recursal/Fanatic-Fandom huggingface dataset:
Brewmaster

Brewmasters are a part of the Rogue Alliance and are made up of the potion and poison makers that find home on the Isles. **Brewmasters are a Rogue Alliance Rank!**

## Overview

While most of Aquore’s brewmasters brew potions and poisons, there are a select few who spend their days brewing all sorts of alcoholic beverages.

The Island of Blood is home to Aquore's most infamous brewmasters, those most famous for brewing poisons. Working closely with the few laics that live on the secluded island, these brewmasters perfect their craft, working in tandem to create the most potent and effective poisons available in Hireath. However, brewmasters can be found owning the taverns and bars across the Isles as well as working in them.

Brewmasters are typically employed by crews either to provide the potions or alcohol for trade, or to appraise the crew's shipment for value. Brewmasters will also occasionally join crews to brew on board, collect ingredients from other continents themselves, or simply to gain more knowledge from foreigners.

## Rank Levels

* **25 AP l** You know your way around the shop and have familiarized yourself to the point of memorization all the components you use on a regular basis. You may gain your **Tier 1 Talent** early (for your first talent only).
* **50 AP l** First impressions are everything, and even a brewmaster should look fabulous. Claim either Body Paint or Hair Dye for free.
* **75 AP l** Sleep? Who needs sleep? You’re tinkering day and night, making sure everything is ship-shape! Obviously, you require less sleep than the average horse. Add 15 SP to either your Vitality
* **100 AP l** You sure could use an extra pair of hooves! Er, claws? Receive a **Talorian** **Level 1 Familiar** for free if your familiar slot isn’t already filled.
The Defender

Hoof picked by the Emperor, the Defender is the head of Aquore's Security and Defense.

**The Defender is a limited rank and is subject to SA's Monthly Activity Checks**

## Overview

The Defender is the herd’s head of military strategy, and the symbolic embodiment of Loyalty, one of the three pillars of Cascade. He is the perfect balance of strength, intelligence, and loyalty. Unyielding and brave, he has often already been acknowledged as the best guardian of his generation by the time the Emperor selects him on his crowning day. He works closely with the Talori emperor and the his fellow Trinity members, the Divine and Sage.

The Defender is expected to expertly advise the Emperor in matters of security and warfare both at home and abroad. Alongside the Emperor and Sage, he does what he can to protect the herd's secrets as well as prepare for any invasions that might come to pass. The Defender has power over the entire guardian force that can only be superimposed by the Emperor himself. Together, they enforce of the Talori laws and keep citizens safe from harm.

The Defender is viewed as the protector of the Talori, and acts as their champion the duration of his time in office. He puts duty before all else, and inspires courage in the hearts of those under him.

## Rank Levels

* **25 AP l** A Defender must practice vigilance. Sussing out a lie comes easily to you, and you can usually sense a threat coming before they even have a chance to show their hand. You may receive the Weapon Master or Improvisionist for your first talent early.
* **50 AP l** The defender should always look as formidable an opponent as he actually is. As such, Recieve a Full Plate Breastplate and Helmet for free
* **75 AP l** Your dedication is what brought you to this position, and Cascade guides your hoof. Add 15 SP to your Strength
* **100 AP l** You are one of the pillars that holds the nation together. Naturally, you need to be protected from those that would do Aquore harm. If your familiar slot is not already filled, receive a **Talorian** **Mythical Familiar** for free.

## Previous Defenders in Recent History

* Klaudius (1701 - Present)
* Thaumas Anereus (1680-1700)(Deceased)

* Yet Un-named Defender (1660-1680)(Retired from Rank- Available for Creation. Must be a stallion of  at least 60 years of age)
* Zarek (1598 - 1660)(Stallion, Deceased)
Craftmaster

*See Guilds*

As the leaders of their respective guilds, Craftmasters oversee production, education, and business within their guilds.

## Overview

Craftmasters are most likely to be a stallion, with the exception of the Master Midwife. Craftmasters reside in the Hall of their respective Guild, and oversee all instruction, as well as all major undertakings by their Guild’s craftsmen. They are in charge of arranging any large-scale business dealings or work for the Warlord, as well as supervising the conduct of their Guild members.

Though all skilled in their respective crafts, Craftmasters are usually elected for their business sense and leadership more than their technical skills. They are addressed using the name of the Guild, i.e. Master Weaver, Master Tanner, etc. The rank name is not gendered (i.e. a female Master would not be called Mistress).

## Current Craftmasters

* Shipmaker - Bhreac
* Weaver - Evan
* Illuminator - Ynghild
* Tanner - Open
* Midwifery - Sithmaith
* Blacksmith - Open

## Rank Levels

* 25 AP l Your communication skills to your employees & business partners is fantastic. You can read right through trades & deals for the motivations underneath, whether shady or not. You may gain your **Tier 1 Talent** early (for your first talent only).
* 50 AP l Your business sense is paying off as you become more adept at navigating your guild as an economic entity. Add **+15 SP** to your character's Wisdom or Cunning stats.
* 75 AP l  Your job requires a lot of detail and specific tools, and you often have much to bring around with you. Receive a **Saddlebag** and **Tools** for free.
* 100 AP l  A familiar who specializes in sending letters & messages would be most helpful. If your familiar spot is open, receive a **Level 2 War-Forged familiar (except rare)** for free!
Soldier

Soldiers are the horses who make up the majority of the Vindicators, a Vagabond faction devoted to bringing order and equality to Hireath.

 Overview

Soldiers are the most numerous rank among the Vindicators - a role given to anyone whose primary function in the group is to aid in the fight. Soldiers can be skilled combatants or specialists, but are most often "jack of all trades" horses, putting their many skills to use in the field on Vindicator missions.

On missions and raids, Soldiers carry out the majority of the work (combat or otherwise), following plans set down by the Paladin to secure success. Despite having such small numbers, the Soldiers' dedicated training allows them to be extremely effective in the field, but their job is still an extremely dangerous one.

As the Vindicators are a small faction, the Soldier’s job does not end at the battlefield. When back at home base, they will aid their faction with many smaller non-specialized tasks, such as cleaning, harvesting food, maintaining the base or gathering supplies from the wild.

Some individuals among Soldiers are sometimes called *Specialists* - people with specialized combat knowledge, such as scouts or explosives experts. These more specialized fighters are not superior to the others but may receive special responsibilities on missions depending on their skillset.

Although there is no real hierarchy among the Vindicators, Soldiers will generally pick a leader among their number for any given mission, big or small, to avoid miscommunication.

## Rank Levels

* **25 AP |** You have chosen a dangerous life, and cannot afford to let small changes go unnoticed. Receive **a tier 1 talent**. (first talent only) early, if you wish.
* **50 AP |** You are gaining a reputation as a true defender of the helpless. Receive a **Shield** and **Bracers** for free.
* **75 AP |** Your heroic acts and tireless training have not gone unnoticed by the Paladin. Gain an additional **+15 SP** to either speed or vitality.
* **100 AP |** Your dedication deserves an equally dedicated companion. If your familiar slot is empty, receive a **Vagabond level 2 (except rare)** familiar for free.
Merchant

Commoners whose livelihood relies on the sale of product. They range from exorbitantly rich to exceedingly poor depending on their circumstances.

## Overview

Merchants are typically wholesalers who purchase their products from one (or several sources), which they then resale for a tidy profit. Some, such as bakers, jewelers, and seamstresses create their own products. Regardless of how a merchant acquires their goods, they are expected to have expert knowledge of their wares.

In Valore, wealthy merchants own a business in the aptly named Merchant District. Merchants unable to find or afford a permanent location can rent stall space on the Gilded Bridge, which serves as a community marketplace.

Merchants of wealth and repute are regarded as the 'top tier' of the common class. They have more wiggle room to rub shoulders with the upper classes, and occupy purchased seats on the Commons Court.

## Rank Levels

* **At 25 AP** | You’re in the business of making good business. So long as it relates to your occupation, you may gain your **Tier 1 Talent** early (for your first talent only).
* **At 50 AP** | You’ve received a practical gift from a good friend. Is it Saddlebags or Horseshoes?
* **At 75 AP** | Competition is tough, and those late nights can be difficult. Your experience has granted you +15 SP to Vitality or Cunning.
* **At 100 AP** | For when you need to export your goods, a helpful familiar willing to play the part of a ‘pack mule’ is a blessing. If your familiar spot is free, receive an **Aodhian** **Level 1 Familiar**
War-Forged Newsletter

Welcome to the War-Forged Newsletter!

This newsletter is a platform for all manner of War-Forged News (IC and OOC) including all news related to the Bloody Flanks subfaction. It also acts as a timeline of updates from late 2019 onward. Updates are listed newest to oldest. The newsletter was moved to wikia in February 2021.

Members can also submit their own contributions to be added to the newsletter! These contributions are subject to admin approval, but we encourage members to come up with their own plotting pieces for other members to participate in - and have them promoted in the newsletter.

## Official Newsfeed

**04/10/2020:** First round of major rank updates!

* Farmer, Herder, Weather Witch and both Stationary and Travelling Merchants were all absorbed into the new general rank, The Core
* Apprentices now their own rank

**02/24/2020:** The War-Forged Mini Event Blow by Blow took place

**02/8/2020:** Newsletter goes live

**01/29/2020:** War-Forged chapter timeline goes live

## Future Updates

* Doing my best to get the first roll out of rank expansion/updates out by mid April!
* The earth is rumbling and the trees are creaking
* Expect a Mini-Event in late February!
* General quality of life updates will be occurring, more details to come

## Herd Happenings

 January 1702
 January 1702
 November 1701
 October 1701
 October 1701

For events further back, please refer to the Timeline.

## Member Newsfeed

**04/10/20:** During the encounter with the Bloody Flanks, Gwen learned that members of her herd are going hungry. As a farmer, she's willing to maximise the use of her Plant Manipulation blessing to give help to those in currently in need of food. Link!

### Contributing

Do you have a personal storyline you want to share with others? Is your scout looking to patrol one of the new forests? Are others welcome to join your medic on their special wedding day? Are you just looking to spread some rumors? Share with others via the newsletter!

#### **Rules**

* Contributions must be applicable to more characters than just you and a couple friends. Only submit things you want to involve other people in!
* Contributions need to be lore appropriate.
* Contributions may be either group rps, simple announcements/rumors or even more complicated private plottings
* For bigger ideas please consult an admin beforehand. We don’t want you to put in a lot of work and then be disappointed <3 Tag me (SkyofNewMoon) on discord if you want to have a chat! If you'd like to note us about an event proposition, please do so, but put my user in the title!
* Contributor is responsible for managing + organizing things for their own contribution. The staff is happy to help with lore concerns and such, but setting up games etc is up to you

* Examples of contributions could be things like:
	+ Two characters are getting married, and others are invited to their wedding
	+ A character starts spreading rumor of an event (real or imagined)
	+ A character has done or is doing something that may affect others
	+ A character wants to discuss things with others or form a group of some kind
* To contribute, fill out the form here
Agitator

Agitators are members of the Freedom's Flight who have dedicated their lives to protesting for pegasus rights among the Talori herd.

Agitators are **always** characters who were born into the Talori. They can be **any breed**, making them the only Freedom's Flight rank that allows hippocampi.

 Overview

Agitators are members of the Freedom's Flight who live among the Talori, rather than at the Aerie. Their purpose is to push the boundary of Aquore's laws but not break them. They are protesters, demonstrators, and reactionaries, public supporters of Pegasus rights who keep the Flight's mission on the minds of the Talorians without risking arrest.

While they are technically Flight agents, Agitators do not live in the Aerie (many may not even know where it is) and are kept in the dark about the Flight's major missions so that Guardians cannot pry information out of them. Most of them have never been in contact with any major leaders of the Flight. They are grassroots supporters, maintaining a nonviolent but shocking presence in Talori's public discourse; their goal is to drum up support for true societal equality for pegasi, and make sure no one forgets the plight of Talori's winged citizens or Cascade's will towards them.

Among the Agitators are also a number of more senior Flight members who have been able to return to their lives among the Talori. These Agitators often act as clandestine recruiters for the Flight, and discreetly pass information about the public opinion and local news to the Flight.

Agitators, like the rest of the Flight, believe that the fight against pegasus racism is far from over. Although they live among the Talori herd, they do not hold traditionally respectable jobs, many of them working as seasonal labor or drifting from one small job to another. Some may even live off of sympathizer donations. They are activists who choose to devote all of their available time to promoting their cause. They are responsible for organizing public assemblies and demonstrations to highlight the racial prejudice of the Talori, and to control the Flight's image among the public.

As the Flight attempts to distance itself from the violence of its past and move toward a more politically-motivated future, the Agitators are key in paving the way for the future of civil rights in Aquore.

## Rank Levels

* **25 AP |** You will need to be persuasive if you want to accomplish anything -- receive **a tier 1 talent** (first talent only) early.
* **50 AP |** Sound research will help you debate your viewpoint effectively. Receive a **Book or Scroll** from the accessory shop for free.
* **75 AP |** Your beliefs get stronger every day. Take **+15 SP**  towards your Wisdom or Cunning.
* **100 AP |** It's a hard life, spending every day fighting for your rights, but you're not alone! If your familiar slot is empty, take a **Vagabond level 1 familiar** as your new companion.
Ascendant

Seen as the mortal envoy of the chaos god Digend, the Ascendant is the leader of the Cultists.

## Overview

The Ascendant is responsible for executing Digend's will on Hireath. In the past, the Ascendant had always lived among the Disciples, fighting alongside them and commanding them from the trenches. Starting with Ascendant Medulla, however, the Ascendant now leads the Cult of Digend from a distance. These new Ascendants have had a different vision for the Disciplines than their violent and chaotic predecessors.
Ascendant Dalach claims he has spoken to Digend, and leads the Cult via his corrupted Astral Projection. Under the cover of being a Ranger, he is able to visit all corners of Hireath, and may yet seek to re-establish personal contact with the Disciplines
No one in the Cult is above the scrutiny of the Ascendant, or able to challenge his decisions. The Ascendant is a devoted follower of Digend, and viewed almost as a god himself. While alive, the Ascendant is considered the right-hand of Digend, and will join her side in the afterlife.

## Rank Levels

* **0 AP |** Receive your first **Blessing** and a **Mythical Familiar** from the Vagabond shop.
* **25 AP |** To pave the path for Digend, you must be strong. Receive your **Talent** early.
* **50 AP |** You must avoid detection in order to reach your goals. Receive one free **Accessory** from the shop to maintain your disguise.
* **75 AP |**  Your battle is far from over-- how will you choose to fight? Gain an additional **+15 SP** to either strength or cunning.
* **100 AP |** A **strange stone** has appeared among your possessions. The deep red color calls to you…

## Ascendants in Recent History

* Dalach, start of 1701 - Present
* Medulla, 1700 - 1701
* Genesis **,** 1690 - 1700
Alchemist

Hard working and studious, Alchemists prefer to bury their nose in a book or project. Their innovations and improvements in technology with the use of science and magic have become renown; some spreading even to the far corners of Hireath.

**Alchemists are a limited rank and is subject to SA's Monthly Activity Checks**

## Overview

Aside from the Arisen, Alchemists are the most prestigious of the Kawaru and it is their work that is known across Hireath. Much like celebrities, these equine often use their status to their advantage in order to afford more product for their ongoing projects. While Alchemists may not be considered rich by Breim's standards, they do seem to have access to much more than the citizens of Sterling.

Many Alchemists make their mark through their talent of innovation, science, and/or magic and while some have trained a lifetime others are simply gifted. Much unlike the Umare, they have moved up in rank and status through their progressive ways of thinking and inventions.

While Alchemists are competitive with one another, they also find great satisfaction with working off each other's discoveries and knowledge. Many take on students who wish to learn their works in hopes of one day becoming Alchemists themselves.

Over the generations, Alchemists have become the face of the Kawaru's movement and they advocate the teachings of change and progress. They are devout believers in Breim's advancements, often outwardly defying the traditions of the Umare if only to make a statement.

## Rank Levels

* **25 AP|** You are a young to invention but there are high hopes that you will make it big. Receive a **rank 1 talent** early.

* **50 AP|** You’ve come a long way with your research and experiments, and your work has finally received some attention from your herd. Receive one **gilded bridle** from the shop for free.

* **75 AP|** Your voice is important on topics of innovation, magi, and science, should you ever be bothered to peek your head out of your notes. **+15 SP to Wisdom or Cunning.**

* **100 AP|** Due to your exploits in the scientific and magical fields, your name is widely known in the land of Sirith and has even begun to trickle outward to other herds. Receive one **Breimian Mythical Familiar** from the shop with an open familiar slot.
Supports

Supports make up the other bulk of the Vindicator population. They act in non-combat roles to support the Soldiers and keep their cause strong.

Supports are not as likely to leave the base for missions, but may accompany Soldiers depending on their specialty and the mission. Most of them reside at the Bunker.

## Overview

Supports are the non-combatant equivalent of Soldiers, and make up the other half of the main Vindicator population.  They are adult members of the Vindicators who prefer to avoid direct combat and instead focus on other useful tasks that support their cause. They can be anything from general laborers to skilled specialists, such as smiths, farmers, chemists, medics and so on. They are expected to help wherever they can, of course, but everyone in a base will know who to turn to with a specific problem.

Supports are taught basic combat skills for self-defense, and are expected to step up to defend their fellows if needed, but are not usually sent on missions with a strict combat focus. When they are sent on missions, it will usually be due to their special skills (medics) or to provide additional muscle when carrying home loot, or simply to provide a pair of extra eyes. There are exceptions however, as some supports are skilled fighters, merely choosing to focus on another skill as their primary contribution.

As supports can work on basically anything useful, they tend to come from varied backgrounds. Some are Vagabonds, but many come from Aodh or War Forged, and continue their previous profession among the Vindicators.  As Vindicators do not trade or make items for sale, the professions must be practical and beneficial to the group.

## Rank Levels

* **25 AP |**Your labor behind the scenes keeps the Soldiers operational. Receive **a tier 1 talent**. (first talent only) early, if you wish.
* **50 AP |**Whatever your duties might be, you can be sure they are appreciated by your peers. Receive free **Tools** and a **Harness.**
* **75 AP |**What you do might not be glamorous, but you are good at it.  Gain **+15SP** to either **vitality** or **strength.**
* **100 AP |**YYou are the backbone of your faction, and might want a familiar to keep you company. If your familiar slot is empty, pick a free **Level 1 Vagabond Familiar** as your pet.
Peryton

artwork by catfynli

The peryton is a mythical familiar of Sedo. Perytons are impressive creatures with a cervine body and head, but the wings and back legs of a bird. Perytons are prized companions of the Seroran people and are known to be peaceful and exceedingly loyal, but also mischievous.

## Abilities

The unique ability of the peryton is their bilocation. Similar to Astral Projection, it allows the peryton to project their minds away from their bodies. Unlike regular Astral Projection, however, the peryton does not need to go into a trance to perform this feat, allowing them to both interact with things in their Astral form, and go on with their day in their actual body.

The astral peryton is intangible but visually identical to the original. The only way to confirm that it is a projection is to see something pass through it.

While using their bilocation, the peryton can see, smell, hear and otherwise sense through both their real and astral bodies. In the wild, the peryton uses this ability to peacefully graze while the astral projection keeps watch. They are known to use their projections to lead predators and equines away, and young perytons will often purposefully mess with horses unused to their ways.

Perytons are not naturally sentient and have intelligence similar to a smart dog.

## Lore

Perytons are considered the ideal companion for a traveler due to their ever-vigilant nature and their ability to be in two places at once. They are generally viewed as kind and wise creatures who are benevolent towards the people of Serora, and warn them about dangers.

There are also many a myth and folk story about mischievous perytons leading travelers astray or putting them to some kind of a test, usually to teach them a lesson about proper Seroran ways.

Tradition dictates that perytons with colorful wings are more flamboyant and best suited as companions for Furies or Windracers, while the ones resembling birds of prey are serious and proud, suited for Warders and politicians. Perytons who resemble songbirds are the most treasured.

## Creation Rules

#### Perytons will always:

* Be a mixture of any living cervine and bird.
* Have the head, front legs and body of a cervine, with back legs, wings and tail of a bird.
* Be the size of its real world cervine counterpart
* Have the ability to bilocate
* Have feathered wings

#### Perytons can:

* Have a naturalistic coloration based on cervine and/or horse colors
* Have feathers on their bodies, and have those feathers match the colors of the bird
* Have minor unrealistic markings
* Be with or without antlers regardless of sex
* Have tusks, if the cervine they are based on has them

#### Perytons can not:

* Have bat or dragon wings
* Be naturally wingless (they can only be wingless due to injury)
* Be a mixture of more than two animals; one cervine, one bird.
* Have tusks or horn types not based on the cervine
Shapeshifting Amulet

Amulets imbued with limited Shapeshifting abilities are widely available through Hireath. These amulets can be used for free by any character, and are not required to be purchased. They do not have be visible on your character's design.

In order to keep the blessing special, the Shapshifting amulet does not have the same abilities as level 1 Shapeshifting, and is limited to a specific set of uses.

# OOC Uses of the Amulet

These are changes the amulet can make to your character if your art style and personal preferences change. These are considered retroactive "out of character" changes rather than in-character transformations, and are basically minor tweaks you are allowed to make to your character without purchasing an item.

* Change your character's height
* Change your character's build (i.e. Arabian to draft horse)
* Change/grow your character's hairstyle
* Change your character's scars
* Change your character's sex

# IC Use of the Amulet

In order to make Hireath more LGBT-friendly and to allow any character couple to conceive foals, the amulet can be use to change sex characteristics. This is an in-character change that takes place while the affected character is wearing the amulet. They are available throughout Hireath, used both for gender-affirming changes for transgender individuals, and for fertility-related purposes.

Shapeshifting amulets are available in all herds and to vagabonds, usually created by imbuers, healers, or other magic users. They originated in Sedo, as the creation of mystically-talented Saviors, but have spread throughout the herds since the God's war.

In herds with more fluid ideas about gender and sex, the amulet is widely and easily available, and its use carries no stigma. In Aodh, their recreational use or use in fashion is common.

In herds where transgender acceptance is not widespread, the amulets are harder to come by and are mostly circulated in secretive counterculture circles. Their use in these places would likely be concealed for the safety of the wearer. In Talori, they are largely unknown, and would likely not be recognized for what they are.

The amulet itself can look like any small token or piece of jewelry. If your character is wearing their amulet visibly on their ref, the jewelry must be purchased from the shop, but the amulet can be invisibly concealed in a character's mane or tail.

# What the Amulet Can't Do

The Shapeshifting amulet is limited in its abilities. It is incapable of the following tasks:

* Changing a character's species
* Regrow a character's missing body parts
* In-character transformations (i.e. your character intentionally hiding scars)
* Changes that reverse themselves in-character (i.e. tall when wearing amulet, short without)
* Changing a character's design/coat without an appearance change potion

If you want your character to be able to make in-character changes to their appearance, seek the full Shapeshifting blessing!
Language in Aquore

## The Common Tongue

Talori horses speak the common tongue, same as the rest of Hireath's equines. That said, horses from Aquore typically have a heavy, musical accent. Their words tend to flow together when speaking, almost as if a sentence is a single word in of itself, and vowels tend to be drawn out a bit. This can make it difficult for horses from other countries (especially those from Onea) to understand them. Dialects also vary from place to place in Aquore as well. Those residing in the more southern parts of the country tend to speak in deeper tones, while the more north you go, the higher the tones get. Southerners also tend to speak a bit quicker, while equines in the north speak at a slower pace.

### Aquatic Variant

Due to the rather amphibious nature of the Talori, they have a variant of the common tongue that is used when underwater. Unable to be understood when on land, the variant's sounds tend to travel better in the water than it's more commonly used counterpart. Another noticeable deviation is the use of bubbles in the language itself, often to emphasize certain words or phrases, as well as to denote questions or exclamations, as tone is frequently lost and often misinterpreted below the waves.

### Sign Language

As disabilities are often viewed as punishment for poor decisions made in past lives, the Talori are rather abelist, leaving support and accessibility sparse throughout Aquore. Though the Talori have no officially recognized signing standard, many deaf and mute equines in Aquore have come up with their own standard signs. This standard is often shared among themselves, and occasionally taught to friends and family who may want to learn.

## Written Aquorian

Aquore has had a written language since before the gods war. Though over the years it has evolved some, the written alphabet of Aquore is still distinct and easily recognizable throughout Hireath.
Stationary Merchants

Redirect to:

* The Core

Stationary Merchants in the War Forged herd are the common laborers/craftsmen/tradeworkers who do business in one primary location in Onea.

## Overview

These horses are your everyday craftsmen, just looking to make a living of their wares. Some sell trinkets and accessories, while others focus on armor, and others still work on designing and building the bridges and structures needed for the herds survival. These horses are as varied as the tasks they preform.

## Rank Levels

* At 25 AP| Your skill in dealing with the people of Onea (those strong-willed, stubborn people) has paid off. You may gain your **Tier 1 Talent** early (for your first talent only)!
* At 50 AP| It must be tiring to drag your wares around all the time. Enjoy a **Saddlebag** to help lift that burden and make you more mobile!
* At 75 AP| Your mind must be quick, to deal with hagglers and dealmakers. Add **+15 SP** to Wisdom or Cunning to reward your efforts.
* At 100 AP| A Familiar could come in handy when it comes to hauling items or stocking the shop. If your familiar slot is open, receive a **Level 1 War-Forged familiar** for free!
Outcast

Every **kirin,** regardless of faction, must start with the **Outcast** rank, to which only 50 AP can be allotted. Once a kirin maxes their Outcast rank, they can acquire a different one from their faction by following the instructions outlined below.

## AP Rewards

* **At 0 AP |** What happened? You can't recall. It feels like it's just on the tip of your tongue, but when you try to remember, its as if you're swimming through a thick mental fog. Few things, if any, are familiar. You don't know where you are, where you've been... and you can't read written language, though you feel like it was a skill you used to have, back when the letters were different. Weren't they?
* **At 25 AP |** Though you're still stumbling through the world, you've managed to learn a little about your local area, from the landscape to the people, and perhaps even the political climate. You're going to try to pick up on a **Talent**... you need to feel useful, after all. You were useful once, useful to someone important. Weren't you...? (Receive a Tier 1 Talent early)
* **At 50 AP |** You're getting the hang of things. You're adapting. Someone used to tell you that fire always adapts, but you don't remember who that was. You suppose it's not important. You've made an impression upon your new home, and the only way to move is forward. (Character may now apply for a rank within their faction)

## Acquiring a Rank

For a kirin to be granted a rank within their faction, the following requirements must be met:

* Outcast rank must be maxed
* Owner must create and provide at least four submitted pieces that focus on the kirin.
* At least one of the four pieces must be related to the new rank (for example, a kirin who wants to be a hedgewitch could be studying herbs they've come across

If you have met these requirements, send a note to the group with the following information:

* **Subject:** Kirin (Character Name): Acquiring (Herd) Rank

```
Name of Character:

```

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Link to AP Tracker:

```

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Link to Reference:

```

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Link to Four Pieces: (specify which one relates to the rank)

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200 WC explanation for acquiring the chosen rank

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An admin will review your application and either verify the change or help with additional problems.
War Lord

The fearless leader of the War Forged herd.

## Overview

The War Lord takes council from their Shields and Stone Circle, but their word ultimately is law unless they are defeated in a formal challenge, or killed. The War Lord's spouses are considered Consorts and hold authority but the War Lord's word is final.

The current War Lord is Praxitelles.

### Previous War Lords

* Garok - 1667-1678
* Hira - 1678-1702

## Rank Levels

* At 0 | Receive first Blessing and mythical familiar.

* At 25 | Leadership is maintained with skill. Receive your Talent early.

* At 50 | Even among the War-Forged there are equines who will try to gain your favor through gifts rather than earned respect. It won’t work, of course, but hey! Free accessory.

* At 75 | Running a herd is difficult, even when most problems can be solved by violence. Receive +15 SP to Cunning or Wisdom.

* At 100 | While hiking up the mountain on a path only you know exists, you stumble across a very strange looking stone, and you can’t help but draw closer, even pick it up...
Conparis

The Conparis are the spouses of the Talori Herd's leader. Often sent from another country, they are generally a symbol of one of the herd's alliances, though this is not always the case.

## Overview

Originally called the Empress, this rank was traditionally held by an Aodhian mare as a political move to ensure the Talori remain their allies since the year 1620, the Empress had little to no power, and was typically treated more like a personal servant to the Emperor. Prior to the Aodhian alliance, the Empress was selected from among the Talori natives. She was the Emperor’s first wife and often his favorite.

Now called the Conparis in light of the shift in leadership in the year 1701, the Talori leader's spouse is still a symbol of unity and prosperity among the herd, even when used as a means to secure rocky alliances with other nations. While the Conparis still has little power among the Talori, they are invited, and even expected in many cases to attend official meetings, as their voice is a valuable asset to the herd.

Upon arrival in Aquore, a conparis is expected to embrace Talori culture, and learn all they can about the herd's history, lore, and politics. Other responsibilities include raising any of the family's children, managing household affairs, and sharing their knowledge with the Emperor or Empress.

## Rank Levels

* **25 AP l**  Aquore was quite the culture shock when you arrived, but now the customs of the the Talori feel as comfortable as a second skin. You’re beginning to fit in quite well among the people. You may gain your **Tier 1 Talent** early (for your first talent only).

* **50 AP l** As a stranger, the Talori have needed some time to get used to you. While you’re not still fully accepted, many are warming up, and some have even started bringing you gifts! Receive one item from the accessory shop (worth up to 20 CS)  for free.

* **75 AP l** It’s time to stretch those legs! You may now explore the city without the accompaniment of the Emperor but you must still take a guardian with you. You’ll know the streets by heart before long! Add 15 SP to your Cunning or Wisdom

* **100 AP l** You are the Conparis, beloved by your people and by your spouse. It’s only fitting that you receive a Mythical Familiar from the region  for free, as a sign of your belonging and power.
Incandescent Steel

A metal produced solely in Aodh, the secret of its creation handed down to them directly from Ignacio. Despite many others desiring this metal, no one has been able to counterengineer the secret of its manufacture. As such, only a few Artisan blacksmiths across Eithne know its secrets.

Incandescent Steel is very rarely seen outside Aodh, and items made out of it tend to command extremely high prices.

## Properties

Incandescent Steel is a beautiful metal with an iridescent sheen. The best Incandescent Steel is pale, sometimes even slightly translucent, with a clear iridescent shine to it, reflecting many colors. Darker shades of Incandescent Steel are just as hardy, but considered somewhat less beautiful, and are apparently easier to make. Sometimes the metal may have a somewhat glittering appearance.

Incandescent Steel is as hard as diamond, and can cut through other metals, including regular steel. It is highly resistant to rusting, and with good maintenance, an Incandescent Steel blade will remain sharp forever.

## Learning to Craft

Only a select few, even in Aodh, know how to craft Incandescent Steel. Apparently it is a somewhat challenging material to craft, even to one who knows its secrets, and high level of mastery is needed to create it. Only Artisan level blacksmiths are aware of how this metal is created.

When a blacksmith is ready to become an Artisan, they are passed down the knowledge of the metal’s creation by another master Artisan. This teaching is practical and oral only - never have the secrets of the metal’s creation been written down.

The method of creation is a closely guarded secret, and taken extremely seriously. Historically, death penalties have been given to the few individuals who tried to pass on the secret unauthorized. To betray the secret of Incandescent Steel is to betray all of Aodh - and Ignacio.

## History

The kirins apparently knew the secrets of the metal, but even among them only a select few master blacksmiths knew how the metal was created, and this knowledge was guarded with the same jealousy as it is today. They used it primarily to craft weapons and armor, although some partially destroyed metal sculptures have also been unearthed. Most of these were destroyed with their masters when Valore fell, but a select few items were left behind. Few wanted to keep reminders of the warlike kirins, so these weapons were largely destroyed, save for a few that remain in private collections across Hireath.

When Ignacio reappeared in Hireath in the year 884, the creation of Incandescent Steel was his gift to his new people. Over generations, Aodhian blacksmiths have continued to pass on the secret of its creation, and produced many beautiful weapons, armor pieces and ornaments out of the material.
Magi

Dutiful and hard working,the magi are the caretakers of the six temples of Nariah. Magi serve under the priests and priestesses in hopes of one day succeeding them in the same art which they have dedicated their lives to learning.

## Overview

With a strong drive to serve their gods, Magi spend countless hours prepping the temples for the throng of daily visitors. They are often up before the rest of Nariah's inhabitants when the crystals lighting the streets are still dimmed, cooking breakfast and sweeping stairs. By the time the first of the worshipers arrive, no prayer pillow has been left untouched. As the day wears on, minimal cleaning, greeting visitors, and leading prayer make up the majority of the Magi's duties.

Many magi come to the shrines as Uncut, freshly graduated from their required schooling. Still, not all are so young, some retreating to serve the shrines in their old age, or others as their life takes unexpected turns. To be a magi is to be humble, essentially giving up the comforts of daily life to hard work and servitude under their god. It is believed that becoming a Magi will instill such virtues and humility, empathy, and respect.

Within the sacred grounds of the temples, Magi live together in enclosed spaces, sharing everything from sleeping areas to dinning space to bathroom facilities. Acting much like a dorm room, the living quarters of the Magi act like a large family unite where chores are shared along with linens. Magi that live within the complex are respected for their dedication to the rank, and are often given the best of the daily duties of the shrines. But some magi, especially those with families and foals of their own, choose to live off the scared grounds in houses close to the shrine that they work under. These equine make the trek daily, often rising early and returning home late.

## Rank Levels

* **25 AP|** You begin serious training under the priest or priestess you serve, starting by learning the ways of your god and the stories behind them. You drink in this new information and feel you understand your god a lot better. Receive a **rank 1 talent** early.

* **50 AP|** Your dedication is paying off, and the Priest/ess of your shrine has begun to notice your hard work day in and out. To honor this, you are given a Prayer Idol of your shrines god. Receive on free **Prayer Idol** from the shop.

* **75 AP|** You have become well know around the Shrine, even to the vistors that pass through the doors. Many come to you seeking a word of blessing or a prayer. **+15 SP** to Wisdom or Vitality.

* **100 AP|** The Priest/ess of your shrine respect your opinion, and begin to call on you in times of need. Your words are highly valued, and you are free to speak your mind in their presence. Still, it is nice to have a companion that does not expect so much all the time. **Level 1 Breimian Familiar**.
Birthday Gift

Every year, you may claim a birthday gift from the group. Happy Birthday from the SA Staff!

## Rules

* You may only claim this gift if you were a member during your birthday (so if your birthday is in June but you joined in November, you would have to wait until the next June!).
* You don't need to claim the gift on your birthday - you may claim it at any point afterwards, as long as you were a member during your birthday
* Birthday gifts can not be transferred or gifted to other players. They're personal
* AP rewards may be split between multiple characters - make sure to track them clearly if you do this
* Items claimed from Birthday gift my be returned to the shop and exchanged for another item, but can not be refunded for CS.

## Birthday Gift Includes:

* 15AP
* 10CS
* One free Accessory from the Accessory Shop. Includes weapons and armor.

## How to Redeem

* For AP and CS, simply log on to your tracker as "- From Birthday *InsertYearHere*"
* For the free item, note the SA-Shop with your claim
	+ You **MUST** include the word "Birthday" in the title of your note
Pirates

Pirates make up the brunt of any crew. Skilled sailors and fighters, they are a necessary part of the Rogue Alliance.

## Overview

Often cunning and fearless, pirates are a crucial part of any rogue crew worth it's salt. They are the first line of defense against any who would see a crew harmed, and are active combatants when it comes to attacking other unsuspecting sea farers. Pirates are also experienced sailors and are often the only reason a crew can function as well as it does.

While they answer to a captain, pirates are first and foremost out for themselves. If things start to take a turn they don't like, most pirates wouldn't hesitate to jump ship. This maintains a sense of balance between the captain and their crew. The captain may have the final say on their ship, but individual pirates have the option to leave at any time.

Typical pirate duties include but are not limited to:

* Sailing
* Fighting and security
* Heavy lifting and moving of goods
* General maintenance
* Manning the cannons
* Filling in for other positions when applicable and necessary

## Rank Levels

* **25 AP l** Yo ho, yo ho, a seedy life for you! Most pirates get to and from the other continents by ship. With all the moving around you do, your seafaring instincts have grown sharper than ever. You may gain your **Tier 1 Talent** early (for your first talent only).
* **50 AP l**  You've proven your worth to your captain time and time again. As such, they've decided to give you a gift as a token of their appreciation! Receive a one handed bladed weapon from the shop!
* **75 AP l** Your travels take you all over Hireath, and as such, you've had to learn how to blend with the locals. Whether it's a good deal you're after, or some juicy intel, you've learned just what to say to get what you want. Add **15 SP** to your **Cunning** or **Agility**
* **100 AP l** Being away at sea for months at a time can get pretty lonely... If your familiar slot is empty, receive a **Talorian** **Level 1 Familiar for free.**
Agriculturalists

**Agriculturalists** are the Talori herd's farmers and gatherers, providing the herd with all manner of food, medicine, materials, and familiars.

☀ Are now a part of **The Shoal!**

## Overview

Strong and dauntless, Agriculturists are the backbone of the herd. More than ordinary farmers growing fresh fruits and vegetables for the herd and for trade, many also brave the wilds and the sea in search of components for the Brewers and items for craftsmen, as well as fruits and vegetables that only grow in the environment the rain forest provides. Without these horses, life in Aquore would cease to exist.

### Farming

Farmers in Aquore provide most of the herd's food, medicinal herbs and plants, and other components. Farms vary from place to place and town to town depending on the individual and what grows best in most areas. These agriculturalists learn all they can about plant diseases and how to treat them, natural insect repellents to keep harmful bugs from destroying their crops, and how to get the best yield out of every harvest. They are hard working, knowledgeable individuals who are often said to possess a green hoof.

### Gathering

Agriculturalists who venture into the wilds are of different stock. Quick and sure footed, they brave the wilds or the seas in search of all manner of plants and other treasures the peninsula has to offer. Often putting themselves in harms way, they gather the things that won't grow when farmed. Medicinal and toxic plants are the most sought after, though there are plenty of hot ticket edible plants as well. They also have a tendency to pick up any neat odds and ends they find. Remains of shipwrecks are quite popular among agriculturalists who gather in the seas, while the odd gemstone or forgotten rogue cache can be found within the Wilds.

Some agriculturalists skip the flora all together, preferring to focus instead on the fauna Aquore has to offer. They capture creatures native to the Wilds or the Great Aquorian Sea for sale and breeding by Aquore's familiar keepers. Fewer still will take their own familiars out to hunt or fish, seeking meat to be sold as food for the herd's familiars, while making even more money off the pelts and bones of the creatures as well.