves
- Onomu - Beastkin
- Zenith
- Qualus - Merpeople
- Riverna Inuiks
- Netherworld
Intro Part VI The Chasm of Terra
- Soul Crystals
Intro Part VII The Elder Council
- Garmilio
- Ka'Tar
- Kinos Alte
Intro Part VIII The Elements
- Fire
- Water
- Earth
- Wind
Intro Part IX Magic Arts (Follow-up chapter to part VIII)
- Important NPCs
Intro Part X - Creatures of Amn
- Jitai
- Draken
- Xeloain
- Tamba
- Margni
- Svert
- Numen
Intro Part XI - Those without Names
Intro Part XII Rules
Tales of Amn
Intro Part I - Amn
Welcome to the beautiful and peaceful world of Amn. Amn is only a few centuries old world, born from clusters of magic floating in the deep Abyss. You can reflect the Abyss to our understanding of space and universe. Unlike our world, which was suddenly thrust into existance, the Abyss has always existed. It will not disappear, nor can it be contained. Thus, the Abyss is an endless source of information for which many lives have been sacrificed. The species among Amn were all created from the Abyss, just like Amn itself.
If looked from the surface of Amn, the Abyss would look like an endless sky with white clouds sailing through it. It is caused by the sun which helps sustain the beauty of Amn.
Amn bears similar traits to Earth. However Amn is not round, nor is it a planet as we understand it. Amn is in the shape of an ellipse, and unlike Earth, Amn actually has an edge from which there is nothing beyond it. Only the Netherworld greets those who venture through it. People generally refer the edge as World's End. The actual name of the platform below Amn where, yes you can see the Grim Reaper sailing, is Netherworld.
Not a single living soul has returned from the Netherworld(Decide which name you use, I shall use Netherworld), and none seek to go there willingly. It is the world of the dead.
Even though the world is peaceful, there are still those who seek that which belongs to others. These outlaws are commonly known as Tainted, meaning they are tainted by the Abyss.
The world of Amn is full of different kind of species which all live in peace with each other. There have been no wars, only everlasting peace. How is that possible? Since everyone has whatever they need and everyone's an equal. There is no need for conflict for everyone already has everything.. according to the high elves. A perfect world, wouldn't you say?
In Amn, each race have their own kind of sanctuary. The sanctuaries are the races' homelands.
Intro Part II Elves of the East
Amn is covered with lush trees which reach their highest point in the eastern part of Amn. The eastern part of Amn is the magical cradle of the world. Every living thing in the forest of Auburn has magic infused in it. From the highest trees to the smallest flowers, each and every thing contains magic. As mentioned earlier, the eastern forest is named Auburn and it is the sanctuary of the Elves. Elves are considered the main species in Amn for they are the wisest and populate the largest area. Elves live atop the trees and along the trunks by creating hovering platforms which serve as homes.
In the center of the forest of Auburn lies a large opening where there is a fresh spring. On top of the spring, high among the trees, is a city completely constructed by magic. In the city there lies one of the most famous structures in the world of Amn: Elven Library. It is the place where all the information and stories gather. It is an important structure for the Elves and thus it is heavily guarded. The city is called Nayru, and it is overseen by the dragon Valham. Valham also oversees the whole forest of Auburn.
Nayru has existed as long as elves have. It was the first thing the elves constructed as they were born into this world. Nayru can be split into two, in the centre lies the palace and the Elven Library while surrounding those two structures are the colosseum and residential areas. The colosseum is the place where the bravest of the elves gather and fight over who is the mightiest of them. Fighting is entertainment, thus the battles done in the colosseum are never deathmatches. They are more like contests of those who want to prove they are strong. On some occasions, a few Tainted ones are sent there to be punished by the warriors. However that happens rarely for it is rather barbaric and doesn't fit elves. Whenever Tainted are involved, use of deadly force is allowed.
Fairies are an important companion which every elf has. Every elf from birth is given a fairy corresponding their nature and personality. The color of the fairy can be anything but it is strongly influenced by their owners personality. Those who are calm and possess high intellect tend to have a blueish fairy while on the other hand those who have, what you call, a passionate outlook on life seem to have a reddish fairy. These colors can differ naturally, there is no single color for a fairy.
Fairies have their own personalities and minds, they are beings of their own who usually have a host in order to survive. They have always been considered as sidekicks for the elves. If a fairy with a host dies, it returns into the Abyss from whence it came. This does not have a side-effect on the host but losing a dear companion will undoubtedly hurt.
Now then, the fairies who don't have a host are called pixies. Pixies live on their own in the nature and care not for the affairs of the world. They despise the fairies who cling on a host with their life. Sometimes pixies can even act hostile towards the fairies. As for pixies color.. it's 80% of time green but it can turn yellow too. The reason for this is unknown.
Voco e Vorago
In the Elven Library exists all sorts of books right from the beginning of the world however even the library doesn't have all of the books. One book which was said to not even have an author is not located in the Elven Library. It is called Voco e Vorago, and it contains everything you could possibly want to know about summoning. It details how summoning actually works which is still unknown to most in Amn. It also has a complete list of creatures which can be summoned, making it one of the most seeked treasures in the world of Amn. Sadly, this treasure has been long gone. No one knows where it could possibly be, which in turn creates speculation that the whole book doesn't even exist. Dozens of treasure seekers have attempted to find the book but all of them have returned with empty hands.
One high elf has said that the book has found it's way into the Netherworld. Of course no one takes this high elf seriously because he couldn't possibly know that. All that can be said is that whoever finds the book will surely be able to become one of the greatest summoners in the whole world of Amn.
Part III The Three Elves
The High Elves
Elves possess the best magical abilities of all the races in Amn. They are also split into three different sub-races for all the elves are not alike. First are the High Elves, they are the elves most blessed with magic and they tend to live in the residential areas in Nayru. They are the most common of elves and thus are also portraited as the main species of elves. In the main region of Amn, Zenith, exists an Elder Council in which there is one representative from three races. High elves were chosen to be the representatives of the elves.
High elves have what you call a royal heritage although the truth is something much else. It is as they say.. winners shape the history. As for their appearance, high elves have a tan skin color, the same as humans. Their hair is often blonde and the color of their eyes is bright. They are also tall and slim in figure.
The Dark Elves
The second major species among elves are the Dark Elves. Dark elves are cast offs who are branded as lesser elves. This is never announced, however each and every dark elf knows this. They are given the same rights and laws as the high elves, yet they are still considered lesser beings.
No one knows where the rumor started, however ever since the world cast it's eyes upon a dark elf, the rumor has existed. Perhaps some find their appearance intimidating, and thus proclaim that they are weaker? The truth is quite the opposite. Some have even said that dark elves are tainted by the Abyss right from birth, thus the color of their skin. However these are all just assumptions from those who fear the dark elves. Where the high elves are the favorites of magic, the dark elves are the favorites of weaponry and combat.
Dark elves infuse their combat skills with their knowledge of magic, making them lethal weapons and excellent hunters. This is why most dark elves work as hunters who bring in the food while the high elves maintain the city. This balance has worked well for most dark elves find desk jobs repulsive. The dark elves live among the high elves however they choose to sleep in the homes they create in the tree trunks. They are much more with nature than the high elves are, thus the reason they rather sleep outside than inside.
Dark elves skin is much darker in tone than the high elves. Some have called the skin color midnight blue, and that is what they mostly use to describe dark elves appearance now. Dark elves eyes are crimson red and this is their most intimidating feat. Their hair color can be pretty much anything, they don't have a single color that is dominant over the others. Other than those features, dark elves are similar to high elves.
The Moon Elves
Last, but not least, are the Moon Elves. They are scarce among elves since moon elves are born only during Moon Days(explained below). It is said that the moon elves represent the pureness of the moons that surround the world of Amn. Amn has three moons and they are as follows: Pent is the smallest of them with a grey landscape, just like earth's moon. Ura is the middle one with a blue aura and the largest one is Satir with a red surface.
They have their own orbits so you won't catch all of them often in the midnight sky. Having all three moons on the same night has a meaning for the elves, that day is called the Moon Day. It occurs seven times during a year, on each month (it means there are 7 months in a year in Amn). It is celebrated with a huge festival among the elves.
Enough of moons, let us turn back our attention to the moon elves. They do not have someone to call a parent because they are brought into this world by magic. Moon elves are the most linked with nature because of their powers. They have a beast tongue with which they can communicate with wild animals.
Moon elves are the best summoners out of all the elves. Be it a simple wisp or a mighty elemental, the moon elves can control them quite well. However there always is a risk when summoning. The summoned being might defeat those who oppose you but in the end it could also destroy you. Sadly, this happens quite often and it is also one of the primary reasons why moon elves are scarce.
Moon elves are different from high elves and dark elves, that much is clear. They have different powers but they are also different by their looks. Moon elves skin has a cold hue surrounding it, the skin itself is pale blue. Their hair is always silver and their eyes are also always white. This doesn't mean their eyes are mere blanks, it means that their irises are white while their pupils remain black. They are more appreciated than the dark elves thanks to their looks. Some also fear their powers, thus they are given some priviledges.
Intro Part IV The Five Dragons
There exists five dragons in Amn, they all serve as overseers and guardians except for one. As mentioned earlier, Valham is one of the dragons and he oversees Auburn. There exists four different elements in the world of Amn, and for each element there is a dragon. Valham has the wind element. His scales are green and so are his eyes, he also has two sets of wings bringing a total of 4 wings. Valham is the fastest of the dragons and also the oldest of them. Valham has a calm nature and he thinks before he acts.
The second dragon is Faen, she has the element of fire. Faen has red scales and crimson eyes, the exact opposite of Valham. Faen has a line of fire going all the way from her neck to her tail, her tail also has a rather large flame in it. Both her horns are also coated with fire, she truly is the fire dragon. Faen oversees the city of Kalah which resides in the southern part of Amn. I can not go into much detail for there is not much information about the people of Kalah. They do not record anything, they don't even have tales to tell. Faen's personality is quite the opposite when compared to Valham, she acts before she thinks. She is also rather impulsive and touchy.
The third dragon is Ik'har. He guards the Nihil Mountains and also the sea, Qualus, located in the northern part of Zenith. Ik'har has the element of water and ice which is clearly visible by his looks. His scales are mostly white, however his whole body is surrounded by thick blue scars. Ik'har has sky blue eyes and his fire is blue colored. Ik'har's most distinctive part is his horn, yes a single horn. He doesn't possess two horns like all the others. If Ik'har stands still, anyone could mistake him for a statue made of ice. Both the merpeople and the people of Nihil Mountains are overseen by Ik'har, thus landing him the second biggest territory. Ik'har takes pride for being a guardian, thus he spents most of his time aiding the people. He strives to be the best guardian.
Fourth, and last of the honored ones, is the earth dragon Arlith. He lives in Zenith and oversees the main city of Amn: Monark(the castle and the city below which is visible in the map). Arlith's scales are dim gold and he doesn't possess any wings. Instead of wings, Arlith has four arms. He is rather passive when compared to the other dragons, he'd rather just roam around in the nature than actually do his job and oversee Zenith. He never really cared about the other species, however he would still never cause misfortune to them.
The fifth dragon is Xarxes, the guardian of Riverna who was banished into the Netherworld. When he was guarding the floating city of Riverna, Xarxes had elegant silver scales and a multitude of sharp, yet beautiful horns. Xarxes was the overseer of all the other dragons and also the guardian of Riverna. That's why he did not possess a single element, he possessed all of the elements. You'd think that he would be the oldest of them, however as mentioned earlier Valham is the oldest.
Xarxes lost himself to greed, jealousy and lust for power. He sought to become the ruler of the world, not the guardian. That was when the other dragons interfered and banished Xarxes into Netherworld. It was a vicious fight and the result was a deformation within all of the dragons(for example Arlith's four arms). Dragons are tightly involved with the balance of the world, that is what they have always claimed. Due to the fight the balance had shaken, thus the deformation occurred. Riverna rests now without a guardian however it had always been an independant country so the loss wasn't great. Or that's what they told to everyone at least.
Xarxes is now residing in the Netherworld and his former self has already diminished into nothingness. His silver scales have turned pitch black and all those horns he possessed once are now mere stubs. You could say that Xarxes is the overseer of Netherworld, however the truth is rather hard to tell since no one has come back from the Netherworld.
Part V The Other Regions of Amn
The Nihil Mountains
The Nihil Mountains are located north of Auburn. They are treacherous and harsh, ending an ill-equipped traveler's life with ease. The habitants of Nihil Mountains, the dwarves, are rather friendly to outsiders. Those who find themselves on their territory will have a surprisingly warm welcome. However it would be foolish to let your guard down.
Deep in the Nihil Mountains exists a single village, a very old village at that. It is the village of Palo, and it is most known for it's magnificent stone structures which are build into the mountains. Palo is the sanctuary of the dwarves. In truth, only the dwarves can withstand the cold in the Nihil Mountains. Thus they reside there, deep inside the tall mountains digging deeper and deeper.
They only dig deeper because of crystals. Dwarves are very greedy and their hunger for more wealth is unsurpassed. Because of this hunger of wealth, the dwarves are easily the wealthiest of the races in Amn. It is also why many of the dwarves end up becoming salesmen around the world.
Onomu is the region located in the west of Auburn. Onomu has large lava pits and rivers which spread across it. Rumor has that the lava rivers go all the way to the Netherworld. There are also small volcanoes located there, thus making a traveler's life a living hell. Onomu is also rather secluded from the other regions, however that is only because the environment is difficult to pass.
There is only one city located in Onomu (there can be small villages though). It is called Kalah, and as earlier stated, it is the fire dragon Faen's territory. The people of Kalah are known of their fiery will and passion. They are called Beastkin, and their appearance is that of a leopard on two legs. There is much variety among the Beastkin appearance(panther, snow leopard, tiger, lion etc.). Sometimes they are referred as Cat People however that will only summon misfortune to the one who calls them that.
The region of Zenith, the region containing the main city of Amn: Monark. Zenith has the largest territorial area covering the nearby ocean and the canyons in the middle. In the far west of Zenith lies Monark. It is a city build inside a castle however there is also another city next to it.
In truth, Monark can be split into two cities. The other one being in the castle, and the other in the root of the mountain. The city inside the castle has the Elder Council and it is also considered the main city. The city below is more of a poor district even though that isn't the whole truth.
The citizens in Monark are a mix of races located in Amn. There isn't a single race which is dominant there.
Zenith Sub- Chapter:
The ocean next to Monark is called Qualus, and the sparklicious city within it is Sirum. Sirum is the sanctuary of the merpeople. It is fully their territory, no other species have any business going there. Since the merpeople live in the depths of the ocean, they are rather isolated from the rest of the world. Also the fact that they can't spend much time on land due to their gills is why they are isolated. Those who have ventured into the open ocean have quickly found themselves caught in thunderous roars of waves. The merpeople can control the sea and they don't like strangers, thus this is the treatment they get.
The palace located in Sirum has thousands of different jewels attached into it. During sunset, the palace is actually visible when looked from land. The jewels glitter so much that it is easy to recognize the palace from the water. The Queen of the Seas lives in the palace and she is known by almost everyone in the world of Amn. She is known as Queen Milra, and she is much respected by her people. Queen Milra is not someone to be pushed around, she protects her kingdom from everyone. Ik'har is the dragon who oversees the ocean however since the merpeople are quite independant, he doesn't have much influence there.
Riverna is the last of the regions in Amn. It is also the smallest of them, consisting only of a few floating islands which sail with the clouds in the sky. Riverna is only accessible by those who possess the ability to fly, thus only the people who live in Riverna can go there. These people are known as the Inuiks, they possess the head of an eagle(parrot for females), torso of a human and bull's legs. Also, naturally they possess a pair of wings attached to their back. Inuiks are a traditional race full of different customs which make living a normal life there next to impossible.
Riverna's guardian, Xarxes, was considered the being next to a god. The Inuiks worshipped Xarxes and offered him sacrifices nearly every day. This was of course foolish because the rate of births would never be able to keep up the sacrifice amount, however as earlier mentioned the Inuiks are very traditional. If you dare to break their rules, you'll be mercifully denied of your life. You read right, dealing death to someone is called mercy for them. What's merciless for them then? You do not want to know.
After Xarxes' banishment, the Inuiks have become unstable. They've lost their god and find it unfair that the rest of the races can keep their gods. If things stand as they are, eventually the Inuiks will attack the other races. This is one of the most dire situations Amn has ever experienced, it is also the main subject at the moment in the Elder Council. Whether Amn will suffer it's first war depends from the actions of the Elder Council.
World which belongs to the dead. No living being has ever set foot there, and never will unless they wish for a quick death (the exception being Xarxes). Netherworld resides under Amn, it is as if every living being which dies falls into the Netherworld. No one knows what it looks like but only one look at a Lurker, and you know that it is a dark place.
Intro Part VI - Chasm of Terra
The people of Amn generally refer the center of the world as Chasm of Terra. It is a huge canyon which arches to every possible direction. The peculiar name of the canyon comes from it's only speculated resident, a gladiator named Terra. The history of the Chasm of Terra is kept secret for it is a shameful one for the elves.
Fifty years before the present day, the elves constructed a colosseum into the middle of Amn where the infamous battle between the dragons had transpired two hundred years ago(this means it has been 250 years from the time when Xarxes was banished). This colosseum served to honor the ground and the history it held. This was the first colosseum the elves constructed, the second one resides in Nayru. Nevertheless, the colosseum was a hit so to speak. It's location and sheer purpose drew people from every corner of Amn.
Back on those days, beings called humans existed too. The Chasm of Terra was supposed to become their sanctuary, however it was denied from them. It was because of a single reason: humans were incapable of maintaining peace. Their hateful thinking would only summon an all-out war. Also they were feared of their power, some said they were fiercer in magic than the elves. That is why the colosseum was built there instead of a human city. As you can imagine, the humans were not pleased. It only served to strengthen the theory that they actually liked war and fighting because almost every human became a gladiator in the colosseum.
There never was a real species called human, they were just considered another branch of the elves due to their similarities. Yet, the elves did not accept them as one of their own. The only place for humans was actually the colosseum or the poor district of Monark. On one ominous day, two of the best fighters in the colosseum were set against each other. The other one was a dark elf named Nilak, and the other was a human called Terra.
Both of them had exceptional swordplay and magical capabilities. This fight was by far the most anticipated in whole Amn. Who would've guessed that a human was able to fight his way to the top. Nilak's and Terra's duel lasted for a whole day, both of them had so much endurance that some thought this fight would last forever. However it did not last for Terra unleashed an earth-shattering blow right from the sky in order to finish off Nilak at the 24th hour. Yet the force of the strike was much greater than Terra had expected. The attack tore the ground into vast canyons, and it also wiped out the colosseum completely.
Nilak had survived the strike and escaped with his life. However everyone in the colosseum had died, everyone except Terra. No one has heard of him ever since, however some speculate that Terra still lives in the chasm.
Soul Crystals
Every dragon possesses a Soul Crystal, which means there is a total of 5 of them. A Soul Crystal has that dragon's soul and all power. Removing the Soul Crystal from a dragon, which is quite hard to say the least, does not kill the dragon however it will drain all of it's power. The dragon will be powerless and it can be slain by anyone at that point.
There is also another meaning to Soul Crystals. They maintain the barrier between the Netherworld and Amn. They serve to prevent dead souls from returning to the realm of Amn. The barrier is strong but it has it's faults, there have been times when a dead soul has entered Amn. These dead souls are called Lurkers but thankfully they are a rare sight. Lurkers look nothing like they used to when they were alive, they are covered in black liquid and their eyes shine bright yellow from under the liquid. They are hostile towards everyone, that much is sure about them. The rest is all just speculation.
Where is the barrier located then? In the Chasm of Terra. The place where the human warrior Terra rip the world apart.
Intro Part VII The Elder Council
The Elder Council consists of three appointed elders from said races. The dwarven elder is known as Garmilio. He was chosen as the elder for he was the wisest of the dwarves which mostly lacked intellect. He is not a genious, rather a down-to-earth fellow who strives for a cause. Garmilio is one of those who have lived from the very beginning of times, accumulating a total of 500 years.
The elder of the beastkin is Ka'Tar. She is the youngest of the elders, 105 years, but shows remarkable promise for the beastkin who have always been considered nothing more than brutes. She has quick wits which have saved the world of Amn from trouble more than once. This is the single reason why she was picked as an elder into the council. The rest of the beastkin couldn't care less for her however, she is not that respected there (intellect < physical strength). They did not vote Ka'Tar to become an elder, the Elder Council handpicked her.
The third elder is the elven spokesman, Kinos Alte. He has a strong influence over what happens in Nayru or any elf inhabitated place. He is well-respected among his kin, thus he was a natural choice as an elder. His influence surpassesses all except the high priestess of the elves, however Kinos is known to manipulate others into working the way he wants them. This manipulation is also known as.. politics. Kinos is a revolutionary who wants to make a change. He is known of taking a case and finishing it within the very same day. Kinos also serves as the voice of the Elder Council, making him a sort of leader among the three. He is truly an individual who has a lot of power dancing around his finger tips.
Intro Part VIII The Elements
There are four elements in the world of Amn: Fire, Wind, Water and Earth. As earlier mentioned, for each element there exists a dragon (the exception being Xarxes). Here are the basic features of these elements. Note that this is only the first step of creating your unique magic art which your character can use.
Everyone knows fire, it burns down everything in it's path but also gives a chance for new life to be born. Fire is usually the first spell everyone learns. It is used the same way everywhere, even in Amn. Fireballs? A classic. Infernoes? Naturally. However furthering your skills with an element is very beneficial because it unlocks whole new advanced states to that said element. There are three advanced states for every element, and the nature of these advanced states is this: beneficial, destructive and the forbidden one which endangers the user itself: sacrificial.
The difficulty of obtaining these advanced states rises the more powerful the state is (beneficial = easy, destructive = hard, sacrificial = next to impossible).
Beneficial fire Resurrection & Warmth.
This should be self-explanatory, you can revive something that is dead. There is one rule though, the one who is being resurrected can not be more than one day old. The warmth means keeping yourself and everyone around you warm even in a blizzard.
Destructive fire Blue flame and Lava.
By truly understanding the fire element, you can upgrade it's power by turning the regular red flame into a blue one. Blue fire is essential against Tainted and the Lurkers (notorius beings in the Netherworld). Using molten lava is time consuming and hard, however if you succeed you can obliterate almost anything.
Sacrificial fire Sol Magic.
By obtaining Sol, you can use the intense heat contained in a star. This heat can burn through solid rock. You could say that it is an even more powerful version of the regular red flame. Sol also works as a light source for whenever you cast it, everything in a certain radius is blinded by it. However using Sol Magic is strictly forbidden for it is far too powerful to be wielded by anyone. Also, the fact that Sol Magic drains your life whenever you use it makes it a forbidden state.
Fire summon Lava serpent.
By combining the earth and fire element, you can summon an enormous serpent covered in molten lava. It's power is beyond belief, and anyone who has witnessed it has not returned to tell a story about it.
!! Note that the lava serpent is only one of many combinations of summons!! Feel free to make your own combinations and summons ^^ !!
Waters of life, the single thing that can sustain life on it's own. Water is by far one of the most sought elements in Amn. Why is that then? Well, for starters one can heal any wounds with it. It also possesses a devastating advanced state: Ice. You can't possibly survive in the wilderness alone if you don't have the water element.
Beneficial water Healing.
I don't think much explanation is needed here. By using the healing attribute of water, you can heal any kind of wond. Even bone fractures can be healed, however if the bone is broken in two there's little to be done by healing alone.
Destructive water Ice.
The piercing ice. With ice one can do many things. With the ability to turn liquid water into ice you also receive the cold touch ability. With it you can freeze anything you grab or just touch. Ice itself can be used in many different ways. Whether you mold it into sharp missiles or create a pillar to crush your enemies, ice is deadly in any way.
Sacrificial water Water shield.
By no means does this mean a shield of water appears before you. This means your whole body becomes.. water. You can not be hit by normal means because the strike will only hit water. It's the best kind of defense against physical attacks and it does protect from magical attacks too. Using water shield has serious side effects. Every time someone uses it, a piece of their mind is consumed. Whether it is little or lot depends on how long the shield was used. Eventually you will turn insane no matter how little you use it, so it is best to be avoided. However it can be the thing that saves you in a tight spot.
Water summon - Ice phoenix
By combining first ice and then the fire element, you can summon the ice equivalent of a regular fire phoenix (and vice versa). Of course in order to succeed in this, the two elements must not destroy one another.
Earth element is mostly known by it's strength. Most of the hunters choose earth element because of it's qualities. Earth is not simply just a boulder which you throw at an enemy. There is a lot of variety in the earth element, however how far that variety goes depends on the user.
Beneficial earth Alchemy.
The ideal method of repairing something or creating something completely new. Alchemy is used by the builders who construct all the houses. It can be used in all manner of things, thus making life a lot easier. There is however a rule to be obeyed when using alchemy: Nothing is free, you must always offer something in return.
Destructive earth Nature.
Nature covers it all, it is a small word which expands to unimaginable lengths. All the powerful earth spells such as creating earthquakes, stone pillars or boulders are enlisted in the nature state. Nature also has the animal companion in it which allows the user to call forth animals to assist him or her.
Sacrificial earth Transformation.
You wish to turn into a werewolf? With this forbidden advanced state, you can! Anything you could ever imagine can be obtained by using the transformation state. Of course, you can't turn into a giant sea serpent. The transformation is limited to your own height. Each time you use the transformation, a part of the real you becomes transformed (a fingernail, your whole torso etc.). It all depends how long you stay in the transformed state. It is possible to become a completely different being just by transforming yourself all the time into it.
Earth summon Colossus
By combining earth, fire and wind (in that order), you can summon an enormous Colossus to wreak havoc on your enemies. The downside to this summoning spell is that you will turn into stone and remain in that state as long as the Colossus is alive. And yes, there are people who are still trapped into their petrified state. This means that the Colossi roam Amn just as anyone else. Their favorite spot is the Chasm of Terra.
Wind is easily considered to be cool. Flying in the sky, wielding a katana which creates whirlwinds.. it is safe to say that the wind element is cool. But the fact that it's cool does not mean it's more powerful than the other elements. Valham controls the winds of the world, each and every one of them (North, South, West and East). If your detemination is high enough, you may well be able to wield all the winds.
Beneficial wind Flying (East) & Dash (West).
Quite self-explanatory, it basically means that by using the currents of the eastern winds you will be able to fly. Remember though that gravity does exist in Amn, don't stop flying high above the ground or there will be a painful experience afterwards.
Dash is just as it's name suggests, by giving yourself a boost from a western wind, your character will be able to move with a very high speed for a short distance. Dash is excellent when escaping or making a surprise attack.
Destructive wind Whirlwind (South)
By creating a whirlwind using the southern winds, you can either trap an opponent inside the whirlwind where he is vulnerable to pretty much anything. Or you can send the opponent flying in the air where he/she is also rather vulnerable. Whirlwind isn't actually dangerous on it's own, there must be something added into it in order to make it lethal.
Sacrificial wind Wind God (North).
You won't become a god. I mentioned that because I don't want people to get the wrong idea. Your whole body becomes invisible, plus it can move as fast as the wind. Quite deadly, and yet there is a single disadvantage to this. The faster you go, the less you can observe your surroundings. Also, by letting yourself be fully taken by the winds, your stomach will not be able to handle it well. Whenever you turn back, there will be a violent twist in your stomach which forces you to puke. The more you use the state, the more violent the twist. In time, you will be able to withstand the change better however you won't feel least bit good no matter how accustomed you become.
!! Note! Invisible, not invincible. Big difference ^^ !!
Wind summon Rennin
By combining wind and earth element, you can summon Rennin to your side. Rennin is a 5 feet long blade which has a large but thin blade in it. The blade part has a goddess carved in it. This sword is a conscious being, it is like a real person. It will float around the summoner and attack whenever requested.
!! Note! The summons can be different. Not all of them have to be animals or even living beings !!
Obtaining the advanced states (EXP)
Now then, how can you get these states? I will be using an EXP counter for that. How do you gain EXP? Every paragraph which has at least 4 rows equals 1 EXP. There is also a restriction here.. No more than two posts a day and also no more than 3 EXP can be achieved with a single post (total of 6 EXP a day). Writing a paragraph longer than 4 rows does not give any bonus EXP. Here are the amounts you need in order to gain the advanced state:
Beneficial = 5 EXP
Destructive = 20 EXP
Sacrificial = 40 EXP
The counter resets everytime you obtain an advanced state! Also, you have to learn them in order: First beneficial, then destructive and lastly sacrificial (equaling a total amount of 65 EXP). I know it's a long way to the sacrificial state, but it'll be worth it ^^.
Keep track of your EXP! I won't be able to count down everyone's EXP amount so you have to do it yourself (No cheating thank you ^^). Once you've gained enough EXP, let me know and then you'll be free to come up with the way your character actually learns the state.
The reason why I use something like EXP is quite simple. Everyone knows that the first time you use something, you're pretty bad at it. Well, with the EXP, you don't have to be bad at it ^^. Once you gain the advanced state, you're already handy with it because of the EXP. Of course you can always become better, but at least you won't start with nothing ( however in the beginning you actually do start with nothing ).
Intro Part IX Magic Arts
This is the best part beyond a shadow of a doubt. Here you come in to the picture dear reader. I will provide a quick Do-it-yourself course in how to make your own unique Magic Art. It won't take long and it'll be fun as hell! Now then, let's start.
First! Pick a hobby! Hockey, baseball, music, cooking.. Any hobby, even collecting stamps! As long as you have the imagination to create the Magic Art for it, any hobby is possible! You can also combine hobbies!
Second! Pick an element that suits your style and implement it into the hobby you picked!
Third! Pick a sign! Design it yourself if you so wish. This sign will appear somewhere in your character's body when he/she uses Magic Art.
Fourth! Get creative! Let me show you an example of a Magic Art.
Bowling and fire element. Let's see.. first of all, balls of fire! And since bowling balls are solid and hard, it really hurts when it hits. Thanks to the fire, it doesn't matter even if it missed a little, the flames would still burn.
Then if the ball would be molded into your hand, you could pound away anything AND set it on fire!
What else? Perhaps create multiple balls of fire, make them surround you and then launch all of them in a flurry at your opponent.
The sign? A triangle within three jointed circles. Inside the triangle is a picture of a flame.
Remember, this is only one of the hundreds of different Magic Arts you can create. What if you infused wind element instead of fire with bowling? Think of the possibilities! I want you to create something that will blow my mind, since I probably already did that to you with this little RP of mine ^^... (not to brag or anything of course).
Also something important to remember! Combining the different advanced states of a certain element AND your Magic Art is highly recommended! There are so many possibilities that you just have to sit down and think about those options. That's how you respect the RP ^^.
Important NPCs! (Those that aren't already introduced)
Elven priestess, Minathiel Amar. Minathiel is one of the oldest, her birth taking place only 20 years after the world was born (thus she is 480 years old). Her curly blonde hair reaches down to the ground and spreads like the roots of a tree. She is loved by her people because of her kindness.
During Valham's assault, Minathiel was killed by Andrim with the assistance of Reed.
Queen Milra, the queen of merpeople living in the Qualus. She was mentioned but not much was told about her. The merpeople belong to the oldest of the races in Amn, second to only the Inuiks, and they take pride in it. Queen Milra is a symbol to the merpeople, she represents everything that the merpeople are capable of. Her flowing crimson hair and golden fin serve as proof of her royal heritage. Only those with golden fins are fit to rule, Queen Milra is the only one possessing golden fins to this day.
Weiss Family
Amelia, an elderly high elf who is kind-hearted and polite. She hasn't seen her son, Xan, nor her granddaughter, Fieyira (Fia), in years. She met Vita and Oren on a fateful Moon Day when she was supposed to finally reunite with her family.
Fieyira Weiss is the daughter of Mien and Xan. She is a traveling merchant and longs to see her grandmother: Amelia. Fia is a high elf just like Amelia and was born on a Moon Day.
Mien is a talented magician who can sew together the most intricate of clothing with special qualities. Her maiden name is Mien Luert (Ha!). Xan is an Auspice, guarding travelers on the open roads. He is a rather adventurous lad according to his mother. Nomads that they are, Xan and Mien met by coincidence near Qualus.
A mysterious moon elf whose agenda is for now unknown. He assists Nilak, Falteer and Balthazar in their mission to collect all the soul crystals. Unlike the other moon elves, Reed has bright green eyes which suggests that he is no longer a complete moon elf.
Yiazmat and Loki
Yiazmat is the current shaman of the Inuiks. He is the highest possible authority for them right next to Xarxes himself. Kinos and Yiazmat share a very similar cold and calculative personality. Loki is Yiazmat's son and a prominent leader of the Inuik army. Loki is easily recognizable by the odd mixture of black and white feathers on his wings and head. Like all Inuiks, Loki has a strong sense of pride and he would rather die than lose his pride.
At the moment Yiazmat is plotting with Loki in order to resurrect their banished god: Xarxes.
!! Note! This list will be updated as new characters are added !!
Intro Part X - Creatures of Amn
!! Note: List will be updated as new creatures are introduced !!
Jitais are huge yeti-like creatures which inhabit the cold Nihil Mountains. Due to their thick white fur, they can withstand the cold which is below freezing most of the year.
They walk on two legs and have bare human-like feet with 5 toes, they also have a set of two arms with bare hands. Their fists can be the size of their own head which is twice the size of a normal elf's head. Only it's two 50 cm long fangs and yellow eyes can be seen from it's otherwise concealed face. Jitais usually avoid contact with people however it is known that they can be hostile.
Draken are considered Tainted due to their malicious nature. They were once noble and exotic beasts which thrived on the edges of Qualus. Around 100 years ago they were driven near extintinction due to the loss of female companions within the race. No one up to this day knows why the females vanished from the ranks of the race.
Even though somewhat intelligent, Draken do not possess the ability to speak or the ability to make logical decisions. They mostly rely on their instincts.
Draken are humanoid creatures, some could say lesser dragons due to their appearance. They have a scaly skin and a set of wings, they stand on two feet and possess sharp claws.
Xeloain are scaly beasts whose physique reminds one of a lion or a panther. They have sharp teeth and claws which they use to hunt prey. Some daring people, namely Falteer, actually managed to tame one for his own purposes. However his pet was left in one of the dungeon cells in Nayru once Falteer fled.
Tambas are a new species in Amn. They are only around 100 years old, however the way they are born into Amn is unusual. They crawl their way out of the ground, as if they had been born out of dirt. Tambas are a mix of a pig and a bear. It bears two heads, a bear's and a pig's, the torso of a bear and legs of a pig.
Tambas are not hostile unless you pass on their territory. They are very territorial creatures, so if you dare to set foot on their area, you'll be attacked with no remorse. They tend to hole up in caves scattered around the Nihil Mountains and Auburn forest.
Margni is a colossal spirit in the form of a sea serpent. His scaly shell glistens like the tail of a mermaid, radiating with a silverish blue. Sharp fangs twisting amongst each other like icicles appear threatening with a sarcastic grin. Sapphire whiskers dangle from the edges of its mouth and around its intimidating nose, which has rings upon it of a dim, grayish blue hue. More rings are found on his prickly tail, which ends with sharp diamonds like feathers. His eyes are as faded in color as the rings on his body. Margni and Vita Vero are connected to each other, serving as both a mutual advantage and disadvantage.
Sverts are large, human-sized beasts covered in animal fur. They hunch their backs as they prey on their victims and also because their spine is bent. Sverts use their long arms effectively, thus their preys rarely have the chance to flee from a Svert's grasp. At the end of their arms, Sverts have paws like that of a lion's. The paws house so much power that they could rip a man apart. However the very best feature to recognize a Svert from is their head for it is just like an anteater's head. Even though Svert's paws are powerful, the real threat lies in its tongue. If the tongue latches on to a prey, it will suck all the blood the prey has, thus killing it in seconds.
Thankfully Sverts are night creatures and not hostile towards the denizens of Amn, they tend hunt vermins and the like in the sewers (with Nayru as an exception for the city has no sewage system). There is something you must know about a Svert though: Never expose it to light. Since Sverts are so used to darkness, even the slightest source of light will hurt their eyes. This causes the Svert to go completely berserk and attack anything in sight.
Some say Numens are spirits, others just mark them as wild animals. Numen is a translucent worm, the length of a hand. They travel from river to river, almost undisturbed by barriers, as they are capable to move through both water and earth. Numens are also known as Light Chasers for their unusual habit of following the sunlight where they go, although it was also known that they never manage to swim directly under sunlight either. Whenever there is a gathering of Numens in water, you can see a clear glimmer coming from that spot. The glimmer comes from their silver blood which is visible through their flesh, circulating in organized layout through their body.
The glimmer is more than enticing, it lures you to just keep watching however prolonged gazing causes a hole to be burnt in the back of your eye. This is something the children who witness Numens don't always remember.
Intro Part XI - Those without Names
In Amn exist beings who have discarded their given names. Their appearance might be that of any race in Amn, however they certainly aren't who they look like anymore. A nameless dwarf is not a dwarf, but only what he or she is named. They all have have strict laws about their names. You don't have to be born nameless in order to become one, however you must commit your whole self into the process in doing so.
Nameless are found everywhere in Amn, they do not have a single place where they gather since they have nothing to do with each other. Every nameless is an independant individual, they share in common only two things: a mark on their forehead and a pact with magic.
Perhaps one of the most frequent seen nameless is the Gullible One. He sails between Auburn, Onomu and Monark with no goal in mind. Nameless' most important law is to stay true to their name. It is a pact made by magic which forces the nameless to stay true to their name. Thus, Gullible One is easy to fool since he believes anything you say to him. If someone was evil enough, they could convince him to take a swim in the lava river because it would give him a nice tan.
There are hundreds of nameless ones in Amn, each bearing a different name and entity. The only ways to recognize a nameless is either through their behaviour or the mark on their forehead. The mark is an oval with a single star inside it. As you might've already realized, a nameless one's name is an adjective + One after it like for example: Joyous One or Wise One. Not much is known about their history or purpose however it is known that the first nameless was, coincidentally, called Nameless One. His reasons for abandoning his name are unknown but it is speculated that he wanted to erase his past by doing so. Perhaps something terrible had happened and he just wanted to forget it?
He first made his appearance about 50 years ago and since then he taught his ways to others who wished to learn. Now it has been almost 30 years since anyone has seen him so there are rumors that he has passed on to the Netherworld. Whatever his purpose was, he certainly left his mark on Amn before passing on.
Intro Part XII - Rules
Well well, we've reached the end of this long journey ^^. Now you can rejoice for you are nearly done! Only the rules and misc. remain ^^. No point dragging this on.. let's continue.
The same rules apply as always. Cursing is allowed to a certain extent, but it would be appreciated if you didn't curse. Then of course the post length. Well, that is for you to decide ^^. I have explained the EXP system, if you wish to make your character stronger you just have to write a bit longer posts. It all comes down to the RPer in the end ^^.
What else? Hmm.. questions of course! If there is anything that you don't understand, just ask ^^. I'll be happy to answer your questions! Or perhaps you wanted something to be added? Just ask and I'll see to it ^^. Oh, and remember that you can have only one main character. Create as many NPCs as you see fit ^^.
Also there is something which you have to go through before being accepted. The character sheet is not in this post, I will send it to you via PM (Just ask!). Why exactly I do it like this? Because there will be a total of 3 questions which you have to answer. They are all related to this RP and the answers can be found from that humongous pile of text above ^^. Fear not, I won't be asking anything too difficult, just to make sure that you remember some things.
I certainly hope that this is ok with the moderators ^^ (the character sheet not being in this post).
Before I forget, elves are in a high role in this RP. Most of the happenings revolve around the elves. That's why they are so well described. I know I'm neglecting the other races, but fear not because there is a solution to that. This RP is only the first part of the lore of Amn ^^. After the story is over, I'll be moving to Tales of Amn II where most likely the dwarves will be the main species. Shocked you out of your wits yet? I hope not ^^.
Oh, and as always, there's no rush ^^.
I'll be a tad inactive for the weekend so don't feel left out if I haven't replied to your PMs ^^.
\Character sheet\
Full Name: Kinrai Alte
Age: 46
Gender: Male
Race: High Elf
Element: Fire
Weapon(s): Roulette blades
Kinrai doesn't have a single weapon, he has thirteen of them. More of them will be explained in the Magic Art section. All the blades look normal at first glance however if looked closer, each of them is different and possess a different attribute. Each blade has a golden ring hanging from the edge of the handle and every blade has a jewel set into it.
Fairy: Issat green
(( OOC: Credit goes to Gabeszntx from deviantART ))
Kinrai has a blonde hair and sharp green eyes. He keeps his wild locks restrained by a band which covers his forehead. A set of bracelets decorate Kinrai's arms, they are both made out of silver. As for a shirt, he wears a green cotton shirt and a piece of ripped cloth together by a belt. His pants are tan colored and bear marks of much use. His shoes are made of leather and also indicate much use.
Magic Art: Roulette of fire
Roulette of fire was constructed by combining ******** and the fire element. It summons thirteen different blades which rotate around the user with a fast speed. Once they've gained enough speed, one of the blades lits up. The lit up blade will soon turn back to normal and the blade next to it lits up. This will go on until a blade which doesn't turn back normal is found. Note: This is completely random but through practice one will be able to slightly influence the outcome.
The blade which keeps itself lit is the blade which has been chosen from the roulette. It will form itself into the user's hand, ready to be used at any given time. Once the user is experienced with this Magic Art, they can call up to two blades from the roulette. Now then, here are the all the blades which are in the Roulette of fire.
Note: The blades look just like the ones in the picture above unless said otherwise.
The Magic Art's sign is Kinrai's hair. It turns pure silver whenever he uses the Magic Art.
Weapon attributes:
#1 Unshakable Faith: This blade feeds itself with fire and enguls itself wholly in it. Can be enhanced with the blue fire.
#2 Fires of Honesty: This weapon is not a blade, it's a bow made of fire. The arrows it shoots are coated in fire.
#3 Bushido's Pride: This blade is a long katana which sets itself temporarily in fire and then unleashes a shockwave of fire. Can be enhanced with the blue fire.
#4 Courage: The blade itself has little to do with fire, instead the one who holds it receives a surge of courage through himself/herself. Their eyes start burning and they become fearless. It's said that the blade shines if the owner is a rightful one.
#5 Chivalry: It's blade is large and heavy. It resembles that of a shield and in fact, it can create a shield made of fire.
#6 Mercy: Can lay a dead soul(Lurker) to rest by purifying it with fire. The fire is not normal, it has a special ethereal fire mixed into it. The sword itself is in the shape of a rapier which is coated in a green fire (ethereal fire).
Using ethereal fire is only possible after fully mastering the fire element.
#7 Justice: A blade which has a set of wings in it's handle. It glows with a bright orange color whenever used. The blade also creates a set of fire wings in the back of the user, enabling them to fly for a short period of time.
#8 Diligence: This blade has a conciousness of it's own and it will take over the user's body if they become unconscious. The user is in no control, the blade does everything at that point. Thus, the user's personality changes completely whenever the blade is in control. The effect will last until the user regains consciousness.
The blade splits into two and becomes a pair of wrist blades(coated in fire) when the blade takes over.
#9 Hope: Unknown.
Even though the outcome of the roulette is random, it has never chosen the 9th blade, Hope.
#10 Wrath: Wrath is filled with insatiable rage which is clearly visible just by looking at the blade. The blade part is thoroughly black and arches into different directions in order to cause maximum bleeding. It is often coated in ominous black fire. Just like Diligence, Wrath also has a consciousness of it's own. It is the same in every way to Diligence, however the user is consumed by rage. They can only see their opponent, nothing else.
Black fire is only possible to achieve if the user has mastered two elements.
#11 Envy: Envy is a double-edged blade where both blades have been split into two, creating a total of 4 blades in a single weapon. Envy's speciality lies in it's capability to produce arrows. In addition to being a blade, Envy can also be used as a bow. The string is a thin line of fire and the arrows it produces are black fire arrows.
Black fire arrows are only possible to achieve if the user has mastered two elements.
#12 Lust: Lust is a short katana with a black hilt. It is able to produce a ring of black fire which entraps the opponent rendering them immobile and open for attacks. It is a blade which skilled assassins would love to use.
Black fire is only possible to achieve if the user has mastered two elements.
#13 Mortal Sin: Unknown.
Even though the outcome of the roulette is random, it has never chosen the 13th blade, Mortal Sin.
Kinrai Alte was born into a both, loving and uncaring home. He was born only a few years after Terra's and Nilak's final fight. His father is Kinos Alte, an Elder Council member, and his mother is Liana Alte, a personal advisor of Minathiel Amar. While Liana offered love towards Kinrai, Kinos offered a cold stare. Kinos was not fit to become a father, it can only be presumed that Kinos wanted a rightful heir for himself. After witnessing the first 5 years of Kinrai's life, Kinos returned to Monark. He had no more business to attend to in Nayru, Kinrai was in capable hands after all.
This was more than a mistake from Kinos. Kinrai started hating his father more than anything for just leaving him and Liana behind. This hate is still a part of Kinrai's personality, and it will most likely never go away. Kinrai demanded an answer from his father, but Kinos refused to make any contact to his family. It was as if he didn't even acknowledge he had a family. Sadly, this was not the first time it had happened. This same kind of situation occurred several years before Kinrai's birth. Another son of Kinos's, Valtier, was also left without a father. No one with even half a heart could understand what Kinos was trying to achieve by leaving his children on their own with their mother.
Kinrai's life was spent quite normally even though he had no father. His mother, Liana, took good care of Kinrai and raised him well. Even though Kinrai was filled with hatred, he still refused to submit to his anger. Instead, he wanted to show Kinos that one day he would surpass his father. This thought led him to training with the arts of magic for Kinos was known of his knowledge in magic. In his younger days, Kinos had showed the world how miraculous magic can be. He was one of the first who developed a Magic Art for himself.
Through a twist of fate, Kinrai ended up as Nilak's apprentice. Nilak was loved by the people and he wanted to pass on his legend. He already had two apprentices, Balthazar and Falteer, before he took Kinrai under his wing. Kinrai never met his two brothers as they called each other at times, but he knew about both of them. Kinrai trained 20 years and is actually still training with Nilak.
Nilak taught Kinrai his Magic Art, Roulette of fire, however his blades end in number 7. It appeared that Kinrai had much more talent with Roulette of fire than his teacher, however Kinrai was still a complete novice with it.
Up to this day, Kinrai is still quite a novice with his Magic Art. He lacks the destructive state of fire element but is somewhat able to summon the different blades now. They lack the fire attribute but at least he has the blades now. Suffice to say he has much to learn. Little will he know what fate has in store for him.
It is unknown why Nilak chose to taught his own Magic Art to Kinrai but it would seem it had something to do with the connection between them.
Additional info: Most of the people in Nayru know Kinrai and his mother because of Kinos. Kinrai has had his share of problems because of that too.


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Southeast Asia is a center of religious conflict and even a seemingly minor comment in a newspaper can spark a religious riot. This raises questions as to the concept of freedom of religion particularly when a writer dares to question the very foundation of religion. The Indian newspaper Statesman ran an article by columnist Johann Hari which blasted all religions for their superstitions and beliefs in god like forces in the world. Hari wrote; "All people deserve respect, but not all ideas do so. I don't respect the idea that a man was born of a virgin, walked on water and rose from the dead. I don't respect the idea that we should follow a 'Prophet' who at the age of 53 had sex with a nine-year old girl and ordered the murder of whole villages of Jews because they wouldn't follow him." It appears Mr. Hari is an equal opportunity doubter of all religions.
The Statesman has always been a newspaper which has propogated secular values and ideas so there is no need for it to bow to the pressure of religious forces which demand that its columns avoid discussing religion. The arrest of Statesman editors on ground they "hurt the religious feelings" of Muslims is abominable because it violates the right to disagree with religion as well as the right to believe. People who dislike religion have a right to hate and dislike and so do religious followers. Everyone has the right to believe any nonsense they desire or not believe in nonsense.


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This property is located in North West London , more exactly in the Cricklewood neighbourhood. The house comes with a total of five bedrooms - one of them with its own bathroom - a common bathroom, a WC and a kitchen, equipped with the basic utensils you need to prepare your daily meals with ease.
- Cricklewood (Train Station) - 9 minutes walk away.
- North Ealing (Tube Station/ Piccadlilly line) - 29 minutes walk away.
- University College School Sports Ground - 19 minutes walk away / 18 minutes away on public transport.
Local Amenities
- Restaurants and Supermarkets - 5 to 10 minutes walk away.
Area Description
Cricklewood is an area in north-west London. It is split between three London boroughs: Barnet to the north-east, Brent to the west and Camden to the south-east.
Once a small rural settlement, Cricklewood grew in population and size since the arrival of the railway and tube station. Featuring supermarkets, banks, a gym and a cinema, among other amenities, the area's main attractions are the award-winning small park Mapesbury Dell and the 86 acre-long Gladstone Park, which offers views from the top of the hill of Wembley Stadium, the London Eye and The Shard.
Find out more about this property's common areas in our photo gallery.
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26 December 2013, Subang: Malaysia Airlines and Japan Airlines have established a new code share destination that took effect starting 24 December 2013. This would give the national carrier access to Vancouver, Canada via Tokyo.
The new code share will see Japan Airlines services from Narita to Vancouver and vice versa carrying the Malaysia Airlines flight code.
MH9770 will depart Narita at 6.05pm daily and arrive at Vancouver at 10.00am local Canadian time the same day. Meanwhile MH9769 will depart Vancouver at 1.00pm daily and arrive at Narita at 4.30pm the next day. The Japan Airlines code for this service is JL018 and JL017 respectively. Guests from Malaysia can connect to these services on any of Malaysia Airlines' 11x/weekly services between Kuala Lumpur and Narita. Malaysia Airlines also code shares on Japan Airlines' daily services on the same route.
To promote this code-share, Malaysia Airlines is now offering attractive all inclusive return fares to Vancouver starting from RM3158 for economy class travel and RM14299 for Business Class travel.
Malaysia Airlines' Group Chief Executive Officer Ahmad Jauhari said, "Malaysia Airlines is very pleased to offer our customers an extended reach to Vancouver via Tokyo. This code share will also allow access for Japan Airlines customers from Vancouver into Kuala Lumpur. This is also our initiative towards enhancing air connectivity with key priority markets overseas for increased tourist arrivals into Malaysia and in conjunction with the Visit Malaysia Year 2014."
Malaysia Airlines currently flies direct to over 60 destinations worldwide and a further 800 destinations in more than 150 countries via its oneworld partners.


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NHIAA Roundup: Campbell girls breeze in tourney
Balance was the key as four different plays scored at least nine points, and point guard Hannah Neild dished out eight assists, as third-seeded Campbell of Litchfield routed Winnisquam of Tilton, 50-32, in a Division III girls' basketball second-round contest on Thursday night in Litchfield.
Hannah Faviano (12 points), Kylee Kulia (11), Amber Gibbons (10) and Alex Trevains (nine points, 10 rebounds) paced the Cougars. Neild grabbed six rebounds to go with her eight assists.
Campbell will host Gilford, a 43-39 upset winner over Bow, in a quarterfinal on Saturday at 7 p.m. Last season, Gilford knocked Campbell out of the tournament in the first round.
Trinity 59, Merrimack 37: In Merrimack, Lizzy Meehan scored 18 points and Amanda Torres added 17 for the 10-7 Pioneers.
Lauren Dubois scored nine points for Merrimack. Trinity, playing four games in five days, closes out its regular season schedule today at 6:30 p.m. against the Green Wave in Dover.
Boys' basketball
Pinkerton 54, Salem 47: In Derry, Pinkerton (9-9) was led by Luke Rosinski with 22 points and Jeremy Dietzel with 11 points and six rebounds. Caleb Godin added 11 points and 11 rebounds. Drew Green contributed eight points. Salem was led by Tim Dodier with 14 points and Mike Felix finished with 11 points. Salem led 33-32 after three quarters and Rosinski finished strong, scoring 12 of Pinkerton's 22 fourth quarter points.
Derryfield 62, Nute 31: Tyler Zorn led Derryfield with 13 points and Roger Larrivee added nine points for the Cougars. Pat McGinley and Sam Anderson each had eight points in the win.
Conant 61, Campbell 46: On Wednesday in Jaffrey, leading scorers for the Cougars were Zach Bergeon (22 points), Harrison Vedrani (seven points and nine rebounds) and Kyle Manning (six points). Campbell (14-3) will host Mascenic today at 7:30 p.m.
Moultonborough 51, Portsmouth Christian 36: On Wednesday, the Panthers rallied back from a 26-15 halftime deficit to post their 11th win in 18 games. Aaron Davis tallied 17 points including seven in the third period when Moultonborough outscored Portsmouth Christian, 22-9. Riley Swedberg had 13 points and Johnny McClay netted nine
Boys' hockey
Dover 8, Alvirne 2: Eight different players scored a goal to lead Dover past Alvirne of Hudson 8-2 in a Division II boys' hockey contest Thursday at Dover Ice Arena.
Dover (14-3) started strong building a 4-1 first -period lead thanks to goals by Griffin Guerra, Connor Gaffney, Cam Crowley and Jesse Frase. Michael Silva scored for Alvirne in the stanza.
Mitchell Welch of Dover and Brad Brock of Alvirne each exchanged second-period goals.
Dover took control with three more goals in the third period. Greg Stohrer, Robert Markusic and Kieran Lombard each scored for the Green Wave.
Central 6, Nashua South 1: At Conway Arena in Nashua, the Little Green (10-7) clinched a first-round bye in the upcoming Division I boys' ice hockey tournament.
Central has won four straight games. Ian Beliveau turned back 19 saves before relinquishing the net to Brendan O'Neil, who allowed South's lone goal.
Central led 2-0 in the first period thanks to tallies by Jon Mathieu and Nathan Potvin, who was assisted by Willy Lyons and Colin Pacheco.
The lead went to 4-0 in the second stanza on goals by Jake Clark, assisted by Patrick Barry and, Devon Sprague from Mathieu. Steve Saucier scored for South in the third period, but Parker Anderson answered for Central. Clark assisted on the goal and later scored on feeds from Pacheco and Barry.


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Student loan bill backed by House
WASHINGTON (AP) — The U.S. House says student loan interest rates should be pegged to the financial markets.
The House on Thursday passed a bill that would tie interest rates to 10-year Treasury bills. The measure would head off a doubling of interest rates on subsidized Stafford student loans come July 1. But the bill faces a veto threat from President Barack Obama.
The bill would offer college students a better rate at first but the rates could climb in coming years.
Democrats say there is no support for the bill in the Senate that they control and are urging lawmakers to extend the current 3.4 percent interest rates for two more years.


text: The Cisco MDS 9000 Storage Services Module (SSM) is an open, standards-based module designed specifically to support Intelligent Fabric Applications from multiple partners, including EMC, IBM, and Veritas. The SSM can be utilized with any MDS 9500 Director or 9200 Fabric Switch, providing investment protection for MDS customers as well as more rapid access to storage application innovations. The module provides thirty-two Fibre Channel ports and has embedded ASICs designed to deliver performance improvements for 3rd party Intelligent Fabric Applications, based on open standards such as Fabric Application Interface Standard (FAIS).


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FERPA and Privacy Rights
The Family Educational Rights And Privacy Act of 1974
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Certain information known as Directory Information may be disclosed by an institution without violating FERPA. Excelsior College has designated the following categories of information as Directory Information that may be released to a third person (party) without the student's consent:
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